MindGamers in School

Friday, May 18, 2012
Sheraton Hall (Sheraton Centre Toronto)
10:00 AM
R. H. Rice, 14534, St. John Fisher College, Pittsford, NY
Background:

MindGamers™ in School is a role-playing videogame with physiological controllers that integrates cognitive-behavioral (CBT), narrative (NT) and biofeedback (BF) strategies for use by health care providers who work with young people with autism spectrum disorders.   By combining these proven approaches with customizable and culturally-syntonic interactive media, MindGamers™ in School will create efficiencies in the therapeutic process. MindGamers™ in School is intended to augment therapy by engaging young people who experience anxiety and repetitive behaviors characteristic of autism spectrum disorders.  

Objectives:  

This project’s purpose is to receive feedback on the ease and consistency of use of a therapeutic videogame platform with physiological controllers from an N of users diagnosed with an autism spectrum disorder.

Methods:  

a) Sample. Approximately 100 young people diagnosed with an autism spectrum disorder will participate in this study.   

b) Measures.  The first and second prototypes for MindGamers in School will be the primary measures used for this study.  It is estimated that approximately 50 subjects will get to play prototype 1 and 50 subjects will get to play prototype 2.  An online survey will serve as the third measure and method for gathering feedback from subjects. 

 

c)    Procedure.  Subjects will play the game for approximately 20-minutes with the assistance of the PI or Co-PI.  After playing the game, the subject will be asked to complete the online survey.  The entire study session will last 30-minutes.

 

d)    Analytic Plan.  Quantitatively, comparative analyses will be made by means of an analysis of variance (ANOVA) for all continuous variables. As part of these analyses, the variables of age, gender, and diagnosis will be used as control variables in an effort to reduce their impact on the results. If the sample size permits, these analyses will be further validated with exploratory factor analyses to identify the dimensions of variance represented in the data. Qualitatively, the feedback received from subjects will be used to further refine game mechanics and feel, with particular attention given to the feedback provided by individuals reportedly experiencing anxiety.  All of the analyses will be performed by the PI and Co-PI, with the help of the game development team.   

e)    Dissemination. The feedback received through this study will be used to further refine MindGamers in School.  The project is a collaborative between St. John Fisher College and the Rochester Institute of Technology.  The hoped for outcome is a therapeutic videogame prototype that is ready for a more comprehensive clinical trial. 

Results:

At the conclusion of the research, data will be used to refine game mechanics and feel to best meet the needs of children and adolescents with various manifestations of anxiety and repetitive behaviors.

Conclusions:  

This research is on-going.  Presentation at the International Meeting for Autism Research would involve a demonstration of the game and the results of the research to that point.

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