Terlouw Gijs, Kuipers Derek, van 't Veer Job, Prins Jelle T, Pierie Jean Pierre E N
NHL Stenden University of Applied Sciences, Leeuwarden, Netherlands.
Medical Faculty Lifelong Learning, Education & Assessment Research Network, University Medical Center Groningen, University of Groningen, Groningen, Netherlands.
JMIR Serious Games. 2021 Mar 23;9(1):e19765. doi: 10.2196/19765.
Children with autism spectrum disorder (ASD) have social deficits that affect social interactions, communication, and relationships with peers. Many existing interventions focus mainly on improving social skills in clinical settings. In addition to the direct instruction-based programs, activity-based programs could be of added value, especially to bridge the relational gap between children with ASD and their peers.
The aim of this study is to describe an iterative design process for the development of an escape room-based serious game as a boundary object. The purpose of the serious game is to facilitate direct communication between high-functioning children with ASD and their peers, for the development of social skills on the one hand and strengthening relationships with peers through a fun and engaging activity on the other hand.
This study is structured around the Design Research Framework to develop an escape room through an iterative-incremental process. With a pool of 37 children, including 23 children diagnosed with ASD (5 girls) and 14 children (7 girls) attending special primary education for other additional needs, 4 testing sessions around different prototypes were conducted. The beta prototype was subsequently reviewed by experts (n=12). During the design research process, we examined in small steps whether the developed prototypes are feasible and whether they have the potential to achieve the formulated goals of different stakeholders.
By testing various prototypes, several insights were found and used to improve the design. Insights were gained in finding a fitting and appealing theme for the children, composing the content, and addressing different constraints in applying the goals from the children's and therapeutic perspectives. Eventually, a multiplayer virtual escape room, AScapeD, was developed. Three children can play the serious game in the same room on tablets. The first test shows that the game enacts equal cooperation and communication among the children.
This paper presents an iterative design process for AScapeD. AScapeD enacts equal cooperation and communication in a playful way between children with ASD and their peers. The conceptual structure of an escape room contributes to the natural emergence of communication and cooperation. The iterative design process has been beneficial for finding a constructive game structure to address all formulated goals, and it contributed to the design of a serious game as a boundary object that mediates the various objectives of different stakeholders. We present 5 lessons learned from the design process. The developed prototype is feasible and has the potential to achieve the goals of the serious game.
自闭症谱系障碍(ASD)儿童存在社交缺陷,影响其社交互动、沟通以及与同伴的关系。许多现有干预措施主要侧重于在临床环境中提高社交技能。除了基于直接指导的项目外,基于活动的项目可能具有附加价值,特别是在弥合ASD儿童与其同伴之间的关系差距方面。
本研究旨在描述一种迭代设计过程,用于开发一款基于密室逃脱的严肃游戏作为边界对象。该严肃游戏的目的是促进高功能ASD儿童与其同伴之间的直接沟通,一方面用于社交技能的发展,另一方面通过有趣且引人入胜的活动加强与同伴的关系。
本研究围绕设计研究框架构建,通过迭代增量过程开发一个密室逃脱游戏。在37名儿童中进行了4次围绕不同原型的测试,其中包括23名被诊断为ASD的儿童(5名女孩)和14名因其他特殊需求接受特殊小学教育的儿童(7名女孩)。随后,12名专家对测试版原型进行了评估。在设计研究过程中,我们逐步考察所开发的原型是否可行,以及它们是否有潜力实现不同利益相关者制定的目标。
通过对各种原型进行测试,发现了一些见解并用于改进设计。在为儿童找到合适且有吸引力的主题、编排内容以及从儿童和治疗角度应用目标时解决不同限制方面获得了见解。最终,开发出了一款多人虚拟密室逃脱游戏AScapeD。三个孩子可以在同一房间通过平板电脑玩这款严肃游戏。首次测试表明,该游戏在儿童之间实现了平等的合作与沟通。
本文介绍了AScapeD的迭代设计过程。AScapeD以有趣的方式在ASD儿童与其同伴之间实现了平等的合作与沟通。密室逃脱的概念结构有助于自然地产生沟通与合作。迭代设计过程有助于找到一种建设性的游戏结构以实现所有制定的目标,并有助于设计一款作为边界对象的严肃游戏,该游戏可协调不同利益相关者的各种目标。我们介绍了从设计过程中学到的5点经验教训。所开发的原型是可行的,并且有潜力实现严肃游戏的目标。