<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Virtual Reality: implications in Autism Spectrum Disorder</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Margherita Siciliano</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Marco Carotenuto</string-name>
          <email>marco.carotenuto@unicampania.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Agnese Lombardi</string-name>
          <email>lombardiagnese@gmail.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Emilio Saviano</string-name>
          <email>emilio_saviano@live.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Clinic of Child and Adolescent Neuropsychiatry, Department of Mental Health, Physical and Preventive Medicine, University of Campania "Luigi Vanvitelli"</institution>
          ,
          <addr-line>81100 Caserta</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>FINDS - Italian Neuroscience and Developmental Disorders Foundation</institution>
          ,
          <addr-line>81040, Caserta</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Autism Spectrum Disorder (ASD) is a neurodevelopmental disease that is specially characterized by impairments in social communication and social skills. In the last decade, there has been an increase in publications on technology-based interventions for autism spectrum disorder (ASD). Virtual reality (VR) has emerged as an effective tool for intervention in the health field. Different recent papers have reviewed the VR-based treatments in ASD Virtual reality based assessments and intervention tools are promising and have shown to be acceptable amongst individuals with ASD. This scoping review reports studies utilizing virtual reality and augmented reality technology in social skills interventions for individuals with ASD. Our review suggests that there is need for studies that apply virtual and augmented realty with more rigorous designs involving established and evidenced-based intervention strategies. The studies examined suggest moderate evidence about the effectiveness of VR-based treatments in ASD. VR can add many advantages to the treatment of ASD symptomatology, but it is necessary to develop consistent validations in future studies to state that VR can effectively complement the traditional treatments.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Virtual Reality</kwd>
        <kwd>ASD</kwd>
        <kwd>Autism Spectrum Disorder</kwd>
        <kwd>Social Skills</kwd>
        <kwd>Practical Skills</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>In more recent years, an increasing number of studies on virtual reality (VR)-based training and therapy
have established good evidence on its facilitation of traditional approaches. VR simulates different
senses for an immersive experience. Its use in psychiatric and developmental disorders has been
increasingly explored. The development of virtual reality environments (VREs) offers a promising
training tool for immersive computer-generated virtual worlds. Since the first use of virtual reality (VR)
in 1987, many different definitions of virtual reality (VR) have appeared in the literature. An interesting
recent definition [1] defines VR as "an artificial environment experienced through computer-provided
sensory stimuli (such as images and sounds) and in which a person's actions partially determine what
happens in the environment". Broadly speaking, VR includes some interactive video games, virtual
environments, and general multisensory experiences. In recent years, we have seen a steady increase in
the prevalence of autism spectrum disorder. In this regard, it is increasingly felt the need to have reliable
knowledge about the effects of different types of interventions. In recent years several research
synthesis and guidelines for the diagnosis and treatment of autism have been developed by international
research, while the knowledge on the use of technology in pedagogical contexts is more fragmented.
The majority of them adopt the systematic review method for evidence synthesis and focus on a specific
well-defined topic, including the effectiveness of VR intervention on a certain type of skill, such as
attention detection, social functioning, or abstract concept and imagination.VR has emerged as an
effective new treatment approach in different areas of the health field, such as rehabilitation [2,3],
promotion of emotional wellbeing in inpatients [4,5], diagnosis [6,7], surgery training [8,9] and mental
health treatment. With regard to mental health treatment, VR is used in the treatment of a wide range
of disorders: Phobias, post-traumatic stress disorders, obsessive-compulsive disorders, and, of course,
ASD. Specifically, in this intervention area, VR has shown some advantages, allowing ASD patients to
be trained in a realistic environment that could be manipulated and adapted to the characteristics and
capabilities of the subject. It has been related to the ecological validity of treatments of this type in a
controlled environment [10]. Autism spectrum disorder (ASD) is a developmental disorder
characterised by persistent impairment in social communication and patterns of repetitive behaviours
[11]. Social stories are useful in teaching children with ASD about social situations and formulating
socially appropriate responses [12]. It minimises potentially confusing instructions by providing direct
social information, followed by new skills practices. Traditionally, social stories are presented on paper,
as a recording or as a video, followed by role-play or subsequent practices. However, not all social
situations could be well-practiced in real life. For example, it is not safe and humane to have a pedestrian
crossing the red light in real life to teach children the right behaviour and appropriate responses.
However, such situation could be programmed into a VRE, providing a safe, controllable environment
to practice skills repeatedly. A recent meta-analysis revealed that innovative technology interventions
have a moderate effect (d = .047) in the post-tests of the targeted skills in children with ASD, supporting
the development, research and clinical use of such intervention [13]. This introduction provides a
synopsis of the use of newly-emerging VR technologies as educational and interventional tools for the
ASD population. Grounded in mainstream rehabilitation and education theories, platforms and
equipment based on VR technology show advantages in training of social communication and
interaction skills. Evidence-based practices demonstrate that incorporating VR into therapy or training
programs is effective in improving the social aspects of performances among individuals with ASD.
Studies have suggested several reasons for the special interest that people with ASD appear to have in
computerized learning [14; 15] and have identified the advantages that computers provide with respect
to the core deficits of ASD. These include the consistency of a clearly defined task and the usually
specific focus of attention due to reduced distractions from unnecessary sensory stimuli [16].
Technology usage dedicated to ASD has gone considerably beyond the use of simple desktop
computers. This now includes the use of robotics [17], interactive video/DVD [18], handheld and touch
pad devices [19], Internetbased collaborative virtual environments [20], and shared active surfaces [21].
Specific technologies such as authoring software tools, video modeling and video self-modeling,
speechgenerating devices, and virtual reality have been evaluated to determine their effectiveness as
intervention strategies for promoting social, functional, and behavioral skills in individuals with ASD.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Autism: the definition</title>
      <p>Autism spectrum disorder (ASD) is a complex neurobehavioral disorder that involves impaired
social interaction, verbal underdevelopment, problems with communication skills, and challenging and
repetitive behaviors; ASD has a wide range of symptoms [22]. About 1 in 68 children are diagnosed
with autism, and boys are more likely to have ASD than girls [23]. People with ASD have different
cognitive and intelligence profiles than ordinary people [24, 25]. Several studies have shown that most
children and adults with ASD have delays in their cognitive skills [26, 27]. Increasing awareness about
cognitive phenotype will help to understand the better relationship between genes, brain, and behavior
and provide more information about treatment methods. Given the challenges that exist in improving
the health status of children and adults, paying attention to emerging approaches to improve cognitive
abilities seems to be a way forward. Cognitive rehabilitation includes a wide range of treatment methods
that can be performed by different rehabilitation specialists [28]. Already at an early age, individuals
with autism show tendencies of orienting themselves mostly to non-social stimuli, at the expense of
social stimuli, and this orientation can have cascading effects on their social and linguistic development
[29]. The preference for non-social stimuli and restrictive behavior might be related to challenges for
individuals with autism when encountering society. Individuals with autism commonly have lower
quality peer friendships with fewer reciprocal relationships and lower acceptance by their classmates
[30]. Difficulties individuals with autism experience in educational settings are often related to making
sense of social stimuli and unpredictable social environments [31].</p>
    </sec>
    <sec id="sec-3">
      <title>3. Virtual Reality Interventions</title>
      <p>Virtual technology refers to the technology that intends to imitate a physical world. This imitation is
developed through the simulated or digital world by constructing a sensory feeling. Accordingly, this
technology can create a sense of reality in people. There are three primary categories of virtual reality
simulations, which include non-immersive, semi-immersive, and fully-immersive simulations [32]. All
types of virtual technology are beneficial for sciences such as telemedicine, robot development, and
computer-based rehabilitation [33]. VR has been used in a wide variety of interventions, ranging from
the treatment of phobias to interventions aimed at improving false belief understanding.1 VR
interventions have also been used in an array of interventions aimed at individuals with autism spectrum
disorders (ASD), such as improving the understanding of social rules and norms.</p>
    </sec>
    <sec id="sec-4">
      <title>3.1 Practical Skills</title>
      <p>There are several studies that investigated the efficacy of VR intervention on individuals’ practical
skills. McDougle and Accordino refer to practical skills as the skills needed to function independently
in everyday life, such as riding the bus [34]. In the study by Adjorlu et al, the authors sought to evaluate
the feasibility and effectiveness of VR to train shopping skills in individuals with ASD [35]. Training
consisted of the participants retrieving four items as specified on a shopping list from a virtual
supermarket. Outcome measures were recorded before and after the training sessions, and were
conducted similarly to the VR training, but in a real supermarket. The treatment group reached 100%
effectiveness in both the pre and post assessments. Adjorlu and Serafin investigated whether VR is a
feasible and effective way of improving money skills in individuals with ASD [36]. Sessions consisted
of three levels of training, with increasing complexity, all centred around paying the correct amount of
virtual money. The outcome measures were measured in real life, pre and post intervention, by
presenting students with price cards and asking them to pay the correct amount of real money as
indicated on the price card. The authors found that four out of the five participants improved their
money skills, although with some degree of variability.</p>
    </sec>
    <sec id="sec-5">
      <title>3.2 Social Skills</title>
      <p>Social skills may be understood as the life skills that concern themselves with the social abilities
needed to function in everyday life [37]. The social communicative impairments defining the disorder
makes social skills an important target in educational interventions [38]. In this review, we broadly
define sociability as behaviors that are performed in social settings and involve interpersonal
interactions [39]. This engagement is not limited to on-site human-to-human interactions, as we also
include human-machine interactions (e.g., interactions with robotic avatars, etc.). Technologies such as
virtual reality (VR) appear promising for social skills training [40], representing a cost-effective
approach to meeting the social and ultimately educational needs of individuals with autism. VR
technology showcases artificial environments that can simulate real-world scenarios by using realistic
imagery or can create visual and auditory stimuli around the end user's other senses. Beach and Wendt
investigated whether a VR environment could be used to improve social interaction skills in individuals
with ASD [41]. Two participants were recruited from a group of students attending a summer camp in
the US that aimed to allow students to practice their social skills, and the study was conducted while
the students were attending the summer camp. Participants were given tailored training in VR, which
was adjusted to meet their specific social challenges. Generally, the authors reported positive results,
with both participants improving their specific trait in need of improvement, as well as their general
social interaction abilities, as observed by the camp teachers. Cheng et al investigated the effectiveness
of a VR social understanding system in improving the social understanding and skills of three children
with ASD [42]. These training sessions included virtual classroom and bus stop environments where
participants were asked problem-based questions about nonverbal communication, social priming, and
social cognition. The authors report that the data points were 100% non-overlapping, indicating that the
treatment was effective in improving the skills examined. Ravindran et al. evaluated the effectiveness
of a VR joint attention module in improving joint attention skills in people with ASD [43]. The sessions
consisted of a Safari-themed virtual environment in which participants practiced joint attention with
their virtual avatars by following established goals outlined in various flashcards. Findings indicate that
there was an improvement in at least one area of joint attention skills for 10 out of the 12 participants.</p>
    </sec>
    <sec id="sec-6">
      <title>3.3. Emotional issue and motivation to treatment</title>
      <p>Patients with ASD often experience anxiety and fear of unfamiliar situations [44, 45]. Frequent
turnover within the rehabilitation team and children with ASD are often uncooperative, leading to
possible delays in the rehabilitation process and increased difficulties for medical personnel [46,47].
The VR environment has the advantages of safety, controllability, and repeatable operation. Its
immersive image makes children with autism receptive to visual stimuli, which is beneficial for
cognitive learning [48,49]. In addition, social stories are presented in the form of virtual animation,
which is usually easy to arouse children's interest and immersion in animation, and maintain attention
for a long time [50-53]. With these benefits, using virtual training can help further improve a child's
cognitive abilities.</p>
      <p>We can resume these interventions in table 1.</p>
    </sec>
    <sec id="sec-7">
      <title>4. Conclusion</title>
      <p>We can underline how the use of VR could affect better the development of Autism. It improves
social skills and practical skills. The number of studies found both in computer-related journals and
autism related journals shows the need for a broad search in databases and journals when reviewing
studies on VR/AR, and autism. Our review identified a higher number of studies than the previous
reviews, indicating a rapid growth of research in this area. We suggest more studies in this direction
with a focus on follow-up to generalize the effect.</p>
    </sec>
    <sec id="sec-8">
      <title>5. References</title>
      <p>[1] Medicine Merriam-Webster.com2018
webster.com/dictionary/medicine.
[Available
from:
https://www.merriam[2] Bird M.L., Cannell J., Jovic E., Rathjen A., Lane K., Tyson A., Callisaya M., Smith S., (2017)
A Randomized Controlled Trial Investigating the Efficacy of Virtual Reality in Inpatient Stroke
Rehabilitation. Arch. Phys. Med. Rehabil.
[3] Albiol-Perez, S., Gil-Gómez, J. A., Munoz-Tomas, M. T., Gil-Gómez, H., Vial-Escolano,
R., &amp; Lozano-Quilis, J. A. (2017). The effect of balance training on postural control in patients
with Parkinson’s disease using a virtual rehabilitation system. Methods of information in
medicine, 56(02), 138-144.
[4] Herrero, R., García-Palacios, A., Castilla, D., Molinari, G., &amp; Botella, C. (2014). Virtual reality
for the induction of positive emotions in the treatment of fibromyalgia: a pilot study over
acceptability, satisfaction, and the effect of virtual reality on mood. Cyberpsychology,
Behavior, and Social Networking, 17(6), 379-384.
[5] Bekelis, K., Calnan, D., Simmons, N., MacKenzie, T. A., &amp; Kakoulides, G. (2017). Effect of
an immersive preoperative virtual reality experience on patient reported outcomes: a
randomized controlled trial.
[6] Orlosky, J., Itoh, Y., Ranchet, M., Kiyokawa, K., Morgan, J., &amp; Devos, H. (2017). Emulation
of physician tasks in eye-tracked virtual reality for remote diagnosis of neurodegenerative
disease. IEEE transactions on visualization and computer graphics, 23(4), 1302-1311.
[7] Areces, D., Rodríguez, C., García, T., Cueli, M., &amp; González-Castro, P. (2018). Efficacy of a
continuous performance test based on virtual reality in the diagnosis of ADHD and its clinical
presentations. Journal of attention disorders, 22(11), 1081-1091.
[8] Phé, V., Cattarino, S., Parra, J., Bitker, M. O., Ambrogi, V., Vaessen, C., &amp; Rouprêt, M. (2017).</p>
      <p>Outcomes of a virtual‐reality simulator‐training programme on basic surgical skills in robot‐
assisted laparoscopic surgery. The International Journal of Medical Robotics and Computer
Assisted Surgery, 13(2), e1740.
[9] Li, Z. B., Qu, H. L., Zhou, L. N., Tian, B. M., Gao, L. N., &amp; Chen, F. M. (2017). Nonimpacted
third molars affect the periodontal status of adjacent teeth: a cross-sectional study. Journal of
Oral and Maxillofacial Surgery, 75(7), 1344-1350.
[10] Jarrold, W., Mundy, P., Gwaltney, M., Bailenson, J., Hatt, N., McIntyre, N., ... &amp;
Swain, L. (2013). Social attention in a virtual public speaking task in higher functioning
children with autism. Autism Research, 6(5), 393-410.
[11] American Psychiatric Association . Diagnostic and statistical manual of mental
disorders (DSM-5) Washington, DC: American Psychiatric Publishing; 2013.
[12] Gray, C. A., &amp; Garand, J. D. (1993). Social stories: Improving responses of students
with autism with accurate social information. Focus on autistic behavior, 8(1), 1-10.
[13] Grynszpan, O., Weiss, P. L., Perez-Diaz, F., &amp; Gal, E. (2014). Innovative
technologybased interventions for autism spectrum disorders: a meta-analysis. Autism, 18(4), 346-361.
[14] Bernard-Opitz, V., Sriram, N., &amp; Nakhoda-Sapuan, S. (2001). Enhancing social
problem solving in children with autism and normal children through computer-assisted
instruction. Journal of autism and developmental disorders, 31(4), 377-384.
[15] Moore, D., McGrath, P., &amp; Thorpe, J. (2000). Computer-aided learning for people with
autism–a framework for research and development. Innovations in education and training
international, 37(3), 218-228.
[16] Murray D (1997) Autism and information technology: therapy with computers. In:
Powell S and Jordan R (eds) Autism and Learning: A Guide to Good Practice. London: David
Fulton Publishers, pp. 100–117.
[17] Billard A, Robins B, Nadel J, et al. (2007) Building robota, a mini-humanoid robot for
the rehabilitation of children with autism. Assistive Technology: The Official Journal of RESNA
19(1): 37–49.
[18] Golan O and Baron-Cohen S (2006) Systemizing empathy: teaching adults with
Asperger syndrome or high-functioning autism to recognize complex emotions using
interactive multimedia. Development and Psychopathology 18(2): 591–617.
[19] Cihak D, Wright R and Ayres KM (2010) Use of self-modeling static-picture prompts
via a handheld computer to facilitate self-monitoring in the general education classroom.</p>
      <p>Education and Training in Autism and Developmental Disabilities 45(1): 136–149
[20]</p>
      <p>Moore M and Calvert S (2000) Brief report: vocabulary acquisition for children with
autism: teacher or computer instruction. Journal of Autism and Developmental Disorders 30(4):
359–362.
[23]
[24]
[25]
[26]
[27]
[28]
[29]
[30]
[31]
[32]
[33]
[34]
[35]
[21]
[22]</p>
      <p>Gal E, Bauminger N, Goren-Bar D, et al. (2009) Enhancing social communication of
children with high-functioning autism through a co-located interface. AI &amp; Society 24(1): 75–
84.
[36]
[37]
[38]
[39]</p>
      <p>Howard, M. C., &amp; Gutworth, M. B. (2020). A meta-analysis of virtual reality training
programs for social skill development. Computers &amp; Education, 144, 103707.</p>
      <p>Beach, J., &amp; Wendt, J. (2016). Using Virtual Reality to Help Students with Social
Interaction Skills. Journal of the International Association of Special Education, 16(1).</p>
      <p>Cheng, Y., Huang, C. L., &amp; Yang, C. S. (2015). Using a 3D immersive virtual
environment system to enhance social understanding and social skills for children with autism
spectrum disorders. Focus on Autism and Other Developmental Disabilities, 30(4), 222-236.</p>
      <p>Ravindran, V., Osgood, M., Sazawal, V., Solorzano, R., &amp; Turnacioglu, S. (2019).
Virtual reality support for joint attention using the Floreo Joint Attention Module: Usability
and feasibility pilot study. JMIR pediatrics and parenting, 2(2), e14429.</p>
      <p>Capriola-Hall, N.N., McFayden, T., Ollendick, T.H. et al. Caution When Screening for
Autism among Socially Anxious Youth. J Autism Dev Disord 51, 1540–1549 (2021).</p>
      <p>White, S. W., Ollendick, T., Scahill, L., Oswald, D., &amp; Albano, A. M. (2009).
Preliminary efficacy of a cognitive-behavioral treatment program for anxious youth with autism
spectrum disorders. Journal of autism and developmental disorders, 39(12), 1652-1662.</p>
      <p>Kohen-Raz, R., Volkman, F. R., &amp; Cohen, D. J. (1992). Postural control in children
with autism. Journal of autism and developmental disorders, 22(3), 419-432.</p>
      <p>Olaff, H. S., Vandbakk, M., &amp; Holth, P. (2022). Blocking of stimulus control in
children with autism. The Psychological Record, 72(2), 305-317.</p>
      <p>Campbell, K., Carpenter, K. L., Hashemi, J., Espinosa, S., Marsan, S., Borg, J. S., ... &amp;
Dawson, G. (2019). Computer vision analysis captures atypical attention in toddlers with
autism. Autism, 23(3), 619-628.</p>
      <p>Babu, P. R. K., Oza, P., &amp; Lahiri, U. (2017). Gaze-sensitive virtual reality based social
communication platform for individuals with autism. IEEE Transactions on Affective
Computing, 9(4), 450-462.</p>
      <p>Zhao, H., Swanson, A. R., Weitlauf, A. S., Warren, Z. E., &amp; Sarkar, N. (2018).
Handin-hand: A communication-enhancement collaborative virtual reality system for promoting
social interaction in children with autism spectrum disorders. IEEE transactions on
humanmachine systems, 48(2), 136-148.</p>
      <p>Cerasuolo, M., Simeoli, R., Nappo, R., Gallucci, M., Iovino, L., Frolli, A., &amp; Rega, A.
(2022). Examining Predictors of Different ABA Treatments: A Systematic Review. Behavioral
sciences (Basel, Switzerland), 12(8), 267.</p>
      <p>Frolli, A., Savarese, G., Di Carmine, F., Bosco, A., Saviano, E., Rega, A., Carotenuto,
M., &amp; Ricci, M. C. (2022). Children on the Autism Spectrum and the Use of Virtual Reality for
Supporting Social Skills. Children (Basel, Switzerland), 9(2), 181.</p>
      <p>Frolli, A., Bosco, A., Lombardi, A., Di Carmine, F., Marzo, S., Rega, A., &amp; Ricci, M.
C. (2021). Asperger's and virtual reality. Proceedings http://ceur-ws. org ISSN, 1613, 0073.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          <string-name>
            <surname>Leaf</surname>
            ,
            <given-names>J. B.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Cihon</surname>
            ,
            <given-names>J. H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ferguson</surname>
            ,
            <given-names>J. L.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Milne</surname>
            ,
            <given-names>C. M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Leaf</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>McEachin</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          (
          <year>2021</year>
          ).
          <article-title>Advances in our understanding of behavioral intervention: 1980 to 2020 for individuals diagnosed with autism spectrum disorder</article-title>
          .
          <source>Journal of Autism and Developmental disorders</source>
          ,
          <volume>51</volume>
          (
          <issue>12</issue>
          ),
          <fpage>4395</fpage>
          -
          <lpage>4410</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          <string-name>
            <surname>Alcaniz</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>IA</surname>
            ,
            <given-names>C. G.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Sirera</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Minissi</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Abad</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          (
          <year>2020</year>
          ).
          <article-title>Autism spectrum disorder biomarkers based on biosignals, virtual reality and artificial intelligence</article-title>
          .
          <source>Medicina</source>
          ,
          <volume>80</volume>
          ,
          <fpage>31</fpage>
          -
          <lpage>36</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          <string-name>
            <surname>Modi</surname>
            ,
            <given-names>M. E.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Sahin</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          (
          <year>2020</year>
          ).
          <article-title>Tau: a novel entry point for mTOR-based treatments in autism spectrum disorder?</article-title>
          .
          <source>Neuron</source>
          ,
          <volume>106</volume>
          (
          <issue>3</issue>
          ),
          <fpage>359</fpage>
          -
          <lpage>361</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          <string-name>
            <surname>Anderson-Hanley</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Tureck</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Schneiderman</surname>
            ,
            <given-names>R. L.</given-names>
          </string-name>
          (
          <year>2011</year>
          ).
          <article-title>Autism and exergaming: effects on repetitive behaviors and cognition</article-title>
          .
          <source>Psychology research and behavior management</source>
          ,
          <volume>4</volume>
          ,
          <fpage>129</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          <string-name>
            <surname>Tschida</surname>
            ,
            <given-names>J. E.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Yerys</surname>
            ,
            <given-names>B. E.</given-names>
          </string-name>
          (
          <year>2021</year>
          ).
          <article-title>A systematic review of the positive valence system in autism spectrum disorder</article-title>
          .
          <source>Neuropsychology Review</source>
          ,
          <volume>31</volume>
          (
          <issue>1</issue>
          ),
          <fpage>58</fpage>
          -
          <lpage>88</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          <string-name>
            <given-names>Åsberg</given-names>
            <surname>Johnels</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            ,
            <surname>Fernell</surname>
          </string-name>
          ,
          <string-name>
            <given-names>E.</given-names>
            ,
            <surname>Kjellmer</surname>
          </string-name>
          ,
          <string-name>
            <given-names>L.</given-names>
            ,
            <surname>Gillberg</surname>
          </string-name>
          ,
          <string-name>
            <given-names>C.</given-names>
            , &amp;
            <surname>Norrelgen</surname>
          </string-name>
          ,
          <string-name>
            <surname>F.</surname>
          </string-name>
          (
          <year>2022</year>
          ).
          <article-title>Language/cognitive predictors of literacy skills in 12-year-old children on the autism spectrum</article-title>
          .
          <source>Logopedics Phoniatrics Vocology</source>
          ,
          <volume>47</volume>
          (
          <issue>3</issue>
          ),
          <fpage>166</fpage>
          -
          <lpage>170</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          <string-name>
            <surname>Salgueiro</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Nunes</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Barros</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Maroco</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Salgueiro</surname>
            ,
            <given-names>A. I.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Dos Santos</surname>
            ,
            <given-names>M. E.</given-names>
          </string-name>
          (
          <year>2012</year>
          ).
          <article-title>Effects of a dolphin interaction program on children with autism spectrum disordersan exploratory research</article-title>
          .
          <source>BMC research notes</source>
          ,
          <volume>5</volume>
          (
          <issue>1</issue>
          ),
          <fpage>1</fpage>
          -
          <lpage>8</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          <string-name>
            <surname>Gale</surname>
            ,
            <given-names>C. M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Eikeseth</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Klintwall</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          (
          <year>2019</year>
          ).
          <article-title>Children with autism show atypical preference for non-social stimuli</article-title>
          .
          <source>Scientific reports</source>
          ,
          <volume>9</volume>
          (
          <issue>1</issue>
          ),
          <fpage>1</fpage>
          -
          <lpage>10</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          <string-name>
            <surname>Chamberlain</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Kasari</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Rotheram-Fuller</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          (
          <year>2007</year>
          ).
          <article-title>Involvement or isolation? The social networks of children with autism in regular classrooms</article-title>
          .
          <source>Journal of autism and developmental disorders</source>
          ,
          <volume>37</volume>
          (
          <issue>2</issue>
          ),
          <fpage>230</fpage>
          -
          <lpage>242</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          <string-name>
            <surname>Lüddeckens</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          (
          <year>2021</year>
          ).
          <article-title>Approaches to inclusion and social participation in school for adolescents with autism spectrum conditions (ASC)-a systematic research review</article-title>
          .
          <source>Review Journal of Autism and Developmental Disorders</source>
          ,
          <volume>8</volume>
          (
          <issue>1</issue>
          ),
          <fpage>37</fpage>
          -
          <lpage>50</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          <string-name>
            <surname>Zhao</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lin</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Sun</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Liao</surname>
            ,
            <given-names>Y.</given-names>
          </string-name>
          (
          <year>2020</year>
          ).
          <article-title>Using the summarizing strategy to engage learners: Empirical evidence in an immersive virtual reality environment</article-title>
          .
          <source>The Asia-Pacific Education Researcher</source>
          ,
          <volume>29</volume>
          (
          <issue>5</issue>
          ),
          <fpage>473</fpage>
          -
          <lpage>482</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          <string-name>
            <surname>Altschul</surname>
            ,
            <given-names>D. M.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Deary</surname>
            ,
            <given-names>I. J.</given-names>
          </string-name>
          (
          <year>2020</year>
          ).
          <article-title>Playing analog games is associated with reduced declines in cognitive function: a 68-year longitudinal cohort study</article-title>
          .
          <source>The Journals of Gerontology: Series B</source>
          ,
          <volume>75</volume>
          (
          <issue>3</issue>
          ),
          <fpage>474</fpage>
          -
          <lpage>482</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          <string-name>
            <surname>Lord</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Cook</surname>
            ,
            <given-names>E. H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Leventhal</surname>
            ,
            <given-names>B. L.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Amaral</surname>
            ,
            <given-names>D. G.</given-names>
          </string-name>
          (
          <year>2000</year>
          ).
          <article-title>Autism spectrum disorders</article-title>
          .
          <source>Neuron</source>
          ,
          <volume>28</volume>
          (
          <issue>2</issue>
          ),
          <fpage>355</fpage>
          -
          <lpage>363</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          <string-name>
            <surname>Afana</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ahmadi</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Albayrak</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ali</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Allen</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Anderson</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          , ... &amp;
          <string-name>
            <surname>Dachselt</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          2021
          <source>IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMARAdjunct)</source>
          |
          <fpage>978</fpage>
          -1-
          <fpage>6654</fpage>
          -1298-8/21/$31.00© 2021 IEEE
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          <string-name>
            <surname>Andersen</surname>
            ,
            <given-names>M. H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Khalid</surname>
            ,
            <given-names>M. S.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Brooks</surname>
            ,
            <given-names>E. I.</given-names>
          </string-name>
          (
          <year>2016</year>
          ). Interactivity, Game Creation, Design, Learning, and Innovation. Cham, Switzerland: Springer,
          <fpage>228</fpage>
          -
          <lpage>38</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          <string-name>
            <surname>Hodge</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Danish</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Martin</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          (
          <year>2013</year>
          ).
          <article-title>Developing a conceptual framework for life skills interventions</article-title>
          .
          <source>The Counseling Psychologist</source>
          ,
          <volume>41</volume>
          (
          <issue>8</issue>
          ),
          <fpage>1125</fpage>
          -
          <lpage>1152</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          <string-name>
            <surname>Wolstencroft</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Robinson</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Srinivasan</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Kerry</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Mandy</surname>
            ,
            <given-names>W.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Skuse</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          (
          <year>2018</year>
          ).
          <article-title>A systematic review of group social skills interventions, and meta-analysis of outcomes, for children with high functioning ASD</article-title>
          .
          <source>Journal of autism and developmental disorders</source>
          ,
          <volume>48</volume>
          (
          <issue>7</issue>
          ),
          <fpage>2293</fpage>
          -
          <lpage>2307</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          <string-name>
            <surname>Cordier</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Speyer</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Chen</surname>
            ,
            <given-names>Y. W.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Wilkes-Gillan</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Brown</surname>
          </string-name>
          , T.,
          <string-name>
            <surname>Bourke-Taylor</surname>
          </string-name>
          , H., ... &amp;
          <string-name>
            <surname>Leicht</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          (
          <year>2015</year>
          ).
          <article-title>Evaluating the psychometric quality of social skills measures: a systematic review</article-title>
          .
          <source>PloS one</source>
          ,
          <volume>10</volume>
          (
          <issue>7</issue>
          ),
          <year>e0132299</year>
          .
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>