TY - GEN
T1 - Virtual Reality Games as a Tool for Social Skills Support in Autistic Children
T2 - 34th International Association for the Management of Technology Conference, IAMOT 2025
AU - Pivotto, Isabelle Dabat
AU - Matias, Vitor
AU - Beji, Fatma
AU - Cottet, Andréas
AU - de Paula Ferreira, William
N1 - Publisher Copyright:
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.
PY - 2026
Y1 - 2026
N2 - Autistic children may struggle to access common opportunities for social engagement. Immersive environments, such as head-mounted displays, offer a promising tool to address this challenge by fostering opportunities for social interaction and inclusive leisure activities for autistic people and their families. Despite its potential, the capacity of commercial VR games to foster social skills remains uncertain. This study proposes a framework for identifying VR games that can achieve this goal and outlines a pilot test involving autistic and allistic children The results revealed that VR interactions can support the practice of social skills, particularly through simpler and more cooperative games. However, usability challenges, including complicated controls and unclear instructions, were observed. The findings emphasize the importance of elements of game design, such as simplified controls, clear instructions, and affordances that support cooperative modes of play, to maximize the social benefits of VR. This research provides insights into using VR games as tools for enhancing social skills in autistic children. Future research should focus on improving accessibility in VR technologies to enable the participation of all users and foster social competence.
AB - Autistic children may struggle to access common opportunities for social engagement. Immersive environments, such as head-mounted displays, offer a promising tool to address this challenge by fostering opportunities for social interaction and inclusive leisure activities for autistic people and their families. Despite its potential, the capacity of commercial VR games to foster social skills remains uncertain. This study proposes a framework for identifying VR games that can achieve this goal and outlines a pilot test involving autistic and allistic children The results revealed that VR interactions can support the practice of social skills, particularly through simpler and more cooperative games. However, usability challenges, including complicated controls and unclear instructions, were observed. The findings emphasize the importance of elements of game design, such as simplified controls, clear instructions, and affordances that support cooperative modes of play, to maximize the social benefits of VR. This research provides insights into using VR games as tools for enhancing social skills in autistic children. Future research should focus on improving accessibility in VR technologies to enable the participation of all users and foster social competence.
KW - accessibility
KW - affordance
KW - autism
KW - social skills
KW - Virtual reality
UR - https://www.scopus.com/pages/publications/105047746796
U2 - 10.1007/978-3-032-23282-3_25
DO - 10.1007/978-3-032-23282-3_25
M3 - Contribution to conference proceedings
AN - SCOPUS:105047746796
SN - 9783032232816
T3 - Springer Proceedings in Business and Economics
SP - 201
EP - 210
BT - Technology Management for Intelligent, Open and Responsible Organizations and Ecosystems - Volume 2
A2 - Armellini, Fabiano
A2 - Njah, Syrine
A2 - Mosconi, Elaine
A2 - Nunes, Breno
PB - Springer Nature
Y2 - 16 June 2025 through 19 June 2025
ER -