Social Influences on Executive Functioning in Autism: Design of a Mobile Gaming Platform
summary
An iPad app implements three mini-games (shifting, go/no‑go, memory) to probe executive function using social (real faces) and non‑social cues; 65 children play it with 65 children, 3 dropouts and recorded touch, timestamps and built‑in accelerometer/gyroscope. Results show ASD participants make more rule errors, social inhibition accuracy ≈92% vs non‑social ≈75%, short‑term memory stronger for non‑social cues, significant correlations with IQ/clinical scores, and movement variance linked to repetitive behavior (pilot n≈10).
AI-written summary · about
chapters (7)
- 0:00Introduction and motivation
- 3:19Designing the mobile game
- 5:47Redesigning for usability
- 8:15Study results and findings
- 11:49Clinical tool correlations
- 13:15Sensor data insights
- 14:41Future directions and summary
related talks
08m"More than just a game, it’s an app that builds awareness around Mental Health": Mental Health St...
49mSimulation exercises through the lens of play
58mThe Psychology of Play: The Power of Understanding Your Players
23mADHD in the Digital World
27mSkills at Stake
20mTowards Personality-driven Persuasive Health Games and Gamified Systems
54mDesigning for Neurodiversity: The Dos, the Don’ts & the Definitely Nots
51mBuilding A11y Digital Experiences for Neurodivergent Users
