| Literature DB >> 35161995 |
Haneen Almurashi1, Rahma Bouaziz1,2, Wallaa Alharthi3, Mohammed Al-Sarem1,4, Mohammed Hadwan5,6, Slim Kammoun1,7.
Abstract
For people with Autism Spectrum Disorder (ASD), using technological tools, such as augmented reality (AR) and serious games remain a new and unexplored option. To attract people with ASD who have communicative, social, emotional and attention deficit disorders to behavioral treatments, an attractive environment is needed that ensures continuity during treatment. The aim of the current work is to efficiently examine systematic reviews and relevant primary studies on ASD solutions from 2015 to 2020, particularly those using the traditional Picture Exchange Communication System (PECS), the application of augmented reality and those that propose serious games, thereby providing an overview of existing evidence and to identify strategies for future research. Five databases were searched for keywords that may be included within the broad Autism Spectrum Disorder 'ASD' umbrella term, alongside 'augmented reality', 'serious games' and 'PECS'. We screened 1799 titles and abstracts, read, and retained 12 reviews and 43 studies. The studies scrutinized in our systematic review were examined to answer four primary and four sub-research questions, which we formulated to better understand general trends in the use of approaches for attracting people with ASD to behavioral therapies. Additionally, our systematic review also presents ongoing issues in this area of research and suggests promising future research directions. Our review is useful to researchers in this field as it facilitates the comparison of existing studies with work currently being conducted, based on the availability of a wide range of studies in three different areas (AR, SG and PECS).Entities:
Keywords: Autism Spectrum Disorder; PECS’s application; augmented reality; learning environment; serious games
Mesh:
Year: 2022 PMID: 35161995 PMCID: PMC8840490 DOI: 10.3390/s22031250
Source DB: PubMed Journal: Sensors (Basel) ISSN: 1424-8220 Impact factor: 3.576
Related surveys to the augmented reality environment and serious games with people with ASD.
| Augmented Reality with ASD | ||||||||
|---|---|---|---|---|---|---|---|---|
| Title | Author | Journals | Year | Citation | Timeline | Literature Type | Num Selected Studies | Limitation |
| Technology-Assisted Intervention for Children with Autism Spectrum Disorder using Augmented Reality [ | Suparjoh, Suriawati | International Journal of Recent Technology and Engineering | 2020 | 0 | 2012 to 2018 | systematic literature review | 13 | This SLR represents a presentation of previous studies without the opinions or criticism of researchers for these studies |
| Exploring the Impact of Augmented Reality in Children and Adolescents with Autism Spectrum Disorder: A Systematic Review [ | Berenguer, Carmen | International Journal of Environmental Research and Public Health | 2020 | 0 | 2010 to 2020 | systematic literature | 20 |
The low number of high-quality designs that have been implemented in studies as they are limited to communications and/or posters at international conferences and experimental studies. The characteristics of the sample, as it contained samples from children and adolescents with high-performance autism and did not take into account the greater heterogeneity of the disorder in order to generalize the results. A lack of longitudinal investigations to find out whether these techniques might really help children with autism improve social interactions. of augmented reality are considered. |
| Augmented reality for learning of children and adolescents with autism spectrum disorder (ASD): A systematic review [ | Khowaja, Kamran | IEEE Access | 2020 | 4 | 2005 to 2018 | systematic literature | 30 | ------------------------------ |
| The use of augmented reality in the diagnosis and treatment of autistic children: a review and a new system [ | Wedyan, Mohammad | Multimedia Tools and Applications | 2020 | 1 | n.d. | literature | 24 | ------------------------------- |
| Use of augmented reality for social communication skills in children and adolescents with autism spectrum disorder (ASD): A systematic review [ | Khowaja, Kamran | ICETAS 2019–2019 6th IEEE International Conference on Engineering, Technologies and Applied Sciences | 2019 | 1 | 2005 to 2018 | systematic literature | 14 | 1-The need for a longitudinal study. Also, researchers need to determine the number and duration of sessions. |
| Using Augmented Reality in Patients with Autism: A Systematic Review [ | Marto, Anabela | Lecture Notes in Computational Vision and Biomechanics | 2019 | 5 | n.d. | systematic literature | 16 | 1-The effect of individual differences in the study.2-Small sample sizes from 1 participant, up to 12. |
| New Technologies and Autism: Can Augmented Reality (Ar) Increase the Motivation in Children With Autism [ | Rega, Angelo | INTED2018 Proceedings | 2018 | 9 | n.d. | systematic literature | 14 | ------------------------------ |
| Systematic review on augmented reality application for autism children [ | Adnan, Nur Hidayah | Journal of Advanced Research in Dynamical and Control Systems | 2018 | 0 | 2012 to 2018 | systematic literature | 5 | 1-The effect of generalising potential for improvement remains to be examined using systematic intervention methods over a longer period.2-Engaging autism to explore the mechanism of augmented reality. |
| The Application of Augmented Reality for Intervention to People with Autism Spectrum Disorders [ | Karamanoli, MSc Persefoni | IOSR Journal of Mobile Computing & Application | 2017 | 1 | 2012 to 2016 | Literature Review | 10 | The methodology followed is imprecise and not enough clear |
| Augmented Reality and the Use of Alternative Communication for Children with Autism Spectrum Disorder: A Literature Review [ | Marcelo Marcio Soares(&) and Aline da Silva Oliveira Neves | springer | 2020 | 0 | 2013 and 2018 | systematic literature | 5 | few studies are studied and analysed |
| Serious Games with ASD | ||||||||
| Title | Author | Journals | Year | citation | Timeline | Literature type | Num selected studies | Limitation |
| A systematic review and meta-analysis of social emotional computer based interventions for autistic individuals using the serious game framework [ | Tang, Julia S.Y. | Research in Autism Spectrum Disorders | 2019 | 4 | 1990 to 2018 | systematic review and meta-analysis | 17 | ---------------------------- |
| Studying the effects of computer serious games on people with intellectual disabilities or autism spectrum disorder: A systematic literature review [ | Tsikinas, Stavros | Journal of Computer Assisted Learning | 2019 | 22 | 2005 to 2018 | systematic literature review | 58 | ------------------------------- |
| Serious games to teach social interactions and emotions to individuals with autism spectrum disorders (ASD) [ | Grossard, Charline | Computers and Education | 2017 | 64 | 2001 to 2014 | systematic literature | 31 | ------------------------------- |
Figure 1Definition of ASD.
Describe the types of autism [18].
| Type of Autism | Describe |
|---|---|
| Autistic disorder | Abnormal or impaired development of social interaction and a limited repertoire of activities and interests, usually noticed during the first years of life |
| Asperger’s syndrome | Severe and persistent impairment of social interaction and development of patterns of behavior, interests, and restricted and repetitive activities. No clinically significant delays in language acquisition |
| Rett’s disorder | A very specific and distinct pattern of stunted growth after a period of normal functioning during the first five months after birth. Diagnosed only in females |
| Childhood disintegrative | Decline in multiple areas of function after a period of at least two years of apparent normal development |
| Pervasive developmental disorder not otherwise | Severe and pervasive impairment in the development of social reciprocal interaction, but criteria for a specific pervasive developmental disorder are not met. |
Figure 2Materials for creating a PECS system.
Stages of PECS.
| Stage Name | Description | Outcome |
|---|---|---|
|
How to Communicate | Children learn to exchange pictures of objects or activities they desire. | Training to take the picture from the table and put the image in the hands of the communication partner. |
|
Distance and Persistence | Children learn to generalize this new skill if they continue to use individual images in different places and with different individuals. They are also taught to be more persistent and persistent in communication. | He goes to the profile, grabs the photo, goes to the communication partner, gets attention, and leaves the picture in hand. |
|
Picture Discrimination | Children learn to choose between two or more pictures to order the things they want. | To ask for the things he wants by moving to the communication book and choosing the appropriate image from among several images |
|
Sentence Structure | Children learn to attach a simple sentence to tape using the picture “I want” followed by a picture of the required thing. | To request existing and non-existent things using multi-word phrases by navigating to the communication file and taking a picture (I want) + (picture of the desired thing) and placing it on the sentence bar and taking the sentence bar from the communication file and directing it to the communication partner and giving it to him |
|
Answering Questions | Children learn to use PECS to answer the question, “What do you want?” | To automatically ask for many things and to answer the question (What do you want?) |
|
Commenting | Children are now learning how to comment in response to questions such as: “What do you see?”, “What do you hear?” And “What is this?” They also learn how to construct sentences starting with “I see”, “hear”, “feel”, “it”, and so on. | To answer (What do you want?) (What do you see?) (What do you hear?) (What is this?) And automatically ask and comment on events he sees. |
Figure 3Definition of serious games (as presented in [40]).
Figure 4Serious Games Standards.
Figure 5Reality-virtuality continuum (as presented by [59]).
The difference between augmented reality and virtual reality environment.
| Augmented Reality Environment | Virtual Reality Environment |
|---|---|
| Provides digital components in a real environment | A completely digital environment |
| Most of the time, peripheral devices are not required. | Most of the time, many peripheral devices are required (such as controllers, physical devices, etc....) |
| Requires technical tools to bring together the real and digital environments | Requires technical tools to show digital environmental |
| It enhances feelings of experiencing in the real world | It enhances feelings of experience in a whole new and safer environment |
Figure 6The component of AR.
Figure 7Overview of the research methodology.
Figure 8Overlapping domains of ASD patient rehabilitation, augmented reality environment, serious games, and PECS applications.
Figure 9Search Strategies.
Database query and filter actions.
| Database | Query | Filters Applied |
|---|---|---|
| Science Direct | (“Autism” OR “Autism Spectrum Disorder” OR “ASD”) AND (“Augmented reality App” OR “AR”) AND (“Skills”) AND (“educate” OR “learn”) |
Year: 2015–2020 Article type: Research articles Subject areas: Computer Science and Engineering Without “*” Use fewer Boolean connectors (max 8 per field) |
| (“Autism” OR “Autism Spectrum Disorder” OR “ASD”) AND (“Serious games” OR “SG” OR “Serious games App”) AND (“Skills”) AND (“educate” OR “learn”) | ||
| (“Autism” OR “Autism Spectrum Disorder” OR “ASD”) AND (“PECS” OR “Picture Exchange Communication System” OR “PECS App”) AND (“educate” OR “learn”) | ||
| Springer Link | (“Autism” OR “Autism Spectrum Disorder” OR “ASD”) AND (“Augmented reality” OR “Augmented Reality Therapy” OR “AR” OR “Rehabilitation with augmented reality” OR “ Augmented reality App*”) AND (“*Skills”) AND (“educat*” OR “learn*”) |
Year: 2015–2020 Article type: Articles Language: English Discipline: Computer Science |
| (“Autism” OR “Autism Spectrum Disorder” OR “ASD”) AND (“Serious games” OR “Applied game” OR “SG” OR “Serious games App*”) AND (“*Skills”) AND (“educat*” OR “learn*”) | ||
| (“Autism” OR “Autism spectrum disorder” OR “ASD”)AND (“PECS” OR “Picture Exchange Communication System” OR “PECS APP*”) AND (“educat*” OR “learn*” OR “train*” OR “gam*”) | ||
| Semantic Scholar | (“Autism*” OR “ASD”) AND (“Augmented reality” OR “Augmented reality App*”) AND (“*Skills”) AND (“educat*” OR “learn*” OR “gam*”) |
Year: 2015–2020 Article type: Journal Article and Conference Subject areas: Computer Science and Engineering |
| (“Autism*” OR “ASD) AND (“Serious games” OR “SG” OR “Serious games App*”) AND (“*Skills” ) AND (“educat*” OR “learn*” OR “train*”) | ||
| (“Autism*” OR “ASD”) AND (“PECS” OR “Picture Exchange Communication System”) AND (“App*”) AND (“educat*” OR “learn*” OR “gam*”) | ||
| IEEE Explorer | (“Autism” OR “Autism spectrum disorder” OR “ASD” OR “Asperger syndrome” OR “Rett syndrome” OR “Childhood disintegrative disorder” OR “Pervasive Developmental Disorder–Not Otherwise Specified”) AND (“Augmented reality” OR “Augmented reality therapy” OR “AR” OR “Rehabilitation with augmented reality” OR “Augmented reality App*”) AND (“Social skills” OR “communication skills” OR “*Skills”)AND (“educat*” OR “learn*” OR “train*” OR “gam*” OR “simulat*”) |
Year: 2015–2020 Article type: Journal and Conference |
| (“Autism” OR “Autism spectrum disorder” OR “ASD”OR “Asperger syndrome” OR “Rett syndrome” OR “Childhood disintegrative disorder” OR “Pervasive Developmental Disorder–Not Otherwise Specified”) AND (“Serious games” OR “Applied game” OR “SG” OR “serious games App*”) AND (“Social skills” OR “communication skills” OR “*Skills”)AND (“educat*” OR “learn*” OR “train*”OR “simulat*”) | ||
| (“Autism” OR “Autism spectrum disorder” OR “ASD” OR “Asperger syndrome” OR “Rett syndrome” OR “Childhood disintegrative disorder” OR “Pervasive Developmental Disorder–Not Otherwise Specified”) AND (“PECS” OR “Picture Exchange Communication System” OR “PECS App*”) AND (“educat*” OR “learn*” OR “train*” OR “gam*”) | ||
| Google Scholar | (“Autism*” OR “ASD”) AND (“Augmented reality” OR “Augmented reality App*”) AND (“*Skills”) AND (“educat*” OR “learn*” OR “gam*”) |
Year: 2015–2020 Language: English |
| (“Autism” OR “Autism spectrum disorder” OR “ASD” OR “Rett syndrome” OR “Childhood disintegrative disorder” OR “Pervasive Developmental Disorder–Not Otherwise Specified”) AND (“Serious games” OR “Applied game” OR “SG” OR “Mobile serious games”) AND (“Social skills” OR “communication skills” OR “*Skills”)AND (“educat*” OR “learn*” OR “train*”OR “simulat*”) | ||
| (“Autism*” OR “ASD”) AND (“PECS” OR “Picture Exchange Communication System”) AND (“App*”) AND (“educat*” OR “learn*”OR “gam*”) |
Figure 10Search results from search databases.
Criteria for inclusion and exclusion of the articles.
| Inclusion Criteria | Exclusion Criteria |
|---|---|
| Studies are written in English only | Studies for which the full text is not available |
| Studies have been published from 2015 to 2020 | Duplicate studies |
| Studies type is Journal articles and conference papers. | Studies that do not directly aim to help people with autism spectrum disorder only (without other disabilities). |
| All methodology except (Review, Survey) | Studies involving VR and MR in studies related to augmented reality with ASD. |
| Studies that provide answers to the main research question or the sub-research questions | Studies that include all types of game-based learning and do not specialize in serious game. |
| Studies not related to the applications of PECS |
Figure 11Filtering with Checking Inclusion and Exclusion Criteria.
Qualitative assessment of the related studies.
| Augmented Reality | ||||||
|---|---|---|---|---|---|---|
| Paper #ID | Article_ID | QA1 | QA2 | QA3 | QA4 | Score |
| [ | A_1 | 2 | 2 | 2 | 2 | 8 |
| [ | A_2 | 2 | 2 | 2 | 2 | 8 |
| [ | A_3 | 2 | 2 | 2 | 2 | 8 |
| [ | A_4 | 2 | 2 | 1 | 0 | 5 |
| [ | A_5 | 2 | 2 | 2 | 2 | 8 |
| [ | A_6 | 1 | 1 | 1 | 1 | 4 |
| [ | A_7 | 2 | 2 | 2 | 2 | 8 |
| [ | A_8 | 2 | 2 | 2 | 2 | 8 |
| [ | A_9 | 2 | 2 | 2 | 2 | 8 |
| [ | A_10 | 2 | 2 | 0 | 1 | 5 |
| [ | A_11 | 2 | 2 | 0 | 2 | 6 |
| [ | A_12 | 2 | 1 | 1 | 1 | 5 |
| [ | A_13 | 2 | 2 | 2 | 1 | 7 |
| [ | A_14 | 2 | 1 | 2 | 2 | 7 |
| [ | A_15 | 2 | 1 | 1 | 2 | 6 |
| [ | A_16 | 2 | 1 | 1 | 2 | 6 |
| [ | A_17 | 2 | 2 | 2 | 2 | 8 |
| [ | A_18 | 2 | 2 | 1 | 2 | 7 |
| [ | A_19 | 2 | 2 | 1 | 0 | 5 |
| [ | A_20 | 2 | 1 | 2 | 2 | 7 |
| [ | A_21 | 2 | 1 | 2 | 2 | 7 |
| [ | A_22 | 2 | 2 | 2 | 2 | 8 |
| Serious games | ||||||
| Paper #ID | S_ID | QA1 | QA2 | QA3 | QA4 | Score |
| [ | S_1 | 2 | 1 | 1 | 2 | 6 |
| [ | S_2 | 2 | 2 | 1 | 0 | 5 |
| [ | S_3 | 2 | 2 | 2 | 1 | 7 |
| [ | S_4 | 2 | 1 | 2 | 2 | 7 |
| [ | S_5 | 2 | 1 | 2 | 2 | 7 |
| [ | S_6 | 2 | 1 | 1 | 2 | 6 |
| [ | S_7 | 2 | 0 | 2 | 2 | 6 |
| [ | S_8 | 2 | 2 | 1 | 2 | 7 |
| [ | S_9 | 2 | 2 | 2 | 1 | 7 |
| [ | S_10 | 2 | 2 | 2 | 2 | 8 |
| [ | S_11 | 2 | 1 | 2 | 2 | 7 |
| [ | S_12 | 2 | 2 | 2 | 2 | 2 |
| PECS | ||||||
| Paper #ID | P_ID | QA1 | QA2 | QA3 | QA4 | Score |
| [ | P_1 | 2 | 1 | 2 | 2 | 7 |
| [ | P_2 | 2 | 1 | 2 | 2 | 7 |
| [ | P_3 | 2 | 1 | 1 | 1 | 5 |
| [ | P_4 | 2 | 2 | 2 | 2 | 8 |
| [ | P_5 | 2 | 1 | 1 | 1 | 5 |
| [ | P_6 | 2 | 1 | 2 | 2 | 7 |
| [ | P_7 | 2 | 2 | 2 | 2 | 8 |
| [ | P_8 | 2 | 2 | 2 | 2 | 8 |
| [ | P_9 | 2 | 0 | 2 | 2 | 6 |
Related work of using AR with ASD.
| A_ID | Year | Country | Evaluation Time | Intervention | Research Strategy | Methodology | Device Type | Skills Targeted | Limitations |
|---|---|---|---|---|---|---|---|---|---|
| A_1 [ | 2016 | Taiwan | 4 weeks | Video-modeling storybook | Experiment | Qualitative | Tablets | Facial expressions | A bias in choosing participants in the experiment. |
| A_2 [ | 2018 | n.d. | n.d. | n.d. | Experiment | Qualitative | Mobile devices | Social communication skills and cognitive skills | They received all 4 applications and their interactions with AR applications were during one day. |
| A_3 [ | 2020 | n.d. | 8 weeks | Social story and sequence learning approach | Experiment | Qualitative | Tablets | Social communication skills | To use the system requires physical community storybooks and script cards |
| A_4 [ | 2020 | Taiwan | 5 weeks | Visual framework of the concept map (cm) | Experiment | Qualitative | Computers | Social communication skills | There are several physical setup for the training system |
| A_5 [ | 2020 | Qatar | n.d. | n.d. | Experiment | Qualitative | Mobile devices | cognitive skills | You need a caregiver’s intervention in determining the level of a game based on the individual’s need and level. |
| A_6 [ | 2020 | n.d. | 7 days | Kinect sensor | Experiment | Qualitative | Computers | n.d. | |
| A_7 [ | 2015 | Portugal | n.d. | Alternative communication (pecs concept in some stages) and applied behaviour analysis strategies | Experiment | Qualitative | Computers | Social communication skills | The system needs the correct cards to work |
| A_8 [ | 2019 | n.d. | n.d. | Optical see-through (ost) | Case study | Qualitative | Head-mounted devices | Facial expressions | Occluding real-world objects is not one of the strengths of ost ar displays. |
| A_9 [ | 2015 | Taiwan | 1 month and 2 weeks | A self-facial modeling learning system | Experiment | Qualitative | Computers | Facial expressions | It’s a complicated process while creating 3d characters. |
| A_10 [ | 2019 | Taiwan | n.d. | Key partial video with action | Experiment | Qualitative | Smartphones | Social communication skills | The number of participants is small. |
| A_11 [ | 2018 | n.d. | n.d. | Books | Case study | Qualitative | n.d. | cognitive skills | The ambiguity of the research methodology |
| A_12 [ | 2020 | n.d. | n.d. | Deep convolutional neural networks | Experiment | Qualitative | Smartphones | Facial expressions | It is impractical in the communication process as users will need to place their phone cameras and point them towards whomever they are talking to. |
| A_13 [ | 2019 | n.d. | n.d. | Discrete trial teaching (dtt) approach | Case study | Qualitative | Smartglasses | Daily living skills | The system has not yet been evaluated to verify the extent to which autistic children acquire certain skills after using the system. |
| A_14 [ | 2020 | Taiwan | 18-week | n.d. | Experiment | Qualitative | Smartphone | Facial expression | They do not support independence and require a physical therapist for interaction and encouragement processes |
| A_15 [ | 2018 | n.d. | n.d. | n.d. | Case study | Qualitative | Mobile devices | cognitive skills | There are many technical glitches that make the use of the application restricted with some restrictions |
| A_16 [ | 2018 | Usa | 3-week | Face2face module | Case study | Qualitative | Smartglasses | Social communication skills | The face2face unit is not a precisely described unit that contains a series of levels and difficulty settings |
| A_17 [ | 2018 | Taiwan | Four months and two weeks | Concept map (cm) strategy | Experiment | Qualitative | Tablets | Social communication skills | Gestures and facial expressions are not designed for avatar |
| A_18 [ | 2018 | n.d. | n.d. | StorybookLeap motion controller | Experiment | Qualitative | Computers | Social communication skills | Using computers that require many other devices to read the marker story |
| A_19 [ | 2020 | Brazil | 3 years | Pecs concept | Experiment | Qualitative | Mobile devices | cognitive skills | No numbers are showing the results of the trial during the intervention phase. |
| A_20 [ | 2019 | Malaysia | n.d. | Phonetic reading system | Experiment | Qualitative | Mobile devices | cognitive skills | Difficulty scanning the ar marker card due to the vibration of the mobile device or the light |
| A_21 [ | 2020 | n.d. | n.d. | Kinect skeletal tracking (kst) system | Experiment | Qualitative | Computers | Social communication skills | Animations are animated by coaches in 3d contextual backgrounds on the screen. |
| A_22 [ | 2020 | n.d. | n.d. | n.d. | Experiment | Qualitative | Mobile devices | cognitive skills | The system was built without the involvement of the autism specialist or caregivers |
Figure 12Publications per year in augmented reality environment.
Figure 13Publications per country in augmented reality environment.
Figure 14Skills Targeted in augmented reality environment.
The related studies of serious games with ASD.
| A_ID | Year | Country | Evaluation Time | Research Strategy | Methodology | Device | Targeted | Activity | Modality | Interaction Style | Environment | Limitations |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| S_1 [ | 2020 | n.d. | n.d. | case study | Quantity | n.d. | cognitive Skills | Mental | Visual, Auditory | Tangible interfaces | 2D | Interpreting and describing all possible reactions in a child ASD is difficult |
| S_2 [ | 2017 | Canada | 2 days | Experiment | Qualitative | computer | Social and communication skills | Mental | Visual, Auditory, Haptic | Tangible interfaces | 2D | The complexity of the proposed system building tools and needs news to operate. |
| S_3 [ | 2018 | UK | n.d. | Experiment | Qualitative | laptop | cognitive Skills | Physical exertion, | Visual, Auditory | Kinect and mouse | 2D, | Cessation and absence of some participants from the experiment. |
| S_4 [ | 2015 | Germany | n.d. | Experiment | Qualitative | Mobile devices | Facial expressions Skills | Mental | Visual, Auditory | Tangible interfaces | 2D | There are no motivational phrases when he finishes the stages to encourage the child |
| S_5 [ | 2020 | Egypt | n.d. | Experiment | Qualitative | computer | cognitive Skills | Mental | Visual, Auditory | Keyboarded | 2D/3D | The difficulty is configurable to make it more suitable for every child. |
| S_6 [ | 2016 | n.d. | n.d. | Experiment | Qualitative | mobile device | Facial expressions Skills | Mental | Visual, Auditory | Tangible interfaces | 2D | It depends on the presence of an official dealing with the program |
| S_7 [ | 2016 | Philippines | n.d. | Experiment | Qualitative | mobile device | cognitive Skills | Mental | Visual, Auditory | Tangible interfaces | n.d. | Lacks the side of interaction and attraction and does not benefit from the standards of serious games |
| S_8 [ | 2019 | n.d. | n.d. | Experiment | Qualitative | Tablets | Social and communication skills | Mental | Visual, Auditory | Tangible interfaces | 2D | Limiting the time in the fourth, fifth, and sixth stages may cause the child to become distracted. |
| S_9 [ | 2017 | n.d. | n.d. | Experiment | Qualitative | computer | cognitive Skills | Mental | Visual, Auditory | keyboard and a mouse | 3D | Control of the keyboard is difficult for children because there are many commands (such as space to jump, mouse to move the camera, etc.) |
| S_10 [ | 2016 | Serbia | 2 weeks | Experiment | Qualitative | computer | Motor and cognitive Skills | Physical exertion, | Visual, Auditory | Kinect | 2D | There are no specific periods in the game that the child loses focus |
| S_11 [ | 2018 | n.d. | n.d. | Experiment | Qualitative | computer | cognitive Skills | Mental | Visual, Auditory | n.d. | 2D | The serious game concept has not been used in an interestingly and attractively way to the target age group |
| S_12 [ | 2015 | n.d. | n.d. | case study | Qualitative | mobile device | Emotional Skills | Mental | Visual, Auditory | Tangible interfaces | AR | The number of attempts to reach the correct answer is open and may affect the results of the child’s evaluation |
Figure 15Publications per year in serious games.
Figure 16Targeted skills in serious games.
Figure 17Environment in serious games.
The related studies of PECS applications with ASD.
| A_ID | Year | Type | Country | Participants | Num_Phases | Evaluation Time | Device Type | Intervention | Research Strategy | Methodology | Limitations |
|---|---|---|---|---|---|---|---|---|---|---|---|
| P_1 [ | 2015 | Journal | Taiwan | 11 | 3 | four-week | Tablets | Child-computer interaction | Experiment | Qualitative | The study was based on the concept of PECS, not the application of stages |
| P_2 [ | 2016 | Journal | n.d. | n.d. | 3 | n.d. | Mobile devices | Augmented reality | quasi-experimental | Qualitative | Conducted on children between the ages of 6 and 11 years. |
| P_3 [ | 2018 | Journal | n.d. | 4 | 6 | n.d. | Mobile devices | Augmented reality | Case study | Qualitative | Using virtual reality instead of augmented reality as the interfaces illustrate this. |
| P_4 [ | 2018 | Journal | Indonesia | 12 | 4 | n.d. | smart phones | Augmented reality | experimental | qualitative | Use the traditional PIECE image. |
| P_5 [ | 2018 | Journal | Indonesia | n.d. | 4 | n.d. | n.d. | n.d. | quasi-experimental | Quantitative | Lacks expressions of encouragement and attraction to the child |
| P_6 [ | 2019 | Conference | South America | 9 | 3 | n.d. | Mobile devices | TEACCH | experimental | qualitative | I lack attraction and encouragement in the app |
| P_7 [ | 2018 | Journal | n.d. | n.d. | 4 | n.d. | Mobile devices | n.d. | experimental | Qualitative | The pull-out process can be complicated for a child |
| P_8 [ | 2019 | Conference | n.d. | 4 | 4 | n.d. | Mobile devices | Goal-Directed Design (GDD) method | experimental | Qualitative | The time is long in long sentences, which causes boredom for children |
| P_9 [ | 2017 | Conference | n.d. | n.d. | n.d. | n.d. | Mobile devices | Aided Learning (CAL), and Human-Computer Interaction (HCI), | experimental | Qualitative | Only the PECS concept was used and not all stages were implemented |
Figure 18Num phases in PECS applications.
Figure 19Serious Games Criteria for Future Study.