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document
Engagement with electronic screen media among students with autism spectrum disorders . This study investigated the relative engagement potential of four types of electronic screen media ( ESM ) : animated video , video of self , video of a familiar person engaged with an immersive virtual reality ( VR ) game , and immersion of self in the VR game . Forty-two students with autism , varying in age and expressive communication ability , were randomly assigned to the experimental conditions . Gaze duration and vocalization served as dependent measures of engagement . The results reveal differential responding across ESM , with some variation related to the engagement metric employed . Preferences for seeing themselves on the screen , as well as for viewing the VR scenarios , emerged from the data . While the study did not yield definitive data about the relative engagement potential of ESM alternatives , it does provide a foundation for future research , including guidance related to participant profiles , stimulus characteristics , and data coding challenges .
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Intervention_Physical
Engagement with electronic screen media
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Intervention_Physical
electronic screen media ( ESM ) : animated video , video of self , video of a familiar person engaged with an immersive virtual reality ( VR ) game , and immersion of self in the VR game .
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Intervention_Physical
ESM
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Intervention_Physical
VR
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Intervention_Physical
ESM
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Outcome_Mental
Gaze duration
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Outcome_Mental
vocalization
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Outcome_Mental
seeing themselves on the screen , as well as for viewing the VR scenarios
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Participant_Condition
students with autism spectrum disorders .