TY - JOUR
T1 - GOLIAH
T2 - A gaming platform for home-based intervention in autism - principles and design
AU - MICHELANGELO Study Group
AU - Bono, Valentina
AU - Narzisi, Antonio
AU - Jouen, Anne Lise
AU - Tilmont, Elodie
AU - Hommel, Stephane
AU - Jamal, Wasifa
AU - Xavier, Jean
AU - Billeci, Lucia
AU - Maharatna, Koushik
AU - Wald, Mike
AU - Chetouani, Mohamed
AU - Cohen, David
AU - Muratori, Filippo
AU - Bonfiglio, Silvio
AU - Apicella, Fabio
AU - Sicca, Federico
AU - Pioggia, Giovanni
AU - Cruciani, Federico
AU - Paggetti, Cristiano
AU - Giuliano, Angele
AU - Francisa, Maryrose
AU - Das, Saptarshi
AU - Galway, Leo
AU - Donnelly, Mark
N1 - Publisher Copyright:
© 2016 Bono, Narzisi, Jouen, Tilmont, Hommel, Jamal, Xavier, Billeci, Maharatna, Wald, Chetouani, Cohen,Muratori and MICHELANGELO Study Group.
PY - 2016/4/28
Y1 - 2016/4/28
N2 - Children with Autism need intensive intervention and this is challenging in terms of manpower, costs, and time. Advances in Information Communication Technology and computer gaming may help in this respect by creating a nomadically deployable closed-loop intervention system involving the child and active participation of parents and therapists. An automated serious gaming platform enabling intensive intervention in nomadic settings has been developed by mapping two pivotal skills in autism spectrum disorder: Imitation and Joint Attention (JA). Eleven games - seven Imitations and four JA - were derived from the Early Start Denver Model. The games involved application of visual and audio stimuli with multiple difficulty levels and a wide variety of tasks and actions pertaining to the Imitation and JA. The platform runs on mobile devices and allows the therapist to (1) characterize the child's initial difficulties/strengths, ensuring tailored and adapted intervention by choosing appropriate games and (2) investigate and track the temporal evolution of the child's progress through a set of automatically extracted quantitative performance metrics. The platform allows the therapist to change the game or its difficulty levels during the intervention depending on the child's progress. Performance of the platform was assessed in a 3-month open trial with 10 children with autism (Trial ID: NCT02560415, Clinicaltrials.gov). The children and the parents participated in 80% of the sessions both at home (77.5%) and at the hospital (90%). All children went through all the games but, given the diversity of the games and the heterogeneity of children profiles and abilities, for a given game the number of sessions dedicated to the game varied and could be tailored through automatic scoring. Parents (N = 10) highlighted enhancement in the child's concentration, flexibility, and self-esteem in 78, 89, and 44% of the cases, respectively, and 56% observed an enhanced parents-child relationship. This pilot study shows the feasibility of using the developed gaming platform for home-based intensive intervention. However, the overall capability of the platform in delivering intervention needs to be assessed in a bigger open trial.
AB - Children with Autism need intensive intervention and this is challenging in terms of manpower, costs, and time. Advances in Information Communication Technology and computer gaming may help in this respect by creating a nomadically deployable closed-loop intervention system involving the child and active participation of parents and therapists. An automated serious gaming platform enabling intensive intervention in nomadic settings has been developed by mapping two pivotal skills in autism spectrum disorder: Imitation and Joint Attention (JA). Eleven games - seven Imitations and four JA - were derived from the Early Start Denver Model. The games involved application of visual and audio stimuli with multiple difficulty levels and a wide variety of tasks and actions pertaining to the Imitation and JA. The platform runs on mobile devices and allows the therapist to (1) characterize the child's initial difficulties/strengths, ensuring tailored and adapted intervention by choosing appropriate games and (2) investigate and track the temporal evolution of the child's progress through a set of automatically extracted quantitative performance metrics. The platform allows the therapist to change the game or its difficulty levels during the intervention depending on the child's progress. Performance of the platform was assessed in a 3-month open trial with 10 children with autism (Trial ID: NCT02560415, Clinicaltrials.gov). The children and the parents participated in 80% of the sessions both at home (77.5%) and at the hospital (90%). All children went through all the games but, given the diversity of the games and the heterogeneity of children profiles and abilities, for a given game the number of sessions dedicated to the game varied and could be tailored through automatic scoring. Parents (N = 10) highlighted enhancement in the child's concentration, flexibility, and self-esteem in 78, 89, and 44% of the cases, respectively, and 56% observed an enhanced parents-child relationship. This pilot study shows the feasibility of using the developed gaming platform for home-based intensive intervention. However, the overall capability of the platform in delivering intervention needs to be assessed in a bigger open trial.
KW - Autism spectrum disorder
KW - Early Start Denver Model
KW - Imitation
KW - Intensive intervention
KW - Joint Attention
KW - Nomadic settings
KW - Serious game
UR - http://www.scopus.com/inward/record.url?scp=84975321726&partnerID=8YFLogxK
U2 - 10.3389/fpsyt.2016.00070
DO - 10.3389/fpsyt.2016.00070
M3 - Article
AN - SCOPUS:84975321726
SN - 1664-0640
VL - 7
JO - Frontiers in Psychiatry
JF - Frontiers in Psychiatry
IS - APR
M1 - 70
ER -