Please use this identifier to cite or link to this item: https://hdl.handle.net/10316/107704
Title: Virtual Travel Training for Autism Spectrum Disorder: Proof-of-Concept Interventional Study
Authors: Simões, Marco 
Bernardes, Miguel 
Barros, Fernando 
Castelo-Branco, Miguel de Sá e Sousa 
Keywords: Autism Spectrum Disorder; serious games; virtual reality; virtual reality therapy; travel train; bus
Issue Date: 20-Mar-2018
Publisher: JMIR Publications Inc.
Project: This study was supported by the AAC SI/2011/HomeTech/QREN Compete, cofinanced by FEDER, the Portuguese Foundation for Science and Technology, the European Projects BRAINTRAIN (FP7-HEALTH-2013-Innovation-1-602186BrainTrain), H2020-STIPED Project number: 731827, FCT (Fundação para a Ciência e Tecnologia) UID/NEU/04539/2013, POCI-01-0145-FEDER-007440, and PhD grant SFRH/BD/77044/2011 
Serial title, monograph or event: JMIR Serious Games
Volume: 6
Issue: 1
Abstract: Background: Autism Spectrum Disorder (ASD) is a neurodevelopmental disorder characterized by impairments in social interaction and repetitive patterns of behavior, which can lead to deficits in adaptive behavior. In this study, a serious game was developed to train individuals with ASD for an important type of outdoor activity, which is the use of buses as a means of transportation. Objective: The aim of this study was to develop a serious game that defines a “safe environment” where the players became familiar with the process of taking a bus and to validate if it could be used effectively to teach bus-taking routines and adaptive procedures to individuals with ASD. Methods: In the game, players were placed in a three-dimensional city and were submitted to a set of tasks that involved taking buses to reach specific destinations. Participants with ASD (n=10) underwent between 1 to 3 training sessions. Participants with typical development (n=10) were also included in this study for comparison purposes and received 1 control session. Results: We found a statistically significant increase in the measures of knowledge of the process of riding a bus, a reduction in the electrodermal activity (a metric of anxiety) measured inside the bus environments, and a high success rate of their application within the game (93.8%). Conclusions: The developed game proved to be potentially useful in the context of emerging immersive virtual reality technologies, of which use in therapies and serious games is still in its infancy. Our findings suggest that serious games, using these technologies, can be used effectively in helping people with ASD become more independent in outdoor activities, specifically regarding the use of buses for transportation.
URI: https://hdl.handle.net/10316/107704
ISSN: 2291-9279
DOI: 10.2196/games.8428
Rights: openAccess
Appears in Collections:I&D ICNAS - Artigos em Revistas Internacionais
FMUC Medicina - Artigos em Revistas Internacionais
I&D CISUC - Artigos em Revistas Internacionais
I&D CIBIT - Artigos em Revistas Internacionais

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