Game-based interventions in supporting autistic youth

Collaborative video games like Minecraft benefit autistic youth by leveraging their interests in gaming to enhance motivation and engagement.

Autistic individuals often experience challenges with social communication and forming friendships.

These games encourage teamwork, communication, emotional regulation, and social skills by placing participants in empowering roles, thus providing an engaging, strengths-based environment to develop essential life competencies.

A boy playing minecraft game on his PC, wearing headphone, purple lighting.
Black, M. H., Lilford, A., Nguyen, V., Walker, E., Wee, H. H., Falkmer, O., & McGarry, S. Gaming in the intervention and support process: A realist evaluation of a gaming-based programme. Autism. https://doi.org/10.1177/13623613251320542

Key Points

  • Gaming-based interventions, particularly using Minecraft, effectively engage autistic youth by aligning with their interests and existing gaming knowledge.
  • Autistic youth benefit from being placed in “expert roles,” increasing motivation, engagement, and skill acquisition.
  • Participants show notable improvements in social communication, emotional expression, friendship formation, emotional regulation, and independence.
  • Facilitator adaptability, including personalized guidance and strengths-based strategies, significantly enhances intervention effectiveness.
  • Online programme delivery allows greater flexibility, accessibility, and convenience, but requires careful consideration of participant suitability and parental involvement.

Rationale

Autistic individuals frequently encounter substantial social challenges, including difficulties in social communication, initiating and maintaining friendships, and emotional regulation.

These challenges significantly impact mental health, employability, educational outcomes, and overall community involvement.

Traditional social skills interventions, although beneficial in specific contexts, often face criticism due to their limited transferability to real-world scenarios and their reliance on deficit-focused models.

These conventional approaches also potentially encourage camouflaging, which can negatively impact mental health.

Consequently, there is a growing need for more effective, engaging, and inclusive interventions that align with the preferences and strengths of autistic youth.

Gaming-based interventions, especially those utilizing widely popular video games like Minecraft, have emerged as potential alternatives.

These programmes leverage the natural interests and strengths of autistic individuals, promoting skill development through engagement in enjoyable, motivating, and contextually relevant activities.

Previous research has provided preliminary evidence supporting the efficacy of gaming-based interventions; however, the underlying mechanisms, optimal delivery strategies, and specific benefits have not been sufficiently explored.

This study thus addresses a critical gap in understanding the processes and outcomes of gaming-based interventions for autistic youth.

Future research must build upon these insights, exploring broader demographic samples and long-term impacts to further validate and refine these intervention strategies.

Method

A qualitative methodology, specifically a realist evaluation, was chosen to examine the programme comprehensively.

This evaluation method focused on identifying how specific contexts and mechanisms within the intervention led to observed outcomes.

The approach involved ethnographic observation and semi-structured interviews to gather rich, detailed data from multiple perspectives, including youth, caregivers, and facilitators.

Procedure

  • Participants engaged in weekly one-hour online Minecraft sessions.
  • Each participant was assigned a specific role (miner, crafter, builder, guard), necessitating strategic teamwork and effective communication.
  • Goals for each session were collaboratively set by participants or guided by facilitators based on group dynamics.
  • Facilitators actively engaged in sessions, employing implicit modelling, coaching, and explicit guidance when necessary to address emerging challenges or conflicts.
  • Sessions emphasized youth autonomy, problem-solving, and decision-making skills.

Sample

  • The study involved four autistic youths (male, aged 9-17), six caregivers, and two facilitators (one male, one female).
  • Youth participants presented with varied social and communicative abilities; one had additional speech and language delays.
  • Caregivers primarily comprised mothers, aged between 39 and 54 years, predominantly employed full-time.
  • Facilitators were experienced clinicians with varied levels of gaming familiarity.

Measures

  • Sociodemographic questionnaires collected detailed participant profiles.
  • Semi-structured interviews were conducted to elicit nuanced insights into experiences, perceptions, and outcomes of the gaming-based intervention.
  • Structured observation guides facilitated systematic documentation and analysis of interactions and skill developments observed during sessions.

Coding

  • Thematic analysis conducted via NVivo software followed Braun and Clarke’s thematic analysis framework.
  • Data were analyzed using the realist evaluation framework, coding context-mechanism-outcome (CMO) relationships systematically.

Results

  • Autistic youth demonstrated significantly enhanced motivation and engagement due to the inherent appeal and familiarity of Minecraft.
  • The “expert role” significantly increased participant autonomy, confidence, and active participation, positively impacting overall skill development.
  • Youth displayed marked improvements in their abilities to clearly express emotions, articulate needs, and manage emotional responses constructively.
  • Participants exhibited improved social interactions, demonstrating increased capability and confidence in initiating and sustaining friendships.
  • The flexibility and adaptability of facilitators, especially in applying strengths-based and personalized strategies, greatly enhanced youth participation and learning outcomes.
  • Online intervention delivery improved accessibility and convenience for families, particularly benefiting those in remote or resource-constrained settings.

Insight

The study highlights the critical importance of aligning therapeutic interventions with the genuine interests and strengths of autistic youth.

It emphasizes that motivation and active participation are significantly enhanced when youth are empowered through expertise and meaningful engagement.

These insights extend previous research by clearly delineating the mechanisms driving successful outcomes in gaming-based interventions.

The study suggests promising directions for further investigation, including testing similar interventions across diverse populations, exploring long-term benefits, and examining scalability and adaptation to various neurodiverse populations and contexts.

Implications

The research presents significant implications for practitioners and policymakers in autism intervention.

It highlights the potential to shift therapeutic strategies towards strengths-based, personalized, and engaging methods.

Clinicians could incorporate similar gaming interventions into therapeutic practices, educational settings, and broader community services, thereby fostering greater autonomy, emotional maturity, and social connectivity among autistic individuals.

However, successful implementation requires careful consideration of technology accessibility, online safety, parental involvement, and individualized suitability assessments.

Strengths

This study had several methodological strengths, including:

  • The study employs an ethnographic approach that provides in-depth qualitative insights.
  • Data triangulation through multiple stakeholder perspectives ensures comprehensive validity.
  • The realist evaluation framework uniquely elucidates context-specific mechanisms and outcomes, contributing valuable knowledge to intervention literature.

Limitations

This study also had several limitations, including:

  • Limited sample size restricts generalizability.
  • Single-site intervention context may not represent wider population diversity.
  • The homogeneous gender composition may not capture the varied experiences and responses of all autistic youth.

Socratic Questions

  • How might outcomes differ with the inclusion of a more diverse demographic group, including varied genders and other neurodivergent populations?
  • What practical barriers might arise in scaling these interventions to broader or under-resourced community settings?
  • Could other video games replicate the success observed with Minecraft, or are certain game elements uniquely beneficial?
  • How might varying cultural attitudes toward gaming influence the acceptance and implementation of gaming-based interventions in diverse populations?
  • What ethical considerations should practitioners address regarding prolonged digital engagement and online interactions inherent in gaming-based therapeutic interventions?
A boy playing a game on his computer wearing headphones. The heading underneath reads: New research finds collaborative gaming interventions significantly improve social skills and emotional regulation in autistic youth.

Saul McLeod, PhD

BSc (Hons) Psychology, MRes, PhD, University of Manchester

Editor-in-Chief for Simply Psychology

Saul McLeod, PhD., is a qualified psychology teacher with over 18 years of experience in further and higher education. He has been published in peer-reviewed journals, including the Journal of Clinical Psychology.


Olivia Guy-Evans, MSc

Associate Editor for Simply Psychology

BSc (Hons) Psychology, MSc Psychology of Education

Olivia Guy-Evans is a writer and associate editor for Simply Psychology. She has previously worked in healthcare and educational sectors.

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