Journal of Vision Cover Image for Volume 24, Issue 10
September 2024
Volume 24, Issue 10
Open Access
Vision Sciences Society Annual Meeting Abstract  |   September 2024
Examining effectiveness of a randomized controlled trial to enhance understanding of eye gaze cues in autism: Incorporating an active control game in SAGA
Author Affiliations & Notes
  • Hunter Mattern
    Penn State University
  • Lark Caboy
    Penn State University
  • Myles Arrington
    Penn State University
  • Sumaiya Muhammad
    Penn State University
  • Justin Wortman
    Penn State University
  • K. Suzanne Scherf
    Penn State University
  • Footnotes
    Acknowledgements  Clinical Trial Number: NCT03690661 Funding Info: R33 MH110624 – PI Scherf
Journal of Vision September 2024, Vol.24, 1473. doi:https://doi.org/10.1167/jov.24.10.1473
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      Hunter Mattern, Lark Caboy, Myles Arrington, Sumaiya Muhammad, Justin Wortman, K. Suzanne Scherf; Examining effectiveness of a randomized controlled trial to enhance understanding of eye gaze cues in autism: Incorporating an active control game in SAGA. Journal of Vision 2024;24(10):1473. https://doi.org/10.1167/jov.24.10.1473.

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      © ARVO (1962-2015); The Authors (2016-present)

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Abstract

Shifts in eye gaze provide non-verbal social communicative information, that is challenging for autistic individual to process. Serious Games for Adolescents with Autism (SAGA) is a intervention that previously showed effectiveness in improving sensitivity to these eye gaze cues in autistic adolescents. Importantly, SAGA was originally tested against a waitlist control. Here, we present data from an ongoing randomized controlled trial (RCT) in which we are evaluating the effectiveness of SAGA2, which includes an active control game. The control game was identical to the intervention game in all respects with one exception; in the intervention game participants view characters portraying non-verbal social communicative behaviors including shifts of eye gaze that can be used to solve narrative-related quests in the game. In the active control game, the characters remain in the scene, but the participants must match objects on a table to target objects presented in a “tv screen.” Levels increased in difficulty by altering the target items (e.g., rotated, partially occluded). Forty-six autistic adolescents (ages 10-18) were randomly assigned to either the intervention or control game for a training period of three months, in which participants were instructed to play the game for 45 minutes, three times a week. Participants in the control condition did not differ from those in the intervention condition in the total number of hours spent playing the game, t(41) = 0.96, p = 0.64. Importantly, they were also comparable to the intervention participants in the number of hours spent engaging specifically in the core tasks of the game (following non-verbal-behavior cues, object-matching), t(41) = 1.37, p = 0.18. The RCT is ongoing; we will present effectiveness data about the intervention that includes tasks of near transfer (understanding eye gaze) and far transfer (face recognition) of learning.

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