From Play to Progress: A Structured Narrative Review of Design Characteristics and Reported Developmental Outcomes of Digital Games for Children with Autism Spectrum Disorder
Keywords:
Autism spectrum disorder (ASD); digital games; therapeutic digital games; educational digital games; developmental outcomesAbstract
Digital games have increasingly been used to support learning and early intervention for children with autism spectrum disorder (ASD), yet evidence regarding their impact on children's developmental outcomes remains fragmented. Therefore, this study conducted a structured narrative review to examine the design characteristics and reported developmental outcomes of digital games for children with ASD. A total of 27 studies were identified from Web of Science, IEEE Xplore, PubMed, and Google Scholar based on their relevance to children with ASD, digital games, and reported developmental outcomes. The findings indicate that the reviewed studies reported outcomes across five domains: communication and social behavior, emotional regulation, daily living skills, executive functioning and cognition, and learning skills. Therapeutic digital games were more frequently reported in relation to adaptive domains, particularly communication and emotional regulation, whereas educational digital games more frequently target cognitive and learning-related outcomes. The reported outcome patterns also varied by participant age, intervention duration, technology format, and study type. Overall, digital games demonstrate meaningful potential as supportive tools for children with ASD rather than as stand-alone evidence of universal effectiveness. Future research should adopt more rigorous and standardized designs to enhance comparability and clarify the conditions under which digital games may support specific developmental outcomes.
https://doi.org/10.26803/ijlter.25.8.2
References
Adochiei, F. C., Arghir, S. N., Adochiei, I. R., Argatu, F. C., Seritan, G. C., & Alexandrescu, B. (2024). The power of play: strategies for enhancing development in children with autism spectrum disorders. SENSORS, 24(20), 6720. https://doi.org/10.3390/s24206720
Al-Hammadi, M., & Abdelazim, A. (2015). Randomness impacts in digital game-based learning. 2015 IEEE Global Engineering Education Conference (EDUCON), 806–811. https://doi.org/10.1109/EDUCON.2015.7096064
Annetta, L. A. (2010). The “I’s” Have It: A framework for serious educational game design. Review of General Psychology, 14(2), 105–112. https://doi.org/10.1037/a0018985
Bossavit, B., & Parsons, S. (2018). Outcomes for design and learning when teenagers with autism codesign a serious game: A pilot study. Journal of Computer Assisted Learning, 34(3), 293–305. https://doi.org/10.1111/jcal.12242
Calderón, A., & Ruiz, M. (2015). A systematic literature review on serious games evaluation: An application to software project management. Computers & Education, 87, 396-422. https://doi.org/10.1016/j.compedu.2015.07.011
Cheng, M.-T., Chen, J.-H., Chu, S.-J., & Chen, S.-Y. (2015). The use of serious games in science education: a review of selected empirical research from 2002 to 2013. Journal of Computers in Education, 2(3), 353–375. https://doi.org/10.1007/s40692-015-0039-9
Chien-Sing, L. E. E., & YATIM, J. N. (2021). Perception of parents towards fun puzzle games in helping mild autistic children improve their computational thinking skills. The 29th International Conference on Computers in Education, 502-507. https://library.apsce.net/index.php/ICCE/article/view/4284
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. https://doi.org/10.2298/CSIS140215039C
Cordioli, M., Delfino, L., Romani, A., Mortini, E., & Lanzi, P. L. (2024). A gamified framework to assist therapists with the ABA therapy for autism. 2024 IEEE Gaming, Entertainment, and Media Conference (GEM), 1–6. https://doi.org/10.1109/GEM61861.2024.10585392
Costescu, C., David, C., & Ro?an, A. (2024). Shaping executive functions of neurodiverse children through digital technologies. In C. Costescu (Ed.), Digital Technologies for Learning and Psychological Interventions (pp. 165–188). Springer Nature Switzerland. https://doi.org/10.1007/978-3-031-76414-1_8
Derks, S., Willemen, A. M., & Sterkenburg, P. S. (2022). Improving adaptive and cognitive skills of children with intellectual disability and/or autism spectrum disorder: Meta-analysis of randomized controlled trials on the effects of serious games. International Journal of Child-Computer Interaction, 33, 100488. https://doi.org/https://doi.org/10.1016/j.ijcci.2022.100488
Djaouti, D., Alvarez, J., & Jessel, J.-P. (2011). Classifying serious games: The G/P/S Model. In Handbook of Research on Improving Learning and Motivation through Educational Games (Number Handbook of Research on Improving Learning and Motivation through Educational Games, pp. 118–136). IGI Global. https://doi.org/10.4018/978-1-60960-495-0.ch006
Elhaddadi, M., Maazouz, H., Alami, N., Drissi, M. M., Mènon, C. S., Latifi, M., & Ahami, A. O. T. (2021). Serious games to teach emotion recognition to children with autism spectrum disorders (ASD). Acta Neuropsychologica, 19(1), 81–92. https://doi.org/10.5604/01.3001.0014.7569
Erhel, S., & Jamet, E. (2013). Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness. Computers and Education, 67, 156–167. https://doi.org/10.1016/j.compedu.2013.02.019
Florou, D., Mavroudi, C., Haidi, I., Gouscos, D., & Meimaris, M. (2009). Animating DGBL in pre-school, primary and special education: Three case studies. Proceedings of the 3rd European Conference on Games Based Learning, 124–134. https://www.researchgate.net/publication/344319925_Animating_DGBL_in_Pre-School_Primary_and_Special_Education_Three_Case_Studies
Gallup, J., Perihan, C., Tatsuma, Y., & Ikuta, S. (2021). Creating inclusive functional content using dot-codes: An exploration of multistep recipes for individuals with autism in post-secondary settings. In Education and Technology Support for Children and Young Adults with ASD and Learning Disabilities (pp. 149–166). IGI Global Scientific Publishing. https://doi.org/10.4018/978-1-7998-7053-1.ch008
Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment, 1(1), 20–20. https://doi.org/10.1145/950566.950595
Gobbo, M. R. D., de Barbosa, C., Morandini, M., Mafort, F., & Mioni, J. (2021). ACA game for individuals with autism spectrum disorder. Entertainment Computing, 38, 100409. https://doi.org/10.1016/j.entcom.2021.100409
Guerra, E., & Furtado, F. (2013). A proposal software for multidisciplinary treatment of autistic children. 2013 8th Iberian Conference on Information Systems and Technologies (CISTI), 1–6. https://ieeexplore.ieee.org/document/6615803
Hassan, A., Pinkwart, N., & Shafi, M. (2021). Serious games to improve social and emotional intelligence in children with autism. Entertainment Computing, 38, 100417. https://doi.org/10.1016/j.entcom.2021.100417
Hassan, A., Pinkwart, N., & Shafi, M. (2025). Zirkus Empathico 2.0: a serious multiplayer mobile game for children with autism spectrum disorder (ASD), with a focus on enhancing social and emotional development. Multimedia Tools and Applications, 1–24. https://doi.org/10.1007/s11042-025-20826-x
Hetzroni, O. E., & Ne’eman, A. (2013). Influence of colour on acquisition and generalisation of graphic symbols. Journal Of Intellectual Disability Research, 57(7), 669–680. https://doi.org/10.1111/j.1365-2788.2012.01584.x
Junaidi, A. R., Irvan, M., Jauhari, M. N., Hashim, H. U., Ummah, U. S., & Smaragdina, A. A. (2025). Developing moral awareness in children with autism: The use of educational game applications in learning. International Journal Of Advanced And Applied Sciences, 12(2), 112–117. https://doi.org/10.21833/ijaas.2025.02.012
Kellidou, P. M., Kotzageorgiou, M., Voulgari, I., & Nteropoulou Nterou, E. (2020). A review of digital games for children with autism spectrum disorder. ACM International Conference Proceeding Series, 227–234. https://doi.org/10.1145/3439231.3439270
Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. Internet and Higher Education, 8(1), 13–24. https://doi.org/10.1016/j.iheduc.2004.12.001
Kwon, J., & Lee, Y. (2016). Serious games for the job training of people with developmental disabilities. Computers and Education, 95, 328–339. https://doi.org/10.1016/j.compedu.2016.02.001
Li, Y., Chen, D., & Deng, X. (2024). The impact of digital educational games on student’s motivation for learning: The mediating effect of learning engagement and the moderating effect of the digital environment. PLoS ONE, 19(1), e0294350. https://doi.org/10.1371/journal.pone.0294350
Macoun, S. J., Schneider, I., Bedir, B., Sheehan, J., & Sung, A. (2021). Pilot study of attention and executive function cognitive intervention in children with autism spectrum disorders. Journal of Autism and Developmental Disorders, 51, 2600–2610. https://doi.org/10.1007/s10803-020-04723-w
Malinverni, L., Mora-Guiard, J., Padillo, V., Valero, L., Hervás, A., & Pares, N. (2017). An inclusive design approach for developing video games for children with autism spectrum disorder. Computers in Human Behavior, 71, 535–549. https://doi.org/10.1016/j.chb.2016.01.018
McClarty, K. L., Orr, A., Frey, P. M., Dolan, R. P., Vassileva, V., & Mcvay, A. (2012). A Literature Review of Gaming in Education: Research Report. Pearson’s Research Reports, 1-35. https://www.pearsonassessments.com/content/dam/school/global/clinical/us/assets/tmrs/lit-review-of-gaming-in-education.pdf?srsltid=AfmBOooBfbKZ_dwLtXPySSHtK51CvyQS6gGbxS9vQJupXQK6nzz3jl81
Miyamoto, S., & Tsuge, M. (2021). Treating stuttering children with autism spectrum disorder. In Education and Technology Support for Children and Young Adults with ASD and Learning Disabilities, 208–222. IGI Global Scientific Publishing. https://doi.org/10.4018/978-1-7998-7053-1.ch011
Montero de Espinosa Espino, G., & Perez de la Maza, L. (2024). Best practices to improve autonomy of people on the spectrum using handheld devices. In C. Costescu (Ed.), Digital Technologies for Learning and Psychological Interventions (pp. 189–209). Springer Nature Switzerland. https://doi.org/10.1007/978-3-031-76414-1_9
Najeeb, R. S., Uthayan, J., Lojini, R. P., Vishaliney, G., Alosius, J., & Gamage, A. (2020). Gamified smart mirror to leverage autistic education - Aliza. 2020 2nd International Conference on Advancements in Computing (ICAC), 1, 428–433. https://doi.org/10.1109/ICAC51239.2020.9357065
Nawahdah, M., & Ihmouda, W. (2019). Implementing a serious game to improve communication and social skills for children with autism. In Collaboration Technologies and Social Computing: 25th International Conference, CRIWG+ CollabTech 2019, Kyoto, Japan, September 4–6, 2019, Proceedings 25 (pp. 202–211). Springer. https://doi.org/10.1007/978-3-030-28011-6_14
Pistoljevic, N., & Hulusic, V. (2017). An interactive E-book with an educational game for children with developmental disorders: A pilot user study. 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), 87–93. https://doi.org/10.1109/VS-GAMES.2017.8056575
Prensky, M. (2001). The games generations: how learners have changed. In Digital Game-Based Learning (pp. 021–0226). McGraw-Hill. https://www.scribd.com/document/465580552/Prensky-Ch2-Digital-Game-Based-Learning
Qidwai, U., & Connor, O. (2018). A general-purpose game module for children with autism spectrum disorder. 2018 IEEE-EMBS Conference on Biomedical Engineering and Sciences (IECBES), 426–431. https://doi.org/10.1109/IECBES.2018.8626699
Rodriguez, M. C., Mehta, S., & Elias-Espinosa, M. C. (2022). Augmented reality game for children with autism spectrum disorder. International Conference on Computers Helping People with Special Needs, 462–467. https://link.springer.com/chapter/10.1007/978-3-031-08648-9_53
Shams, Z., Kashani-Vahid, L., & Moradi, H. (2020). Comparing the effectiveness of “Emogalaxy Video Game” with “card games” on emotion regulation of children with autism spectrum disorder. 2020 International Serious Games Symposium (ISGS), 94–98. https://doi.org/10.1109/ISGS51981.2020.9375321
Sher, Y., Chuang, C., & Hong, J.-C. (2021). Effects and motivation/engagement of an interactive digital game for special education students in elementary school: A case study analysis. Journal of Rehabilitation Practices and Research, 2(1), 118. https://doi.org/10.33790/jrpr1100118
Sloan, K. M. (2024). Toward Cognitive Accessibility for Autism: Developing an Evaluation Heuristic for Educational Video Games [Doctoral dissertation, The Ohio State University]. OhioLINK Electronic Theses and Dissertations Center. http://rave.ohiolink.edu/etdc/view?acc_num=osu1720721129900652
Stasolla, F., Caffò, A. O., & Perilli, V. (2021). Fostering inclusion of children and adolescents with autism spectrum disorders in daily settings through technological support: A selective overview. In Education and technology support for children and young adults with ASD and learning disabilities (pp. 224–245). IGI Global. https://doi.org/10.4018/978-1-7998-7053-1.ch012
Tsikinas, S., & Xinogalos, S. (2020). Towards a serious games design framework for people with intellectual disability or autism spectrum disorder. Education and Information Technologies, 25(4), 3405–3423. https://doi.org/10.1007/s10639-020-10124-4
Tsikinas, S., Xinogalos, S., & Satratzemi, M. (2016). Review on serious games for people with intellectual disabilities and autism. (10th European Conference on Games Based Learning (ECGBL 2016)), 696–703. https://ruomoplus.lib.uom.gr/handle/8000/1229
Uzuegbunam, N., Wong, W.-H., Cheung, S. S., & Ruble, L. (2015). MEBook: Kinect-based self-modeling intervention for children with autism. 2015 IEEE International Conference on Multimedia and Expo (ICME), 1–6. https://doi.org/10.1109/ICME.2015.7177518
Vukicevic, S., Dordevic, M., Glumbic, N., Bogdanovic, Z., & Jovicic, M. D. (2019). A demonstration project for the utility of kinect-based educational games to benefit motor skills of children with ASD. Perceptual And Motor Skills, 126(6), 1117–1144. https://doi.org/10.1177/0031512519867521
Wagle, S., Ghosh, A., Karthic, P., Ghosh, A., Pervaiz, T., Kapoor, R., Patil, K., & Gupta, N. (2021). Development and testing of a game-based digital intervention for working memory training in autism spectrum disorder. Scientific Reports, 11, 13800. https://doi.org/10.1038/s41598-021-93258-w
Wu, X. B., Liang, J. W., Dong, Y. S., Ou, Q. X., Chen, J. X., Zou, L. H., Dong, W. X., & Lu, C. X. (2025). Effects of VR-based serious games on gross motor skills in Chinese children with autism spectrum disorder in special education: A pilot study. Journal of Autism and Developmental Disorders, 1-9. https://doi.org/10.1007/s10803-025-06810-2
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Hang Thi Nguyen, Hanh Van Nguyen, Mai Thuy Thi Duong, Ha Thi Vu, Hai Minh Bui

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
All articles published by IJLTER are licensed under a Creative Commons Attribution Non-Commercial No-Derivatives 4.0 International License (CCBY-NC-ND4.0).