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A Mobile Game Platform for Improving Social Communication in Children with Autism: A Feasibility Study
Yordan Penev1,2,3, Kaitlyn Dunlap1,2,3, Arman Husic1,2,3
1Department of Pediatrics (Systems Medicine), Stanford University, Stanford, California, United States.
Insights
This study shows that the mobile game GuessWhat effectively improves social responsiveness and adaptive behavior in children with autism. This accessible game-based therapy offers a viable solution for autism treatment, especially when in-person care is limited.
Area of Science:
- Developmental Psychology
- Clinical Psychology
- Human-Computer Interaction
Background:
- Limited access to timely autism diagnosis and therapy due to geographical, socioeconomic, or global health factors.
- Mobile solutions can bridge gaps in care by operating outside traditional clinical settings.
- The COVID-19 pandemic has highlighted the need for accessible remote healthcare solutions.
Purpose of the Study:
- To evaluate the engagement level of a mobile game platform for children with autism.
- To assess the therapeutic feasibility of a mobile game for autism treatment.
- To determine if a mobile game can improve social interaction in children with autism.
Main Methods:
- A mobile application, GuessWhat, was developed to deliver game-based therapy in home settings.
- The game involves a caregiver holding a smartphone and a child mimicking prompts displayed on the screen.
- 72 children with autism (aged 3-12) participated in a 4-week study, playing three 90-second sessions daily, 3 days per week.
Main Results:
- Participants showed significant improvements in Social Responsiveness Score-2 (SRS-2) total scores.
- Significant enhancements were observed in Vineland Adaptive Behavior Scales-II (VABS-II) socialization standard scores.
- The game demonstrated therapeutic feasibility and efficacy in a home-based setting.
Conclusions:
- The GuessWhat mobile game is a viable and efficacious approach for autism treatment.
- This game-based therapy can increase access to autism treatment in natural settings.
- Mobile solutions offer a promising avenue to overcome barriers to care for children with autism.
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.
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