Contribution | Journal/Conference name | Name/Type of games used for intervention | Platform | Study design | Final group characteristics: Sample size: Groups (Sex)/Age | Procedure details (session number, duration and frequency) | Targeted cognitive measures | Assessment time | Evaluation scales | Evaluation | Effectiveness | Main message |
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Alvares GA et al., 2019, Australia [42] | Autism Research | Serious Game | Android playstore | Randomized controlled trial | N = 56 EG: 28 (22 M, 6 F) CG: 28 (26 M, 2F) Age: 5–12 yrs | 1 session, 15 min | • Social interaction skills | Baseline and post intervention | • SRS-2, •MSEL • WISC-IV | Pairwise comparisons confirmed increased proportion of social characters selected in the training group across all levels (ap-values < 0.001); Children in the training group significantly raised the percentage of engagements to faces relative to objects after training. The adjusted mean change is 17.24 for the training group, and adjusted mean change is − 12.87 for the control group | Statistically significant at all evaluation scales | Findings indicated that training-based paradigms can improve statistically target fundamental attentional processing of social information in ASD |
Chen J et al., 2019, China [43] | Computer Assisted Surgery | FaceSay: Serious Game | PC | Before & After Clinical Trial (without control) | N = 11 EG: 11 Age: 6–12 yrs | 5 sessions, 29 min, once a week | • Emotional Skills | Baseline and at the end of the last week of intervention | • SRS-2 | The results show that there is a non-significant difference between SRS total score at baseline and endpoint, with Chi-sq. 0.28, p value 0.60 | Not effective | In short-term therapy, there is no improvement in social cognition, social awareness and social communication |
Özen A, 2015, Turkey [44] | Educational Sciences: Theory & Practice | Video game | IOS apple | Non-randomized Controlled Clinical Trial | N = 6 EG: 3 (1 M, 2 F) CG: 3 (2 M, 1 F) Age: 5–11 yrs | 15 sessions, 40 min, twice a week | • Social interaction skills | Baseline, the first and the second week after the intervention | • SRS-2 | The analysis shows that one of the participants performed social interaction skills with 85% accuracy, another person with 91% accuracy, and the third person with 88% accuracy. The 4th, 5th, and 6th person performed the skill of responding appropriately to teaching opportunities with more than 80% accuracy in the intervention sessions | Statistically significant at all evaluation scales | The data suggest that participants can learn how to use the social interaction skills necessary for iPad gaming activities |
Fantasia V et al., 2020, Italy [45] | Autism | Serious Game | Android playstore | Before & After Clinical Trial (without control) | N = 29 EG: 29 (25 M, 4 F) Age: 6–12 yrs | 2 sessions, once a week | • Short-term memory • Long-term memory | Baseline and the first half of the study phase and after 1-week later intervention | • PPVT-R • VABS-II • RCPM | Results showed that memory-based recognition accuracy was high for objects studied in the active condition in both the test (active: M = 0.63, SD = 0.20; yoked: M = 0.53, SD = 0.20) and the retest (active: M = 0.54, SD = 0.22; yoked: M = 0.48, SD = 0.20) | Statistically significant at all evaluation scales | Advancements in active study status continued, especially for one week after the initial study session |
Aresti-Bartolome N and Garcia-Zapirain B, 2015, Spain [46] | Bio-medical materials and engineering | Serious videogame | PC | Non-randomized Controlled Clinical Trial | N = 40 EG: 20 CG: 20 Age: 3–8 yrs | 2 sessions, 12 min | • Attention • Social interaction skills | Baseline and end of each game session | • Researchers set scales (Errors, Response time, Interaction with visual contact, Interaction without visual contact, and Gaze and pupil information during the game) | The reaction time of the first group was lower after rehabilitation sessions (M = 4.52 s, SD = 3.40); the clinical group (M = 36, SD = 38.18); the response time decreased when the clinical group provided interaction with eye contact | Statistically significant on some evaluation scales | The results showed that the interaction involving looking at the eyes improved as the reaction time decreased, indicating that the system can help with cognitive rehabilitation |
Almeida LM et al., 2019, Brazil [47] | International Journal of Computer Games Technology | ALTRIRAS | PC | Non-randomized Controlled Clinical Trial | N = 38 EG: 10 CG: 28 Age: 6–12 yrs | 4 sessions, 60 min, once a week | • Facial processing skills • Social interaction skills | Baseline and post intervention | • Researchers set scales (QuizEmotion scale) | Based on the applied statistical test, there was no significant difference between the number of correct answers of children with ASD in the pre- and post-test | Not effective | Play exposure time in children with ASD should be increased to effectively aid facial expression recognition |
Fernandes FD et al.,2010, Brazil [48] | PRO-FONO: Revista de Actualizacao Cientifica | Not reported | PC | Before & After Clinical Trial (without control) | N = 23 EG: 23 Age: 3–12 yrs | 10 sessions | • Language skills | Baseline and after each session | • Functional communicative Profile /scales | Statistical analysis has not identified a significant difference (0.05) with any variables, but the number of subjects and areas with progress can be considered | Not effective | Quantitative and qualitative improvements were identified without statistical significance. This progress was observed after a shorter period than is usually applied to this type of comparison, which seems favorable |
Al-Hammadi M andAbdelazim A, 2015, USA [49] | In2015 IEEE Global Engineering Education Conference | Miss.Fly: Video game | PC | Partially Randomized clinical trial | N = 98 EG: 49 CG: 49 Age: 6–7 yrs | Not reported | • Attention • Short-term memory • Long-term memory | End of each game session | • Researchers set scales: (Time response (seconds), Accuracy, Pay Attention, Strengthen Memorization, React to Random Processes) | The independent samples t-test was associated with a statistically significant effect since p < 0.05. Then, the autistic children’s performance does differ significantly; the independent samples t-test was associated with a statistically significant effect since p < 0.05, t (35) = 4.02, p = 0.002. Thus, the autistic children’s time response does differ significantly | Statistically significant at all evaluation scales | The designed game improves the ability of children of both groups to pay attention, remember, react to random processes, and process parallel information |
Pedreschi VB et al., 2019, Peru [50] | Virtual Reality | Serious Game | Android playstore | Before & After Clinical Trial (without control) | N = 20 EG: 20 Age: 3–10 yrs | During 2-weeks | Emotional Skills Social interaction skills Facial processing skills | Baseline and post intervention | • Researchers set scales: (Emotion Recognition Times) | The findings demonstrate that 67% of the ASD patients enhanced their emotion recognition skills (represented in caricatured and human facial expressions) | Positive without statistical argument | The outcomes revealed a significant advancement in emotion recognition after employing the Serious Game |
Bono V et al., 2016, UK [51] | Frontiers in psychiatry | GOLIAH: Serious Game | PC and Mobile app | Before & After Clinical Trial (without control) | N = 10 EG: (10 M, 0 F) Age: 5–9 yrs | 60 sessions, during 3-month, 20 min | • Attention • Imitation skills | Baseline, after each session and post 3-month intervention | • WPPSI • VIQ • PIQ | The time to terminate the assignment significantly declined along sessions (p < 0.001); correct answers raised considerably with the session numbers (p = 0.005); the quality of imitation enhanced throughout the sessions | Statistically significant at all evaluation scales | The game platform of this study is useful both in the child-therapist interaction in the hospital and in the child-parent interaction at home |
Kamaruzaman NN et al., 2017, Malaysia [52] | Indian Journal of Science and Technology | Quranic: Serious game | Android playstore | Before & After Clinical Trial (without control) | N = 15 EG: 15 (13 M, 2 F) Age: 5–12 yrs | Not reported | • Learning • Attention • Imitation skills | Baseline and post intervention | • Researchers set scales: (Involvement Scale, Reaction Time, Facial Expression & Posture, Complexity and Creativity) | There was a significant effect of SDs of signals in the involvement scale (P-value < 0.05); the level of student engagement in learning Al-Quran improved after using the Quranic game | Statistically significant at all evaluation scales | The upshots pointed out that the involvement of children in playing games influences the level of engagement, as the analysis suggests a significant relationship between involvement and engagement level |
Jeekratok K et al., 2014, Thailand [53] | International Journal of Web-Based Learning and Teaching Technologies | Video game | PC | Before & After Clinical Trial (without control) | N = 10 EG: 10 Age: 7–10 yrs | 36 sessions, during 3-months, 60 min | • Attention Imitation skills Recognizing and differentiating | Baseline and post intervention | • S-CAT • PECS • Researchers set scales | Average post-test scores were higher than pre-test scores (Z = 2.81, 2.81 and 2.80 respectively); the t-values of the three variables were significantly different at p < .01 | Statistically significant at all evaluation scales | There is robust evidence to support the hypothesis that web-based games and social stories can be efficacious as instruments for behavior changeover |
Bernardini S et al., 2014, UK [54] | Information Sciences | ECHOES: Serious game | PC | Before & After Clinical Trial (without control) | N = 19 EG:19 (18 M, 1 F) Age: 7- 13 yrs | several times a week over a 6-week, 10–20 min | • Social interaction skills • Facial processing skills • Language skills | Baseline inter and post intervention | • Researchers set scales | The mean probability of children responding to the practitioner’s bids for interaction during the pre-test was 0.66 and during the post-test was 0.71 (SD = 0.14); this slight increase in responses between the pre and post-test was not significant. Across the sessions, by some children, the results showed a slight but non-significant decrease | Statistically significant only for some children | Empirical marks of the agent's effectiveness are based on an extensive evaluation of the ECHOES platform, which shows encouraging tendencies for several children |
Mairena MÁ et al., 2019, Spain [55] | Research in Autism Spectrum Disorders | Pico’s Adventure: Video game | PC | Randomized controlled trial | N = 15 EG: 7 (7 M, 0 F) CG: 8 (8 M, 0 F) Age: 4–7 yrs | 4 sessions, 30 min | • Social interaction skills | Baseline and post intervention | • Researchers set scales: (Social Initiation, Spontaneous Gestures, Responses, Interlocutor, Given helps, Other social Interaction), • ASEBA • ABC • SSRS | Children demonstrated significantly more social initiation during the videogame (M = 9.33, SD = 9.61) than during free Play (M = 4.08, SD = 3.82); t (11) = 2.438, p = 0.033. Besides, outcomes associated with repetitive actions indicate the prospect of this game to lessen repetitive behaviors | Statistically significant on some evaluation scales | There is s potential use of full-body interactive videogames as tools to foster social initiation conducts in children with ASD |
de Vries M et al., 2014, Netherlands [22] | Journal of Child Psychology and Psychiatry | Braingame Brian: Video game | PC | Randomized controlled trial | N = 90 EG1: 31 EG2: 27 CG: 32 Age: 8–12 yrs | 25 sessions, one a week, 40–50 min | • Working memory • Facial processing skills | Baseline, post intervention, and 6-week-follow-up | • BRIEF • SART • Corsi-BTT | Children in the WM and flexibility intervention-conditions improved significantly in sequence lengths in the WM-training tasks, and level in the flexibility-training task (p’s < .001.( | Statistically significant at all evaluation scales | All children are enhanced in working memory, flexibility, attention, executive functions, social behavior, and quality of life. However, the adaptive intervention conditions did not result in a more considerable improvement than the mock training |
Saniee S et al., 2019, Iran [56] | Journal of Intellectual Disability Research | Tatka: Video game | PC | Before & After Clinical Trial (without control) | N = 13 EG: 13 (11 M, 2 F) Age: 5–7 yrs | 4 sessions, 15-min per day during 2-months | • Set-shifting ability | Baseline, post intervention, and 6-week-follow-up | • SSIT • WCST • MCST | According to the intervention findings; a significant difference in BFRS-R was observed between pre-training and post-training (P = 0.0001) | Statistically significant at all evaluation scales | All children improved considerably in cognitive and behavior flexibilities when they were given the SSIT |
Khowaja K and Salim SS, 2019, Malaysia [57] | International journal of human–computer interaction | Serious Game | PC | Before & After Clinical Trial (without control) | N = 5 EG: 5 (5 M, 0 F) Age: 6–10 yrs | 15 sessions, 20 min, during 1-months | • Learning | Baseline, post intervention, and week one and week two following the withdrawal of intervention (follow-up) | • Researchers set scales: (Correct responses, Number of attempts) • SSIT | The use of SGs during intervention improved the performance of participants 1, 2, 3, 4, and 5 to 97%, 94%, 81%, 96%, and 89%, respectively | Statistically significant at all evaluation scales | The results indicated that learning vocabulary entities among children with ASD enhanced after using the game |
Fridenson-Hayo S et al., 2017, Israel [58] | European child & adolescent psychiatry | Emotiplay: Serious Game | PC | Phase 1: Before & After Clinical Trial (without control) Phase 2: Randomized controlled trial with two intervention groups and controls | N (1) = 15, EG 1: 15 (11 M, 4 F) N (2) = 74 EG (2): 34 CG (2): 40 Age: 6–9 yrs | At least 2 h per week, over a period of 8 weeks | • Emotional Skills • Facial processing skills • Vocal intonation • Body language | Baseline and post intervention | • SRS-2 • VABS-II • Emotion Recognition Tasks | Phase 1: SG use significantly improved participants’ performance on the ER body language task (Pre: M = 14.33, Post: M = 18.73, p < .01) and the ER integrative task (Pre: M = 11.13, Post: M = 13.47, p < .05) Phase 2: Pairwise comparisons for the time by group interaction demonstrated that considerable improvement over time was found on all ER tasks for the intervention groups (Face: Mean difference = 2.17, p < .001; Voice: Mean difference = 2.19, p < .001; Body: Mean difference = 4.63, p < .001) | Statistically significant at all evaluation scales | This game (Emotiplay’s SG) is an influential and motivating intervention, cross-culturally leading ER from faces, voices, body language, and their integration in context to children with high-functioning ASC |
Spaniol MM et al., 2017, Brazil [32] | Journal of Autism and Developmental Disorders | CPAT | PC | Randomized controlled trial | N = 14 EC: 8 (6 M, 2 F) CG: 6 (6 M, 0 F) Age: 6–10 yrs | 13 sessions, 45 min, twice a week across a 2-month period | • Attention • Academic performance | Baseline (1 and 2 weeks before) and post intervention | • CPM • Academic Assessments (Maths, Reading Comprehension, Copying) • CARS | Effects showed a significant increase in the CPM scores from pre to post-assessment for the CPAT group (pre = 86.25 ± 6.73; post = 100 ± 5.98); there was a significant improvement in math scores for the CPAT group (pre = 27.8 ± 10.14; post = 51.7 ± 9.98); there was a significant improvement in reading scores for the CPAT group (pre = 39.34 ± 6.19; post = 59.19) | Statistically significant at all evaluation scales | Progress was evident in various academic tests, including reading comprehension, copying speed, and math |
Hu X et al., 2019, China [59] | Journal of Autism and Developmental Disorders | CAI | PC | Before & After Clinical Trial (without control) | N = 4 EG: 4 (3 M, 1 F) Age: 9–11 yrs | 7–13 sessions, 20 min during 5 weeks | • Matching skills | Baseline, post intervention and after 1 week, 3 weeks, and 5 weeks follow-up | • VMS • Researchers set scales: (Social Validity Measures, Response Accuracy, Task Engagement) | During the intervention, three students maintained a relatively high level of task employment in CAI, compared to TII (Jiahua: PND = 100%; M = 95.3, in CAI; M = 72.5, range 59–82% in TII; Lingling: PND = 83.3%; M = 86.5 in CAI; M = 67.8 in TII; Zicheng: PND = 85.7%; M = 84.1 in CAI; M = 73.4 in TII); all four students required a fewer number of trials to achieve criterion in CAI than in TII; three of the four students required a lower number of prompts and shorter durations in instructional time in CAI than in TII | Statistically significant on some evaluation scales | CAI was more efficient than TII concerning the prompts supplied and the duration of instructional sessions |
Macoun SJ et al., 2020, Canada [60] | Journal of Autism and Developmental Disorders | Caribbean Quest; CQ: serious game | PC | Randomized controlled trial | N = 20 EG: 11 (9 M, 2 F) CG: 9 (8 M, 1 F) Age: 6–12 yrs | 24 sessions, 3 times/week, 30 min per session during 8-weeks | • Attention • Working memory • Academic performance • Inhibitory control | Baseline inter and post intervention | • BRIEF-P T GEC, • Academic supports (tutoring, learning assistance, gifted programming) • Conners-3-P T EF • SRS-2 | There was a statistically significant difference in errors (KiTAP ‘Sad/Happy Ghost and Colored Boxes) between the intervention and control groups, F (1,16) = 4.61, p < .05, partial η2 = .224; F (1,15) = 12.23, p < .01, partial η2 = .49 respectively. On the Woodcock-Johnson Math Fluency task, with posthoc analyses indicating that the intervention group made fewer errors than the control group (Mdiff = 14.08 [95% CI .544–7.61], p < .05) | Statistically significant on some evaluation scales | This game has preliminary support and potential efficacy for children with ASD |
Mercado J et al.,2018, Mexico [61] | Multimedia Tools and Applications | FarmerKeeper: video game | PC | Randomized controlled trial | N = 12 EG: 6 CG: 6 Age: 4–11 yrs | 20–30 min, 4-weeks | • Attention • Anxiety | Baseline inter and post intervention | • CRSD-ant test • ADHDT | Participants were 8% (2:00 min approx., p = 0.00288) of the time paying more attention during the full session (avg. full session = 13:05 min) when using FarmerKeeper (97.15% of full session) than with BrainCats (89.15% of full session) | Statistically significant at all evaluation scales | FarmerKeeper can improve cognitive indicators by reducing the level of anxiety and increasing the attention of children with autism during the treatment of neurofeedback training sessions |
Mercado J et al., 2020, Mexico [30] | Journal on Multimodal User Interfaces | FarmerKeeper: video game | PC | Randomized controlled trial | N = 26 EG: 13 CG: 13 Age: 4–13 yrs | 13 sessions, 15 min during 10-weeks | • Attention | Baseline inter and post intervention | • CRSD-ant test • ADHDT | There is a slight difference of close to 3% (p = 0.25), which means that participants who used FarmerKeeper had a better performance than those who used Cartoons | Statistically significant at all evaluation scales | Pre- and post-assessments revealed that participants' attention, attentional control, and sustained attention were sweetened |
Wagle S et al., 2021, India [62] | Scientific Reports | Basket game, Train game, Piano Game, Face game, Shape Game: Serious games | Android playstore | Before & After Clinical Trial (without control) | N = 14 EG: 14 (13 M, 1 F) Age: 6–13 yrs | 30 min per day during 4 weeks | • Working memory • Facial processing skills | Baseline inter and post intervention | • Corsi-BT • ATEC | No change (W = 7.5, n = 14, P = 1) was followed in the pre and post-intervention conditions; no significant change was observed in the Corsi total score (W = 27, n = 14, P = 0.22); participants did not achieve significantly from the month-long game-based training in reducing autistic symptoms or enhancing working memory | Not effective | There is no significant change in the autistic symptoms after the intervention training with the given game |
Piana S et al., 2019, Italy [63] | IEEE Transactions on Affective Computing | Guess the Emotion: serious game | PC | Non-randomized Controlled Clinical Trial | N = 15 EG: 10 (9 M, 1 F) CG: 5 (4 M, 1 F) Age: 8–11 yrs | 10 sessions, 20 min during 4 to 6 weeks | • Emotional Skills • Facial processing skills | Baseline inter and post intervention | • Researchers set scales (Emotions in the recognition task, Response accuracy, Time of response) | There is a significant difference for the recognition, t(9) = 3:984, p = 0:003, and the expression task, t(9) = 4:439, p = 0:002, indicating that the performance at this task increase significantly from the first to the second period; the MD between the first and the second assessment was lower in the control group (9:60) than in the experimental group (21:50) | Statistically significant at all evaluation scales | During the application of this game, the accuracy of doing the task from the beginning to the end of the training sessions has increased significantly in the trained group compared to the control group |
Jouen AL et al., 2017, UK [64] | Child and Adolescent Psychiatry and Mental Health | GOLIAH: Serious Game | PC and Mobile app | Non-randomized Controlled Clinical Trial | N = 24 EG: 14 (14 M, 0 F) CG: 10 (10 M, 0 F) Age: 5–8 yrs | 100 sessions, 30 min, during 6-months | Attention Imitation skills | Baseline inter and post intervention | • ADI-R • VABS-II • CBCL • SCQ | There were significant signs of progress in ADOS scores, Vineland socialization score, Parental Stress Index total score, and Child Behavior Checklist internalizing, externalizing, and total problems (all p < 0.05, Linear Mixed Models, time effect); meaning that treatment given in both groups was favorable and practical | Statistically significant on some evaluation scales | The findings of the 6-month training indicate that both the acceptance of using the game platform and the absence of parental stress have been seen |
Hayoung A. Lim et al., 2022, USA [65] | Child Language Teaching and Therapy | An Online Music-Based Speech and Language Learning Game: Online edtech | PC and Mobile app | Before & After Clinical Trial (without control) | N = 26 Age: 2–6 yrs | 4–6 sessions over a 2-week | Language skills | Baseline and post intervention | • CARS • Researchers set scales (Response accuracy, Time of response, Verbal production) | Outcomes point that the SS4Kids program is an efficacious music-based speech and language training technique for supporting target word production in children across a two-week timespan (all p < 0.05.) | Statistically significant at all evaluation scales | Emerging proof of the significance of an online evidence-based practice supports the speech and language outcomes for various children in early intervention |
Chaoxin and Jun Yang, 2022, China [66] | Brain sciences | Virtual Training | PC | Randomized controlled trial | N = 100, EG1 = 34 EG2 = 33, CG = 33 MAge: 12.9 yrs | 3 sess in a week, 30 min | Attention | Baseline, post intervention, and 6-week-follow-up | • CARS • Researchers set scales (Visual attention) | Although none of the three participants noticed progress in the correct rate, the observations of the VT and PE groups were significant (p < 0.05) compared to the CG group in uncovering the detection rate of the probe stimulus | Statistically significant at all evaluation scales | This program has the potential to improve visual attention in children with ASD |