Preferências e Desafios da Aplicação de Exergames para Estímulo a Autistas: uma Revisão da Literatura
Resumo
Introdução: Diversas revisões da literatura apontam os benefícios que os exergames podem trazer para terapias de autismo, contudo informações de como implantar os exergames no cotidiano terapêutico são escassas. Objetivo: Buscar informações sobre preferências e desafios na aplicação de exergames em terapias para autismo. Metodologia: Revisão sistemática da literatura. Resultado: De 18.007 artigos encontrados, 37 foram selecionados. Conclusão: Os resultados encontrados sobre a aplicação de exergames para autismo mostram um crescimento desta área, contudo, enfrenta diversos desafios. Superá-los exige mais pesquisas rigorosas e uma abordagem multidisciplinar para integração destes no cotidiano terapêutico.
Referências
APA – American Psychiatric Association (2013) “DSM-V: Manual de diagnóstico e estatística das perturbações mentais”, 5ª ed. Lisboa: Climepsi Editores.
Ardalan, A. et al. (2019) “Whole-Body Movement during Videogame Play Distinguishes Youth with Autism from Youth with Typical Development”. Scientific Reports, vol. 9. 20094. DOI: 10.1038/s41598-019-56362-6
Aviv E. et al. (2020) “On Shooting Stars: Comparing CAVE and HMD Immersive Virtual Reality Exergaming for Adults with Mixed Ability”. ACM Transactions on Computing for Healthcare, vol. 1, nr. 4, article 22. DOI: 10.1145/3396249
Bartoli, L. e Lassi, S. (2015) “Experimental Study of Results Obtained from the Interaction with Softwares Motion-based Touchless Created for Habilitation-rehabilitation in users with Diagnosis of Autism Spectrum Disorders”. Procedia Manufacturing, vol 3, p. 5176-5183. DOI: 10.1016/j.promfg.2015.07.566
Bauer, V., Bouchara, T. e Bourdot, P. (2021) “Designing an Extended Reality Application to Expand Clinic-Based Sensory Strategies for Autistic Children Requiring Substantial Support: Participation of Practitioners”. IEEE International Symposium on Mixed and Augmented Reality Adjunct, p. 254-259. DOI: 10.1109/ISMAR-Adjunct54149.2021.00059
Bowling, A. et al. (2021) “The Adaptive GameSquad Xbox-Based Physical Activity and Health Coaching Intervention for Youth With Neurodevelopmental and Psychiatric Diagnoses: Pilot Feasibility Study”. JMIR Formative Research. vol. 5, e24566. [link].
Calle-Romero, P. et al. (2017) “YOCASTA: A ludic-interactive system to support the detection of anxiety and lack of concentration in children with disabilities”. IEEE International Autumn Meeting on Power, Electronics and Computing (ROPEC), Ixtapa, Mexico, 2017, p. 1-6. DOI: 10.1109/ROPEC.2017.8261603.
Carvalho A. P. et al. (2023) “Serious Games for Children with Autism Spectrum Disorder: A Systematic Literature Review”, International Journal of Human-Computer Interaction, p. 1-28.
Chowdhury, M. et al. (2014) “Implementation of stimulating environment for lateral external disability and autism treatment by using hand grippers”. 1st International Conference on Electrical Engineering and Information and Communication Technology, p. 1-5. DOI: 10.1109/ICEEICT.2014.6919062.
Crowell C., Mora-Guiard J. e Pares N. (2019) “Structuring collaboration: Multi-user full-body interaction environments for children with autism spectrum disorder”. Research in Autism Spectrum Disorders, vol. 58, p. 96-110. DOI: 10.1016/j.rasd.2018.11.003
Daekook, M. et al. (2022) “Effects of Augmented Reality Game-Based Cognitive–Motor Training on Restricted and Repetitive Behaviors and Executive Function in Patients with Autism Spectrum Disorder”. Healthcare, 10, 1981. DOI: 10.3390/healthcare10101981
Dickel M.R.B. e Hounsell. M. da S. (2023) “Criação e Aplicação de Jogos Digitais Direcionados ao Público TEA: um Mapeamento Sistemático Terciário”, Anais Estendidos do XXII Simpósio Brasileiro de Jogos e Entretenimento Digital, Rio Grande/RS, p. 614 – 625. DOI: 10.5753/sbgames_estendido.2023.233742.
Edwards, J. et al. (2017) “Does playing a sports active video game improve object control skills of children with autism spectrum disorder?”. Journal of sport and health science, vol. 6(, p.17–24. DOI: 10.1016/j.jshs.2016.09.004
Fang, Q. et al. (2019) “Effects of Exergaming on Physical and Cognitive Functions in Individuals with Autism Spectrum Disorder: A Systematic Review”, Games for health journal, p. 74 – 84. DOI: 10.1089/g4h.2018.0032
Febry, D.M. et al. (2024) “Kinect Therapeutic Game STEAM-Based Learning for Autism Spectrum Disorder (ASD) Students”. 4th International Conference on Emerging Smart Technologies and Applications (eSmarTA), Sana'a, Yemen, p. 1-7, DOI: 10.1109/eSmarTA62850.2024.10638903.
Ferreira, E. et al. (2022) “Effect of exergames on motor performance and reaction time in a child with autism spectrum disorder/ Efeito do exergames no desempenho motor e no tempo de reação em uma criança com transtorno do espectro autista”. Motricidade, vol. 18, p. 1-14. DOI: 10.6063/motricidade.27119
Finkelstein, S. et al. (2013) “Evaluation of the exertion and motivation factors of a virtual reality exercise game for children with autism”. 1st Workshop on Virtual and Augmented Assistive Technology (VAAT), Lake Buena Vista, FL, USA, p. 11-16, DOI: 10.1109/VAAT.2013.6786186.
Gámez-Granados, J. (2020) “JKinect: A new Java Software for Designing and Assessing Gross Motor Activities in children with autism based on JFML”. IEEE International Conference on Fuzzy Systems. IEEE Press, p. 1–8. DOI: 10.1109/FUZZ48607.2020.9177829
Graham, T.C. et al. (2022) “Design and Evaluation of an Exergaming System for Children with Autism Spectrum Disorder: The Children’s and Families’ Perspective”. Frontiers in Virtual Reality, vol. 3. 817303. DOI: 10.3389/frvir.2022.817303.
Hachisu, T., Bourreau, B. e Suzuki, K. (2019) “EnhancedTouchX: Smart Bracelets for Augmenting Interpersonal Touch Interactions”. Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. DOI: 10.1145/3290605.3300551
Hatfield, D.P. et al. (2023) “GamerFit-ASD beta test: adapting an evidence-based exergaming and telehealth coaching intervention for autistic youth”. Frontiers in pediatrics, 11, 1198000. DOI: 10.3389/fped.2023.1198000
Hounsell M. da S., Fuck W. D., Oliveira R. H. C. de. (2015) “PEED: Uma Metodologia para Promoção do Envolvimento de Especialistas de Domínio em Projetos Acadêmicos de Jogos Sérios”, XIV Simpósio Brasileiro de Games e Entretenimento Digital – SBGames, Teresina, p. 447 - 454.
Jozkowski, A.C. e Cermak, S.A. (2019) “Moderating effect of social interaction on enjoyment and perception of physical activity in young adults with autism spectrum disorders”. International journal of developmental disabilities, vol. 66(3), p. 222–234. DOI: 10.1080/20473869.2019.1567091
Korhonen, V., Räty, H. e Kärnä, E. (2016) “A pilot study: a computer game-based assessment of visual perspective taking of four children with autism with high support needs”. Scandinavian Journal of Disability Research, vol 19, p. 1-14. DOI: 10.1080/15017419.2016.1178169.
Kwon, H.; Maeng, H.; Chung, J. (2022) “Development of an ICT-Based Exergame Program for Children with Developmental Disabilities”. Journal of Clinical Medicine, 11, 5890. DOI: 10.3390/jcm11195890
Lane, R. e Radesky, J. (2019) “Digital Media and Autism Spectrum Disorders: Review of Evidence, Theoretical Concerns, and Opportunities for Intervention”, Journal of Developmental and Behavioral Pediatrics, p. 364-368.
Lee, D. et al. (2022) “Effects of a Gamified, Behavior Change Technique–Based Mobile App on Increasing Physical Activity and Reducing Anxiety in Adults with Autism Spectrum Disorder: Feasibility Randomized Controlled Trial”. JMIR Formative Research, vol. 6. e35701, p. 1-21. [link].
Lima, J.L. et al. (2020) “Exergames for Children and Adolescents with Autism Spectrum Disorder: An Overview”, Clinical practice and epidemiology in mental health: CP & EMH, 16, p. 1–6. DOI: 10.2174/1745017902016010001.
Ma, X. e Yang, J. (2021) “Development of the Interactive Rehabilitation Game System for Children with Autism Based on Game Psychology”. Mobile Information Systems, 9771146. DOI: 10.1155/2021/6020208.
Minissi, M. E. et al. (2023) “Virtual Reality-Based Serious Games to Improve Motor Learning in Children with Autism Spectrum Disorder: An Exploratory Study”. IEEE 11th International Conference on Serious Games and Applications for Health (SeGAH), Athens, Greece, p. 1-6. DOI: 10.1109/SeGAH57547.2023.10253792.
Mir, H. Y. e Khosla, A. K. (2018) “Kinect Based Game for Improvement of Sensory, Motor and Learning Skills in Autistic Children”. Second International Conference on Intelligent Computing and Control Systems (ICICCS), Madurai, India, 2018, p. 1670-1674. DOI: 10.1109/ICCONS.2018.8662894.
Mitra, P. et al. (2022) “Digitization of Analog Therapeutic Instrument of ASD Treatment by Smart Sensing”. International Conference on Recent Progresses in Science, Engineering and Technology. DOI: 10.1109/ICRPSET57982.2022.10188557.
Morris P. O., Hope E., Mills J.P. (2022) “The non-fitness-related benefits of exergames for Young individuals diagnosed with autism spectrum disorder: A systematic review”. Research in Autism Spectrum Disorders, Vol. 94, DOI: 10.1016/j.rasd.2022.101953.
Morris, P. O. et al. (2023) “Exploring the use of a dance-based exergame to enhance autistic children’s social communication skills in the home and school environments: a feasibility study”. International Journal of Developmental Disabilities, vol 71, p. 141–158. DOI: 10.1080/20473869.2023.2212985
Nekar, D.M. et al. (2022) “Feasibility of Using Multiplayer Game-Based Dual-Task Training with Augmented Reality and Personal Health Record on Social Skills and Cognitive Function in Children with Autism”. Children, vol. 9, 1398. DOI: 10.3390/children9091398
Paiva, P. e Queiroz, F. (2022) “TrATAR: Jogos com Realidade Aumentada utilizados como incentivo no desenvolvimento das capacidades comunicativa, cognitiva e espacial de crianças autistas”. Anais do XXXIII Simpósio Brasileiro de Informática na Educação. Porto Alegre: SBC, p. 463-472. DOI: 10.5753/sbie.2022.224883
Panceri, J.A.C et al. (2021) “A New Socially Assistive Robot with Integrated Serious Games for Therapies with Children with Autism Spectrum Disorder and Down Syndrome: A Pilot Study”. Sensors, 21, 8414. DOI: 10.3390/s21248414
Park, S. et al. (2022) “Effect of a Cognitive Function and Social Skills-Based Digital Exercise Therapy Using IoT on Motor Coordination in Children with Intellectual and Developmental Disability”. International Journal of Environmental Research and Public Health, vol. 19. 16499. DOI: 10.3390/ijerph192416499
Santos, D.T. et al. (2024) “Exergames y Trastorno del Espectro Autista. Cuerpo, Cultura Y Movimiento”, DOI: 10.15332/2422474X.9874. Disponível em: [link]. Acesso em: 19 abr. 2025.
Shaw, K.A. et al. (2025) “Prevalence and Early Identification of Autism Spectrum Disorder Among Children Aged 4 and 8 Years — Autism and Developmental Disabilities Monitoring Network, 16 Sites, United States, 2022”, MMWR Surveill Summ.
Siqueira, B. (2025) “Censo 2022 identifica 2,4 milhões de pessoas diagnosticadas com autismo no Brasil”, Agência IBGE Notícias [Online]. Disponível em: [link]. Acesso em: 23 abr. 2025.
Sofia T. et al. (2022) “Balance Board Math: “Being the graph” through the sense of balance for embodied self-regulation and learning”. Proceedings of the 21st Annual ACM Interaction Design and Children Conference. Association for Computing Machinery, New York, NY, USA, p. 137–149. DOI: 10.1145/3501712.3529743
Takahashi, I. et al. (2017) “FUTUREGYM: A gymnasium with interactive floor projection for children with special needs”. International Journal of Child-Computer Interaction, vol. 15., p. 37-47. DOI: 10.1016/j.ijcci.2017.12.002
Tentori, M., Escobedo L. e Balderas G. (2015) “A Smart Environment for Children with Autism”. IEEE Pervasive Computing, vol. 14, no. 2, p. 42-50, Apr.-June 2015, DOI: 10.1109/MPRV.2015.22.
Trindade, A.B. et al. (2023) ““Juntos Venceremos” – Um exergame para teste de jogo multiplayer utilizando visão computacional”. Anais Estendidos do XXII Simpósio Brasileiro de Jogos e Entretenimento Digital. Porto Alegre: SBC, p. 190-199. DOI: 10.5753/sbgames_estendido.2023.233820
Trindade, A.B., Pereira, G. e Hounsell, M. da S. (2022) “Chão Interativo e Jogos Sérios Ativos para Autistas: A Plataforma T-TEA e o Jogo RepeTEA”. Anais Estendidos do XXI Simpósio Brasileiro de Jogos e Entretenimento Digital. Porto Alegre: SBC, p. 512-521. DOI: 10.5753/sbgames_estendido.2022.224667
Weng M. et al. (2015) “Linking volitional preferences for emotional information to social difficulties: A game approach using the microsoft Kinect”. International Conference on Affective Computing and Intelligent Interaction (ACII), Xi'an, China, p. 588-594. DOI: 10.1109/ACII.2015.7344629.
Zhao, H. et al. (2018) “Hand-in-Hand: A Communication-Enhancement Collaborative Virtual Reality System for Promoting Social Interaction in Children with Autism Spectrum Disorders”. IEEE Transactions on Human-Machine Systems. p. 1-13. DOI: 10.1109/THMS.2018.2791562.
