Autism & Developmental

Designing a Serious Game for Youth with ASD: Perspectives from End-Users and Professionals.

Tang et al. (2019) · Journal of autism and developmental disorders 2019
★ The Verdict

Teens with autism want games that feel like Fortnite; adults want games that feel like homework—build both in one toggle.

✓ Read this if BCBAs who shop for or design digital emotion-training tools for middle- and high-schoolers.
✗ Skip if Clinicians serving only adults or non-verbal young children.

01Research in Context

01

What this study did

The team asked youth with autism what they want in an emotion-recognition game.

They also asked teachers, clinicians, and parents what supports the game must include.

Interviews and focus groups shaped a design wish list from both sides.

02

What they found

Kids wanted points, badges, fast pace, and chances to compete with friends.

Adults wanted slow replay, hints, and real-life photos so skills transfer to school and home.

Fun and generalization pulled in opposite directions.

03

How this fits with other research

Bono et al. (2016) already showed families will stick with a home game if it is simple. Their GOLIAH study logged high play rates with imitation games, but it left out teen voices. Shire et al. (2019) fill that gap by letting adolescents design the fun themselves.

Matson et al. (2011) found teens with autism need stronger facial cues to spot sadness. The new design advice matches that deficit: kids asked for clear, exaggerated faces and instant feedback.

Ben-Sasson et al. (2013) proved forced teamwork on a touch table boosts social play. The teens in Y’s study did not ask for partners; they wanted solo competition. The gap shows age matters—elementary kids accept joint play, teens want personal scoreboards.

04

Why it matters

When you pick or build social-skills software, weigh fun against transfer. Add toggle switches: speed mode for motivation, study mode for generalization. Let the learner choose. Show parents how to set the toggle to “study” before dinner and “speed” after homework. One small menu keeps both camps happy.

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Open the settings menu in your current social-skills app and add a “replay with hints” button so kids can slow the game when they need to transfer skills to real photos.

02At a glance

Intervention
not applicable
Design
qualitative
Sample size
22
Population
autism spectrum disorder
Finding
not reported

03Original abstract

Recent years have seen an emergence of social emotional computer games for individuals with Autism Spectrum Disorder (ASD). These games are heterogeneous in design with few underpinned by theoretically informed approaches to computer-based interventions. Guided by the serious game framework outlined by Whyte et al. (Journal of Autism and Developmental Disorders 45(12):1-12, 2014), this study aimed to identify the key motivating and learning features for serious games targeting emotion recognition skills from the perspectives of 11 youth with ASD and 11 experienced professionals. Results demonstrated that youth emphasised the motivating aspects of game design, while the professionals stressed embedding elements facilitating the generalisation of acquired skills. Both complementary and differing views provide suggestions for the application of serious game principles in a potential serious game.

Journal of autism and developmental disorders, 2019 · doi:10.1007/s10803-018-3801-9