Parents suggested adding musical stimuli to promote motivation and therapists recommended to include visual game instructions. Fear, disgust and surprise were the most challenging emotions to recognise. All participants had experience with computer games. Participants enjoyed the prototype but it still needs to be simplified. The game was presented on an Ipad 4 (9.7 inches, 2048×1536). Therapists' opinions (n=8) about the game were given during an unstructured interview. Parents (n=11) filled out a parental consent form and a questionnaire about their child's technology usage and their emotional understanding. We video recorded each child and the footage was analysed according to game usability and motivation to play. LIFEisGAME prototype was played during a 15 minute game session by 11 children with ASD, with ages varying from 5-15 years old (M=9.27, SD=2.97), 91% were male and 9% were female, 82% were verbal ASD and 18% were non-verbal ASD. Recently, technology plays an active role in helping these individuals to understand emotions and recognise facial expressions. People with autism are less likely to gaze at faces and are also impaired in face discrimination tasks. We assess the prototype game regarding motivation to play and game usability, and also participants' emotional recognition abilities and technology usage. This paper presents the LIFEisGAME prototype-Ipad version - a serious game that proposes to enhance facial and emotional recognition skills in children with Autism Spectrum Disorders (ASD).
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June 2023
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