Introduction
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RQ1: Which types of VR interventions (e.g., CAVE, desktop VR, HMD) have been utilized in teaching social skills to children with ASD between 2014 and 2024?
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RQ2: Which specific social skill domains (e.g., emotion recognition, social interaction, nonverbal communication) are most commonly targeted?
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RQ3: What methodological approaches (e.g., experimental, quasi-experimental, single-subject, mixed method) are used, and how do they influence the reported outcomes?
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RQ4: What are the primary advantages and limitations (e.g., cost, cybersickness, age constraints, generalization issues) in using VR to support social skill development in ASD?
Method
Search Procedure
Population | Intervention | Outcome | ||
---|---|---|---|---|
Autism | AND | Virtual Reality | AND | Social Skill |
OR | OR | OR | ||
Autism Spectrum Disorder | VR | Interpersonal Skill | ||
OR | OR | OR | ||
ASD | Virtual Experience | Social Communication | ||
OR | ||||
Autistic |
Inclusion and Exclusion Criteria for Studies
Data Extraction
Results
Author | Diagnosis | Participants | Research Method | Aim | VR Type | Instruments | Intervention Format | Limitations | Results |
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Cheng et al., 2015 | ASD | EG: 3 (3M) CG: - Age: 10–13 | Single-subject design | Social understanding and social interaction non-verbal communication | HMD | HMD (Model: I-Glasses PC 3D Pro), Laptop (a Pentium 3650MHZ processor and 64 MB RAM Windows XP). 3DMax and Poser software | Individual format; participants practiced social cues and non-verbal communication through immersive HMD scenarios | Whether participants continued to demonstrate social understanding, social interaction, and nonverbal communication in daily life was not evaluated | Improved social understanding and skills post-VR; beneficial for these individuals |
Beach & Wendt, 2016 | ASD | EG: 2 (2M) CG: - Age: 8–15 | Case Study | Social interaction | HMD | Second Life HMD Oculus rift | Individual scenario practice; limited number of scenarios | The study only included two participants, limiting the generalizability of the results. The researchers only had three scenarios for each participant to practice | In the scenarios presented via VR, both participants were able to show gains in their weak areas. The first participant was able to continue the conversation without directing it to his or her particular interests. The other participant-maintained eye contact in most of the scenarios |
Didehbani et al., 2016 | ASD + ADHD | EG: 30 (26M, 4F) CG: - Age: 7–16 | Case Study | Emotion recognition, social attribution | Desktop | Second Life 2.1, Microsoft Windows XP, 1.5 GHz 86 CPU using a 24-inch monitor with a resolution of 1920 – 1200 and MorphVox | Avatar-based role-play for emotion recognition; participants interacted in desktop virtual environments | Relatively small sample size and VR technology's lack of ability to display facial emotions on avatar faces in real time | Notable improvements in emotion recognition, social attribution, and executive function |
Ip et al., 2016 | ASD | EG: 52 CG: - Age: 6–11 | Experimental | Emotion recognition, affective expression and social reciprocity | CAVE | CAVE-like immersive VR environment, Xbox 360 game controller | Immersive, CAVE-based scenarios focusing on emotional cues and reciprocity | Significant pre-post differences in emotion recognition, expression, and social reciprocity | |
Ke & Lee, 2016 | LEVEL 1 ASD + TD | EG: 3 (1M, 2F) CG: - Age: 8–11 | Mixed Method | Social flexibility, identity construction and norm construction | Desktop | OpenSimulator-based VR | Collaborative design in a desktop VR environment; children built and explored virtual worlds to practice flexibility | The project focused solely on three VR-mediated social interaction competencies and focused solely on the experience and performance of children with Level 1 ASD | VR-based collaborative design enhanced flexibility, identity, and norm construction skills in Level 1 ASD children |
Lorenzo et al., 2016 | ASD | EG: 20 (14M, 6F) CG: 20 (15M, 5F) Age: 7–12 | Mixed Method | Emotional competence | CAVE | Semi-Cave IVRSystem, 7 DoF Mitsubishi PA-10 Robot Arm, PHOTONFOCUS MV-D752-160-CL-8 camera, 3ds Max, PeopleMaker | Immersive environment for emotional behavior practice vs. desktop environment | Children showed emotional behavior improvements in real-school settings. More appropriate emotional behaviors in immersive VR vs. desktop VR | |
Adjorlu et al., 2018 | ASD | EG: 5 (5M) CG: - Age: 9–11 | Mixed Method | Sharing, turn taking and theory of mind | HMD | Autodesk Maya and Unity, HTC Vive, Computer (Intel i7 7700k processor, GTX 1080 GPU, and 16GB of DDR4 ram) | HMD-based role-play with turn-taking tasks; built on social stories and video models | Due to technical errors, teachers could not communicate with students via microphone | HMD-based VR can teach social skills (sharing, turn-taking) in combination with social stories and video modeling advantages |
Babu et al., 2017 | LEVEL 1 ASD + TD | LEVEL 1 ASD: 8 (4M, 4F) TD: 8 (7M, 1F) Age: 14–15 | Experimental | Social interaction | Desktop | Task computer (17″ monitor), number keypad, eye-tracker goggles | Eye-tracking-based training to improve social gaze and interaction in a desktop VR | The use of a wearable eye tracker with a chinrest and keypad is not suitable for low-functioning autism Small sample size | VR-based system can affect gaze-related indices, potentially indicating anxiety levels and improving social gaze in Level 1 ASD participants |
Ip et al., 2018 | ASD | EG: 36 (31M, 5F) CG: 36 (33M, 3F) Age: 7–10 | Experimental | Enhancing emotional and social adaptation skills | CAVE | CAVE VR system. Intel Xeon Processor E5-2687W, NVIDIA Quadro M6000 graphics cards, NVIDIA Sync card, 128GB of system RAM, OptiTrack Flex, Unity 3D | Immersive environment focusing on emotion expression, regulation, and social interaction | Strong in-class improvement in emotion expression/regulation, but no significant gains in emotion recognition measures | |
Ke & Moon, 2018 | LEVEL 1 ASD | EG: 8 (7M, 1F) CG: - Age: 10–14 | Mixed Method | Social interaction, collaboration game | Desktop | Opensimulator-based VR | Collaborative gaming in a desktop VR setting. Participants engaged in group tasks to practice social collaboration | Study involves a relatively small sample and mainly in-game performance measures, due to its focus on in-situ, design-based research of VR gaming for autistic learners | Collaborative VR gaming enhanced social interaction practice and performance in Level 1 ASD children |
Zhang et al., 2018 | ASD + TD | ASD: 7 (6M, 1F) TD1: 7 (6M, 1F) TD2: 14 (12M, 2F) Age: 7–17 | Experimental | Collaborative interaction and communication skills | Desktop | Two Dell desktop computers T3610 (E5-220 V3 CPU and 8GB RAM) | Multi-user desktop VR environment (CoMove). Participants practiced collaborative tasks, monitored communication | Only one coder coded participants' communication behaviors, no generalizations were made, and finding ways to enable and encourage face-to-face communication is a challenge for all CVEs | Children with ASD showed improvements in collaborative measures after using the CoMove system |
Zhao et al., 2018 | ASD + TD | ASD: 12 TD: 12 Age: 12–13 | Experimental | Social interaction, collaboration game | Desktop | HIH CVE system, Leap Motion, a set of headset and webcam, Tobii EyeX tracker | Cooperative gaming in a desktop VR environment. Participants played partner-based games | Participants enjoyed the cooperative games, improved collaboration, and recognized importance of communication to succeed | |
Herrero & Lorenzo, 2020 | ASD | EG: 7 (6M, 1F) CG: 7 Age: 8–15 | Case Control Study | Social and emotional reciprocity, Non-verbal communication | HMD | HDM Oculus Rift, Unity 3, Smartphone with Android OS, tripod | HMD-based sessions to practice social reciprocity and nonverbal cues | The lack of analyze the durability of improvements in the long term, duration of the intervention, and heterogeneity of participants prevented generalization of the results | As a result of the research, improvements were seen in all areas such as Social and emotional reciprocity, non-verbal communication, flexibility to changes, stereotypes and sensorial reactivity in the participants in the experimental group |
Ke et al., 2022a | ASD | EG: 7 (6M, 1F) CG: - Age: 10–14 | Multiple single-case study | Initiating social interactions. interpersonal negotiation self-identity expression and flexible thinking | Desktop | Desktop VR | Multiple single-case approach: participants practiced initiating interactions via desktop VR tasks | Small sample size | Positive and significant improvement from baseline to intervention phases in social skills performance |
Zhang et al., 2020 | ASD + TD | EG: 20 (16M, 4F) CG: 20 (16M, 4F) Age: 13.50 avg | Experimental | Social communication and collaboration | Desktop | Desktop VR | Intelligent agent in desktop VR to detect/evaluate social communication | Small sample size, small number of system-generated features | The agent accurately assessed social communication/cooperation, showing promise for independent evaluation in ASD |
Tsai et al., 2020 | ASD | EG: 3 (3M) CG: - Age: 7–9 | Multiple single-case design | Emotion recognition | CAVE | CAVE VR system, Microsoft Kinect, projector (K300ST) | Role-playing performance in a CAVE system to see and imitate facial expressions and body language | CAVE-like systems are difficult to establish in schools, Perspective Confusion, more focus on body movements, individual differences | An increase in role-playing performance was observed in all three participants. The system is effective on children with ASD seeing, understanding and imitating facial expressions and body language |
Amat et al., 2021 | ASD + TD | ASD: 9 (5M, 4F) TD: 9 (5M, 4F) Age: 10–13 | Experimental | Joint attention, gaze tracking | Desktop | Interactive Virtual Reality System, e Tobii EyeX, Autodesk Maya | Gaze-based VR tasks to improve joint attention. Participants used eye-tracking in desktop VR scenarios | Small sample size, Failure to transfer social skills to daily life, no control group | Participants with ASD showed significant improvement in their performance in all speed groups. This statistically significant improvement indicated that InViRS was able to help children with ASD to adapt and respond to the changes in gaze prompts speed |
Moon & Ke, 2019 | LEVEL 1 ASD | EG: 15 (13M, 2F) CG: - Age: 10–14 | Mixed Method | Responding, initiating an interaction, negotiation, and collaboration | Desktop | Opensimulator-based VR | VR-based social skills training with scenario-based practice for HFASD individuals | Small sample size | VR-based social skills training has been helpful in social skills training for children with LEVEL 1 ASD. Additionally, this study demonstrated that social scenario types mediate treatment integrity of VR-based social skills training |
Elkin et al., 2022 | ASD | EG: 10 CG: - Age: 12.53 avg | Case Study | Gaze Fixations, Visual Searching | HMD | HTC Vive Pro Eye VR headset, Area 51 laptop computer, Tobii eyeX | Eye-tracking in an HMD environment to analyze gaze fixations on virtual avatars | Small sample size. In study utilized only one measurement of gaze and visual searching behavior | The study found that persons with moderate ASD had 4 to 19 times greater gaze fixation on the virtual avatar than those with mild ASD with various facial regions. Individuals with moderate ASD were generally found to have a higher tendency to shift their gaze to the floor than participants with mild ASD after making eye contact with various locations on the avatar's face |
Frolli et al., 2022 | LEVEL 1 ASD | EG: 30 (25M, 5F) CG: 30 (26M, 4F) Age: 9–10 | Experimental | Emotion recognition | Desktop | Desktop VR, 3D projection, Emotions photos | Desktop-based VR tasks for primary emotion recognition | The study specifically focused on children with LEVEL 1 ASD; The sample included mainly male participants | Acquisition times for primary emotion recognition were identical for both VR and traditional methods; secondary emotion tasks improved faster with VR |
Ip et al., 2022 | ASD | EG: 48 (41M, 7F) CG: 59 (47M, 12F) Age: 6–12 | Quasi-experimental design | Affective expression, social reciprocity | HMD | HMD OculusRift, Lenovo Legion Y520 laptop (NVIDIA GeForce GTX 1060 mobile graphics processing unit (GPU), 16GB of main memory, 256GB of a solid-state drive) | Educational VR program in HMD for affective expression, reciprocity in mainstream schools | Use of quasi-experimental design, the research team was unable to compare VR training to non-VR approaches with similar instructional content. No follow-up data available to examine the retention effect of the intervention. Gender imbalance | Improved emotional expression and social reciprocity in ASD children; no direct non-VR comparison but indicates feasibility |
Ke et al., 2022b | ASD | EG: 4 (4M) CG: - Age: 9–11 | Mixed Method | Social Interaction, Self-expression, Cognitive flexibility | Desktop | Opensimulator-based VR | Web VR-based informal learning with collaborative/social tasks | Small sample size, All participants were male | The current study findings provide preliminary evidence that a web VR-based informal learning program is feasible and provides a positive impact on the practice and development of complex social skills for children with autism |
Meng & Yeh, 2022 | ASD | EG: 10 CG: - Age: 7–12 | Mixed Method | Social Interaction | HMD | Desktop computer, HTC VIVE HMD, headset microphone, camera | HMD-based social interactions. Students practiced dialogues and environmental adaptation | Small sample size | Effectively improved social skills in school life, environmental adaptation, and attempts to initiate dialogue |
van Pelt et al., 2022 | ASD | EG: 26 (21M, 5F) CG: - Age: 18–62 | Experimental (uncontrolled single group) | Emotion perception, Social Perception, Theory of Mind, Social interaction | HMD | HMD OculusRift, Microsoft Xbox One joystick, MorphVox | HMD-based tasks focusing on social cognition, sensitivity, facial affect perception | Uncontrolled pilot study, small sample size | Participants and therapists found the intervention acceptable; increases in social cognition/sensitivity, decreases in social anxiety |
Zhao et al., 2022 | ASD | EG: 22 (19M, 3F) CG: 22 (16M, 6F) Age: 3–5 | Experimental | Social interaction, Emotional expression | HMD | HMD-based VR, Computer | Short-term intervention (3 months). HMD environment for cognitive, imitation, social interaction improvement | Small sample size. There was only a 3-month intervention in the study. Nurses could not enter the virtual environment to offer clues to children | After intervention, the developmental abilities of both groups of children in the areas of cognition, imitation, and social interaction were improved over their abilities measured before the intervention |
Kourtesis et al., 2023 | ASD | EG: 25 (19M, 6F) CG: - Age: 19–52 | Experimental | Social interaction, cognitive functioning | HMD | VRESS, HTC Vive Pro Eye headset | Immersive VR social skills training for adults with ASD | The high age of the participants. Lack of a randomized controlled trial (RCT) | The study provides significant evidence that implementing immersive VR social skills training in ASD is feasible, comfortable to use, and acceptable to adults with ASD |
Manju et al., 2023 | ASD | EG: 10 CG: - Age: 8–12 | Mixed Method | social communication, eye tracking | Desktop | Desktop VR, Unity Software | Desktop-based VR. Compared to three traditional interventions (DTT, ABA, NDBI) | The VR system proposed in the study showed better results compared to three other traditional interventions such as Discrete Trial Training (DTT), Applied Behavior Analysis (ABA), and Natural Developmental Behavioral Interventions (NDBI) | |
Moon & Ke, 2023 | ASD | EG: 4 (2M, 2F) CG: - Age: 12–13 | Single-case experimental design | Social interaction, Self-identity | Desktop | Opensimulator-based VR | Adaptive prompts vs. non-adaptive prompts in a desktop VR scenario | The speech data mining in this study was limited to gathering data on the emotional states of autistic children. The current study’s data collection approach was limited in that it only gathered voice data from the study participants. Small sample size | It was observed that during VR-based training, participants' positive social skill performances showed mixed results, while their negative social skill performances decreased. Using adaptive prompts increased the performance of some social skills (i.e., social interaction initiation and interpersonal negotiation) more than using non-adaptive prompts |
Soltiyeva et al., 2023 | ASD | EG: 12 (8M, 4F) CG: - Age: 4–15 | Experimental | Social interaction, Communicational skills | HMD | VR Oculus Quest2, computer | HMD-based sessions to explore virtual character interaction. Participants freely navigated VR worlds | The small number of participants and their different ages and different autism levels | More than 8 children were active and tried to interact with a virtual character. They focused on details/static objects |
Kim et al., 2024 | ASD | EG: 14 (12M, 2F) CG: - Age: 16–34 | Mixed Method | Workplace social skills and self-efficacy | HMD | WorkplaceVR, Unity3D, Windows 10 (Microsoft) PC (Intel Core i7, GeForce RTX 2070 graphics card, and 16 GB RAM), VIVE Pro Eye VR headset (HTC), Empatica E4 wristband | Workplace role-play in HMD VR to build job-related social skills | Only participants with autism who could communicate and interact with others were included in the study. Failure to transfer social skills to daily life | VR system significantly improved self-efficacy in workplace scenarios for participants with autism |
Moon, 2024 | ASD | EG: 4 (2M, 2F) CG: - Age: 12–13 | Case Study | Verbal prompts, Social Interactions | Desktop | Opensimulator-based VR | Verbal prompt-based VR sessions for social interaction improvement | Small sample size, Failure to transfer social skills to daily life | VR-based education contributed to academic understanding of verbal prompts for social behaviors. Students responded quickly and accurately to social cues in various VR simulations |
Participants’ Diagnoses
n | % | |
---|---|---|
Diagnosis | ||
ASD | 533 | 75.1 |
Typical Development (TD) | 71 | 10.0 |
Level 1 ASD | 93 | 13.1 |
ASD + ADHD | 13 | 1.8 |
Total | 710 | 100.0 |
Age Group | ||
0–6 years | 44 | 6.2 |
6–15 years | 599 | 84.4 |
15 + years | 67 | 9.4 |
Total | 710 | 100.0 |
Gender | ||
Male | 485 | 68.3 |
Female | 113 | 15.9 |
Unknown | 112 | 15.8 |
Total | 710 | 100.0 |