A Mobile Game Platform for Improving Social Communication in Children with Autism: A Feasibility Study.

A Mobile Game Platform for Improving Social Communication in Children with Autism: A Feasibility Study.
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DOI:
10.1055/s-0041-1736626
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发表时间:
2021-10
影响因子:
2.9
通讯作者:
Wall DP
Wall DP
中科院分区:
医学3区
文献类型:
--
作者:
Penev Y;Dunlap K;Husic A;Hou C;Washington P;Leblanc E;Kline A;Kent J;Ng-Thow-Hing A;Liu B;Harjadi C;Tsou M;Desai M;Wall DP

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背景 许多自闭症儿童无法得到及时的面对面诊断和治疗,特别是在受地理、社会经济或全球健康问题限制的情况下,如目前的COVD19大流行。在传统临床环境之外工作的移动解决方案可以防止在获得优质医疗服务方面出现差距。目的 本研究的目的是探讨自闭症儿童手机游戏平台的参与度和治疗可行性。方法 我们设计了一个移动应用程序GuessWhat,按照目前的形式,它通过智能手机向3至12岁的家庭环境中的儿童提供基于游戏的治疗。照顾者将手机放在额头上,显示一系列适当的和治疗相关的提示(例如,一张惊讶的脸)中的一种,儿童必须充分识别和模仿这些提示,才能让照顾者猜测正在被模仿的是什么,并进入下一个提示。每个游戏运行90 秒,以在儿童和照顾者之间创建强大的社交交流。结果 我们研究了72名自闭症儿童(男性占75%,平均年龄8岁2个月)玩这个游戏的可行性,他们被要求玩这个游戏,每天3次,每周3天,总共4周。治疗组在社会反应性总分(3.97p<0.001)和文兰适应行为量表(VABS-II)社会化标准(5.27p = 0.002)方面均有显著改善。结论 结果支持GuessWhat手机游戏是有效治疗自闭症的一种可行的方法,并进一步支持了该游戏可以在自然环境中使用以增加治疗机会的可能性,当护理障碍存在时。
Background  Many children with autism cannot receive timely in-person diagnosis and therapy, especially in situations where access is limited by geography, socioeconomics, or global health concerns such as the current COVD-19 pandemic. Mobile solutions that work outside of traditional clinical environments can safeguard against gaps in access to quality care. Objective  The aim of the study is to examine the engagement level and therapeutic feasibility of a mobile game platform for children with autism. Methods  We designed a mobile application, GuessWhat , which, in its current form, delivers game-based therapy to children aged 3 to 12 in home settings through a smartphone. The phone, held by a caregiver on their forehead, displays one of a range of appropriate and therapeutically relevant prompts (e.g., a surprised face) that the child must recognize and mimic sufficiently to allow the caregiver to guess what is being imitated and proceed to the next prompt. Each game runs for 90 seconds to create a robust social exchange between the child and the caregiver. Results  We examined the therapeutic feasibility of GuessWhat in 72 children (75% male, average age 8 years 2 months) with autism who were asked to play the game for three 90-second sessions per day, 3 days per week, for a total of 4 weeks. The group showed significant improvements in Social Responsiveness Score-2 (SRS-2) total (3.97, p <0.001) and Vineland Adaptive Behavior Scales-II (VABS-II) socialization standard (5.27, p  = 0.002) scores. Conclusion  The results support that the GuessWhat mobile game is a viable approach for efficacious treatment of autism and further support the possibility that the game can be used in natural settings to increase access to treatment when barriers to care exist.
DOI: 10.1007/s10803-016-2718-4
发表时间: 2016-06
影响因子: 3.9
作者:
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发表时间: 2018-09-18
影响因子: 4.9
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DOI: 10.21037/mhealth.2018.03.02
发表时间: 2018-01-01
期刊: mHealth
影响因子: --
作者:
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通讯作者: Chandrashekar, Pooja