GOLIAH: A Gaming Platform for Home-Based Intervention in Autism - Principles and Design

Valentina Bono, Antonio Narzisi, Anne-Lise Jouen, Elodie Tilmont, Stephane Hommel, Wasifa Jamal, Jean Xavier, Lucia Billeci, Koushik Maharatna, Mike Wald, Mohamed Chetouani, David Cohen, Filippo Muratori, MICHELANGELO study group, Fabio Apicella, Federico Sicca

Research output: Contribution to journalArticle

Abstract

Children with Autism need intensive intervention and this is challenging in terms of manpower, costs, and time. Advances in Information Communication Technology and computer gaming may help in this respect by creating a nomadically deployable closed-loop intervention system involving the child and active participation of parents and therapists. An automated serious gaming platform enabling intensive intervention in nomadic settings has been developed by mapping two pivotal skills in autism spectrum disorder: Imitation and Joint Attention (JA). Eleven games - seven Imitations and four JA - were derived from the Early Start Denver Model. The games involved application of visual and audio stimuli with multiple difficulty levels and a wide variety of tasks and actions pertaining to the Imitation and JA. The platform runs on mobile devices and allows the therapist to (1) characterize the child's initial difficulties/strengths, ensuring tailored and adapted intervention by choosing appropriate games and (2) investigate and track the temporal evolution of the child's progress through a set of automatically extracted quantitative performance metrics. The platform allows the therapist to change the game or its difficulty levels during the intervention depending on the child's progress. Performance of the platform was assessed in a 3-month open trial with 10 children with autism (Trial ID: NCT02560415, Clinicaltrials.gov). The children and the parents participated in 80% of the sessions both at home (77.5%) and at the hospital (90%). All children went through all the games but, given the diversity of the games and the heterogeneity of children profiles and abilities, for a given game the number of sessions dedicated to the game varied and could be tailored through automatic scoring. Parents (N = 10) highlighted enhancement in the child's concentration, flexibility, and self-esteem in 78, 89, and 44% of the cases, respectively, and 56% observed an enhanced parents-child relationship. This pilot study shows the feasibility of using the developed gaming platform for home-based intensive intervention. However, the overall capability of the platform in delivering intervention needs to be assessed in a bigger open trial.

Original languageEnglish
Pages (from-to)70
JournalFrontiers in Psychiatry
Volume7
DOIs
Publication statusPublished - 2016

Fingerprint

Autistic Disorder
Parents
Parent-Child Relations
Aptitude
Self Concept
Communication
Technology
Costs and Cost Analysis
Equipment and Supplies

ASJC Scopus subject areas

  • Medicine(all)

Cite this

GOLIAH : A Gaming Platform for Home-Based Intervention in Autism - Principles and Design. / Bono, Valentina; Narzisi, Antonio; Jouen, Anne-Lise; Tilmont, Elodie; Hommel, Stephane; Jamal, Wasifa; Xavier, Jean; Billeci, Lucia; Maharatna, Koushik; Wald, Mike; Chetouani, Mohamed; Cohen, David; Muratori, Filippo; MICHELANGELO study group ; Apicella, Fabio; Sicca, Federico.

In: Frontiers in Psychiatry, Vol. 7, 2016, p. 70.

Research output: Contribution to journalArticle

Bono, V, Narzisi, A, Jouen, A-L, Tilmont, E, Hommel, S, Jamal, W, Xavier, J, Billeci, L, Maharatna, K, Wald, M, Chetouani, M, Cohen, D, Muratori, F, MICHELANGELO study group, Apicella, F & Sicca, F 2016, 'GOLIAH: A Gaming Platform for Home-Based Intervention in Autism - Principles and Design', Frontiers in Psychiatry, vol. 7, pp. 70. https://doi.org/10.3389/fpsyt.2016.00070
Bono, Valentina ; Narzisi, Antonio ; Jouen, Anne-Lise ; Tilmont, Elodie ; Hommel, Stephane ; Jamal, Wasifa ; Xavier, Jean ; Billeci, Lucia ; Maharatna, Koushik ; Wald, Mike ; Chetouani, Mohamed ; Cohen, David ; Muratori, Filippo ; MICHELANGELO study group ; Apicella, Fabio ; Sicca, Federico. / GOLIAH : A Gaming Platform for Home-Based Intervention in Autism - Principles and Design. In: Frontiers in Psychiatry. 2016 ; Vol. 7. pp. 70.
@article{4474df04816644bbaddfb4a661b3da7c,
title = "GOLIAH: A Gaming Platform for Home-Based Intervention in Autism - Principles and Design",
abstract = "Children with Autism need intensive intervention and this is challenging in terms of manpower, costs, and time. Advances in Information Communication Technology and computer gaming may help in this respect by creating a nomadically deployable closed-loop intervention system involving the child and active participation of parents and therapists. An automated serious gaming platform enabling intensive intervention in nomadic settings has been developed by mapping two pivotal skills in autism spectrum disorder: Imitation and Joint Attention (JA). Eleven games - seven Imitations and four JA - were derived from the Early Start Denver Model. The games involved application of visual and audio stimuli with multiple difficulty levels and a wide variety of tasks and actions pertaining to the Imitation and JA. The platform runs on mobile devices and allows the therapist to (1) characterize the child's initial difficulties/strengths, ensuring tailored and adapted intervention by choosing appropriate games and (2) investigate and track the temporal evolution of the child's progress through a set of automatically extracted quantitative performance metrics. The platform allows the therapist to change the game or its difficulty levels during the intervention depending on the child's progress. Performance of the platform was assessed in a 3-month open trial with 10 children with autism (Trial ID: NCT02560415, Clinicaltrials.gov). The children and the parents participated in 80{\%} of the sessions both at home (77.5{\%}) and at the hospital (90{\%}). All children went through all the games but, given the diversity of the games and the heterogeneity of children profiles and abilities, for a given game the number of sessions dedicated to the game varied and could be tailored through automatic scoring. Parents (N = 10) highlighted enhancement in the child's concentration, flexibility, and self-esteem in 78, 89, and 44{\%} of the cases, respectively, and 56{\%} observed an enhanced parents-child relationship. This pilot study shows the feasibility of using the developed gaming platform for home-based intensive intervention. However, the overall capability of the platform in delivering intervention needs to be assessed in a bigger open trial.",
author = "Valentina Bono and Antonio Narzisi and Anne-Lise Jouen and Elodie Tilmont and Stephane Hommel and Wasifa Jamal and Jean Xavier and Lucia Billeci and Koushik Maharatna and Mike Wald and Mohamed Chetouani and David Cohen and Filippo Muratori and {MICHELANGELO study group} and Fabio Apicella and Federico Sicca",
note = "Extracted concepts autism",
year = "2016",
doi = "10.3389/fpsyt.2016.00070",
language = "English",
volume = "7",
pages = "70",
journal = "Frontiers in Psychiatry",
issn = "1664-0640",
publisher = "Frontiers Research Foundation",

}

TY - JOUR

T1 - GOLIAH

T2 - A Gaming Platform for Home-Based Intervention in Autism - Principles and Design

AU - Bono, Valentina

AU - Narzisi, Antonio

AU - Jouen, Anne-Lise

AU - Tilmont, Elodie

AU - Hommel, Stephane

AU - Jamal, Wasifa

AU - Xavier, Jean

AU - Billeci, Lucia

AU - Maharatna, Koushik

AU - Wald, Mike

AU - Chetouani, Mohamed

AU - Cohen, David

AU - Muratori, Filippo

AU - MICHELANGELO study group

AU - Apicella, Fabio

AU - Sicca, Federico

N1 - Extracted concepts autism

PY - 2016

Y1 - 2016

N2 - Children with Autism need intensive intervention and this is challenging in terms of manpower, costs, and time. Advances in Information Communication Technology and computer gaming may help in this respect by creating a nomadically deployable closed-loop intervention system involving the child and active participation of parents and therapists. An automated serious gaming platform enabling intensive intervention in nomadic settings has been developed by mapping two pivotal skills in autism spectrum disorder: Imitation and Joint Attention (JA). Eleven games - seven Imitations and four JA - were derived from the Early Start Denver Model. The games involved application of visual and audio stimuli with multiple difficulty levels and a wide variety of tasks and actions pertaining to the Imitation and JA. The platform runs on mobile devices and allows the therapist to (1) characterize the child's initial difficulties/strengths, ensuring tailored and adapted intervention by choosing appropriate games and (2) investigate and track the temporal evolution of the child's progress through a set of automatically extracted quantitative performance metrics. The platform allows the therapist to change the game or its difficulty levels during the intervention depending on the child's progress. Performance of the platform was assessed in a 3-month open trial with 10 children with autism (Trial ID: NCT02560415, Clinicaltrials.gov). The children and the parents participated in 80% of the sessions both at home (77.5%) and at the hospital (90%). All children went through all the games but, given the diversity of the games and the heterogeneity of children profiles and abilities, for a given game the number of sessions dedicated to the game varied and could be tailored through automatic scoring. Parents (N = 10) highlighted enhancement in the child's concentration, flexibility, and self-esteem in 78, 89, and 44% of the cases, respectively, and 56% observed an enhanced parents-child relationship. This pilot study shows the feasibility of using the developed gaming platform for home-based intensive intervention. However, the overall capability of the platform in delivering intervention needs to be assessed in a bigger open trial.

AB - Children with Autism need intensive intervention and this is challenging in terms of manpower, costs, and time. Advances in Information Communication Technology and computer gaming may help in this respect by creating a nomadically deployable closed-loop intervention system involving the child and active participation of parents and therapists. An automated serious gaming platform enabling intensive intervention in nomadic settings has been developed by mapping two pivotal skills in autism spectrum disorder: Imitation and Joint Attention (JA). Eleven games - seven Imitations and four JA - were derived from the Early Start Denver Model. The games involved application of visual and audio stimuli with multiple difficulty levels and a wide variety of tasks and actions pertaining to the Imitation and JA. The platform runs on mobile devices and allows the therapist to (1) characterize the child's initial difficulties/strengths, ensuring tailored and adapted intervention by choosing appropriate games and (2) investigate and track the temporal evolution of the child's progress through a set of automatically extracted quantitative performance metrics. The platform allows the therapist to change the game or its difficulty levels during the intervention depending on the child's progress. Performance of the platform was assessed in a 3-month open trial with 10 children with autism (Trial ID: NCT02560415, Clinicaltrials.gov). The children and the parents participated in 80% of the sessions both at home (77.5%) and at the hospital (90%). All children went through all the games but, given the diversity of the games and the heterogeneity of children profiles and abilities, for a given game the number of sessions dedicated to the game varied and could be tailored through automatic scoring. Parents (N = 10) highlighted enhancement in the child's concentration, flexibility, and self-esteem in 78, 89, and 44% of the cases, respectively, and 56% observed an enhanced parents-child relationship. This pilot study shows the feasibility of using the developed gaming platform for home-based intensive intervention. However, the overall capability of the platform in delivering intervention needs to be assessed in a bigger open trial.

U2 - 10.3389/fpsyt.2016.00070

DO - 10.3389/fpsyt.2016.00070

M3 - Article

C2 - 27199777

VL - 7

SP - 70

JO - Frontiers in Psychiatry

JF - Frontiers in Psychiatry

SN - 1664-0640

ER -