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Exploring the Feasibility of Social Skills Programs for Autistic Youth Through Virtual Reality
Sunny Kim1, Amanda R Johnson2, Samara M Wolpe3
1University of California, Santa Barbara, Santa Barbara, USA. sunnykim8288@gmail.com.
Journal of Autism and Developmental Disorders
|October 23, 2024
Summary
This study explored autistic adolescents' and parents' views on social skills development and technology-assisted interventions like virtual reality (VR). Findings inform the creation of person-centered social programs for autistic individuals.
Area of Science:
- Neurodevelopmental Disorders
- Social Psychology
- Human-Computer Interaction
Background:
- Autistic individuals often require lifelong support in adaptive functioning and social well-being.
- There is a recognized need for personalized, community-informed social programs for autistic adolescents and adults.
- Emerging technologies, including virtual reality (VR), are being investigated for their therapeutic potential in supporting autistic individuals.
Purpose of the Study:
- To explore perceptions of autistic adolescents and their parents concerning social development.
- To understand attitudes towards social skills interventions delivered via technologies like VR.
- To gather insights for developing effective, technology-enhanced social programs.
Main Methods:
- Qualitative study employing five semi-structured focus groups.
- Involved eight autistic adolescents (ages 12-17) and five parents.
- Data analyzed using an open thematic approach and inductive coding.
Main Results:
- Seven key themes emerged: adolescent social skills (self/parent-reported), family dynamics, social goals, online vs. in-person friendships, technology experience, openness to VR, and VR concerns.
- Themes were consistent across both adolescent and parent groups.
- Identified crucial factors for designing acceptable and effective social interventions.
Conclusions:
- Autistic individuals and their families have valuable insights into social development and technology use.
- Findings offer guidance for researchers developing innovative, person-centered social programs.
- Technology, particularly VR, shows potential for delivering social skills interventions if designed with user input.
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