Empregando Mecânica de Progressão On-Rail e Tecnologias de Jogos 3D no Apoio à Intervenção Terapêutica em Crianças com Transtorno do Espectro Autista
Resumo
Introdução: O Transtorno do Espectro Autista (TEA) demanda intervenções que promovam previsibilidade e controle sensorial. Objetivo: Avaliar o uso da mecânica on-rail em um jogo 3D para intervenção socioemocional. Metodologia: A experiência virtual Ilha das Emoções foi avaliada com 10 crianças com TEA e cinco profissionais. Resultados: Foram observados efeitos positivos no engajamento, na tolerabilidade sensorial, na estabilidade comportamental e na identificação emocional. Contribuição: O estudo demonstra o potencial da mecânica on-rail para jogos terapêuticos 3D com acessibilidade cognitiva.
Palavras-chave:
Transtorno do Espectro Autista, Mecânica On-Rail, Jogos Digitais 3D, Intervenção Terapêutica, Acessibilidade Cognitiva
Referências
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Ben-Sasson, A., Hen, L., Fluss, R., Cermak, S. A., Engel-Yeger, B., e Gal, E. (2009). A meta-analysis of sensory modulation symptoms in individuals with autism spectrum disorders. Journal of Autism and Developmental Disorders, 39(1):1–11.
Blender (2025). Blender - the free and open source 3d creation software. [link]. Acesso em: 25 dez. 2025.
Braun, V. e Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2):77–101.
Freina, L. e Ott, M. (2015). A literature review on immersive virtual reality in education: State of the art and perspectives.
Frolli, A., Savarese, G., Di Carmine, F., Bosco, A., Saviano, E., Rega, A., Carotenuto, M., e Ricci, M. C. (2022). Children on the autism spectrum and the use of virtual reality for supporting social skills. Children, 9:181.
Grossard, C., Grynspan, O., Serret, S., Jouen, A.-L., Bailly, K., e Cohen, D. (2017). Serious games to teach social interactions and emotions to individuals with autism spectrum disorders (asd). Computers Education, 113:195–211.
Halliday, A. R., Vucic, S. N., Georges, B., LaRoche, M., Mendoza Pardo, M. A., Swiggard, L. O., McDonald, K., Olofsson, M., Menon, S. N., Francis, S. M., Oberman, L. M., White, T., e van der Velpen, I. F. (2024). Heterogeneity and convergence across seven neuroimaging modalities: a review of the autism spectrum disorder literature. Frontiers in Psychiatry, Volume 15 - 2024.
Jerald, J. (2015). The VR Book: Human-Centered Design for Virtual Reality. ACM Books. Association for Computing Machinery and Morgan & Claypool Publishers.
Loomis, J. M., Klatzky, R. L., e Golledge, R. G. (1999). Spatial updating of perceived location during self-motion. In Stanney, K. M., editor, Psychological issues in Virtual Reality, pages 3–29. Academic Press.
Mendes, D. C., Rodrigues, E. C., Farias, E. B., Ícaro da S. Barbosa, Gomes, G. A. M., Neto, J. B. C., Vidal, C. A., e Júnior, A. J. M. L. (2025). A virtual reality application for the rehabilitation of children with cerebral palsy. In 27th Symposium on Virtual and Augmented Reality, SVR 2025, Salvador, Brazil, September 30 - Oct. 3, 2025, pages 413–422. IEEE.
Mesa-Gresa, P., Gil-Gómez, H., Lozano-Quilis, J.-A., e Gil-Gómez, J.-A. (2018). Effectiveness of virtual reality for children and adolescents with autism spectrum disorder: An evidence-based systematic review. Sensors, 18(8).
Meta Quest 2 (2025). Meta quest 2: headset de vr integrado imersivo. [link]. Acesso em: 25 dez. 2025.
Newbutt, N., Sung, C., Kuo, H.-J., Leahy, M. J., Lin, C.-C., e Tong, B. (2016). Brief report: A pilot study of the use of a virtual reality headset in autism populations. Journal of Autism and Developmental Disorders, 46(9):3166–3176.
Oliveira, S., Arantes, A., e Mota, V. (2021). Meu jardim de emoções: jogo para compreensão de expressões faciais para crianças e adolescentes autistas. In Anais Estendidos do XX Simpósio Brasileiro de Jogos e Entretenimento Digital, pages 549–555, Porto Alegre, RS, Brasil. SBC.
Olson, L., Bishop, S., e Thurm, A. (2024). Differential diagnosis of autism and other neurodevelopmental disorders. Pediatric Clinics of North America, 71.
Parsons, S., Mitchell, P., e Leonard, A. (2004). The use and understanding of virtual environments by adolescents with autistic spectrum disorders. Journal of Autism and Developmental Disorders, 34(4):449–466.
Rogers, S. (2014). Level Up! The Guide to Great Video Game Design. John Wiley & Sons, Chichester, UK, 2nd edition.
Tripo AI (2025). Tripo 3d: Ai 3d model generator platform. [link]. Acesso em: 25 dez. 2025.
Unity Technologies (2025). Unity 3d real-time development platform. [link]. Acesso em: 25 dez. 2025.
Association, A. P. (2022). Diagnostic and Statistical Manual of Mental Disorders: DSM-5-TR. American Psychiatric Association Publishing.
Ben-Sasson, A., Hen, L., Fluss, R., Cermak, S. A., Engel-Yeger, B., e Gal, E. (2009). A meta-analysis of sensory modulation symptoms in individuals with autism spectrum disorders. Journal of Autism and Developmental Disorders, 39(1):1–11.
Blender (2025). Blender - the free and open source 3d creation software. [link]. Acesso em: 25 dez. 2025.
Braun, V. e Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2):77–101.
Freina, L. e Ott, M. (2015). A literature review on immersive virtual reality in education: State of the art and perspectives.
Frolli, A., Savarese, G., Di Carmine, F., Bosco, A., Saviano, E., Rega, A., Carotenuto, M., e Ricci, M. C. (2022). Children on the autism spectrum and the use of virtual reality for supporting social skills. Children, 9:181.
Grossard, C., Grynspan, O., Serret, S., Jouen, A.-L., Bailly, K., e Cohen, D. (2017). Serious games to teach social interactions and emotions to individuals with autism spectrum disorders (asd). Computers Education, 113:195–211.
Halliday, A. R., Vucic, S. N., Georges, B., LaRoche, M., Mendoza Pardo, M. A., Swiggard, L. O., McDonald, K., Olofsson, M., Menon, S. N., Francis, S. M., Oberman, L. M., White, T., e van der Velpen, I. F. (2024). Heterogeneity and convergence across seven neuroimaging modalities: a review of the autism spectrum disorder literature. Frontiers in Psychiatry, Volume 15 - 2024.
Jerald, J. (2015). The VR Book: Human-Centered Design for Virtual Reality. ACM Books. Association for Computing Machinery and Morgan & Claypool Publishers.
Loomis, J. M., Klatzky, R. L., e Golledge, R. G. (1999). Spatial updating of perceived location during self-motion. In Stanney, K. M., editor, Psychological issues in Virtual Reality, pages 3–29. Academic Press.
Mendes, D. C., Rodrigues, E. C., Farias, E. B., Ícaro da S. Barbosa, Gomes, G. A. M., Neto, J. B. C., Vidal, C. A., e Júnior, A. J. M. L. (2025). A virtual reality application for the rehabilitation of children with cerebral palsy. In 27th Symposium on Virtual and Augmented Reality, SVR 2025, Salvador, Brazil, September 30 - Oct. 3, 2025, pages 413–422. IEEE.
Mesa-Gresa, P., Gil-Gómez, H., Lozano-Quilis, J.-A., e Gil-Gómez, J.-A. (2018). Effectiveness of virtual reality for children and adolescents with autism spectrum disorder: An evidence-based systematic review. Sensors, 18(8).
Meta Quest 2 (2025). Meta quest 2: headset de vr integrado imersivo. [link]. Acesso em: 25 dez. 2025.
Newbutt, N., Sung, C., Kuo, H.-J., Leahy, M. J., Lin, C.-C., e Tong, B. (2016). Brief report: A pilot study of the use of a virtual reality headset in autism populations. Journal of Autism and Developmental Disorders, 46(9):3166–3176.
Oliveira, S., Arantes, A., e Mota, V. (2021). Meu jardim de emoções: jogo para compreensão de expressões faciais para crianças e adolescentes autistas. In Anais Estendidos do XX Simpósio Brasileiro de Jogos e Entretenimento Digital, pages 549–555, Porto Alegre, RS, Brasil. SBC.
Olson, L., Bishop, S., e Thurm, A. (2024). Differential diagnosis of autism and other neurodevelopmental disorders. Pediatric Clinics of North America, 71.
Parsons, S., Mitchell, P., e Leonard, A. (2004). The use and understanding of virtual environments by adolescents with autistic spectrum disorders. Journal of Autism and Developmental Disorders, 34(4):449–466.
Rogers, S. (2014). Level Up! The Guide to Great Video Game Design. John Wiley & Sons, Chichester, UK, 2nd edition.
Tripo AI (2025). Tripo 3d: Ai 3d model generator platform. [link]. Acesso em: 25 dez. 2025.
Unity Technologies (2025). Unity 3d real-time development platform. [link]. Acesso em: 25 dez. 2025.
Publicado
29/09/2026
Como Citar
CARNEIRO, Ana Cesarina de Oliveira; SILVA, David Oliveira; SILVA, Marcelo Martins da; PAILLARD, Gabriel Antoine Louis; LEITE JÚNIOR, Antônio José Melo.
Empregando Mecânica de Progressão On-Rail e Tecnologias de Jogos 3D no Apoio à Intervenção Terapêutica em Crianças com Transtorno do Espectro Autista. In: SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 25. , 2026, Goiânia/GO.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2026
.
p. 2849-2860.
DOI: https://doi.org/10.5753/sbgames.2026.25891.
