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. 2022 Apr 18;70(1):110–126. doi: 10.1080/20473869.2022.2063656

Table 1.

Summary of studies included in the current study. Emotion column refers to emotions that participants are asked to recognize, mimic or describe.

(Kandalaft et al. 2013)

Reference Designa ASD Sample Size (gender) ASD Age IQ ASD type Intervention type Emotion Intervention duration Measure Main outcome
(Piana et al. 2021) Pre-Post intervention 10(9m, 1f) 9.3(1.16) 87.2 ± 13.97 ASD Computerized program Happiness, Sadness, Anger and Fear 4 to 6 weeks, ten sessions of playing the Guess the Emotion serious game,
each session lasting maximum of twenty min
Test of Emotion Comprehension Increased emotion recognition accuracy after training with the computerized program
(Leung 2021) Pre-Post intervention 12(9m, 3f) 9.91(2.23) ASD Computerized Program Angry, Happy 144 trials of the sequence of 500 ms ISI, a 500 ms fixation cross, followed by the stimulus image for 1500 m. Correctness, Imitation score Emotion recognition improvements
in the computer-based emotion imitation paradigm were larger in people with higher levels of autistic attributes
(Wedyan et al. 2021) Pre-Post intervention 15(9m,6f) 5.7(0.28) 125 ± 12.9 ASD Computerized Program Anger, disgust, fear, happiness,, sadness, and surprise 15 min two times per week, for 20 weeks Correct response score  
(Lecciso et al. 2021) Pre-Post intervention 12(12m) 9.33(2.19) ASD Computerized program Happiness, sadness, Fear, Anger Facial Emotion Recognition Task and Basic Emotion Production task Computer based programs promotes facial recognition
and expression of basic emotions in children with ASD
(Garcia-Garcia et al. 2021) Pre-Post intervention 3(NA) 8–10 ASD Computerized program Happiness, anger, surprise Completion rate, number of errors and spend time for emotion recognition Computerized programs can be considered as useful tools for teaching emotions to the ASD children.
(Tsai et al. 2020) Pre-Post intervention 3(3m) 7.73(0.64) 87 ± 13 ASD VR Anger, disgust, fear, happiness,sadness, and surprise 5–6 weaks, 20 tests, twice a week, 30–40 min duration for each test Correct response score The VR system improved significantly facial expressions.
(Metcalfe et al. 2019) CC 27(26m, 1f) 10.9(3) ASD Computerized program Anger, boredom, disgust, fear, happiness, sadness, surprise and worry 32 timed trials is visible for a maximum of 10 s, with a 1 s break between
trials, followed by a fixation cross for half a second in the screen center
Number of errors committed Situational computerized –based cues can aid emotion recognition ability
(Babu et al. 2018) CC 8(4m,4f) 14.75 (3.28) High function ASD VR Happy, Angry 1–1.25 h Gaze-related indices correlated with Spence Children‘s
Anxiety Scale (SCAS)
Response time was significantly different for ASD after VR angry emotion experiment (p = 0.039).
(Ip et al. 2018) CC 72(64m, 8f) 9.03 ASD VR NA 28-session program that lasted for 14 weeks Test for emotion recognition
and Psych educational Profile, Third Edition (PEP-3)
ASD children from VR-exposed group scored higher on emotion expression and regulation after the training
(Yuan and Ip 2018) CC 36 (31 m,5f) 8.97(1.10) ASD VR NA 1 h PEP-3 affective expressions VR changed affective expression in ASD individuals significantly (p = 0.037)
(Hernandez-Mosti et al. 2018) 5(5m) 12–18 ASD VR Fear, Joy, Sadness, Anger, Love VR as an attractive environment can be used for acquiring information about individual preferences for future interventions
(Yang et al. 2017) Non-RCT 17(15m,2f) 2.5(3.89) 109.65 ± 13.32 High functioning ASD VR NA Five weeks, two 1-h sessions per week and thus 10 h in total. Advanced Clinical Solutions for WAIS-IV and WMS-IV Social Perception Subtest (ACS-SP) Neuroimaging-based predictive biomarkers for treatment effectiveness of VR in adults with ASD were proposed.
(Didehbani et al. 2016) NA 17(16m,1f) 11.6(2.8) 111.6 ± 10.8 High functioning ASD VR NA 10 VR-SCT sessions, 2 per week, 1 h
each with a peer for across 5 weeks
NEPSY-II Affect recognition and Ekman 60 Improvements on measures of emotion recognition, social attribution, and executive function (p = 0.001) were observed.
(Chen et al. 2016) Pre-post intervention 6(5m,1f) 11.53(NA) 103.66 ± 9.29 ASD Augmented reality Joy, surprise, contempt, sadness, fear, disgust, and anger Augmented reality, emotional content videos overlaid on the storybook Correct assessment ratio An AR strategy proved useful for teaching ASD for understanding emotions in facial expressions
(Kim et al. 2015) CC 19 (13 m, 6f) 11.1(2.5) 110.6 ± 15.3 High functioning ASD Computerized program Happiness, fear, anger, disgust, sadness, and surprise VR system for applying forty-eight 10 s trials with different facial expressions VR emotion sensitivity test (V-REST) Significant difference between ASD and control was revealed for recognition happy emotion.
(Bekele et al. 2014) CC 10(NA) 14.7(1.1) 116.5 VR Joy, surprise, contempt, sadness, fear, disgust, and anger 28 randomized trials (each 15–20 s long) to seven emotional expressions (four specified levels of intensity). Accuracy, response latency, and ratings of
response confidence for emotion recognition of labeled avatars
VR can be considered as useful tool for ASD intervention
(Maskey et al. 2014) Non-RCT 9(9m) 11.2(2) ASD VR Phobia/Fear Four 20–30 min sessions Spence Children’s Anxiety Scale-parent version (SCAS-P) and child version (SCAS-C) VR is highly effective treatment for specific phobia/fear for some ASD
(Serret et al. 2014) Non-RCT 33(31m,2f) 11.4(3.16) 70.5 ± 27.6 ASD Computerized program Happiness, anger, disgust, fear, sadness, surprise Two one-hour VR sessions per week over four weeks Participant self-rating using a computer program VR is promising approach for emotion recognition for ASD individuals.
  CC 8 (6 m,2f) 21.2 (2.71) 111.88 ± 8.51 High functioning ASD VR Happy, sad, fear,
surprise, anger, disgust
10 sessions across 5 weeks Advanced Clinical Solutions for WAIS-IV and WMS-IV Social Perception Subtest, Facial Expressions of Emotion Stimuli and Tests (Ekman 60) Significant enhancement for social cognitive measures of theory of mind and emotion recognition was obtained following VR training.
(Young and Posselt 2012) RCT 13
(NA)
4–8 ASD Computerized program Happy, sad, angry, afraid, surprised, disgusted, distressed, scheming,
guilty, thoughtful, admiring, quizzical, flirting, bored, interested, and proud
Participants were asked to view Transporters DVD, 15 episodes on the DVD, each one lasting 5–10 min NEPSY-II affect recognition Improvements in emotion recognition were observed based on the content of the game.
(Hopkins et al. 2011) RCT 13(12m, 1f) 10.05(2.30)
10.05(2.30)
92. 05 ± 18.63 High functioning ASD Computerized program Anger, disgust, fear, happiness, sadness, and surprise Use the FaceSay software
twice a week for 10–25 min in each session for 6 weeks
.
Child’s emotion recognition score
(correct responses)
Both low and high functioning autism children showed improvements for emotion recognition
(Golan et al. 2010) RCT 20(15m,5f) 5.6(1.00) ASD Computerized program Happy, sad, angry, afraid, disgusted, surprised, excited, tired, unfriendly, kind, sorry, proud, jealous, joking Children were asked to watch at least three episodes per day over a period of 4 weeks. PowerPoint
slide show –based emotion recognition tasks
The computerized game significantly improves emotion recognition in children with ASD
(Cheng et al. 2010) Pre-post intervention 3(3m) 9(1) 104 ± 13.86 ASD Computerized program Empathy 5 months, 40 min sessions, 7–21 days for baseline and 22 days for intervention. Empathy Rating Scale Computerized virtual learning had significant and positive effects on participant recognition of empathy.
(Beaumont and Sofronoff 2008) RCT 26(23m, 3f) 9.64(1.21) 107.15 ± 11.94 Asperger Computerized program NA Seven consecutive weekly sessions with different durations, 5 month follow-up Emotion Regulation and Social Skills Questionnaire
(ERSSQ).
Junior Detective Training Program is effective in enhancing emotional understanding of ASD Childs.
(Bölte et al. 2006) CC 10(10m) 29.4(5.9) 94.3 ± 18.9 High functioning ASD Computerized program Happy, sad, angry, surprised, disgusted, fear-full, and neutral 1 session of virtual face recognition contains 500 emotional face FEFA a computerized emotion recognition No significant activation changes in the fusiform region of the brain were observed after training HFA children by a computer-based training program
(Silver and Oakes 2001) RCT 11(NA) 13.11(0.92) ASD Computerized program Angry, afraid, sad, happy 10 daily computer sessions (over 2 to 3 weeks Emotion Recognition Cartoons Computer program designed for training emotions reduced significantly the error rate of ASD children.
a

Design: case-control (CC), randomized control trials (RCT), Non-randomized control trial (Non-RCT), VR: virtual reality, HFA: High-functioning autism, LFA: low-functioning autism, ASD: autism spectrum disorder, NA: Not Available.