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1.
Neurosci Biobehav Rev ; 161: 105634, 2024 Jun.
Article in English | MEDLINE | ID: mdl-38494122

ABSTRACT

Autism Spectrum Disorder (ASD) is a complex neurological condition that significantly impacts individuals' daily lives and social interactions due to challenges in verbal and non-verbal communication. Game-based tools for psychological support and patient education are rapidly gaining traction. Among these tools, teaching social skills via serious games has emerged as a particularly promising educational strategy for addressing specific characteristics associated with autism. Unlike traditional games, serious games are designed with a dual purpose: to entertain and to fulfill a specific educational or therapeutic goal. This systematic review aims to identify and categorize serious computer games that have been used to teach social skills to autistic individuals and to assess their effectiveness. We conducted a comprehensive search across seven databases, resulting in the identification and analysis of 25 games within 26 studies. Out of the 104 criteria assessed across these studies, 57 demonstrated significant improvement in participants. Furthermore, 22 of these studies reported significant enhancements in at least one measured criterion, with 13 studies observing significant improvements in all assessed outcomes. These findings overwhelmingly support the positive impact of computer-based serious game interventions in teaching social skills to autistic individuals.


Subject(s)
Social Skills , Video Games , Humans , Autism Spectrum Disorder/rehabilitation , Autism Spectrum Disorder/therapy , Autistic Disorder/psychology , Autistic Disorder/therapy , Autistic Disorder/rehabilitation
2.
Inform Health Soc Care ; 48(3): 292-331, 2023 Jul 03.
Article in English | MEDLINE | ID: mdl-36867051

ABSTRACT

PARTICIPANTS: Four electronic databases were searched on March 6, 2020 including Scopus, PubMed, ISI, and Embase. METHODS: Our search consisted of concepts of "self-care," "elderly" and "Mobile device." English journal papers and, RCTs conducted for individuals older than 60 in the last 10 years were included. A narrative approach was used to synthesize the data due to the heterogeneous nature of the data. RESULTS: Initially, 3047 studies were obtained and finally 19 studies were identified for deep analysis. 13 outcomes were identified in m-health interventions to help older adults' self-care. Each outcome has at least one or more positive results. The psychological status and clinical outcome measures were all significantly improved. CONCLUSION: According to the findings, it is not possible to draw a definite positive decision about the effectiveness of interventions on older adults because the measures are very diverse and have been measured with different tools. However, it might be declared that m-health interventions have one or more positive results and can be used along with other interventions to improve the health of older adults.


Subject(s)
Self Care , Telemedicine , Humans , Aged , Self Care/methods
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