11,173 research outputs found

    The use of humor by an adolescent with autism spectrum disorder

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    The aim of this study was to describe the humor use by an 11-year-old adolescent with ASD. Through an iterative coding process to identify a successful, unsuccessful, and neutral rating of instances of humor, we describe how does an adolescent with ASD uses humor and the functions humor serves in his interactions with a friend. We describe the personal and environmental factors that support the successful use of humor. The adolescent used two main types of humor (self-initiated and environmentally-initiated), consisting of two forms (verbal and physical). We describe 12 main behavioral indicators to identify the instances of humor. Humor appeared to sever as a means of engaging his friend and he appeared to be most successful in using humor with his friend when in a familiar environment and engaging in a familiar activity. The implications for future research are discussed

    Effects of Violent Video Game Exposure on Aggressive Behavior, Aggressive thought Accessibility, and Aggressive Affect among Adults with and without Autism Spectrum Disorder

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    Recent mass shootings have prompted the idea among some members of the public that exposure to violent video games can have a pronounced effect on individuals with autism spectrum disorder (ASD). Empirical evidence for or against this claim currently is absent. To address this issue, adults with and without ASD were assigned to play a violent or nonviolent version of a customized first-person shooter video game, after which responses on three aggression-related outcome variables (aggressive behavior, aggressive thought accessibility, and aggressive affect) were assessed. Results showed strong evidence that adults with ASD are not differentially affected by acute exposure to violent video games compared to typically developing adults. Moreover, model comparisons showed modest evidence against any effect of violent game content whatsoever. Findings from the current experiment suggest that societal concerns over whether violent game exposure has a unique effect on adults with autism are not supported by evidence

    Social, Emotional, and Behavioral Functioning for Transitional-Aged Youth with Autism

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    There is mounting evidence to suggest that higher numbers of individuals with Autism Spectrum Disorder (ASD) are being identified, including a wide range of severity and outcome (Eaves & Ho, 2008). As identification of ASD has improved, there is a larger proportion of identified young adults with ASD (YA-ASD) in the transition to adulthood (Centers for Disease Control and Prevention, 2010). Though exceptionally talented in many cases, a large proportion YA-ASD have difficulty establishing independence and navigating the complex social nuances of a workplace, many end up ā€œhomeboundā€ with difficulty finding employment (Daley, Weisner, & Singhal, 2014; Shattuck, Wagner, Narendorf, Sterzing, & Hensley, 2011; Taylor & Seltzer, 2011). It is quite likely that remaining homebound has far-reaching effects on the development of self-efficacy and mood functioning. In response to this challenge parents, advocates, and individuals with ASD have developed a technology-training program to help teach skills that will allow individuals with ASD to be independent: increasing skills and kindling hope for the future. The current study sought to explore the impact of the training program components on anxiety, depression, and friendships, specific to YA-ASD in the transition to adulthood. YA-ASD (n = 23) from vocational training program were given Achenbach System of Empirically Based Assessment - Adult Self-Report (ASR) before and after an 8-week period in a vocational program. Group and individual difference were measured for significant change. Few group significance was observed across the scales of the ASR. Some individual significance was observed, however no patterns of individual significance was found

    'I can actually do it without any help or someone watching over me all the time and giving me constant instruction': Autistic adolescent boys' perspectives on engagement in online video gaming

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    Research into autistic adolescents' engagement in online gaming has so far focused on time spent gaming, or characterizing problematic gaming behaviour and has relied mostly on caregiver report. In the current study, we interviewed 12 autistic adolescent boys, asking about their perspectives on their engagement in online gaming, and their motivations. We analysed the interview data using thematic analysis and identified three key themes in the data, which focused on agency and a sense of belonging, emotion regulation, and acknowledgement of the differing perceptions that the young people and their caregivers had of gaming. Our findings show the need to include the viewpoints of autistic young people in research about their interests and well-being, and provide insights that can help caregivers and professionals to support autistic young people in flourishing

    Brainā€“computer interface game applications for combined neurofeedback and biofeedback treatment for children on the autism spectrum

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    Individuals with Autism Spectrum Disorder (ASD) show deficits in social and communicative skills, including imitation, empathy, and shared attention, as well as restricted interests and repetitive patterns of behaviors. Evidence for and against the idea that dysfunctions in the mirror neuron system are involved in imitation and could be one underlying cause for ASD is discussed in this review. Neurofeedback interventions have reduced symptoms in children with ASD by self-regulation of brain rhythms. However, cortical deficiencies are not the only cause of these symptoms. Peripheral physiological activity, such as the heart rate, is closely linked to neurophysiological signals and associated with social engagement. Therefore, a combined approach targeting the interplay between brain, body and behavior could be more effective. Brain-computer interface applications for combined neurofeedback and biofeedback treatment for children with ASD are currently nonexistent. To facilitate their use, we have designed an innovative game that includes social interactions and provides neural- and body-based feedback that corresponds directly to the underlying significance of the trained signals as well as to the behavior that is reinforced

    The Autism Toolbox : An Autism Resource for Scottish Schools

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    The Autism Toolbox will draw upon a range of practice experience, literature and research to offer guidance for authorities and schools providing for children and young people with Autism Spectrum Disorders (ASD)

    ā€œTo be quite honest, if it wasnā€™t for video games I wouldnā€™t have a social life at allā€: Motivations of young adults with autism spectrum disorder for playing video games as leisure

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    Leisure activities are underutilized as a context for intervention in the field of speech-language pathology despite the fact that leisure can be an important context for skill development. The current study investigated the perceptions of individuals with autism spectrum disorder (ASD) who play videogames as their primary leisure activity regarding the role of videogames in their lives and their motivations for playing videogames. Qualitative interview methodology was used to investigate the experiences of 10 18-24-year-olds with ASD. Information was collected about the role of videogames in the lives of adolescents and young adults with ASD and the perceived benefits of playing videogames. Results indicated the participants perceived playing videogames to have a positive impact on their lives and their development. The motivations for playing videogames described are similar to those reported by typically developing populations. Videogaming is a popular leisure pursuit for adolescents and young adults with and without ASD. Speech-language pathologists should consider how videogame play may be a useful context for teaching new communication, social, and language
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