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Engagement with Electronic Screen Media Among Students with Autism Spectrum Disorders

  • 01-01-2009
  • Original Paper
Gepubliceerd in:

Abstract

This study investigated the relative engagement potential of four types of electronic screen media (ESM): animated video, video of self, video of a familiar person engaged with an immersive virtual reality (VR) game, and immersion of self in the VR game. Forty-two students with autism, varying in age and expressive communication ability, were randomly assigned to the experimental conditions. Gaze duration and vocalization served as dependent measures of engagement. The results reveal differential responding across ESM, with some variation related to the engagement metric employed. Preferences for seeing themselves on the screen, as well as for viewing the VR scenarios, emerged from the data. While the study did not yield definitive data about the relative engagement potential of ESM alternatives, it does provide a foundation for future research, including guidance related to participant profiles, stimulus characteristics, and data coding challenges.
Titel
Engagement with Electronic Screen Media Among Students with Autism Spectrum Disorders
Auteurs
Beth A. Mineo
William Ziegler
Susan Gill
Donna Salkin
Publicatiedatum
01-01-2009
Uitgeverij
Springer US
Gepubliceerd in
Journal of Autism and Developmental Disorders / Uitgave 1/2009
Print ISSN: 0162-3257
Elektronisch ISSN: 1573-3432
DOI
https://doi.org/10.1007/s10803-008-0616-0
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Deze inhoud is alleen zichtbaar als je bent ingelogd en de juiste rechten hebt.