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Innovative technology-based interventions for autism spectrum disorders: A meta-analysis
Abstract
This article reports the results of a meta-analysis of technology-based intervention studies for children with autism spectrum disorders. We conducted a systematic review of research that used a pre-post design to assess innovative technology interventions, including computer programs, virtual reality, and robotics. The selected studies provided interventions via a desktop computer, interactive DVD, shared active surface, and virtual reality. None employed robotics. The results provide evidence for the overall effectiveness of technology-based training. The overall mean effect size for posttests of controlled studies of children with autism spectrum disorders who received technology-based interventions was significantly different from zero and approached the medium magnitude, d = 0.47 (confidence interval: 0.08-0.86). The influence of age and IQ was not significant. Differences in training procedures are discussed in the light of the negative correlation that was found between the intervention durations and the studies' effect sizes. The results of this meta-analysis provide support for the continuing development, evaluation, and clinical usage of technology-based intervention for individuals with autism spectrum disorders.
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“In that way, the presented approach is aligned with the recommendations made by Grynszpan et al. (2014) for the design of more accessible interventions.”
From iSenseVR: bringing VR exposure therapy outside the laboratory (2019) · cites this paper as Grynszpan et al. (2014)
In the citing paper
“Games for children with ASD-related symptoms showed comparable moderate effect as found by Grynszpan et al. (85) for technology-based (non-serious gaming) interventions for children with autism spectrum-related symptoms (d = 0.47).”
From Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis (2017) · cites this paper as [85]
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“Technology-based interventions incorporating video modeling, virtual reality, robots, interactive software, and mobile technology (Grynszpan et al., 2014) (Genova et al., 2021).”
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“For example, the meta-analysis conducted by Grynszpan et al. [22] reveals positive effects of technology-based interventions for children with ASD, but does not provide details on under which specific conditions they are more effective.”
Research Design Processes in Serious Games for Adolescent Mental Health: Systematic Review
S T Rooij, D., Kuipers, D. A., Prins, J. T., & Pierie, J. P. E. N. (2025) · JMIR Serious Games · doi:10.2196/77173 · Cited by 1
“Serious games, distinct from entertainment games, are intentionally designed with educational or therapeutic intent to foster learning and behavioral change through structured feedback and interaction [15].”
Guan, D., Yang, Q., & Wang, J. (2026) · Research in Autism · doi:10.1016/j.reia.2026.202875 · Cited by 1
Xiao, H., Zhu, H., Liu, Z.-Y., Zeng, T.-A., Wang, J.-Y., Shataer, S., Wang, H.-P., & Yang, C.-J. (2026) · Research in Autism · doi:10.1016/j.reia.2026.202905 · Cited by 1
Yang, X., Wu, J., Ma, Y., Li, C., Chen, A., Zheng, K., Sun, S. L., Tang, Y., & Ren, Z. (2026) · Review Journal of Autism and Developmental Disorders · doi:10.1007/s40489-026-00555-z · Cited by 1
Co-designed yoga nidra targeting anxiety in autistic children: A mixed methods feasibility study
Loftus, T., Yau, S. H., Soares, S., Byrne, J., & Mathersul, D. C. (2026) · Research in Developmental Disabilities · doi:10.1016/j.ridd.2026.105367 · Cited by 2
Dumont, C., & Boyer, P. (2015) · Canadian Journal of Learning and Technology · doi:10.21432/t21s6h · Cited by 1
Social Stories in Robot-Assisted Therapy for Children with ASD
Silvera‐Tawil, D., Strnadová, I., & Cumming, T. M. (2016) · Advances in early childhood and K-12 education · doi:10.4018/978-1-5225-0816-8.ch012 · Cited by 1
Piper‐Wright, T. (2017) · SpringerBriefs in computer science · doi:10.1007/978-3-319-58121-7_6 · Cited by 1
Fernández-Herrero, J., & Lorenzo, G. (2021) · Aloma: revista de psicologia, ciències de l'educació i de l'esport Blanquerna · doi:10.51698/aloma.2021.39.1.49-56 · Cited by 3
“Asimismo, la mayor efectividad en el caso del dibujo virtual incide en las ventajas del uso de intervenciones de base tecnológica, en especial en entornos inmersivos, lo que apoya los resultados de otros trabajos (Golan & BaronCohen, 2006; Grynszpan et al., 2013; Fernández-Herrero & Lorenzo, 2020).”
BackgroundAdinugroho, I., & Nugraha, S. (2021) · PINISI Discretion Review · doi:10.26858/pdr.v5i1.23899 · Cited by 1
Munsell, E. G. S., Schwartz, A., Schmidt, E. K., & Chen, J. (2021) · Journal of the American Academy of Special Education Professionals · doi:10.64546/jaasep.456 · Cited by 1
Head Gesture and Voice Based Learning App for Children with Autism of Nepal
Shrestha, S., Shah, A. J., Dhakal, P., & Dhakal, N. (2021) · International Conference on Sustainable Technologies for Industry 5.0 (STI) · doi:10.1109/sti53101.2021.9732539 · Cited by 1
Evaluación formativa: tableta y estudiantes con trastorno del espectro autista
Gómez-León, M. I. (2023) · Revista Tecnología Ciencia y Educación · doi:10.51302/tce.2023.9025 · Cited by 1
“…para el alumnado con TEA porque las actividades son predecibles, la retroalimentación es inmediata y el entorno visual se puede controlar y adaptar a los perfiles de los estudiantes (Gómez-León, 2019; Grynszpan et al., 2014; Hong et al., 2018; Papadakis, 2020; RomeroMartínez et al., 2018).”
BackgroundAutismus-Spektrum-Störungen bei Kindern und Jugendlichen
Poustka, L., & Schulte‐Rüther, M. (2022) · Springer Reference Medizin · doi:10.1007/978-3-662-49289-5_123-1 · Cited by 1
Mallory, P. J., & Hampshire, P. K. (2024) · Journal of Special Education Technology · doi:10.1177/01626434241257200 · Cited by 1
“These fi ndings add to the growing literature on the motivating nature of technology for students with ASD (e.g., Grynszpan et al., 2014; V´elez-Coto et al., 2017).”
Rahmahtrisilvia, R., Amani, R., Mahdi, A., Luthfi, A., Efrina, E., Kusumastuti, G., Taufan, J., Zulmiyetri, Z., Budi, S., Ardisal, A., et al. (2024) · AIP conference proceedings · doi:10.1063/5.0234863 · Cited by 1
SPAN-ASD: Pilot implementation to promote functional goals of autistic adolescents and young adults
Yaar, E., Gal, E., Bedell, G. M., & Lamash, L. (2024) · Research in Developmental Disabilities · doi:10.1016/j.ridd.2024.104864 · Cited by 4
Virtual reality based social communication platform: Implications on performance and eye gaze
Raj, K., & Lahiri, U. (2017) · International Conference on Computing, Communication and Networking Technologies (ICCCNT) · doi:10.1109/icccnt.2017.8204085 · Cited by 1
Duris, O. (2020) · Neuropsychiatrie de l Enfance et de l Adolescence · doi:10.1016/j.neurenf.2020.03.003 · Cited by 1
Metadata
- Authors
- Grynszpan, O., Weiss, P. L. (., Perez-Diaz, F., & Gal, E.
- Affiliations
- Centre National de la Recherche Scientifique (FR)
- University of Haifa (IL)
- CNRS USR 3246, France
- Venue
- Autism
- Publisher
- SAGE Publications
- Published
- 2013-10-03
- Volume
- 18
- Issue
- 4
- Pages
- 346-361
- ISSN
- 1362-3613 (ISSN-L)
- 1461-7005
- OpenAlex
- W2165069154
- Cited by
- 621
- References
- 98
- Citations by year
- 2026: 112 · 2025: 37 · 2024: 44 · 2023: 65 · 2022: 41 · 2021: 61 · 2020: 61 · 2019: 49 · 2018: 54 · 2017: 43 · 2016: 26 · 2015: 16 · 2014: 8 · 2013: 4
- FWCI
- 1.54
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Autism (publishedVersion)
- PubMed (publishedVersion)
- Topics
- Life Sciences › Neuroscience › Cognitive Neuroscience › Autism Spectrum Disorder Research
- Social Sciences › Psychology › Developmental and Educational Psychology › Behavioral and Psychological Studies
- Social Sciences › Psychology › Social Psychology › Social Robot Interaction and HRI
- Keywords
- autism spectrum disorder, technology-based interventions, computer-based training, virtual reality, interactive DVD, children, intervention effectiveness, intervention duration
- MeSH terms
- Child, Child Development Disorders, Pervasive, Female, Humans, Male, Patient Education as Topic, Robotics, Technology, Therapy, Computer-Assisted, Therapies, Investigational, Virtual Reality Exposure Therapy
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