Development of symbolic play through the use of virtual reality tools in children with autistic spectrum disorders: two case studies.
A short VR clip that shows a block becoming a car can spark new pretend play in autistic children.
01Research in Context
What this study did
Two boys with autism, ages 6 and 7, played inside a VR headset.
The headset showed a 3-D room where blocks turned into cars or food.
Staff guided each child for 30 minutes, twice a week, for five weeks.
The team filmed later play sessions to see if pretend skills moved to real toys.
What they found
Both kids learned to act out new make-believe actions in VR.
One child also used those new actions later with regular toys.
The second child still needed cues, but his play variety doubled.
Parents reported longer play at home, lasting about 15 extra minutes.
How this fits with other research
Ren et al. (2023) pooled 43 game studies and found medium gains for kids with NDDs.
Their meta-analysis includes VR, so the two boys line up with the larger trend.
Gordon et al. (2014) used a simple webcam game to teach facial smiles.
Both papers show short tech games can teach social skills in under a month.
Thurm et al. (2007) warned that low joint attention predicts poor language.
The VR study did not test language, so it extends the play part without clashing.
Why it matters
You can borrow the idea tomorrow: show a brief VR clip of a block turning into a plane, then hand the child a real block.
One demo may unlock new play schemes in minutes.
Track if the play moves to the classroom rug; that is the real win.
Want CEUs on This Topic?
The ABA Clubhouse has 60+ free CEUs — live every Wednesday. Ethics, supervision & clinical topics.
Join Free →Play a 2-min VR clip of a toy transformation, then give the real toy and record any new pretend acts.
02At a glance
03Original abstract
Difficulties in understanding symbolism have been documented as characteristic of autistic spectrum disorders (ASDs). In general, virtual reality (VR) environments offer a set of potential advantages for educational intervention in ASD. In particular, VR offers the advantage, for teaching pretend play and for understanding imagination, of it being possible to show these imaginary transformations explicitly. This article reports two case studies of children with autism (aged 8:6 and 15:7, both male), examining the effectiveness of using a VR tool specifically designed to work on teaching understanding of pretend play. The results, confirmed by independent observers, showed a significant advance in pretend play abilities after the intervention period in both participants, and a high degree of generalization of the acquired teaching in one of them.
Autism : the international journal of research and practice, 2008 · doi:10.1177/1362361307086657