Our system is currently under heavy load due to increased usage. We're actively working on upgrades to improve performance. Thank you for your patience.
2018
DOI: 10.1111/bjet.12638
|View full text |Cite
|
Sign up to set email alerts
|

The opportunities and challenges of serious games for people with an intellectual disability

Abstract: Serious Games (SG) are increasingly used to deliver education and training to support well‐being, social skills, independent living and online safety. This presents opportunities and challenges for users, developers and educational providers to ensure their benefits are available to all. People with intellectual disability (ID) experience high levels of digital exclusion. This article reviews and synthesises the literature on the use of SG with people with ID. Recent work indicates the importance of the psycho… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
37
0

Year Published

2019
2019
2023
2023

Publication Types

Select...
9

Relationship

1
8

Authors

Journals

citations
Cited by 37 publications
(42 citation statements)
references
References 32 publications
0
37
0
Order By: Relevance
“…The last finding of this study concerns the number of different disability types studied in articles published over the last seven years. Based on the findings, intellectual disability was the most common disability type (Amado et al, 2016;Cano et al, 2018;Cano et al, 2019;Koh, 2020;Lopez-Basterretxea et al, 2014;Montenegro & Greenhill, 2015;Terras et al, 2018;Tsikinas & Xinogalos, 2019). Similarly, in the bibliometric analysis, intellectual disability appears on the networking map showing the most used keywords.…”
Section: Discussionmentioning
confidence: 86%
See 1 more Smart Citation
“…The last finding of this study concerns the number of different disability types studied in articles published over the last seven years. Based on the findings, intellectual disability was the most common disability type (Amado et al, 2016;Cano et al, 2018;Cano et al, 2019;Koh, 2020;Lopez-Basterretxea et al, 2014;Montenegro & Greenhill, 2015;Terras et al, 2018;Tsikinas & Xinogalos, 2019). Similarly, in the bibliometric analysis, intellectual disability appears on the networking map showing the most used keywords.…”
Section: Discussionmentioning
confidence: 86%
“…Recent research shows that video games are increasingly developed for people with different disabilities such as autism spectrum disorders, intellectual disabilities, and learning disabilities. These games are also used in special education to support individuals' wellbeing and the development of their social skills (Durkin, Boyle, Hunter, & Conti-Ramsden, 2013;Terras, Boyle, Ramsay, & Jarrett, 2018).…”
Section: Introductionmentioning
confidence: 99%
“…Contextual influences are complex and multifaceted and can be determined by the theory and pedagogical approach taken as well individual differences in the psychological profile of the learner. So future research and practice must consider the learner in context (Terras et al , ) .…”
Section: Addressing the Common Challenges: Insights From A Psychologimentioning
confidence: 99%
“…Video games are increasingly used in the field of special education to support well-being, social skills, independent living, and inclusion in varied samples of students with special needs such as autism spectrum disorders, learning disabilities, and giftedness [8,9,10,11]. According to Sánchez-Peris [12] and Sedeño [13], the use of these types of games is also an excellent way to improve attention, effort, and motivation; to develop competencies and skills such as mental agility; and to promote understanding, reflection, and strategic reasoning.…”
Section: Introductionmentioning
confidence: 99%