HaptiKart: An engaging videogame reveals elevated proprioceptive bias in individuals with autism spectrum disorder.

PLOS digital health Pub Date : 2025-06-18 eCollection Date: 2025-06-01 DOI:10.1371/journal.pdig.0000879
Daniel E Lidstone, Mohit Singhala, Liam J Wang, Jeremy D Brown, Stewart H Mostofsky
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Abstract

An overreliance on proprioceptive (intrinsic) sensory input from the body, compared to visual (extrinsic) input from the environment, may underpin core features of autism spectrum disorder (ASD). We developed an engaging videogame ("HaptiKart") as a tool to examine differences in sensory-motor bias (proprioceptive vs. visual) in children and adults with ASD and whether bias correlates with age, core autism features, and intellectual ability. Eighty-one participants (33 ASD, 48 typically-developing, TD) aged 8-31 years played "HaptiKart," a driving videogame with a force-feedback steering wheel that provided "steering assist" during gameplay. In separate trials, proprioceptive and visual feedback were selectively delayed, and differences in driving error between the conditions were used to calculate perceptual bias scores. Effects of autism diagnosis and age on bias scores were examined, controlling for sex, as were associations of perceptual bias with autism symptom severity (ADOS-2, SRS-2), attention-deficit symptom severity (Conners4 ADHD Total Scores) ratings, and IQ (general ability index, GAI). The ASD group exhibited significantly higher proprioceptive bias than did the TD group (p = 0.002). There was a trend for decreasing proprioceptive bias with age, but no significant diagnosis-by-age interaction. Increased proprioceptive bias correlated with higher autism severity and with lower IQ, but not ADHD symptoms. HaptiKart provides a highly scalable approach for measuring sensory-motor bias, revealing that individuals with ASD show elevated proprioceptive bias, correlating with autism severity. HaptiKart's sensory-motor bias measure may thereby serve as a digital biomarker for addressing autism heterogeneity in ways that can improve targeted intervention.

HaptiKart:一款引人入胜的电子游戏揭示了自闭症谱系障碍患者本体感觉偏差的升高。
与来自环境的视觉(外在)输入相比,过度依赖来自身体的本体感觉(内在)输入可能是自闭症谱系障碍(ASD)的核心特征。我们开发了一款引人入胜的视频游戏(“HaptiKart”),作为一种工具来检查儿童和成人ASD患者的感觉-运动偏倚(本体感觉与视觉)的差异,以及偏倚是否与年龄、核心自闭症特征和智力能力相关。81名8-31岁的参与者(33名ASD, 48名发育正常的TD)玩了“HaptiKart”,这是一款带有力反馈方向盘的驾驶视频游戏,在游戏过程中提供“转向辅助”。在单独的试验中,本体感觉和视觉反馈被选择性地延迟,并使用不同条件下驾驶误差的差异来计算感知偏差得分。研究了自闭症诊断和年龄对偏见得分的影响,控制了性别,以及感知偏见与自闭症症状严重程度(ADOS-2, SRS-2)、注意缺陷症状严重程度(conner4 ADHD总分)评分和智商(一般能力指数,GAI)的关联。ASD组本体感觉偏倚明显高于TD组(p = 0.002)。本体感觉偏差随年龄的增长有下降的趋势,但诊断与年龄之间没有显著的相互作用。本体感觉偏倚的增加与自闭症的严重程度和较低的智商相关,但与多动症症状无关。HaptiKart提供了一种高度可扩展的方法来测量感觉-运动偏倚,揭示ASD患者表现出升高的本体感觉偏倚,与自闭症严重程度相关。因此,HaptiKart的感觉-运动偏差测量可以作为一种数字生物标志物,以改善针对性干预的方式解决自闭症异质性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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