| Literature DB >> 34788890 |
Yordan Penev1,2,3, Kaitlyn Dunlap1,2,3, Arman Husic1,2,3, Cathy Hou1,2,3, Peter Washington4, Emilie Leblanc1,2,3, Aaron Kline1,2,3, John Kent1,2,3, Anthony Ng-Thow-Hing1,2,3, Bennett Liu1,2,3, Christopher Harjadi1,2,3, Meagan Tsou1,2,3, Manisha Desai3, Dennis P Wall1,2,3.
Abstract
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.Entities:
Mesh:
Year: 2021 PMID: 34788890 PMCID: PMC8598393 DOI: 10.1055/s-0041-1736626
Source DB: PubMed Journal: Appl Clin Inform ISSN: 1869-0327 Impact factor: 2.342
Fig. 1The GuessWhat Mobile User Experience. ( A ) GuessWhat is a mobile game available for any smartphone device. In a typical game session, ( B ) the parent holds the smartphone to their forehead and tries to guess what the child is acting in response to the prompt shown on the phone's screen. Upon guessing, the parent tilts the phone to proceed to the next prompt through the end of the 90-second session. ( C ) After each 90-second game, parent and child can review together, enhancing and strengthening the learning. In-app ( D ) game modes, ( E ) unlocking deck and character choices based on coins earned, and ( F ) activity-based achievement badges reinforce positive progression and ensure optimal child engagement through time.
GuessWhat game elements and treatment focus areas. The parent holds the phone on forehead, variable image prompts appear on screen, and child acts what is displayed ( Fig. 1 ). If parent can guess the prompt correctly, they tilt the phone downward to earn a coin and move to the next prompt. If unable to guess, the parent tilts the phone upward to skip to the next prompt. The game in its current form comes with over 40 different deck choices that can be used alone or mixed into sessions lasting 90 seconds each. Earned coins enable unlocking of new decks and the purchase of new game characters desired by the child. The mobile application is available on Android and iOS; both versions are linked from guesswhat.stanford.edu
| GuessWhat game element | Treatment focus area |
|---|---|
| Charades: This is a primary game mode. Act out images displayed on screen. Vary the acting challenges and try to score higher with each session. | Eye contact, joint attention, theory of mind, imitation, expressive and receptive communication, nonverbal social awareness, conceptual (abstract) reasoning; flexible thinking. |
| Selecting and mixing decks: Choose from 40 different decks that feature different animals, sports, occupations, environments, and more. | Self-initiation, independence, comprehension of and response to multiple cues, reinforcement of variable interests/behaviors. |
| Earning coins: Correct guesses by play partner rewarded with coins that allow purchase and unlocking of new game decks and game characters. | Social motivation |
| Turn taking mode: Child and parent prompted to control the phone and take turns acting out the challenges displayed on the phone screen. | Turn taking, sharing, social initiations |
| Video playback: Watch yourself perform the challenge. | Reinforcement learning and course correction |
| Motion challenges: Sports, gestures, objects, chores decks. | Gross and fine motor skills |
| Sound challenges: sing-along, pledge allegiance, poetry recitals. | Speech and language |
| Emotion challenges: emojis, human faces decks, cartoon character faces. | Facial emotion recognition and expression |
Fig. 2Study groups. Ninety-one families were assessed for eligibility and completed pre- and post-test surveys between March 2019 and December 2020. Seventy-two families played GuessWhat as instructed. Nineteen families who did not record GuessWhat play attempts but fulfilled all other requirements were analyzed as a separate group for comparison.
User demographics and survey scores for the 72 autism families in the GuessWhat treatment group and the 19 matched participants in the comparison control group (autism families who did not play GuessWhat but completed all other procedures)
|
Demographic information, Mean (SD)/Percent (
|
All users (
|
Users with ≥28 sessions (
|
Users with 4 wk of consistent usage (
|
Comparison group (
| |
|---|---|---|---|---|---|
| Age (years) | 8.17 (2.25) | 7.97 (2.58) | 7.9 (2.13) | 8.4 (2.89) | |
| Gender (% male) | 75% (54) | 80% (16) | 85% (11) | 84% (16) | |
| Comorbidity | Attention deficit disorder | 14% (10) | 15% (3) | 8% (1) | 21% (4) |
| Anxiety disorder | 6% (4) | 0% (0) | 0% (0) | 21% (4) | |
| Bipolar disorder | 1% (1) | 0% (0) | 8% (1) | 0% (0) | |
| Sensory processing disorder | 4% (3) | 0% (0) | 0% (0) | 5% (1) | |
| Race and | Caucasian/Euro-American | 72% (52) | 65% (13) | 77% (10) | 68% (13) |
| African American | 7% (5) | 10% (2) | 0% (0) | 26% (5) | |
| East Asian/Asian American | 10% (7) | 10% (2) | 8% (1) | 0% (0) | |
| South Asian/Indian American | 4% (3) | 10% (2) | 0% (0) | 5% (1) | |
| Middle Eastern/Arab American | 1% (1) | 0% (0) | 0% (0) | 0% (0) | |
| Pacific Islander | 0% (0) | 0% (0) | 0% (0) | 11% (2) | |
| Native American/Alaskan Native | 1% (1) | 0% (0) | 0% (0) | 5% (1) | |
| Hispanic/Latino/Spanish Origin | 22% (16) | 20% (4) | 8% (1) | 21% (4) | |
| Unknown/Not listed | 6% (4) | 5% (1) | 77% (10) | 0% (0) | |
| Concurrent therapy enrollment | Applied behavior analysis (ABA) | 47% (34) | 50% (10) | 62% (8) | 58% (11) |
| Social skills therapy | 35% (25) | 40% (8) | 31% (4) | 37% (7) | |
| Special education classes | 44% (32) | 30% (6) | 38% (5) | 53% (10) | |
| Speech-language pathology | 74% (53) | 70% (14) | 69% (9) | 47% (9) | |
| Occupational therapy | 58% (42) | 65% (13) | 62% (8) | 68% (13) | |
| No therapy | 14% (10) | 15% (3) | 8% (1) | 5% (1) | |
| 1 type of therapy only | 2.8% (2) | 5% (1) | 0% (0) | 26% (5) | |
| 2+ types of therapy | 83% (60) | 80% (16) | 0% (0) | 68% (13) | |
| Clinical evaluations | |||||
| Social Responsiveness Scale (SRS-2), intake score | Social awareness | 75.24 (9.85) | 74.29 (9.42) | 76.54 (6.71) | 79.71 (10.44) |
| Social cognition | 77.46 (8.36) | 76.47 (9.07) | 77.77 (6.1) | 76.22 (11.63) | |
| Social communication | 78.5 (9.51) | 78.53 (11.23) | 80.08 (4.05) | 79.24 (9.29) | |
| Social motivation | 69.67 (11.14) | 68.12 (11.94) | 67.62 (8.71) | 70.4 (5.74) | |
| Restricted and repetitive behavior | 79.04 (9.77) | 78.24 (9.97) | 82.31 (7.03) | 77 (11.06) | |
| Total* | 80 (8.43) | 78.82 (10.56) | 81 (4.56) | 80.82 (8.18) | |
| Vineland adaptive behavior scales-II (VABS-II), intake score | Receptive communication | 9.55 (3.31) | 9.76 (3.88) | 8.85 (1.63) | 8.93 (2.43) |
| Expressive communication | 9.86 (4.04) | 10.94 (5.02) | 9 (1.28) | 8.22 (4.05) | |
| Socialization relationships | 8.99 (3.69) | 9.56 (3.79) | 8.54 (2.02) | 7.78 (3.25) | |
| Socialization play | 8.55 (3.18) | 10.18 (5.87) | 8.77 (2.3) | 7.67 (4.56) | |
| Socialization adaptive | 10.82 (3.21) | 12 (3.82) | 10.23 (2.13) | 9.65 (3.14) | |
| Socialization standard Total* | 68.94 (15.53) | 73.44 (20.85) | 68.08 (6.75) | 65.17 (20.52) | |
Note: The baseline total scores (designated with a ) for the two primary measures did not differ significantly between the treatment and control groups, regardless of usage patterns.
Fig. 3GuessWhat game decks. Users played a total of 1,965 game decks over the course of the study. The Emojis deck was chosen in 16% of all initiated game sessions, followed by Animals (13%), Faces (12%), Objects (8%), Jobs (7%), and Sports (7%). Cumulatively, all other decks were chosen in 37% of game sessions.
GuessWhat usage statistics. Gameplay statistics were recorded over 1 mo for all 72 players in the treatment group
| Game start | Game end | Game share | Points | |||||
|---|---|---|---|---|---|---|---|---|
| Game | Num. | Avg. | Num. | Avg. | Num. | Avg. | Num. | Avg. |
| Emojis | 316 (16%) | 4.33 (SD = 5.98) | 251 (15%) | 3.44 (SD = 4.68) | 208 (14%) | 2.85 (SD = 4.1) | 2,220 (25%) | 30.41 (SD = 50.44) |
| Faces | 233 (12%) | 3.19 (SD = 4.34) | 201 (12%) | 2.75 (SD = 4.11) | 172 (12%) | 2.36 (SD = 3.82) | 1,950 (22%) | 26.71 (SD = 50.51) |
| Animals | 250 (13%) | 3.42 (SD = 7.15) | 223 (13%) | 3.05 (SD = 6.57) | 202 (14%) | 2.77 (SD = 6.55) | 1,818 (21%) | 24.90 (SD = 52.49) |
| Objects | 155 (8%) | 2.12 (SD = 4.09) | 136 (8%) | 1.86 (SD = 3.52) | 111 (8%) | 1.52 (SD = 3.34) | 884 (10%) | 12.11 (SD = 27.52) |
| Jobs | 136 (7%) | 1.86 (SD = 5.05) | 124 (7%) | 1.70 (SD = 4.54) | 103 (7%) | 1.41 (SD = 4.32) | 720 (8%) | 9.86 (SD = 27.37) |
| Sports | 134 (7%) | 1.84 (SD = 5.07) | 113 (7%) | 1.55 (SD = 4.58) | 93 (6%) | 1.27 (SD = 4.43) | 746 (8%) | 10.22 (SD = 25.88) |
| Other | 740 (38%) | 10.15 (SD = 24.81) | 665(39%) | 9.11 (SD = 21.95) | 591 (40%) | 8.10 (SD = 21.55) | 488 (6%) | 6.68 (SD = 95.66) |
| Тotal decks | 1,964 | 26.92 (SD = 47.08) | 1713 | 23.47 (SD = 42.46) | 1,480 | 20.27 (SD = 41.32) | 8,826 | 120.90 (SD = 158.86) |
| Total sessions | 1,291 | 17.68 (SD = 18.04) | 1105 | 15.14 (SD = 15.81) | 959 | 13.14 (SD = 15.32) | 183.93 (N/A) | |
Change in parent-reported survey scores by user group. Results include 72 families who played GuessWhat and a comparison group of 19 matched participants who did not play GuessWhat but completed all other procedures. Reductions in SRS-2 and increases in VABS-II scores are indicative of improvement and vice versa
| Measure | Mean change from pre-test to post-test (SD) | |||||||
|---|---|---|---|---|---|---|---|---|
| All treated players | Users treated with ≥28 sessions | Users with 4 wk. treatment consistency | Comparison group | |||||
| SRS-2 total T-score | −3.97 (SD = 4.92) |
<0.001
| −3.82 (SD = 5.70) |
0.01
| −2.85 (SD = 4.56) |
0.03
| −4.71 (SD = 7.92) | 0.10 |
| VABS-II socialization standard score | 5.27 (SD = 9.29) |
0.002
| 6.21 (SD = 8.13) | 0.11 | 5.46 (SD = 6.75) | 0.58 | −1.61 (SD = 12.37) | 0.62 |
p <0.05.
p <0.01.
p <0.001 between cohorts from a two-tailed paired sample t -test.