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

© 2018, Springer Science+Business Media, LLC, part of Springer Nature. 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 comp...

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Main Authors: Tang, J., Falkmer, Marita, Chen, N., Bolte, S., Girdler, Sonya
Format: Journal Article
Published: Springer New York LLC 2018
Online Access:http://hdl.handle.net/20.500.11937/71014
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author Tang, J.
Falkmer, Marita
Chen, N.
Bolte, S.
Girdler, Sonya
author_facet Tang, J.
Falkmer, Marita
Chen, N.
Bolte, S.
Girdler, Sonya
author_sort Tang, J.
building Curtin Institutional Repository
collection Online Access
description © 2018, Springer Science+Business Media, LLC, part of Springer Nature. 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.
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institution Curtin University Malaysia
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spelling curtin-20.500.11937-710142020-06-02T06:22:33Z Designing a Serious Game for Youth with ASD: Perspectives from End-Users and Professionals Tang, J. Falkmer, Marita Chen, N. Bolte, S. Girdler, Sonya © 2018, Springer Science+Business Media, LLC, part of Springer Nature. 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. 2018 Journal Article http://hdl.handle.net/20.500.11937/71014 10.1007/s10803-018-3801-9 Springer New York LLC restricted
spellingShingle Tang, J.
Falkmer, Marita
Chen, N.
Bolte, S.
Girdler, Sonya
Designing a Serious Game for Youth with ASD: Perspectives from End-Users and Professionals
title Designing a Serious Game for Youth with ASD: Perspectives from End-Users and Professionals
title_full Designing a Serious Game for Youth with ASD: Perspectives from End-Users and Professionals
title_fullStr Designing a Serious Game for Youth with ASD: Perspectives from End-Users and Professionals
title_full_unstemmed Designing a Serious Game for Youth with ASD: Perspectives from End-Users and Professionals
title_short Designing a Serious Game for Youth with ASD: Perspectives from End-Users and Professionals
title_sort designing a serious game for youth with asd: perspectives from end-users and professionals
url http://hdl.handle.net/20.500.11937/71014