Navigating Autism: The Role of Collaborative Virtual Reality in Social
Skills Development
Nada Sharaf
Faculty of Informatics and Computer Science, The German International University, Egypt
Keywords:
Virtual Reality, Autism, Collaborative Tools, Social Skills.
Abstract:
Autism Spectrum Disorders (ASD) require new interventions because social communication can be specially
challenging. Such interventions could help social skills grow. Collaborative virtual reality (VR) technology
enables having different interactive and engaging environments. It offers a promising ways for improving
many skills since people can safely engage with others as well as learn with others. This paper reviews the
application of collaborative VR in improving social skills among children with ASD. The reviews shows the
potential of collaborative VR to simulate deeply dynamic social interactions in a carefully controlled setting
as well. Different studies show that collaborative VR use can help children with ASD improve empathy, social
understanding, and teamwork. However, there are still some difficulties including accessibility as well as
the possible need for individualized interventions and potential sensory overload. This review points out the
opportunities that collaborative VR provides for meaningful learning improvements and for the large practice
of social interactions in an engaging way. It also discusses the actual obstacles,that need to be addressed, to
completely maximize the advantages of VR technologies regarding social skills development in ASD. The
provided analysis could help support innovation and research in the field.
1 INTRODUCTION
One important challenge for individuals with autism
is that they often battle with communication and so-
cial skills. Autistic children often have major prob-
lems relating to others, and these problems can show
up in many social situations. Frequently, these chil-
dren battle with understanding facial expressions or
with reacting suitably to other people’s emotional
suffering which are key parts of human interaction
(Garfin and Lord, 1986). Difficulties also affect mul-
tiple nonverbal communication skills, such as gaze
communication, which is important for performing
all social interactions and developing all relationships
(Weiss and Harris, 2001). Specific communication
difficulties truly highlight how the social challenges
encountered by people with autism are exceptionally
complex and quite multidimensional, thus stressing
the necessary need for carefully tailored interventions
that directly address these particular areas of concern.
Autism Spectrum Disorder (ASD) has a wide-
ranging array of conditions, stretching from low-
functioning autism (LFASD) to high-functioning
autism (HFASD) alike (Ahmad Basri et al., 2024).
The spectrum thoroughly reflects the multiple abili-
ties displayed by many people diagnosed with ASD
emplasizing the challenges they face and the need
for therapeutic approaches that address their specific
needs.
In recent years, Virtual Reality (VR) has evolved
as a tool with great potential for intervention in ASD.
VR technology is engaging and highly enjoyable. It is
thus recognized for its ability to substantially improve
social skills among people with ASD. These particu-
lar VR aspects thoroughly catch the interest of ASD
users, and motivate them to engage with therapeutic
activities that are carefully designed to improve so-
cial interactions as well as communication skills (Ah-
mad Basri et al., 2024; Mosher and Carreon, 2021).
This approach uses all of the engaging and interac-
tive features of VR to make controlled environments
where many people with ASD can safely practice and
learn social skills.
Well-designed serious games are cost-effective
and effective educational tools for all the different
needs of autistic children. They could be tailored to
meet their specific needs as well (Noor et al., 2012).
Different plaforms have been intoridced for different
purposes (Elshahawy et al., 2020a; Elshahawy et al.,
2020b; Elshahawy et al., 2022). Since these games
590
Sharaf, N.
Navigating Autism: The Role of Collaborative Virtual Reality in Social Skills Development.
DOI: 10.5220/0013437400003932
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 17th International Conference on Computer Supported Education (CSEDU 2025) - Volume 1, pages 590-597
ISBN: 978-989-758-746-7; ISSN: 2184-5026
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
can be used across many homes, classrooms, or ther-
apeutic settings, they offer a meaningful supplement
to established educational approaches. Through the
careful incorporation of elements that accommodate
the special sensory and cognitive preferences of autis-
tic learners, serious games are able to provide a more
fitting learning experience. They help to maintain a
certain level of focus and reduce anxiety through very
structured and predictable interactions which autistic
children often find reassuring (Ke and Moon, 2018).
Serious games make learning more flexible and less
overwhelming because the controlled environment al-
lows adjustments to sensory inputs and interaction
complexity. This tailored approach strengthens the
development of many social skills and communica-
tion skills in a way that respects all of the special chal-
lenges autistic children face and thus improving every
educational outcome.
Collaborative environments, since they are es-
pecially useful for teaching communication, could
be outstanding training simulations for children with
autism. These environments can be changed across
many settings to improve a variety of skills. Collab-
orative virtual learning has an advantage over single-
user 3D environments; it can meet all learning needs
involving social interaction. This approach helps
build important skills. Also, it uses the advantages of
social learning to encourage and improve the learning
experience (Wang et al., 2017). These environments
can effectively tackle the special challenges and learn-
ing styles of autistic children by promoting highly in-
teractive and exceptionally cooperative learning sce-
narios, which provides them with the tools needed to
succeed socially.
There is no much of empirical evidence that cur-
rently supports the effectiveness of Virtual Environ-
ments (VEs) as a teaching tool for all individuals
with autism (Mitchell et al., 2007). However, there
are strong hints of potentially large benefits appear in
some studies. As an instance, the study presented in
(Strickland, 1996) carefully observed that two partic-
ularly low-functioning children with autism could ap-
propriately track events in a thoroughly engaging VE
by using orienting movements. Additionally, (Parsons
et al., 2004) reported that all teenagers with Autism
Spectrum Disorders (ASDs) could fully navigate and
function in a virtual cafe environment presented on a
desktop. Such findings support the fact that VEs may
be a true potential to act as a therapeutic instrument
for improving certain cognitive as well as social skills
in individuals with autism.
CVEs allow users to communicate and engage
within a shared virtual space. Within a typical vir-
tual environment, users are presented a precisely
computer-generated simulation of a particular scene
or world. In addition, they can thoroughly explore it,
and fully interact with it (Millen et al., 2011). This
setup facilitates individual exploration. It also makes
collaborative experiences better, allowing all partici-
pants to do activities together in a simulated setting.
This paper seeks to explore the teaching of so-
cial skills to autistic children by using Virtual Reality
(VR) settings that have collaborative environments.
These interactive VR platforms explore the ways in
which they ease each learning type as well as improve
each social competency through allowing all children
to fully engage in every simulated social interaction.
The paper gives perceptive recommendations for us-
ing VR in autism education. The recommendations
are deeply informed by many studies and offer a more
thorough look into effective practices and strategies.
2 INTERACTIONS IN CVEs
The study (Schroeder et al., 2006) thoroughly inves-
tigated each aspect of the design usability of 3D Col-
laborative Virtual Environments (CVEs). This in-
cluded using analytical methods from different re-
search efforts created to fully understand interaction
dynamics within those digital settings. The initial
study involved a strict quantitative analysis of action
sequences. Every observable behavior was systemat-
ically categorized into eight fundamental categories:
communicate (C), external (E; relating to events out-
side the virtual environment), gesture (G), manipulate
(M), navigate (N), position (P), scan (S), along with
verify (V). This approach, which was highly struc-
tured, not only cataloged behaviors but also clarified
how participants either followed or strayed from so-
cial standards during interactions. Initially, most in-
teractions appeared to focus on the looks and social
customs of avatars. However, all interactions gradu-
ally shifted to more helpful communication about def-
inite tasks, so many avatars were viewed as functional
parts of the collaboration.
A qualitative approach was carefully used for the
second analytical method. All transcripts of every
verbal communication were examined throughout the
CVE’s different collaborative activities. This analysis
carefully spotlighted the undeniably large roles that
verbal and also non-verbal cues played within collab-
orative dynamics. It was thorough and detailed. It
also gave plentiful understandings of the content as
well as of the subtle details of social interactions. Po-
sitioning, navigation, gesturing, and object manipu-
lation, each action in the virtual space, greatly eased
communication and collaboration when executing the
Navigating Autism: The Role of Collaborative Virtual Reality in Social Skills Development
591
task, having a large influence. These findings, with
support from more research from (Steed et al., 2003),
pointed out that social interactions in virtual places
are not simple, in addition to giving detailed views
of the participants interact with the virtual space as
well as each other. (Tromp et al., 2003) employed
statistical techniques. Such techniques analyze the
frequency and sequence of the interactions noted, of-
fering a more thorough overview of participant per-
formance and collaborative behavior in CVEs. These
studies offer a thorough and multi-dimensional view
of all the ways that CVEs can support and also im-
prove collaborative experiences, presenting large un-
derstandings for the effective design and implementa-
tion of virtual spaces for collaboration.
3 AUTISM AND SOCIAL
TRAINING IN CVEs
Social skills are key focus areas for virtual reality
training in autistic people (Ahmad Basri et al., 2024),
especially assessing non-verbal responses, starting
and keeping up conversations, and also managing
emotional challenges with care. Within this frame-
work, Collaborative Virtual Environments (CVEs) are
exceptionally promising, particularly for greatly im-
proving the social skills of autistic children through
the utilization of absorbing virtual reality tools.
It was noted that interventions that promote role-
play can offer large benefits to collaborative inter-
actions inside CVEs (Parsons and Mitchell, 2002).
Role-play encourages mental simulation, in addition
to giving users chances to explore social standards
in a secure setting. Because CVEs have the ability
to mimic countless real-world interactions, users are
able to experiment with and understand multiple so-
cial behaviors and cues without fearing any repercus-
sions in the real world.
3D CVEs provide autistic youth with many ben-
efits. Learners are able to take part in real social
situations and realistic role-playing in a simulated
space that is controlled with care in these environ-
ments. This learning method helps autistic children
build social skills without frustrating peers or teachers
and without risking negative consequences in the real
world (Standen and Brown, 2006; Wang et al., 2017).
These settings provide large advantages, particularly
as they enable wide-ranging practice and steady learn-
ing of all specific social skills, which are commonly
challenging for autistic learners.
The review provided in (Khatab et al., 2024) also
stresses the important role that collaborative play has.
Collaborative play improves communication skills for
autistic children. Working towards shared goals in
a CVE allows each autistic child to interact with
each neurotypical peer under the total guidance and
support of mediators, like parents or teachers, be-
cause it promotes multiple social skills and guaran-
tees complete inclusivity. Integrating technology via
an all-embracing environment effectively strengthens
a number of social developments, as it gives each
autistic child tools to navigate social interactions with
added confidence as well as success.
There exists a lack of investigations exploring
how evidence-based strategies, importantly cognitive
as well as behavioral techniques, are integrated ef-
fectively into Virtual Reality (VR) environments for
teaching social skills to each of the people with high-
functioning autism spectrum disorder (HFASD) (Ah-
mad Basri et al., 2024). This gap strongly stresses the
need for a more deep investigation into the method-
ologies used to change these therapeutic techniques
for VR settings, also pointing out how this medium
possesses important potential for both engaging and
effective intervention.
The review provided (Thai and Nathan-Roberts,
2018) pointed out that VR interventions target social
skills with large variability, stressing that there is no
agreement on the most important skills to address in
these settings. According to this finding, the field may
still be exploring the best ways to use VR for social
skills training. Mesa-Gresa et al. (Mesa-Gresa et al.,
2018) encountered a wide range of social skills targets
across the reviewed articles. This further indicates the
diverse approaches and potential breadth of VR appli-
cations in social skills training.
Furthermore, as shown in (Millen et al., 2011;
Cobb et al., 2002) Collaborative Virtual Environ-
ments (CVEs) and Shared Active Surfaces (SASs)
are very effective when it comes to improving so-
cial skills and promoting collaborative interactions
among children with HFASD. These findings suggest
that CVEs can be used by autistic children as a dy-
namic platform that offers a supportive, highly engag-
ing, and interactive place to learn and practice social
skills. CVEs let these children safely explore and re-
hearse social interactions through peer interaction in
a controlled setting, which is important for social de-
velopment.
It is important to continue exploring and improv-
ing all CVEs as tools to help build social skills. To
assist a number of HFASD people, investigation into
how collaborative settings in CVEs can be greatly op-
timized to support exact educational and therapeutic
outcomes is important. This exploration is quite im-
portant, for it has the potential to lead to fully tai-
lored as well as highly impactful interventions deal-
CSEDU 2025 - 17th International Conference on Computer Supported Education
592
ing with all the special needs of this population. Their
ability to function socially along with emotionally in
all wider community settings should greatly improve.
This research importantly adds to both the academic
and practical comprehension of VR and CVE appli-
cations, and it greatly affects the lives of people with
HFASD by giving them important skills to better han-
dle social challenges.
Virtual Reality (VR) content, according to (Par-
sons and Mitchell, 2002), could be carefully made
to connect user-centered designs to proven strategies
by including both cognitive and behavioral learning
methods. Considering cognitive along with behav-
ioral techniques have displayed effectiveness in many
customary social skills training settings (Laugeson
and Park, 2014), this integration is quite meaning-
ful. These techniques have proven successful in phys-
ical environments. How they can be changed and
used in virtual reality settings, however, is still not
well-researched. This gap is evidenced by several re-
views and research summaries (Mosher and Carreon,
2021; Mesa-Gresa et al., 2018; Thai and Nathan-
Roberts, 2018; Glaser and Schmidt, 2022; Parsons
and Mitchell, 2002), and it is pointed out by a lack of
thorough studies exploring the instantiation of multi-
ple cognitive and behavioral strategies in VR.
It is important to find out which thinking and be-
havior methods are most effective in VR and how to
smoothly incorporate them into VR social skills train-
ing, as pointed out by the limited research. Effec-
tive strategies, identified and precisely implemented
within VR, could importantly improve the engage-
ment and effectiveness of the training while furnish-
ing users with more specially personalized and flexi-
ble learning experiences. Therefore, some expansion
of this research area is absolutely necessary to ad-
vance VR as a truly influential tool in educational and
therapeutic contexts, particularly about the design of
VR content that can affect the development of social
competencies in multiple populations in an important
manner.
4 EXPLORING STUDIES ON
VIRTUAL ENVIRONMENTS
FOR SOCIAL SKILLS
TRAINING
Collaborative Virtual Educational settings (CVLEs)
and Virtual Environments (VEs) have shown great po-
tential for dealing with the social difficulties expe-
rienced by people with Autism Spectrum Disorders
(ASD). This section looks at multiple studies that in-
vestigate multiple new methods for teaching social
skills through technologies that allow people to col-
laborate and participate.
The iSocial program (Wang et al., 2017) is one
example. It implemented the SCI-A curriculum into
a 3D CVLE. This program helps all youth aged 11 to
14 practice social and behavioral skills within a safe,
controlled virtual environment; it stresses many struc-
tured, engaging interactions.
Millen et al. (Millen et al., 2011) presented both
Block Party and TalkAbout, a pair of CVE applica-
tions that are intended to encourage many social con-
versation skills and collaborative strategies. Many in-
teractive tabletop experiences are also supported by
Shared Active Surface (SAS) applications, showing a
degree of adaptability and engagement of these tools
in social skills training.
The work presented in (Mitchell et al., 2007) stud-
ied the use of a caf
´
e VE by six adolescents with ASD,
who were 11 to 16 years old. In an ordinary caf
´
e set-
ting, the study found truly important improvements
in social reasoning and judgment, particularly about
seating choices. The large potential of fully engaging
VEs to effectively improve social decision-making in
adolescents with ASD is truly pointed out here.
The work introduced in (Ke and Moon, 2018) de-
veloped one complete, 3D virtual playground by way
of OpenSimulator specifically for all high-functioning
autistic (HFA) children between the ages of 10 and
14. The study indicated that VR-based gameplay im-
proved social interaction skills along with negotia-
tion, initiation, as well as response behaviors. The
results also pointed out the importance of changing
gameplay. This is based on the specific requirements
and also the skills of students.
I-interact (Elgarf et al., 2017) works on the eye
contact of children who have trouble socializing to
help them. The study used a VR serious game that had
a three-level structure. Following several sessions,
eye contact skills improved in participants aged 8 to
15, particularly when tasks were presented gradually
as well as in an engaging way. The study also stressed
that gamification and user-centered design can grow
engagement.
As the studies introduced indicate, autistic chil-
dren can collaborate in Collaborative Virtual Envi-
ronments (CVEs). This provides an especially struc-
tured and completely supportive place for develop-
ing a wide range of important social skills, includ-
ing communication, teamwork, and emotional regula-
tion. Feeling safe as well as excited, children in CVEs
watch then copy good social actions from others; this
helps them learn from each other. This approach helps
autistic children improve how they interact with oth-
Navigating Autism: The Role of Collaborative Virtual Reality in Social Skills Development
593
Table 1: Comparison of some of the studies on Virtual Environments for Social Skills Training.
Study Sample Size Age Range Focus Key Findings
(Wang et al., 2017) 11 11-14 iSocial (3D
CVLE)
Improved social and behav-
ioral outcomes via struc-
tured, immersive practice.
(Millen et al., 2011) Not specified Not specified Block Party,
TalkAbout,
SAS
Enhanced collaborative
strategies and social conver-
sation skills.
(Mitchell et al., 2007) 6 11-16 Caf
´
e VE Improved judgments and so-
cially relevant reasoning in
seating choices.
(Ke and Moon, 2018) 8 10-14 3D Virtual
Playground
Enhanced negotiation, initi-
ation, and response behav-
iors.
(Elgarf et al., 2017) 8 8-15 I-interact VR
Game
Improved eye contact
through gamified training of
dyadic and triadic gaze.
ers. It gives them a safe space without pressure. This
also helps lessen common problems, like social anxi-
ety and sensory overload.
Studies show collaborative tasks in CVEs have a
large effect. For example, Block Party and TalkA-
bout (Millen et al., 2011) encouraged communica-
tion skills and teamwork through multiple exercises
that involved building rapport, taking turns, and com-
municating frequently. The iSocial program (Wang
et al., 2017) also gave children goal-oriented assign-
ments that improved decision-making and collabora-
tion skills through social scenarios similar to those
in the real world. According to Ke et al. (Ke and
Moon, 2018), team-based gameplay in a 3D vir-
tual playground improved multiple social interaction
skills in addition to several negotiation, initiation, and
response behaviors.
CVEs offer customization and adaptability. This
makes sure that challenges and tasks match every par-
ticipant’s skill levels. This adaptability truly promotes
meaningful engagement along with helping to com-
pletely avoid activities that are either excessively hard
or excessively simple. The presence of neurotypi-
cal peers introduce many social models, and inter-
actions are thoroughly promoted thus improving the
collaborative environment. This dynamic encourages
a certain degree of empathy along with a definite level
of understanding among all neurotypical participants.
CVEs are an effective collaboration tool for autis-
tic people, since these people often face many social
challenges because of certain attributes.
5 RECOMMENDATIONS FOR
DESIGNING VR
COLLABORATIVE
ENVIRONMENTS
Based on the different case studieson collaborative
virtual educational settings (CVLEs), the following
recommendations are proposed to carefully guide the
future design and implementation of VR collabora-
tive environments. These recommendations stress the
clear capabilities of CVEs as they address every spe-
cific need of autistic children. CVEs also teach mul-
tiple social skills.
1. Incorporate pedagogical design features: CVLEs
should be designed with a goal-oriented approach
embedding engaging stories and particular aspects
of games or role-play. Goal-oriented activities
provide important structure as well as purpose for
autistic learners. In addition, these learners of-
ten excel in extremely predictable environments.
Learners can build social skills and rehearse with-
out fear of negative real-world results because
role-play and narratives help simulate real-world
situations in a safe, controlled, virtual area (Wang
et al., 2017). Since CVEs feature collaboration,
autistic children are always able to interact with
peers in a manner similar to interactions in real
life. They are always able to repeat scenarios as
needed to fully master them. This iterative learn-
ing approach encourages communication and in-
teraction skills more.
2. Adopt a user-centered design approach: A user-
centered design guarantees CVEs completely fit
CSEDU 2025 - 17th International Conference on Computer Supported Education
594
all needs of autistic children, their instructors, and
also their parents, when appropriate. This indi-
cates surroundings that are visually comfortable
as well as minimal sensory overload, along with
complete adaptability to each individual prefer-
ence, for all children. This should also include in-
terfaces that let instructors and parents easily keep
track of multiple interactions. Learning objectives
are thus met quite effectively. This approach holds
large importance within CVEs. Virtual environ-
ments can be widely customized to more effec-
tively address all specific challenges that autistic
learners face, such as difficulty with eye contact
or interpreting non-verbal cues.
3. Ensure environmental comfort and adaptability:
CVEs settings should be intensely customized
to comfortably fit personal preferences, like the
lights as well as the precise arrangement, along
with the exact height of objects. These changes
are very important for the participation of autistic
children and their well-being. Introducing chal-
lenges incrementally allows a gradual buildup of
skills [(Wang et al., 2017). Learners do not thus
experience overwhelming feelings. It is often
much harder to make adjustments in physical set-
tings and we should thus make use of this unique
feature of virtual environments.
4. Make systems adaptive: Adaptive systems are
necessary throughout CVEs to address the differ-
ent needs autistic learners. Such systems could
for example change how hard a task is, how
quickly people interact, and what kind of feed-
back is given. The learning needs of all autis-
tic children often appear highly individualized
(Wang et al., 2017). This flexibility ensures that
each child gets support made just for them. This
is also very important for teaching social skills.
Adaptive systems in CVEs permit modifications
at all times, thus supplying prompt responses to
all user behaviors along with greater participa-
tion and many educational outcomes. Adaptabil-
ity within virtual environments is important, ac-
cording to (Ke and Moon, 2018), since gameplay
made for each High-Functioning Autistic (HFA)
child raised overall engagement and also some so-
cial skills such as negotiation and initiation. To be
more effective, this finding supports the recom-
mendation that teachers customize learning sce-
narios in CVEs, allowing adjustments to tasks and
settings that accommodate each child’s skills and
preferences.
5. Include Neurotypical Peers: As discussed earlier,
integrating neurotypical children within CVEs en-
courages inclusive learning and provides autis-
tic children important opportunities to carefully
observe typical soicial behaviors. Collaborative
tasks with neurotypical peers can build multiple
teamwork skills, diverse communication styles,
and empathy (Khatab et al., 2024). The collab-
orative settings of CVEs helps with positive so-
cial interactions and decreases anxiety in autistic
children by giving them a safe space for interac-
tions with neurotypical peers, when compared to
actual settings. In collaborative places, autistic
children can watch and copy social actions. This
helps them learn from others, which is very use-
ful for those who battle with unplanned situations.
Joint activities in virtual environments, as demon-
strated by (Millen et al., 2011) with Block Party
and TalkAbout, improved conversational skills by
encouraging rapport and allowing all participants
to practice initiating and sustaining dialogue.
6. Customize learning scenarios: Customizable sce-
narios in CVEs allow educators to considerately
tailor activities to the specific needs and also the
individual goals of each learner. For instance,
scenarios can be designed to focus on initiat-
ing conversations, practicing turn-taking, or re-
sponding to non-verbal cues (Khatab et al., 2024).
This special flexibility of virtual environments al-
lows for the creation of many diverse social skill-
building activities. A collection of such activities
are needed but hard to in every customary class-
room setting.
7. Standardize evaluation methodologies: To check
and evaluate the effectiveness of CVEs inter-
ventions based, stable and standard evaluation
methodologies are cruical. Standardization guar-
antees a dependable comparison of outcomes
across many studies and settings.
8. Conduct extended follow-up sessions: Extended
follow-up sessions over extended periods are al-
ways important to make sure all the long-lasting
effects are captured. This is particularly impor-
tant for children with Autism since sometimes the
sample of children is not big. Thus, we need a
more thorough in-depth analysis of the effects.
These sessions can help determine if skills from
the virtual setting transfer to real interactions to
recognize areas that need more support. CVEs
can replicate actual situations many times, which
makes follow-up sessions very helpful. Learners
can review and also strengthen skills previously
learned over a period of time as well.
By integrating the proposed recommendations, we
hope that every future CVE system would precisely fit
all special needs of children with autism. This would
Navigating Autism: The Role of Collaborative Virtual Reality in Social Skills Development
595
definitely yield social skills training that is effective
and highly engaging. It would also be thoroughly
personalized. The collaborative and flexible nature of
CVEs provide a platform to help strengthen the so-
cial competence of users. This would help learners
achieve good milestones.
6 CONCLUSIONS AND FUTURE
WORK
This paper looked into how Collaborative Virtual En-
vironments (CVEs) could change how autistic chil-
dren are taught social skills. CVEs offer remarkably
collaborative, exceptionally customizable, along with
specially engaging platforms as they handle impor-
tant challenges present in common social skills train-
ing. The reviewed studies show that they work well to
help negotiation skills, initiation skills, and also con-
versational abilities. User-centered customization and
goal-oriented tasks became a few design principles
to improve engagement and learning outcomes. Peer
collaboration also became a design principle to im-
prove engagement and learning outcomes. Even with
these genuinely encouraging discoveries, much more
thorough research is required to fully comprehend the
full potential of CVEs.
Future work should focus on several key direc-
tions.Longitudinal studies must explore how CVEs
change people over time and how well social skills
are kept and used in the real world. Gaining a com-
prehension of the degree to which CVE-taught skills
are durable across time and varied situations will offer
helpful understandings regarding their overall sustain-
ability. AI integration into CVEs could also result in
adaptive learning systems that change in response to
user behavior. AI-driven environments offer custom
feedback, immediately change task difficulty, along
with delivering support that fits quite a few individual
needs, to gain optimal engagement as well as wide-
ranging learning. Third, research should explore how
CVEs can supplement every customary therapy, de-
veloping many hybrid models combining virtual tools
with every established intervention, for example, be-
havioral therapy or speech therapy. This integration
could truly lead to therapeutic programs that are ex-
ceptionally all-including and undeniably impactful.
Finally, more study about the role of neurotypical
peers in CVEs is needed. Further research should
be done. Understanding how inclusion really affects
the social development of autistic children might help
guide ways to promote inclusivity and build varied ed-
ucational environments. It’s also important to study
less engaging tools that could use hololens. This is
to check if it gives people with Autism a better learn-
ing experience. In many situations, Mixed Reality has
proven to be generally effective (Farouk et al., 2022).
REFERENCES
Ahmad Basri, M. A. F., Wan Ismail, W. S., Kamal Nor,
N., Mohd Tohit, N., Ahmad, M. N., Mohamad Aun,
N. S., and Mohd Daud, T. I. (2024). Validation
of key components in designing a social skills train-
ing content using virtual reality for high function-
ing autism youth—a fuzzy delphi method. PloS one,
19(4):e0301517.
Cobb, S., Beardon, L., Eastgate, R., Glover, T., Kerr, S.,
Neale, H., Parsons, S., Benford, S., Hopkins, E.,
Mitchell, P., et al. (2002). Applied virtual environ-
ments to support learning of social interaction skills
in users with asperger’s syndrome. Digital Creativity,
13(1):11–22.
Elgarf, M., Abdennadher, S., and Elshahawy, M. (2017).
I-interact: A virtual reality serious game for eye con-
tact improvement for children with social impairment.
In Joint International Conference on Serious Games,
pages 146–157. Springer.
Elshahawy, M., Aboelnaga, K., and Sharaf, N. (2020a). Co-
daroutine: A serious game for introducing sequential
programming concepts to children with autism. In
2020 IEEE global engineering education conference
(EDUCON), pages 1862–1867. IEEE.
Elshahawy, M., Bakhaty, M., Ahmed, G., Aboelnaga, K.,
and Sharaf, N. (2022). Towards developing compu-
tational thinking skills through gamified learning plat-
forms for students with autism. In Learning with tech-
nologies and technologies in learning: Experience,
trends and challenges in higher education, pages 193–
216. Springer.
Elshahawy, M., Bakhaty, M., and Sharaf, N. (2020b).
Developing computational thinking for children with
autism using a serious game. In 2020 24th inter-
national conference information visualisation (IV),
pages 761–766. IEEE.
Farouk, P., Faransawy, N., and Sharaf, N. (2022). Using
hololens for remote collaboration in extended data vi-
sualization. In 2022 26th international conference in-
formation visualisation (IV), pages 209–214. IEEE.
Garfin, D. G. and Lord, C. (1986). Communication as a so-
cial problem in autism. In Social behavior in autism,
pages 133–151. Springer.
Glaser, N. and Schmidt, M. (2022). Systematic literature
review of virtual reality intervention design patterns
for individuals with autism spectrum disorders. In-
ternational Journal of Human–Computer Interaction,
38(8):753–788.
Ke, F. and Moon, J. (2018). Virtual collaborative gaming
as social skills training for high-functioning autistic
children. British Journal of Educational Technology,
49(4):728–741.
Khatab, S., Hijab, M. H. F., Othman, A., and Al-Thani, D.
(2024). Collaborative play for autistic children: A sys-
CSEDU 2025 - 17th International Conference on Computer Supported Education
596
tematic literature review. Entertainment Computing,
page 100653.
Laugeson, E. A. and Park, M. N. (2014). Using a cbt
approach to teach social skills to adolescents with
autism spectrum disorder and other social challenges:
The peers® method. Journal of Rational-Emotive &
Cognitive-Behavior Therapy, 32:84–97.
Mesa-Gresa, P., Gil-G
´
omez, H., Lozano-Quilis, J.-A., and
Gil-G
´
omez, J.-A. (2018). Effectiveness of virtual real-
ity for children and adolescents with autism spectrum
disorder: an evidence-based systematic review. Sen-
sors, 18(8):2486.
Millen, L., Hawkins, T., Cobb, S., Zancanaro, M., Glover,
T., Weiss, P. L., and Gal, E. (2011). Collaborative
technologies for children with autism. In Proceedings
of the 10th international conference on interaction de-
sign and children, pages 246–249.
Mitchell, P., Parsons, S., and Leonard, A. (2007). Using vir-
tual environments for teaching social understanding to
6 adolescents with autistic spectrum disorders. Jour-
nal of autism and developmental disorders, 37:589–
600.
Mosher, M. A. and Carreon, A. C. (2021). Teaching so-
cial skills to students with autism spectrum disorder
through augmented, virtual and mixed reality. Re-
search in Learning Technology, 29.
Noor, H. A. M., Shahbodin, F., and Pee, N. C. (2012). Seri-
ous game for autism children: review of literature. In-
ternational Journal of Psychological and Behavioral
Sciences, 6(4):554–559.
Parsons, S. and Mitchell, P. (2002). The potential of virtual
reality in social skills training for people with autistic
spectrum disorders. Journal of intellectual disability
research, 46(5):430–443.
Parsons, S., Mitchell, P., and Leonard, A. (2004). The
use and understanding of virtual environments by ado-
lescents with autistic spectrum disorders. Journal of
Autism and Developmental disorders, 34:449–466.
Schroeder, R., Heldal, I., and Tromp, J. (2006). The usabil-
ity of collaborative virtual environments and methods
for the analysis of interaction. Presence, 15(6):655–
667.
Standen, P. J. and Brown, D. J. (2006). Virtual reality and
its role in removing the barriers that turn cognitive im-
pairments into intellectual disability. Virtual Reality,
10:241–252.
Steed, A., Spante, M., Heldal, I., Axelsson, A.-S., and
Schroeder, R. (2003). Strangers and friends in caves:
an exploratory study of collaboration in networked ipt
systems for extended periods of time. In Proceedings
of the 2003 symposium on Interactive 3D graphics,
pages 51–54.
Strickland, D. (1996). A virtual reality application with
autistic children. Presence: Teleoperators & Virtual
Environments, 5(3):319–329.
Thai, E. and Nathan-Roberts, D. (2018). Social skill fo-
cuses of virtual reality systems for individuals diag-
nosed with autism spectrum disorder; a systematic re-
view. In Proceedings of the Human Factors and Er-
gonomics Society Annual Meeting, volume 62, pages
1469–1473. SAGE Publications Sage CA: Los Ange-
les, CA.
Tromp, J. G., Steed, A., and Wilson, J. R. (2003). System-
atic usability evaluation and design issues for collabo-
rative virtual environments. Presence: Teleoperators
& Virtual Environments, 12(3):241–267.
Wang, X., Laffey, J., Xing, W., Galyen, K., and Stichter,
J. (2017). Fostering verbal and non-verbal social in-
teractions in a 3d collaborative virtual learning en-
vironment: a case study of youth with autism spec-
trum disorders learning social competence in isocial.
Educational Technology Research and Development,
65:1015–1039.
Weiss, M. J. and Harris, S. L. (2001). Teaching social
skills to people with autism. Behavior modification,
25(5):785–802.
Navigating Autism: The Role of Collaborative Virtual Reality in Social Skills Development
597