Application of electronic games and virtual reality in autistic people: a systematic review
DOI:
https://doi.org/10.36453/cefe.2025.34920Keywords:
Literature Review on the Topic, Virtual Reality Exercise, Assistive TechnologyAbstract
BACKGROUND: Tecnologias digitais, como jogos eletrônicos e realidade virtual, apresentam-se como recursos emergentes para intervenções terapêuticas em indivíduos com Transtorno do Espectro Autista (TEA). Tais ferramentas oferecem um ambiente controlado e adaptável, promovendo o desenvolvimento de habilidades sociais, motoras e cognitivas.
OBJECTIVE: Analyze existing research on the use of electronic games and virtual reality as adjunct tools in therapeutic interventions for individuals diagnosed with Autism Spectrum Disorder (ASD).
METHODS: A systematic review was conducted, including original studies without temporal restrictions, indexed in the following databases: Web of Science, SciELO, Scopus, and PubMed. The analysis focused on four main domains: social skills (interaction and communication), motor skills (fine and gross motor development), cognitive skills (attention, memory, and learning), and other objectives (gaze tracking and sensory processing).
RESULTS: Out of 13,843 articles identified, 138 were included in the synthesis, encompassing diverse samples and global contexts. The results underscore a growing interest in the socialization of children with ASD, with substantial research investigating the impact of electronic games and virtual reality.
CONCLUSION: Evidence suggests that these technologies are emerging as promising tools for the treatment and development of skills in children with ASD, significantly contributing to more effective and innovative interventions.
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