The Impact of Virtual Reality Intervention on Emotion Regulation and Executive Functions in Autistic Children.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Hasan Sepehri Bonab, Soghra Ebrahimi Sani, Behzad Behzadnia
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Abstract

Introduction: Autistic children may encounter difficulties in managing emotions and executive functions (EFs), which can contribute to mental and health challenges. Recognizing physical activities as a potential strategy for enhancing emotion regulation (ER), this study aims to investigate the efficacy of a virtual reality (VR)-based physical exercise program in improving ER and EFs among children with autism spectrum disorder (ASD). Materials and Methods: Forty boys diagnosed with ASD, aged 7 to 10 years, were randomly assigned to two groups: a VR intervention group (n = 20) and a control group (n = 20). The intervention group participated in a VR program, while the control group solely concentrated on engaging in sedentary and inactive video gaming. EFs were evaluated through the utilization of both the flanker task and the Wisconsin card sorting task, both administered initially at baseline and subsequently after an 8-week interval. In addition, the parents of the children completed the Emotion Regulation Checklist to evaluate their ER skills. Results: According to the results, a significant difference was observed between the two groups in terms of EFs and the ability to regulate emotion (P < 0.05). The intervention group demonstrated a notable improvement in ER skills and exhibited superior executive functioning abilities compared with the control group. Conclusion: It appears that VR exercises can serve as a preliminary trial to enhance EFs and ER in children with autism. In addition, they may prove effective as complementary interventions to traditional educational strategies in preventing future challenges associated with ASD.

虚拟现实干预对自闭症儿童情绪调节和执行功能的影响。
简介自闭症儿童在情绪管理和执行功能(EFs)方面可能会遇到困难,这可能会导致心理和健康方面的挑战。认识到体育活动是增强情绪调节(ER)的潜在策略,本研究旨在调查基于虚拟现实(VR)的体育锻炼项目在改善自闭症谱系障碍(ASD)儿童的情绪调节和执行功能方面的效果。材料与方法:40名被诊断患有自闭症谱系障碍的7至10岁男孩被随机分配到两组:虚拟现实干预组(n = 20)和对照组(n = 20)。干预组参与虚拟现实项目,而对照组则只专注于久坐不动和不活跃的视频游戏。干预组通过侧手任务和威斯康星卡片分类任务来评估幼儿的情绪控制能力,这两项任务都是在基线期和间隔 8 周后进行的。此外,孩子的父母也填写了情绪调节核对表,以评估他们的情绪调节能力。结果显示结果显示,两组儿童在情商和情绪调节能力方面存在显著差异(P < 0.05)。与对照组相比,干预组在情绪调节能力方面有明显改善,并表现出更高的执行功能能力。结论VR练习似乎可以作为提高自闭症儿童EF和ER的初步试验。此外,它们可能被证明是传统教育策略的有效补充干预措施,可预防自闭症儿童未来面临的挑战。
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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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