Department of Audiology and Speech Pathology, University of Tennessee Health Science Center, Knoxville.
Department of Community and Therapeutic Recreation, The University of North Carolina at Greensboro.
Am J Speech Lang Pathol. 2018 May 3;27(2):672-689. doi: 10.1044/2017_AJSLP-17-0073.
Leisure activities are underutilized as a context for intervention in the field of speech-language pathology despite the fact that leisure can be an important context for skill development. The current study investigated the perceptions of individuals with autism spectrum disorder (ASD) who play videogames as their primary leisure activity regarding the role of videogames in their lives and their motivations for playing videogames.
Qualitative interview methodology was used to investigate the experiences of 10 18-24-year-olds with ASD. Information was collected about the role of videogames in the lives of adolescents and young adults with ASD and the perceived benefits of playing videogames.
Results indicated the participants perceived playing videogames to have a positive impact on their lives and their development. The motivations for playing videogames described are similar to those reported by typically developing populations.
Videogaming is a popular leisure pursuit for adolescents and young adults with and without ASD. Speech-language pathologists should consider how videogame play may be a useful context for teaching new communication, social, and language.
尽管休闲活动可以成为技能发展的重要环境,但在言语病理学领域,休闲活动仍未得到充分利用作为干预手段。本研究调查了将电子游戏作为主要休闲活动的自闭症谱系障碍(ASD)个体对电子游戏在其生活中的作用以及他们玩电子游戏的动机的看法。
采用定性访谈方法调查了 10 名 18-24 岁的 ASD 患者的经历。收集了关于电子游戏在 ASD 青少年和年轻人生活中的作用以及玩电子游戏的感知益处的信息。
结果表明,参与者认为玩电子游戏对他们的生活和发展有积极的影响。描述的玩电子游戏的动机与典型发展人群报告的动机相似。
电子游戏是 ASD 患者和非 ASD 患者青少年和年轻人的一种流行休闲活动。言语治疗师应该考虑如何将电子游戏作为教授新的沟通、社交和语言技能的有用环境。