DIGITAL GAME FOR STUDENTS WITH AUTISM SPECTRUM DISORDER

Hannah Elyse U. Tee, Ma. Mercedes T. Rodrig

Abstract


Apart from technical skills, people must also be educated in social values. This is pertinent in developing well-rounded, socially-aware students. Autism Spectrum Disorder (ASD) is a heterogeneous developmental disability characterized primarily by atypical, repetitive, routinary behavior, as well as impairments in socialization and communication. Despite comprising approximately 1-2% of the worlds population, people with ASD are greatly stigmatized, leading to an overall lower quality of life for them. In order to address this stigmatization, awareness and empathy must be induced in non-autistic, neurotypical people. The rise of serious games or games with a purpose has provided a different avenue for spreading awareness to an audience whose primary interest lies in digital games. Multiple games have been created to spread awareness for issues such as war, cultural discrimination, and mental illness. This study aims to determine whether serious games can also be used to increase autism awareness and lessen the stigma against people with autism. This study makes use of the digital game In Someone Elses Shoes, which simulates some behaviors of a college student with High-Functioning Autism Spectrum Disorder. For this study, 30 participants were asked to answer a survey on their perceptions on people with autism before playing the game. After which, they answered the same survey again to see if their perceptions had changed, and answered an additional self-report on how the game affected them. While there is minimal change in the perceptions of the players before and after playing the game, the self-report shows that majority of the players expressed feeling more informed about autism, showing a positive cognitive response. However, players reported that the game was not as effective at eliciting an emotional response from them, though they still expressed a willingness to aid someone with autism.


DOI: https://doi.org/10.24071/ijiet.2018.020103


Keywords


games for empathy, autism spectrum disorder, serious gamesgames for empathy, autism spectrum disorder, serious games

Full Text:

PDF

References


American Psychiatric Association (2013). Diagnostic and statistical manual of mental disorders (5th ed.). Washington: American Psychiatric Association.

Bachen, C. M., Hernandez-Ramos, P. F., & Raphael, C. (2012). Simulating real lives: Promoting global empathy and interest in learning through simulation games. Simulation and Gaming, 43(4), 437460.

Batson, C. D., Chang, J., Orr, R., & Rowland, J. (2002). Empathy, attitudes, and action: Can feeling for a member of a stigmatized group motivate one to help the group?. Personality and Social Psychology Bulletin, 28(12), 16561666.

Batson, C. D., Polycarpou, M. P., Harmon-Jones, E., Imhoff, H. J., Mitchener, E. C., Bednar, L. L., Klein, T. R., & Highberger, L. (1997). Empathy and attitudes: Can feeling for a member of a stigmatized group improve feelings toward the group? Journal of Personality and Social Psychology, 72(1), 105118.

Beaumont, R., & Sofronoff, K. (2008). A multi-component social skills intervention for children with asperger syndrome: The junior detective training program. Journal of Child Psychology and Psychiatry, 49(7), 743753.

Belman, J. and Flanagan, M. (2010). Designing games to foster empathy. International Journal of Cognitive Technology, 15(1), 515.

Calvo, R. A., & Peters, D. (2014). In positive computing: Technology for wellbeing and human potential. Cambridge: MIT Press.

Carandang, M. L. A. (2009). Country report: A report on autism spectrum disorder in the Philippines. Asia-Pacific International Seminar on Education for Individuals with Special Needs, 29, 8992.

Centers for Disease Control & Prevention (2016). Austism spectrum disorder (asd): Data and statistics.

Chambres, P., Auxiette, C., Vansingle, C., & Gil, S. (2008). Adult attitudes toward behaviors of a six-year-old boy with autism. Journal of Autism and Developmental Disorders, 38(7), 13201327.

Gentile, D. A., Anderson, C. A., Yukawa, S., Ihori, N., Saleem, M., Ming, L. K., Shibuya, A., Liau, A. K., Khoo, A., Bushman, B. J., Rowell Huesmann, L., & Sakamoto, A. (2009). The effects of prosocial video games on prosocial behaviors: International evidence from correlational, longitudinal, and experimental studies. Personality and Social Psychology Bulletin, 35(6), 752763.

Gibbons, S. (2015). Disability, neurological diversity, and inclusive play: An examination of the social and political aspects of the relationship between disability and games. The Journal of the Canadian Game Studies Association, 9(14), 2539.

Huws, J. & Jones, R. (2015). The social construction of autism: Implications for service provision from a decade of research. North Wales, UK :Bangor University.

Huws, J. &Jones, R. (2010). They just seem to live their lives in their own little world: Lay perceptions of autism. Disability & Society, 25(3), 331344.

Jaymalin, M. (2014). Number of people with autism increasing. The Philippine Star.

Kandalaft, M. R., Didehbani, N., Krawczyk, D. C., Allen, T. T., & Chapman, S. B. (2013). Virtual reality social cognition training for young adults with high-functioning autism. Journal of Autism and Developmental Disorders, 43(1), 3444.

Klimmt, C. (2009). Serious games and social change: Why they (should) work (Ritterfeld, U., Vorderer, P., & Cody, M., Eds). London: Routledge.

Kopetz, P. B., & Endowed, E. D. L. (2012). Autism worldwide: Prevalence, perceptions, acceptance, action. Journal of Social Sciences, 8(2), 196201.

Lankoski, P. (2011). Player character engagement in computer games. Games and Culture, 6(4), 291311.

Mila?i?-Vidojevi? I, Gligorovi? M, Dragojevi? N. (2014). Tendency towards stigmatization of families of a person with autistic spectrum disorders. International Journal of Social Psychiatry, 60(1), 6370.

Power, M. J., Green, A., & THE WHOQOL-DIS Group (2010). The attitudes to disability scale (ads): development and psychometric properties. Journal of Intellectual Disability Research, 54(9), 860874.

Rego, P., Moreira, P. M., & Reis, L. P. (2010). Serious games for rehabilitation: A survey and a classification towards a taxonomy. In 5th Iberian Conference on Information Systems and Technologies, pages 16.

S.P., H., & A., S. (2008). Stigma as related to mental disorders. Annual Review of Clinical Psychology, 4, 367393.

Scior, K. (2011). Public awareness, attitudes and beliefs regarding intellectual disability: A systematic review. Research in Developmental Disabilities, 32(6), 21642182.

Stephan, W., & Finlay, K. (1999). The role of empathy in improving intergroup relations. Journal of Social Issues, 55(4), 729743.

Swaim, K. F., & Morgan, S. B. (2001). Childrens attitudes and behavioral intentions toward a peer with autistic behaviors: Does a brief educational intervention have an effect? Journal of Autism and Developmental Disorders, 31(2), 195205.




DOI: https://doi.org/10.24071/ijiet.v2i1.954

Refbacks

  • There are currently no refbacks.


Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 International License.

 Indexed and abstracted in:

 

 

IJIET Journal Sinta 2 Certificate (S2 = Level 2)

We would like to inform you that IJIET (International Journal of Indonesian Education and Teaching) has been nationally accredited Sinta 2 by the Ministry of Education, Culture, Research and Technology of the Republic of Indonesia based on the decree No. SK 0547/E5/DT.05.00/2024. Validity for 5 years: Vol 5 No 2, 2021 until Vol 10 No 1, 2026.

 

Creative Commons License

This work is licensed under CC BY-SA.

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

IJIET DOI: https://doi.org/10.24071/ijiet

p-ISSN: 2548-8422 (since 5 January 2017); e-ISSN: 2548-8430 (since 5 January 2017)

Flag Counter

IJIET (International Journal of Indonesian Education and Teaching) is published by the Institute for Research and Community Services of Sanata Dharma University, Yogyakarta, Indonesia.