2015
DOI: 10.1145/2751564
|View full text |Cite
|
Sign up to set email alerts
|

Evaluating a Collaborative iPad Game's Impact on Social Relationships for Children with Autism Spectrum Disorder

Abstract: This article describes how collaborative assistive technologies, housed on off-the-shelf, low-cost platforms such as the iPad, can be used to facilitate social relationships in children with autism spectrum disorder (ASD). Through an empirical study of the use of a collaborative iPad game, Zody, we explore how assistive technologies can be used to support social relationships, even without intervention from adults. We discuss how specific design choices can encourage three levels of social relationship: member… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
45
0
7

Year Published

2016
2016
2021
2021

Publication Types

Select...
4
3
1

Relationship

0
8

Authors

Journals

citations
Cited by 75 publications
(52 citation statements)
references
References 56 publications
0
45
0
7
Order By: Relevance
“…The design of games for persons with physical or cognitive impairments, for instance, does not only have the purpose of giving them opportunities of playing entertaining games, but is also intended to improve logical thinking, cognitive skills, or social skills. Games for children with autism spectrum disorder have, in different studies, been shown to support the development of social skills such as membership, partnership, and friendship [50,51].…”
Section: Games For Training and Special Support And Audio-based Gamesmentioning
confidence: 99%
“…The design of games for persons with physical or cognitive impairments, for instance, does not only have the purpose of giving them opportunities of playing entertaining games, but is also intended to improve logical thinking, cognitive skills, or social skills. Games for children with autism spectrum disorder have, in different studies, been shown to support the development of social skills such as membership, partnership, and friendship [50,51].…”
Section: Games For Training and Special Support And Audio-based Gamesmentioning
confidence: 99%
“…Prior research [4,7,28,31] shows that the majority of HCI work on anxiety in autism focuses on children, young adolescents and people at the lower end of the autistic spectrum, "Yet the needs of adults are very different to the needs of children and teenagers, regardless of ASD" [31].…”
Section: Autism and Anxiety Managementmentioning
confidence: 99%
“…Autism is said to affect an individual's ability to communicate and interact socially with others and can result in profound isolation and anxiety with potentially devastating effects [2]. Our research focuses on anxiety in those diagnosed with autism and builds on two fundamental lessons learned from existing autism research in HCI [4,7,28,31]: first, the uniqueness of anxiety experiences and the impracticality of "one suits all" solutions; second, endusers' desire for agency and control on the system: from aesthetics, to data capture and its use. Our aim is to investigate the challenges and opportunities of building systems that are not only capable of addressing highly unique anxiety management needs, but that can do so at scale.…”
Section: Introductionmentioning
confidence: 99%
“…They found this app led to significantly more supportive comments between children compared to other activities. Likewise, Boyd et al [7] examined how Zody, a collaborative iPad game, facilitated social skill development among 8 to 11 year olds with autism. Zody uses various in-game elements to support collaboration.…”
Section: Touchscreen Games and Tech-enforced Collaborationmentioning
confidence: 99%
“…Piper et al [32] reported on the challenges that technologically enforcing turn-taking caused in one of the groups when a child consistently refused to cooperate with the enforced rules and delayed gameplay. On the other hand, Boyd et al [7] described how one child in a dyad consistently dominated turn-taking when it was not enforced. Related to both of these issues, Boyd et al [7] suggest that technology or a human facilitator must help enforce turn-taking, yet they highlight that it is still an open question for designers on how to facilitate cooperative interactions "without overly prescribing them."…”
Section: No Tech-enforced Vs Tech-enforced Cooperationmentioning
confidence: 99%