Abstract
Designing serious games (SGs) for people with intellectual disability (ID) and autism spectrum disorder (ASD), requires proper planning and decision making. In this article, a proposal of a serious games design framework (GDF) that aims to assist designers and special education teachers and professionals develop successful SGs for people with ID and people with ASD, is presented. In order to create this GDF, an extraction of SGs design guidelines from existing SGs for people with ID and ASD and a comparative analysis with common GDF that are used for designing SGs in general was conducted. The proposed design guidelines and the conclusions of the comparative analysis of existing general purpose GDFs were used as a tool to design a computer-based SG that aims to improve independent living skills of people with ID and people with ASD. Based on this previous work the proposed GDF that is analyzed in this article was devised. This work aims to fill the gap in the field of designing SGs for people with ID and ASD by providing a specialized and informed GDF.


Similar content being viewed by others
Explore related subjects
Discover the latest articles, news and stories from top researchers in related subjects.References
Afonseca, C., & Badia, S. B. (2013). Supporting collective learning experiences in special education. In 2013 IEEE 2nd International Conference on Serious Games and Applications for Health (SeGAH), (pp. 1-7). IEEE.
Anderson, A., Moore, D. W., Godfrey, R., & Fletcher-Flinn, C. M. (2004). Social skills assessment of children with autism in free-play situations. Autism, 8(4), 369–385.
Annetta, L. A. (2010). The “I's” have it: A framework for serious educational game design. Review of General Psychology, 14(2), 105–112.
Bamasak, O., Al-Tayari, H., Al-Harbi, S., Al-Semairi, G., & Abu-Hnaidi, M. 2013). Improving Autistic Children’s Social Skills Using Virtual Reality. In International Conference of Design, User Experience, and Usability, (pp. 342–351). Springer Berlin, Heidelberg.
Bargagna, S., Bozza, M., Buzzi, M.C., Buzzi, M., Doccini, E. & Perrone, E. (2014). Computer-Based Cognitive Training in Adults with Down’s syndrome. In Proceedings of the International Conference on Universal Access in Human-Computer Interaction, (pp. 197-208).
Bernardini, S., Porayska-Pomsta, K., & Smith, T. J. (2014). ECHOES: An intelligent serious game for fostering social communication in children with autism. Information Sciences, 264, 41–60.
Boleracki, M., Farkas, F., Meszely, A., Szikszai, Z., & Sik, L. C. (2015). Developing an animal counting game in second life for a young adult with down syndrome. Studies in Health Technology and Informatics, 217, 71–77.
Bonet-Codina, N., von Barnekow, A., & Tost, D. (2015). IntegraGame: a real-life inspired serious game for social and professional training of people with intellectual disability. In Proceedings of the 3rd 2015 Workshop on ICTs for improving Patients Rehabilitation Research Techniques, (pp. 10-13).
Bottino, R.M., Canessa, A., Ott, M. & Tavella, M. (2014). SMART VIEW: A serious game supporting spatial orientation of subjects with cognitive impairments. In Proceedings of International Conference on Universal Access in Human-Computer Interaction, pp. 489–500.
Bremer, C. D., & Smith, J. (2004). Teaching social skills. Information Brief, 3(5), 1–5.
Brown, D. J., McHugh, D., Standen, P., Evett, L., Shopland, N., & Battersby, S. (2011). Designing location-based learning experiences for people with intellectual disabilities and additional sensory impairments. Computers & Education, 56(1), 11–20.
Cano, A. R., Fernández-Manjón, B., & García-Tejedor, Á. J. (2018). Using game learning analytics for validating the design of a learning game for adults with intellectual disabilities. British Journal of Educational Technology, 49(4), 659–672.
Caria, S., Paternò, F., Santoro, C., & Semucci, V. (2018). The Design of web Games for helping young high-functioning autistics in learning how to manage money. Mobile Networks and Applications, 1–14.
Chang, M., Kuo, R., Lyu, C. W., & Heh, J. S. (2012). A situated game for autistic children learning activities of daily living. In IEEE 4th International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL), (pp. 217-220). IEEE.
Christinaki, E., Vidakis, N., & Triantafyllidis, G. (2014). A novel educational game for teaching emotion identification skills to preschoolers with autism diagnosis. Computer Science and Information Systems, 11(2), 723–743.
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661–686.
Corrales-Astorgano, M., Escudero-Mancebo, D., Gutiérrez-González, Y., Flores-Lucas, V., González-Ferreras, C., & Cardenoso-Payo, V. (2016). On the Use of a Serious Game for Recording a Speech Corpus of People with Intellectual Disabilities. In Proceedings of the LREC, (pp. 2094-2099).
Curatelli, F., & Martinengo, C. (2012). Design criteria for educational tools to overcome mathematics learning difficulties. Procedia Computer Science, 15, 92–102.
Daouadji-Amina, K., & Fatima, B. (2018). MEDIUS: A serious game for autistic children based on decision system. Simulation & Gaming.
Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 13, 319–339.
Davis, M., Otero, N., Dautenhahn, K., Nehaniv, C.L., & Powell, S.D. (2007). Creating a software to promote understanding about narrative in children with autism: Reflecting on the design of feedback and opportunities to reason. In IEEE 6th International Conference on Development and Learning, (ICDL), (pp. 64-69). IEEE.
De Freitas, S. & Jarvis, S. (2006). A framework for developing serious games to meet learner needs. In the Interservice/Industry Training, Simulation and Education Conference.
Deriso, D., Susskind, J., Krieger, L., & Bartlett, M. (2012). Emotion mirror: A novel intervention for autism based on real-time expression recognition. In European Conference on Computer Vision, (pp. 671-674). Springer, Berlin Heidelberg.
Djaouti, D., Alvarez, J., & Jessel, J. P. (2011). Classifying serious games: The G/P/S model. Handbook of research on improving learning and motivation through educational games: Multidisciplinary approaches, 2, 118–136.
Ernest, J. M., Heckaman, K. A., Thompson, S. E., Hull, K. M., & Carter, S. W. (2011). Increasing the teaching efficacy of a beginning special education teacher using differentiated instruction: A case study. International Journal of Special Education, 26(1), 191–201.
Everhart, J. M., Alber-Morgan, S. R., & Park, J. H. (2011). Effects of computer-based practice on the acquisition and maintenance of basic academic skills for children with moderate to intensive educational needs. Education and Training in Autism and Developmental Disabilities, 556-564.
Freina, L., Bottino, R., & Tavella, M. (2016). From e-learning to VR-learning: An example of learning in an immersive virtual world. Journal of e-Learning and Knowledge Society, 12(2), 101–113.
Freire, M., Serrano-Laguna, A., Manero, B., Martínez-Ortiz, I., Moreno-Ger, P., & Fernández-Manjón, B. (2016). Game learning analytics: Learning analytics for serious games. Learning, Design, and Technology, 1–29.
Fridenson-Hayo, S., Berggren, S., Lassalle, A., Tal, S., Pigat, D., Meir-Goren, N., O’Reilly, H., Ben-Zur, S., Bölte, S., Baron-Cohen, S., & Golan, O. (2017). Emotiplay’: A serious game for learning about emotions in children with autism: Results of a cross-cultural evaluation. European Child & Adolescent Psychiatry, 26(8), 979–992.
Garzotto, F., Gelsomini, M., Oliveto, L., & Valoriani, M. (2014). Motion-based touchless interaction for ASD children: A case study. In Proceedings of the 2014 International Working Conference on Advanced Visual Interfaces, (pp. 117-120). ACM.
Hofmann, A., Hoppe, I., & Jantke, K. P. (2010). The Need for Special Games for Gamers with Special Needs. In Proceedings of the 2nd International Conference on Computer Supported Education (CSEDU), (pp. 220-225).
Hussaan, A. M., Sehaba, K., & Mille, A. (2011). Tailoring serious games with adaptive pedagogical scenarios: A serious game for persons with cognitive disabilities. In Proceedings of the 11th IEEE International Conference on the Advanced Learning Technologies (ICALT), (pp. 486-490).
Ibrahim, R. & Jaafar, A. (2009). Educational games (EG) design framework: combination of game design, pedagogy and content modeling. In the International Conference on Electrical Engineering and Informatics, (pp. 293-298).
Iovannone, R., Dunlap, G., Huber, H., & Kincaid, D. (2003). Effective educational practices for students with autism spectrum disorders. Focus on autism and other developmental disabilities, 18(3), 150–165.
Ismail, R., Ibrahim, R., & Yaacob, S. (2019). Participatory Design Method to Unfold Educational Game Design Issues: A Systematic Review of Trends and Outcome. In 2019 5th International Conference on Information Management (ICIM) (pp. 134-138). IEEE.
Kerns, K. A., Macoun, S., MacSween, J., Pei, J., & Hutchison, M. (2016). Attention and working memory training: A feasibility study in children with neurodevelopmental disorders. Applied Neuropsychology: Child, 1–18.
Khaled, R., & Vasalou, A. (2014). Bridging serious games and participatory design. International Journal of Child-Computer Interaction, 2(2), 93–100.
Khowaja, K., & Salim, S. S. (2019). Serious game for children with autism to learn vocabulary: An experimental evaluation. International Journal of Human–Computer Interaction, 35(1), 1–26.
Kiili, K. (2005). Digital game-based learning: Toward an experiential gaming model. Internet and Higher Education, 8, 13–24.
Kwon, J., & Lee, Y. (2016). Serious games for the job training of persons with developmental disabilities. Computers & Education, 95, 328–339.
Lanyi, C. S., & Brown, D. J. (2010). Design of serious games for students with intellectual disability. IHCI, 10, 44–54.
Lanyi, C. S., Klung, J., & Szücs, V. (2014). “Logical Blocks” Multimedia Game Development for Students with Intellectual Disabilities. In Proceedings of the International Conference on Human-Computer Interaction, (pp. 371-375).
Lopez-Basterretxea, A., Mendez-Zorrilla, A., & Garcia-Zapirain, B. (2014). A telemonitoring tool based on serious games addressing money management skills for people with intellectual disability. International Journal of Environmental Research and Public Health, 11(3), 2361–2380.
Lord, C., Elsabbagh, M., Baird, G., & Veenstra-Vanderweele, J. (2018). Autism spectrum disorder. The Lancet, 392(10146), 508–520.
Lucas, K., & Sherry, J. L. (2004). Sex differences in video game play: A communication-based explanation. Communication Research, 31(5), 499–523.
Mancil, G. R., & Pearl, C. E. (2008). Restricted interests as motivators: Improving academic engagement and outcomes of children on the autism Spectrum. TEACHING Exceptional Children Plus, 4(6), n6.
Michael, D.R. & Chen, S.L. (2005). Serious games: Games that educate, train and inform. Muska & Lipman/Premier-Trade.
Moore, D., Cheng, Y., McGrath, P., & Powell, N. J. (2005). Collaborative virtual environment technology for people with autism. Focus on autism and other developmental disabilities, 20(4), 231–243.
Muller, M. J. (2009). Participatory design: The third space in HCI. In Human-computer Interaction (pp. 181-202). CRC press.
Olsen, T., Procci, K., & Bowers, C. (2011). Serious games usability testing: How to ensure proper usability, playability, and effectiveness. In International Conference of Design, User Experience, and Usability, (pp. 625-634). Springer, Berlin, Heidelberg.
Parsons, S. (2015). Learning to work together: Designing a multi-user virtual reality game for social collaboration and perspective-taking for children with autism. International Journal of Child-Computer Interaction, 6, 28–38.
Perera, N. T., Wijerathne, I. S., Wijesooriya, M. M., Dharmarathne, A., & Weerasinghe, R. (2014). A game based learning approach to enrich the special education in Sri Lanka. ICTer, 7(2).
Piper, A. M., O'Brien, E., Morris, M. R., & Winograd, T. (2006). SIDES: A cooperative tabletop computer game for social skills development. In 20th anniversary conference on computer supported cooperative work, (pp. 1-10). ACM.
Politis, Y., Robb, N., Yakkundi, A., Dillenburger, K., Herbertson, N., Charlesworth, B., & Goodman, L. (2017). People with disabilities leading the Design of Serious Games and Virtual Worlds. International Journal of Serious Games, 4(2), 87–97.
Polychronopoulou S. (2010). ΠΑΙΔΙΑ ΚΑΙ ΕΦΗΒΟΙ ΜΕ ΕΙΔΙΚΕΣ ΑΝΑΓΚΕΣ ΚΑΙ ΔΥΝΑΤΟΤΗΤΕΣ, ΤΟΜΟΣ Β’ [children and teenagers with special needs and capabilities, 2nd volume]. Athens, 2010.
Rahman, M.M., Ferdous, S.M., & Ahmed, S.I. (2010). Increasing intelligibility in the speech of the autistic children by an interactive computer game. In IEEE International Symposium on Multimedia (ISM), (pp. 383-387). IEEE.
Ribeiro, P. C., & Raposo, A. B. (2014). ComFiM: a game for multitouch devices to encourage communication between people with autism. In 2014 IEEE 3rd International Conference on Serious Games and Applications for Health (SeGAH), (pp. 1-8). IEEE.
Robb, N., Waller, A., & Woodcock, K. A. (2019). Developing a task switching training game for children with a rare genetic syndrome linked to intellectual disability. Simulation & Gaming, 50(2), 160–179.
Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. Cambridge: The MIT Press.
Slegers, K., Duysburgh, P., & Hendriks, N. (2015). Ethical issues in participatory design with people living with cognitive or sensory impairments. CHI 2015 Workshop on Ethical Encounters in HCI: Research in Sensitive Settings.
Snell, M. E., Luckasson, R., Borthwick-Duffy, W. S., Bradley, V., Buntinx, W. H., Coulter, D. L., & Schalock, R. L. (2009). Characteristics and needs of people with intellectual disability who have higher IQs. Intellectual and Developmental Disabilities, 47(3), 220–233.
Squire, K. (2011). Video games and learning. Teaching and participatory culture in the digital age.
Tan, C. T., Harrold, N., & Rosser, D. (2013). Can you CopyMe?: an expression mimicking serious game. In: SIGGRAPH Asia Symposium on Mobile Graphics and Interactive Applications, (pp. 73). ACM.
Tanaka, J. W., Wolf, J. M., Klaiman, C., Koenig, K., Cockburn, J., Herlihy, L., Brown, C., Stahl, S., Kaiser, M. D., & Schultz, R. T. (2010). Using computerized games to teach face recognition skills to children with autism spectrum disorder: The Let’s face it! Program. Journal of Child Psychology and Psychiatry, 51(8), 944–952.
Tomlinson, C. A. (2000). Differentiation of instruction in the elementary grades. ERIC Digest.
Torrente, J., Del Blanco, Á., Moreno-Ger, P., & Fernández-Manjón, B. (2012). Designing serious games for adult students with cognitive disabilities,” In Proceedings of the Neural Information Processing, (pp. 603–610).
Tsikinas, S., & Xinogalos, S. (2018). Designing effective serious games for people with intellectual disabilities. In 2018 IEEE Global Engineering Education Conference (EDUCON) (pp. 1896–1903). IEEE.
Tsikinas, S., & Xinogalos, S. (2019a). Studying the effects of computer serious games on people with intellectual disabilities or autism spectrum disorder: A systematic literature review. Journal of Computer Assisted Learning, 35(1), 61–73.
Tsikinas S., Xinogalos S. (2019b). Design Guidelines for Serious Games Targeted to People with Autism. In: Uskov V., Howlett R., Jain L. (eds) Smart Education and e-Learning 2019. Smart Innovation, Systems and Technologies, vol 144, (pp. 489-499). Springer, Singapore
Tsikinas, S., Xinogalos, S., & Satratzemi, M. (2016). Review on serious games for people with intellectual disabilities and autism. In 10th European Conference on Games Based Learning (ECGBL 16), (pp. 696-703). Academic Conferences International Limited.
Tsikinas, S., Xinogalos, S., Satratzemi, M., & Kartasidou, L. (2019). Designing a Serious Game for Independent Living Skills in Special Education. In the 13th European Conference on Game Based Learning (ECGBL19), (pp. 748–756).
Van Staalduinen, J. P., & de Freitas, S. (2011). A game-based learning framework: Linking game design and learning. Learning to play: exploring the future of education with video games, 53, 29.
Wehmeyer, M., Hughes, C., Agran, M., Garner, N., & Yeager, D. (2003). Student-directed learning strategies to promote the progress of students with intellectual disability in inclusive classrooms. International Journal Inclusive Education, 7(4), 415–428.
Weiss, P. L., Bialik, P., & Kizony, R. (2003). Virtual reality provides leisure time opportunities for young adults with physical and intellectual disabilities. Cyberpsychology & Behavior, 6(3), 335–342.
Whyte, E. M., Smyth, J. M., & Scherf, K. S. (2015). Designing serious game interventions for individuals with autism. Journal of Autism and Developmental Disorders, 45(12), 3820–3831.
Xinogalos S., Tsikinas S. (2019) Designing Serious Games for People with Special Needs: Implications from a Survey. In: Liapis A., Yannakakis G., Gentile M., Ninaus M. (eds) Games and Learning Alliance. GALA 2019. Lecture Notes in Computer Science, vol 11899. Springer, Cham.
Yan, F. (2011). A sunny day: Ann and Ron’s world an iPad application for children with autism. In conference of Serious Games Development and Applications, (pp. 129–138). Springer Berlin, Heidelberg.
Yusoff, A., Crowder, R., Gilbert, L., & Wills, G. (2009). A conceptual framework for serious games. In the 9th IEEE International Conference on Advanced Learning Technologies (ICALT), (pp. 21-23).
Acknowledgments
This research is funded by the University of Macedonia Research Committee as part of the “Principal Research 2019” funding program.
Author information
Authors and Affiliations
Corresponding author
Additional information
Publisher’s note
Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.
Rights and permissions
About this article
Cite this article
Tsikinas, S., Xinogalos, S. Towards a serious games design framework for people with intellectual disability or autism spectrum disorder. Educ Inf Technol 25, 3405–3423 (2020). https://doi.org/10.1007/s10639-020-10124-4
Received:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s10639-020-10124-4