Research in serious games for people with intellectual disability : a meta-analysis study

dc.contributor.authorSOUSA, CARLA
dc.contributor.authorNeves, José Carlos
dc.contributor.authorDamásio, Manuel
dc.contributor.editorGamito, Pedro
dc.contributor.editorBrown, David
dc.contributor.editorKoenig, Sebastian
dc.contributor.institutionCICANT - Centre for Research in Applied Communication, Culture, and New Technologies
dc.date.accessioned2025-01-31T17:24:38Z
dc.date.available2025-01-31T17:24:38Z
dc.date.issued2021-09-09
dc.description.abstractCurrently, the potential of games as an intervention tool in a broad range of areas has been increasingly explored by researchers. Notwithstanding, and when considering individuals with Intellectual Disability (ID), the need for more data emerges, as well as the need to systematize and summarize such data, allowing evidence-based decisions to all the stakeholders in this field. The present study aimed to systematize the existing evidence regarding the effectiveness of serious games in the promotion of life skills in people with ID. Several scientific databases were consulted, as well as researchers' social networks to obtain a sample as wide as possible. Through a process composed of different phases, several inclusion and exclusion criteria were applied to the initial search results. The obtained sample of studies (N = 8) was then systematically analyzed, including a meta-analysis procedure, to summarize the quantitative data on the effectiveness of serious game based interventions for people with ID. Results from the meta-analysis study emphasize larger effect-sizes than conventional methods (non game-based) interventions with people with ID (fixed-effects, g = 0.417; 95% CI [0.169, 0.666]; Z = 3.293, SE = 0.127, p = .001) , in the promotion of a broad range of variables associated with well-being, from cognitive abilities to psychotherapy related skills. Such results can frame the discussion regarding serious games as a relevant and feasible strategy to promote skills in people with ID, allowing evidence-based decisions in this field, aimed at supporting an increasing and enhanced inclusion of games in their daily lives.en
dc.description.sponsorshipThe present work was developed in the scope of ID Games (www.idgames.eu) international project, funded by the European Commission (2019-1-EL01-KA204-062517), under the Erasmus+ programme, framed in the cooperation actions for innovation and exchange in good practices – strategic partnerships for adult population (Key Action 2)
dc.identifier.citationSOUSA, CARLA, Neves, J C & Damásio, M 2021, Research in serious games for people with intellectual disability : a meta-analysis study. in P Gamito, D Brown & S Koenig (eds), 13th International Conference on disability, virtual reality and associated technologies. Universidade Lusófona, pp. p. 43-50, 13th International Conference on Disability, Virtual Reality and Associated Technologies, Serpa, Portugal, 8/09/21.
dc.identifier.urihttp://hdl.handle.net/10437/15052
dc.identifier.urlhttp://studio.hei-lab.ulusofona.pt/archive/2021/ICDVRAT2021_Full_Proceedings_13thConf_FinalVersion.pdf
dc.language.isoeng
dc.peerreviewedyes
dc.publisherUniversidade Lusófona
dc.publisher13th International Conference on Disability, Virtual Reality and Associated Technologies
dc.relation.ispartof13th International Conference on disability, virtual reality and associated technologies
dc.rightsopenAccess
dc.subjectAUDIOVISUAL
dc.subjectSIGNIFICANT DISABILITY
dc.subjectGAMES
dc.subjectAUDIOVISUAL
dc.subjectDEFICIÊNCIA INTELECTUAL
dc.subjectJOGOS
dc.titleResearch in serious games for people with intellectual disability : a meta-analysis studyen
dc.typeconferenceObject

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