Evaluating Free Serious Game-Based Apps for Teaching Socio-Emotional Skills to Individuals on the Autism Spectrum: A Systematic Review of the Smartphone Markets.
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| Title: | Evaluating Free Serious Game-Based Apps for Teaching Socio-Emotional Skills to Individuals on the Autism Spectrum: A Systematic Review of the Smartphone Markets. |
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| Authors: | Azadboni, Tahere Talebi (AUTHOR), Sadoughi, Farahnaz (AUTHOR), Panaghi, Leili (AUTHOR), Nasiri, Somayeh (AUTHOR) |
| Source: | Journal of Autism & Developmental Disorders. Jun2026, Vol. 56 Issue 6, p2186-2204. 19p. |
| Subjects: | Mobile apps, Scale analysis (Psychology), Smartphones, Autism, Emotions, Teaching methods, Educational technology, Descriptive statistics, Systematic reviews, Mathematical models, Social skills, Communication, Asperger's syndrome, Theory, Video games, User interfaces, People with disabilities |
| Abstract: | Autism spectrum disorder is characterized by restricted and repetitive behaviors or interests, emotional difficulties, and challenges with social communication. Technological tools are crucial for individuals on the autism spectrum as they offer predictable environments free of social demands. Mobile smartphones are particularly suitable for individuals on the autism spectrum due to their attractive screens, visually stimulating displays, high portability, engaging music and game functions, and ease of use. This study investigated the current market situation for game-based mobile applications designed to teach socio-emotional skills to individuals on the autism spectrum. This study focused on identifying game-based mobile applications available on Android and iOS platforms, evaluating the extracted serious games using a serious games assessment tool, and assessing the apps with the Mobile Application Rating Scale (MARS). We also provided suggestions for future designs. 10 applications were identified on the Android and iOS. At first glance, it seems there are several game-based applications for teaching socio-emotional skills to individuals on the autism spectrum, but most of them contain advice and textual information and lack the main aspects of serious games. On average, the design of the selected applications based on the use of serious game design principles can be classified as good. Additionally, more than half of the apps (70%) received an acceptable MARS score. The findings reveal that few apps meet the predetermined criteria for quality, content, or performance, indicating a need for future designs to adhere to these principles. [ABSTRACT FROM AUTHOR] |
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| Database: | Psychology and Behavioral Sciences Collection |
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| Abstract: | Autism spectrum disorder is characterized by restricted and repetitive behaviors or interests, emotional difficulties, and challenges with social communication. Technological tools are crucial for individuals on the autism spectrum as they offer predictable environments free of social demands. Mobile smartphones are particularly suitable for individuals on the autism spectrum due to their attractive screens, visually stimulating displays, high portability, engaging music and game functions, and ease of use. This study investigated the current market situation for game-based mobile applications designed to teach socio-emotional skills to individuals on the autism spectrum. This study focused on identifying game-based mobile applications available on Android and iOS platforms, evaluating the extracted serious games using a serious games assessment tool, and assessing the apps with the Mobile Application Rating Scale (MARS). We also provided suggestions for future designs. 10 applications were identified on the Android and iOS. At first glance, it seems there are several game-based applications for teaching socio-emotional skills to individuals on the autism spectrum, but most of them contain advice and textual information and lack the main aspects of serious games. On average, the design of the selected applications based on the use of serious game design principles can be classified as good. Additionally, more than half of the apps (70%) received an acceptable MARS score. The findings reveal that few apps meet the predetermined criteria for quality, content, or performance, indicating a need for future designs to adhere to these principles. [ABSTRACT FROM AUTHOR] |
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| ISSN: | 01623257 |
| DOI: | 10.1007/s10803-025-06738-7 |