Jogos Digitais no diagnóstico/terapia do Transtorno do Espectro Autista: Uma Revisão de Literatura
Resumo
O Transtorno do Espectro Autista (TEA)é um transtorno do neurodesenvolvimento caracterizado por critérios presentes nos domínios do déficit sociocomunicativo e do comportamento. No contexto do diagnóstico e terapia este trabalho se delimita a estudar e conhecer jogos digitais que se apresentem como solução auxiliar no diagnóstico e na terapia do TEA. Como metodologia, foi realizada uma RSL para compreensão, adequação e qualificação dos conceitos e métodos específicos relacionados ao TEA e que podem ser usados como especificidades de um jogo digital. Os resultados apontaram claramente para o uso destas tecnologias e ajudaram a construir uma taxonomia para avaliação de pesquisas relacionadas com a área.
Palavras-chave:
Jogos Digitais, Revisão Sistemática, Transtorno do Espectro Autista (TEA)
Referências
Addoum, M. A., Mekhaemar, J., Rouffet, M., and Jacopin, (2021a). Khaldun: Goap for both procedural level generation and npc behaviors. In 2021 IEEE Conference on Games (CoG), pages 1–2.
Addoum, M. A., Rouffet, M., and Jacopin, (2021b). 3d brawler game using a hybrid planning approach. In 2021 IEEE Conference on Games (CoG), pages 1–2.
Barajas, A. O., Al Osman, H., and Shirmohammadi, S. (2017). A serious game for children with autism spectrum disorder as a tool for play therapy. In 2017 IEEE 5th International Conference on Serious Games and Applications for Health (SeGAH), pages 1–7.
Carreño-León, M. A., Sandoval-Bringas, J. A., Encinas, I. D., Castro, R. C., Cota, I. E., and Carrillo, A. L. (2021). Managing emotions in autistic children through serious game with tangible interfaces. In 2021 4th International Conference on Inclusive Technology and Education (CONTIE), pages 126–133.
da Silva, G. A. and de Souza Ribeiro, M. W. (2021a). Desenvolvimento de npcs com comportamentos engajados.
da Silva, G. A. and de Souza Ribeiro, M. W. (2021b). Development of non-player character with believable behavior: a systematic literature review.
Dias, R., Lefebvre, R., and de Oliveira, R. (2021). Jogos e transtorno do espectro autista (tea): uma análise do que tem sido publicado nos anais da sbgames (2010-2020). In Anais Estendidos do XX Simpósio Brasileiro de Jogos e Entretenimento Digital, pages 883–886, Porto Alegre, RS, Brasil. SBC.
Elshahawy, M., Bakhaty, M., and Sharaf, N. (2020). Developing computational thinking for children with autism using a serious game. In 2020 24th International Conference Information Visualisation (IV), pages 761–766.
Honorato, N., Santos, A., Delabrida, S., Freitas, A. R., and Oliveira, W. (2021). Strong: Desenvolvimento e avaliação de um jogo para auxiliar no tratamento do espectro do autismo. In Anais Estendidos do XX Simpósio Brasileiro de Jogos e Entretenimento Digital, pages 582–591, Porto Alegre, RS, Brasil. SBC.
Hulusic, V. and Pistoljevic, N. (2017). A curriculum for developing serious games for children with autism: A success story. In 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), pages 149–152.
Johansson, A. and Dell’Acqua, P. (2012a). Comparing behavior trees and emotional behavior networks for npcs. In 2012 17th International Conference on Computer Games (CGAMES), pages 253–260. IEEE.
Johansson, A. and Dell’Acqua, P. (2012b). Emotional behavior trees. In 2012 IEEE Conference on Computational Intelligence and Games (CIG), pages 355–362. IEEE.
Khabbaz, A. H., Pouyan, A. A., Fateh, M., and Abolghasemi, V. (2017). An adaptive rl based fuzzy game for autistic children. In 2017 Artificial Intelligence and Signal Processing Conference (AISP), pages 47–52.
Kitchenham, B. and Charters, S. (2007). Guidelines for performing systematic literature reviews in software engineering.
Liu, L., Meng, J., Wu, X., and Chen, J. (2021). Avatarizing children with autism spectrum disorder into serious games for social communication skill intervention. In 2021 Tenth International Conference of Educational Innovation through Technology (EITT), pages 299–303.
Meng, J., Wu, X., and Liu, L. (2021). An avatar-based personal pronouns intervention system for children with autism spectrum disorder. In 2021 IEEE International Conference on Engineering, Technology Education (TALE), pages 1118–1123.
Mohd, C. K. N. C. K., Shahbodin, F., Jano, Z., and Azni, A. H. (2019). Visual perception games for autistic learners: Design amp; development. In Proceedings of the 2019 Asia Pacific Information Technology Conference, APIT 2019, page 5–11, New York, NY, USA. Association for Computing Machinery.
Navan, A. A. and Khaleghi, A. (2020). Using Gamification to Improve the Education Quality of Children with Autism. Revista cientÁfica, pages 90 – 106.
Oliveira, S., Arantes, A., and 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.
Silva, A. J., Romeiro, T. V., and Nobre, C. N. (2020). Evaluation of digital games for autistic children using heuristics and observation tests. In Proceedings of the 19th Brazilian Symposium on Human Factors in Computing Systems, IHC ’20, New York, NY, USA. Association for Computing Machinery.
Silva Mota, J., Dias Canedo, E., Santos Torres, K., and Acco Tives Leão, H. (2020). Associar: Gamified process for the teaching of children with autism through the association of images and words. In 2020 IEEE Frontiers in Education Conference (FIE), pages 1–8.
Simonov, A., Zagarskikh, A., and Fedorov, V. (2019). Applying behavior characteristics to decision-making process to create believable game ai. Procedia Computer Science, 156:404–413.
SOUZA, A. and BARBOSA, C. (2015). Autismo e educação: jogo digital estimulador da comunicação e da linguagem em crianças autistas.
Tamanha A. C., Perissinoto J., C. B. (2008). Uma breve revisão histórica sobre a construção dos conceitos do autismo infantil e da síndrome de asperger.
Waltham, M. and Moodley, D. (2016). An analysis of artificial intelligence techniques in multiplayer online battle arena game environments. In Proceedings of the Annual Conference of the South African Institute of Computer Scientists and Information Technologists, pages 1–7.
Yang, Z., An, P., Yang, J., Strojny, S., Zhang, Z., Sun, D., and Zhao, J. (2021). Designing Mobile EEG Neurofeedback Games for Children with Autism. Association for Computing Machinery, New York, NY, USA.
Zhang, K., Liu, X., Chen, J., Liu, L., Xu, R., and Li, D. (2017). Assessment of children with autism based on computer games compared with pep scale. In 2017 International Conference of Educational Innovation through Technology (EITT), pages 106–110.
Addoum, M. A., Rouffet, M., and Jacopin, (2021b). 3d brawler game using a hybrid planning approach. In 2021 IEEE Conference on Games (CoG), pages 1–2.
Barajas, A. O., Al Osman, H., and Shirmohammadi, S. (2017). A serious game for children with autism spectrum disorder as a tool for play therapy. In 2017 IEEE 5th International Conference on Serious Games and Applications for Health (SeGAH), pages 1–7.
Carreño-León, M. A., Sandoval-Bringas, J. A., Encinas, I. D., Castro, R. C., Cota, I. E., and Carrillo, A. L. (2021). Managing emotions in autistic children through serious game with tangible interfaces. In 2021 4th International Conference on Inclusive Technology and Education (CONTIE), pages 126–133.
da Silva, G. A. and de Souza Ribeiro, M. W. (2021a). Desenvolvimento de npcs com comportamentos engajados.
da Silva, G. A. and de Souza Ribeiro, M. W. (2021b). Development of non-player character with believable behavior: a systematic literature review.
Dias, R., Lefebvre, R., and de Oliveira, R. (2021). Jogos e transtorno do espectro autista (tea): uma análise do que tem sido publicado nos anais da sbgames (2010-2020). In Anais Estendidos do XX Simpósio Brasileiro de Jogos e Entretenimento Digital, pages 883–886, Porto Alegre, RS, Brasil. SBC.
Elshahawy, M., Bakhaty, M., and Sharaf, N. (2020). Developing computational thinking for children with autism using a serious game. In 2020 24th International Conference Information Visualisation (IV), pages 761–766.
Honorato, N., Santos, A., Delabrida, S., Freitas, A. R., and Oliveira, W. (2021). Strong: Desenvolvimento e avaliação de um jogo para auxiliar no tratamento do espectro do autismo. In Anais Estendidos do XX Simpósio Brasileiro de Jogos e Entretenimento Digital, pages 582–591, Porto Alegre, RS, Brasil. SBC.
Hulusic, V. and Pistoljevic, N. (2017). A curriculum for developing serious games for children with autism: A success story. In 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), pages 149–152.
Johansson, A. and Dell’Acqua, P. (2012a). Comparing behavior trees and emotional behavior networks for npcs. In 2012 17th International Conference on Computer Games (CGAMES), pages 253–260. IEEE.
Johansson, A. and Dell’Acqua, P. (2012b). Emotional behavior trees. In 2012 IEEE Conference on Computational Intelligence and Games (CIG), pages 355–362. IEEE.
Khabbaz, A. H., Pouyan, A. A., Fateh, M., and Abolghasemi, V. (2017). An adaptive rl based fuzzy game for autistic children. In 2017 Artificial Intelligence and Signal Processing Conference (AISP), pages 47–52.
Kitchenham, B. and Charters, S. (2007). Guidelines for performing systematic literature reviews in software engineering.
Liu, L., Meng, J., Wu, X., and Chen, J. (2021). Avatarizing children with autism spectrum disorder into serious games for social communication skill intervention. In 2021 Tenth International Conference of Educational Innovation through Technology (EITT), pages 299–303.
Meng, J., Wu, X., and Liu, L. (2021). An avatar-based personal pronouns intervention system for children with autism spectrum disorder. In 2021 IEEE International Conference on Engineering, Technology Education (TALE), pages 1118–1123.
Mohd, C. K. N. C. K., Shahbodin, F., Jano, Z., and Azni, A. H. (2019). Visual perception games for autistic learners: Design amp; development. In Proceedings of the 2019 Asia Pacific Information Technology Conference, APIT 2019, page 5–11, New York, NY, USA. Association for Computing Machinery.
Navan, A. A. and Khaleghi, A. (2020). Using Gamification to Improve the Education Quality of Children with Autism. Revista cientÁfica, pages 90 – 106.
Oliveira, S., Arantes, A., and 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.
Silva, A. J., Romeiro, T. V., and Nobre, C. N. (2020). Evaluation of digital games for autistic children using heuristics and observation tests. In Proceedings of the 19th Brazilian Symposium on Human Factors in Computing Systems, IHC ’20, New York, NY, USA. Association for Computing Machinery.
Silva Mota, J., Dias Canedo, E., Santos Torres, K., and Acco Tives Leão, H. (2020). Associar: Gamified process for the teaching of children with autism through the association of images and words. In 2020 IEEE Frontiers in Education Conference (FIE), pages 1–8.
Simonov, A., Zagarskikh, A., and Fedorov, V. (2019). Applying behavior characteristics to decision-making process to create believable game ai. Procedia Computer Science, 156:404–413.
SOUZA, A. and BARBOSA, C. (2015). Autismo e educação: jogo digital estimulador da comunicação e da linguagem em crianças autistas.
Tamanha A. C., Perissinoto J., C. B. (2008). Uma breve revisão histórica sobre a construção dos conceitos do autismo infantil e da síndrome de asperger.
Waltham, M. and Moodley, D. (2016). An analysis of artificial intelligence techniques in multiplayer online battle arena game environments. In Proceedings of the Annual Conference of the South African Institute of Computer Scientists and Information Technologists, pages 1–7.
Yang, Z., An, P., Yang, J., Strojny, S., Zhang, Z., Sun, D., and Zhao, J. (2021). Designing Mobile EEG Neurofeedback Games for Children with Autism. Association for Computing Machinery, New York, NY, USA.
Zhang, K., Liu, X., Chen, J., Liu, L., Xu, R., and Li, D. (2017). Assessment of children with autism based on computer games compared with pep scale. In 2017 International Conference of Educational Innovation through Technology (EITT), pages 106–110.
Publicado
24/10/2022
Como Citar
BARBOSA, Bruna Mota; RIBEIRO, Marcos Wagner S..
Jogos Digitais no diagnóstico/terapia do Transtorno do Espectro Autista: Uma Revisão de Literatura. In: TRILHA DE SAÚDE – ARTIGOS COMPLETOS - SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 21. , 2022, Natal/RN.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2022
.
p. 1297-1306.
DOI: https://doi.org/10.5753/sbgames_estendido.2022.226101.