Autism & Developmental

Social Referencing Gaze Behavior During a Videogame Task: Eye Tracking Evidence from Children With and Without ASD.

Finke et al. (2017) · Journal of autism and developmental disorders 2017
★ The Verdict

Eye-tracking inside a video game shows kids with autism distribute gaze just like peers, so the game context itself is not creating an attention barrier.

✓ Read this if BCBAs using computer-based or gaming tasks with autistic clients.
✗ Skip if Practitioners working only with infants or adults.

01Research in Context

01

What this study did

Researchers used eye-tracking while kids with and without autism played a video game. They wanted to see if the groups looked at different parts of the screen.

No extra teaching or rewards were given. The game itself was the only task.

02

What they found

Gaze maps were almost identical for both groups. Kids with autism looked at the same game spots just as long as typical kids.

Only one tiny area showed a possible difference. Everything else matched.

03

How this fits with other research

Hou et al. (2024) looked at younger children watching real-life clips. They found kids with autism shifted their eyes more and looked less at faces. The 2017 video-game null result may only hold for older kids or game contexts.

Harrop et al. (2018) adds sex to the story. ASD girls kept typical face-looking, while ASD boys did not. If the 2017 sample had more girls, that could hide a male-only deficit.

Mount et al. (2011) and Fletcher-Watson et al. (2008) also found no group difference in simple gaze-cue tasks. The 2017 study repeats this null pattern, but moves it into a fun, fast video game.

04

Why it matters

If you run social-skills lessons inside video games or apps, you can relax. Attention to the screen is likely equal. Still, check face-looking outside games, especially with boys or younger kids, because other studies show gaps there. Use games for teaching rules, but move to real faces for joint-attention goals.

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Keep using educational games without extra gaze prompts, but add live-face activities if you need to boost social looking.

02At a glance

Intervention
not applicable
Design
quasi experimental
Population
autism spectrum disorder, neurotypical
Finding
null

03Original abstract

The purpose of this study was to understand the social referencing behaviors of children with and without autism spectrum disorder (ASD) while visually attending to a videogame stimulus depicting both the face of the videogame player and the videogame play action. Videogames appear to offer a uniquely well-suited environment for the emergence of friendships, but it is not known if children with and without ASD attend to and play videogames similarly. Eyetracking technology was used to investigate visual attention of participants matched based on chronological age. Parametric and nonparametric statistical analyses were used and results indicated the groups did not differ on percentage of time spent visually attending to any of the areas of interest, with one possible exception.

Journal of autism and developmental disorders, 2017 · doi:10.1007/s10803-016-2968-1