Background
Collaboration is an interpersonal process which builds upon social skills and mutual understanding. Due to characteristic social challenges, children with Autism Spectrum Disorders may benefit from structured collaborative virtual environments that offer adequate conditions to practice communication and social behaviors with other users. This paper provides an overview of methods to structure collaboration in multi-user technologies for autism.
Methods
Outcomes are highlighted from ...
Background
Collaboration is an interpersonal process which builds upon social skills and mutual understanding. Due to characteristic social challenges, children with Autism Spectrum Disorders may benefit from structured collaborative virtual environments that offer adequate conditions to practice communication and social behaviors with other users. This paper provides an overview of methods to structure collaboration in multi-user technologies for autism.
Methods
Outcomes are highlighted from two full-body interaction collaborative systems which were tested to foster social behaviors in children with ASD while playing with peers. The first system, which presented an enforced collaboration paradigm, was tested with 15 users, aged from 4 to 6, who played 4 sessions of 30 minutes each. The second system presented an encouraged collaboration paradigm tested with 10 users, aged from 10 to 14, who played 3 sessions of 15 minutes each.
Results
In both settings we observed a significant increase in social and collaborative behaviors. Controlled mechanisms may have contributed to differences in game experiences between the two paradigms, including specialized game mechanics, shared goals, narrative formation, user roles, and clear visibility of others actions.
Conclusions
Our application of this classification framework is novel in the field of interactive technologies for autism, as we identify the nature of various methods which are used to structure collaboration, and how those affect user behavior. In formalizing these methodologies within the field of full-body interaction, we draw out knowledge that could be useful to designers of technologies for autism based on observations of related projects and our work.
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