The creation of a digital game simulating high-functioning autism spectrum disorders to induce empathy in neurotypical players

Despite autism spectrum disorder (ASD) being present in approximately 1-2% of the world's population, people with ASD are greatly stigmatized, leading to an overall lower quality of life. In order to address this, empathy must be induced in non-autistic, neurotypical people. As such, the aim of...

Full description

Saved in:
Bibliographic Details
Main Author: TEE, HANNAH ELYSE
Format: text
Published: Archīum Ateneo 2017
Subjects:
Online Access:https://archium.ateneo.edu/theses-dissertations/36
http://rizalls.lib.admu.edu.ph/#section=resource&resourceid=1382139479&currentIndex=0&view=fullDetailsDetailsTab
Tags: Add Tag
No Tags, Be the first to tag this record!
Institution: Ateneo De Manila University
id ph-ateneo-arc.theses-dissertations-1035
record_format eprints
spelling ph-ateneo-arc.theses-dissertations-10352021-03-21T12:30:03Z The creation of a digital game simulating high-functioning autism spectrum disorders to induce empathy in neurotypical players TEE, HANNAH ELYSE Despite autism spectrum disorder (ASD) being present in approximately 1-2% of the world's population, people with ASD are greatly stigmatized, leading to an overall lower quality of life. In order to address this, empathy must be induced in non-autistic, neurotypical people. As such, the aim of this study is to create a game which would allow neurotypical players to experience how it is to have ASD. In doing this, the following questions are answered: (1) Which aspects of autism spectrum disorder can be effectively gamified? (2) Which game elements best simulate aspects of autism spectrum disorder? (3) Which game elements best induce empathy towards ASD in neurotypical players? (4) To what extent is a game effective in inducing empathy in neurotypical players? And (5) Would neurotypical players respond more positively towards a game as compared to a video for autism empathy? If so, by how much?For this study, clinicians and people with ASD were interviewed to determine which aspects of ASD should be included in the game to convey to neurotypical players. After which, a game with two (2) levels was developed on Unity 5.5.x. The game was then played and evaluated by five (5) clinicians and thirty-three (33) neurotypical players through questionnaires. The clinicians evaluated the extent to which aspects of ASD were simulated. Meanwhile, the thirty-three (33) neurotypical players answered Power's Attitudes to Disability Scale before and after playing the game. They also answered a self-report, indicating which game elements they found most inducive of empathy. The self-report also measured the players' empathy towards ASD. This was compared to the results of thirty-three (33) neurotypical people who watched an informative video about autism instead of playing the game. This is to determine if the game is significantly more effective in inducing empathy than a video.All in all, most ASD behaviors could be simulated in a game, and there was no particular game element which is more effective than the others in portraying ASD behaviors or in inducing empathy in neurotypical players. In terms of the extent by which it can induce empathy, however, the game was not significantly effective, though an informative video was also not significantly more effective in inducing empathy than the game was. 2017-01-01T08:00:00Z text https://archium.ateneo.edu/theses-dissertations/36 http://rizalls.lib.admu.edu.ph/#section=resource&resourceid=1382139479&currentIndex=0&view=fullDetailsDetailsTab Theses and Dissertations (All) Archīum Ateneo Video games -- Design -- Psychological aspects Computer games -- Design Computer games -- Psychological aspects Educational games Autism spectrum disorders Empathy Helping behavior.
institution Ateneo De Manila University
building Ateneo De Manila University Library
continent Asia
country Philippines
Philippines
content_provider Ateneo De Manila University Library
collection archium.Ateneo Institutional Repository
topic Video games -- Design -- Psychological aspects
Computer games -- Design
Computer games -- Psychological aspects
Educational games
Autism spectrum disorders
Empathy
Helping behavior.
spellingShingle Video games -- Design -- Psychological aspects
Computer games -- Design
Computer games -- Psychological aspects
Educational games
Autism spectrum disorders
Empathy
Helping behavior.
TEE, HANNAH ELYSE
The creation of a digital game simulating high-functioning autism spectrum disorders to induce empathy in neurotypical players
description Despite autism spectrum disorder (ASD) being present in approximately 1-2% of the world's population, people with ASD are greatly stigmatized, leading to an overall lower quality of life. In order to address this, empathy must be induced in non-autistic, neurotypical people. As such, the aim of this study is to create a game which would allow neurotypical players to experience how it is to have ASD. In doing this, the following questions are answered: (1) Which aspects of autism spectrum disorder can be effectively gamified? (2) Which game elements best simulate aspects of autism spectrum disorder? (3) Which game elements best induce empathy towards ASD in neurotypical players? (4) To what extent is a game effective in inducing empathy in neurotypical players? And (5) Would neurotypical players respond more positively towards a game as compared to a video for autism empathy? If so, by how much?For this study, clinicians and people with ASD were interviewed to determine which aspects of ASD should be included in the game to convey to neurotypical players. After which, a game with two (2) levels was developed on Unity 5.5.x. The game was then played and evaluated by five (5) clinicians and thirty-three (33) neurotypical players through questionnaires. The clinicians evaluated the extent to which aspects of ASD were simulated. Meanwhile, the thirty-three (33) neurotypical players answered Power's Attitudes to Disability Scale before and after playing the game. They also answered a self-report, indicating which game elements they found most inducive of empathy. The self-report also measured the players' empathy towards ASD. This was compared to the results of thirty-three (33) neurotypical people who watched an informative video about autism instead of playing the game. This is to determine if the game is significantly more effective in inducing empathy than a video.All in all, most ASD behaviors could be simulated in a game, and there was no particular game element which is more effective than the others in portraying ASD behaviors or in inducing empathy in neurotypical players. In terms of the extent by which it can induce empathy, however, the game was not significantly effective, though an informative video was also not significantly more effective in inducing empathy than the game was.
format text
author TEE, HANNAH ELYSE
author_facet TEE, HANNAH ELYSE
author_sort TEE, HANNAH ELYSE
title The creation of a digital game simulating high-functioning autism spectrum disorders to induce empathy in neurotypical players
title_short The creation of a digital game simulating high-functioning autism spectrum disorders to induce empathy in neurotypical players
title_full The creation of a digital game simulating high-functioning autism spectrum disorders to induce empathy in neurotypical players
title_fullStr The creation of a digital game simulating high-functioning autism spectrum disorders to induce empathy in neurotypical players
title_full_unstemmed The creation of a digital game simulating high-functioning autism spectrum disorders to induce empathy in neurotypical players
title_sort creation of a digital game simulating high-functioning autism spectrum disorders to induce empathy in neurotypical players
publisher Archīum Ateneo
publishDate 2017
url https://archium.ateneo.edu/theses-dissertations/36
http://rizalls.lib.admu.edu.ph/#section=resource&resourceid=1382139479&currentIndex=0&view=fullDetailsDetailsTab
_version_ 1712577775922053120