Serious Games in Autism Spectrum Disorder
An Example of Personalised Design
Ersilia Vallefuoco
1
, Carmela Bravaccio
2
and Alessandro Pepino
1
1
Department of Information Technology and Electrical Engineering, University of Naples Federico II,
Via Claudio 21, 80125, Naples, Italy
2
Department of Translational Medical Sciences, University of Naples Federico II, Via Pansini 5, 80131, Naples, Italy
Keywords: Serious Games, Autism Spectrum Disorder, Simulation, Personalised Design.
Abstract: Over the last decade, several studies evaluated the use of Serious Games as tools to encourage the
development of communication, the process of learning, and social behaviour in people with Autism Spectrum
Disorder (ASD) alongside traditional therapeutic approaches. The proposed study intends to employ and rate
the use of Serious Games to create personalised interactive environments aimed to improve the learning of
educational content in children with ASD. In particular, a multidisciplinary team supported the design and
development of the serious game to allow a personalised approach.
1 INTRODUCTION
A Serious Game (SG) is a simulation with a
videogame structure whose purpose is to promote the
development of important skills and strategies in
order to increase the cognitive and intellectual
abilities of the users (Botte, Matera, Sponsiello,
2009).
Today, Serious Games, also called learning
games, educational games, immersive learning
simulations and game-based learning, are very
popular and they get significant market share in the
gaming industry (Alvarez et al., 2010).
Several studies evaluated the Serious Games use
as a tool to support traditional therapy for people with
Autism Spectrum Disorder (ASD) in order to improve
communication, learning, social behaviour and, in
different ways, motor abilities (Zakari, Ma, Simmons,
2014).
The purpose of our research is to investigate
Serious Games use in the Autism Spectrum Disorder
field. In particular, a first Serious Game prototype
was developed to improve the learning of
mathematical basics in children with ASD, promoting
a personalised design.
1.1 Serious Games and Autism
Spectrum Disorder
Autism Spectrum Disorders are a variety of disorders
that affect social and communication skills and, in a
different way, motor and language skills (American
Psychiatric Association, 2013).
The majority of Serious Games aimed at people with
ASD have been developed for therapy, education
(learning and training), and to improve social
communication skills (Noor, Shabodin, Pee, 2012).
Serious Games, which are developed to improve the
learning process, have the goal of helping children or
teachers during the learning process. Bernardini et al.
(2014) have developed ECHOES, a SG that improves
learning and communication in children with ASD
using an avatar. Laertius et al. (2015) have
implemented a digital game, TEO (Tratar, Estimular
and Orientar), to help children with ASD with
learning, communication and problem solving.
Developed by Van Veen et al. (2009), Racketeer is a
learning Serious Game for Autistic children with the
purpose of improving their mathematical skills and
helping them cooperating with others.
Wijnhoven et al. (2015) have been studying the
efficacy of Serious Game MindLight in decreasing
anxiety in children with ASD.
People with ASD often have difficulties in
communicating with others through both verbal and
non-verbal language. For these reasons, several
Vallefuoco, E., Bravaccio, C. and Pepino, A.
Serious Games in Autism Spectrum Disorder - An Example of Personalised Design.
DOI: 10.5220/0006384905670572
In Proceedings of the 9th International Conference on Computer Supported Education (CSEDU 2017) - Volume 1, pages 567-572
ISBN: 978-989-758-239-4
Copyright © 2017 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
567
Serious Games have been developed to reduce these
difficulties (Anwar et al., 2010).
People with ASD often have difficulties in
recognizing, understanding and expressing their
emotions, therefore several studies investigated the
development and the improvement of affective skills
in children with ASD through Serious Games (Alves
et al., 2013; Serret et al., 2014; Parsons, Mitchell
2002).
Bernardes et al. (2015) have published a study
about a SG for training people with ASD to use the
bus. De Urturi et al. (2012) have implemented a
Serious Game for Android that educates people with
ASD about first aid. Another important Serious Game
developed in the field of training is iSpectrum; it was
developed to improve the working abilities and skills
(Amoroso, 2012).
A few studies also evaluated the impact of
commercial videogames on people with ASD.
FaceSay (Hopkins et al., 2011) and Segret Agent
Society (Beaumont, Sofronoff, 2008), for example,
can help children with ASD to develop social abilities
and understand emotions.
1.2 A Personalised Approach
Personalization can be associated to different aspects
of a videogame (Bakkes, Tan, Pisan, 2012) and,
consequently, of a Serious Game. Kalloo et al. (2010)
investigated the use of personalized games in
supporting students’ learning of mathematical skills.
Moreover, another use of personalization in Serious
Games is content adaption to improve the learning
process (Brisson et al. 2012, Zarraonandía, Diaz,
Aedo, 2015).
A personalised approach is also of pivotal
importance in developing Serious Games for people
with ASD because when we talk about the Autism
Spectrum Disorder we are referring to a large set of
different features, which can evolve over time. In fact,
one of the most famous quotations about autism is: “If
youve met one person with autism, youve met one
person with autism” (Stephen Shore).
For these reasons, it is necessary to carry out a
suitable customized intervention (Franzoni, Hanau,
Cerati, 2008; Wehman et al., 2016) based on
evolution and changes. Moreover, it is important to
consider the personalization of both accessibility of
technologies (Hassan et al., 2011; Uzuegbunam,
Wong, Cheung, 2015) and content (Morris,
Kirschbaum, Picard, 2010) in the development of a
SG aimed at people with ASD.
In our study, we adopted a personalised approach
in the content learning aspect and game design.
The first step was to create a multidisciplinary
team; in fact, Serious Game development has to
involve videogame specialists like game designers,
programmers or graphic designers, as well as other
professional figures unconnected to technical
development (Diehl et al., 2013). In particular, we
formed a team of biomedical engineers, one
neuropsychiatrist, speech therapists, educators, and
parents of children with ASD.
The project team, knowing the specific needs of
the target group, established the elements of
personalization, the content to be learnt, content
learning, the design and development of our SG.
2 METHODS
We implemented an ADDIE methodology (Kirkley,
Tomblin, Kirkley, 2005) to devise our Serious Game.
In particular, we can summarize the different steps in
six phases:
analysis,
design,
development of a prototype,
testing,
implementation,
final testing- evaluation.
2.1 Analysis
Different elements, such as target groups and project
development, are evaluated during the analysis phase.
In particular, several general considerations were
drawn:
creating an interesting game environment;
gaming scenes where water is involved (beach,
swimming pool) are to be preferred;
creating a system feedback (audio, music);
helping the player to perform the action.
On the basis of these observations, the project team
established the target groups: 10 children aged
between 5 and 12 years with different cognitive skills.
For each child, personal and health data were
collected, as well as information about their usage of
technological tools.
2.2 Design
The design determinates how desired outcomes are to
be achieved. The team draws up a design document
(Whyte, Smyth, Scherf, 2015) that describes the game
and establishes content, purpose, storyboard, scenery,
player, user interface, and
SGoCSL 2017 - Special Session on Serious Games on Computer Science Learning
568
feedback.
2.2.1 Purpose
Based on the cognitive skills of the target group,
the project team decided that the game’s purpose was
to improve mathematical skills, namely the concepts
of number and quantity: our SG aimed to be a tool of
help and support to children with ASD learning basic
mathematics.
The Serious Game consists of eleven levels in
which the player has to collect the balls on the scene;
the number of balls increases with each level. The
first level introduces the game, directing the player,
while the final level allows for free exploration of the
scene.
2.2.2 Scenery
In order to create a personalised SG, the project team
decided to implement an environment that was
familiar to the children’s target group as a game
scenery. Specifically, the scenery is a swimming pool
with the same features of a real swimming pool where
the children used to undertake different activities. A
personalization of scenery allows the users to identify
with the game, so that they are more interested to
play.
2.2.3 Feedback
The feedback system is delivered through audio,
writing and images. In particular, when the player
collects a ball they receive a positive feedback
through a sound. Moreover, at the end of each level it
was established that an object was to appear on the
scene with particular graphic effects: a three-
dimensional number of total balls collected.
2.2.4 User Interface and Player
The user interface has to be easy and intuitive,
showing the videogame’s mission and the number of
balls collected. In particular, the game’s mission is
displayed through text and images.
The player is put in a first-person perspective that the
user can move with a keyboard and a mouse.
Table 1: Player Controls.
To go on keyboard
To go back keyboard
To go right keyboard
To go left keyboard
To jump keyboard space
To move camera Mouse
2.2.5 Platforms
The project team evaluated the systems requirements
best suited for implementation. Unity was chosen for
the game engine both because it had already been
used in the development of small/medium
videogames and because it allows the game to be
exported to different platforms, such as Windows,
Android, Nintendo or Xbox. 3D Studio Max was
employed as a 3D modelling software.
2.3 Prototype Development
The prototype development phase consists in the
implementation of a first game prototype and in the
development of the design plans.
The first step was to create 3D models of the
scene’s different objects, such as beach umbrella,
deck chair and the arch. For these reasons, photos of
the swimming pool were collected so that we could
visualize the scene objects. The majority of the
objects were modelled through a 3D modelling
software, while the rest were downloaded from the
Unity Asset Store.
After the 3D modelling, the game environment
was created and the game dynamics was implemented
through scripts in C#.
Figure 1: Game Scenery.
The prototype evolved into a PC and web application
with six different levels.
2.4 Testing
Testing is an important, if sometimes neglected,
phase of SG development (Olsen, Procci, Bowers,
2011). In this phase, user usability (especially in
prototype development), playability and the efficacy
in the learning process have to be evaluated
(Desurvire, Caplan, Toth, 2004).
The project team decided to realize two testing
phases. The first testing phase evaluated the SG
prototype to obtain an initial feedback and to
consider, if necessary, a possible redesign of game
elements to implement on the complete SG.
Serious Games in Autism Spectrum Disorder - An Example of Personalised Design
569
The final testing is carried out on the SG and it has
to evaluate and measure its effectiveness and
efficiency.
The testing phases consist of two tests: a software
and a user test. In particular, a test plan was created
establishing some aspects of the testing session like
the place, the figures involved and the modality of
execution. A methodology proposed by Moreno-Ger
et al. (2012) was adopted so that an event set to
evaluate the system operation, the usability, the
efficiency of personalised elements and the
achievement of the SG’s goals was considered.
Moreover, each test is a set of game sessions and all
sessions have to recorded, easing the analysis of the
results.
After the testing phase, it became necessary to
analyse the collected data and to discuss the obtained
results.
The prototype game, designed for PC, is currently
undergoing testing with users. From the results of the
first phase of testing, it will be possible to rate the
elements that have to be redesigned for the
development of the Serious Game, while a first
estimate of the learning process and skills acquired
will be made.
3 DISCUSSIONS
This study sets out to explore the possibilities of using
Serious Games to improve and help the learning
process in children with Autism Spectrum Disorder.
Moreover, a multidisciplinary team is necessary to
develop a Serious Game aimed at people with ASD
because it is important to consider their different
needs and requirements. The multidisciplinary team
chose the target group and analysed the different
aspects to develop during the design and the
implementation of the game.
In particular, a personalised design is proposed in
order to adapt the content to the player’s specific
needs and to motivate them to play.
Whether the personalised approach is valuable is
not yet clear because the testing phase is at its initial
stages, although preliminary results show success in
the target group.
The prototype is proving to be attractive and
enjoyable, with a good usability, but the testing phase
is being reviewed because of certain limitations. It is
not easy to organize the different testing sessions
because of the children’s availability. Moreover, not
all participants are testing the prototype at the same
time, but at different times of the day, meaning that
for example a child playing after school or therapy
could be less motivated to play. For these reasons, the
testing sessions have to take into account several
other aspects, from the specific needs of the children
to when the game was played.
After the testing phase, the SG development will be
completed.
4 FUTURE WORK
On the basis of this preliminary study, we want to
investigate the use and efficacy of personalised
design in Serious Games aimed at people with ASD.
Future work should consider the need to incorporate
other personalised elements (like avatars or specific
audio effects) and more than two players at the same
time. Moreover, new methodologies for the testing
and the evaluation of content learning will be
investigated.
ACKNOWLEDGEMENTS
This research was supported by SInAPSi Centre,
University of Naples Federico II. We would like to
thank all those who were involved in this study. A
particular acknowledgement goes to Giuliana Paolillo
for reviewing the language. Thank you all for your
support and contribution.
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