Virtual and Augmented Reality in Social Skills Interventions for Individuals with Autism Spectrum Disorder: A Scoping Review

Anders Dechsling, Stian Orm, Tamara Kalandadze, Stefan Sütterlin, Roald A Øien, Frederick Shic, Anders Nordahl-Hansen, Anders Dechsling, Stian Orm, Tamara Kalandadze, Stefan Sütterlin, Roald A Øien, Frederick Shic, Anders Nordahl-Hansen

Abstract

In the last decade, there has been an increase in publications on technology-based interventions for autism spectrum disorder (ASD). Virtual reality based assessments and intervention tools are promising and have shown to be acceptable amongst individuals with ASD. This scoping review reports on 49 studies utilizing virtual reality and augmented reality technology in social skills interventions for individuals with ASD. The included studies mostly targeted children and adolescents, but few targeted very young children or adults. Our findings show that the mode number of participants with ASD is low, and that female participants are underrepresented. Our review suggests that there is need for studies that apply virtual and augmented realty with more rigorous designs involving established and evidenced-based intervention strategies.

Keywords: Augmented reality; Autism spectrum disorder; Social skills; Virtual reality.

© 2021. The Author(s).

Figures

Fig. 1
Fig. 1
Flow chart of the selection process of included studies
Fig. 2
Fig. 2
A bar chart of the number of studies and the respective represented age-cohorts. One to 4-year old participants appear in six studies, 5–9 and 10–14-year old participants appear in just over 25 studies, 15–19-year old participants appear in approximately 17 studies, 25–29- and 30–34-year old participants appear in approximately five studies each, and only one study include participants from 35 or older.
Fig. 3
Fig. 3
A bar chart over different types of study. Three RCT, fifteen feasibility studies, four case-control-studies, 24 case-studies, and three multiple single-case studies.
Fig. 4
Fig. 4
A bar chart of the different kinds of hardware used. Four studies using handheld equipment like tablets or smartphones. Twenty studies using desktops, laptops, or monitors. Seventeen studies using CAVE or Kinect (with motion sensors). Eight studies using Head-Mounted Displays such as VR-goggles or AR-goggles/smartglasses

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