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. 2020 Aug 24;17(17):6143. doi: 10.3390/ijerph17176143

Table 1.

Main characteristics of the selected studies (N = 20).

Reference Participants: N, Mean Age (MA) or Range, % Males, and IQ Study Design Technology/ Evaluation Dependent Variables Main Results
Cihak et al. [24] ASD (3), 6–7 years, 100% males, IQ (70–75) Single subject multiple baseline design AR picture prompt to trigger a video model clip Functional life skills (number of steps completed independently for brushing teeth) AR was an effective tool for teaching chain tasks
Bai et al. [25] ASD (12), MA (6.8 SD 5.5), % males (83%), IQ > 70 Within-subject experiment with two conditions: AR
and non-AR
Set of AR props, video analysis, and parent and
participants questionnaire
Elicit pretend play
engagement
Significantly
higher frequency and duration of pretend play in the AR condition and participants
are more engaged
Chen et al. [26] ASD (6), MA (11.5), males (83%), IQ 103.6 (9.3) Single subject multiple baseline design AR video modelling and storybook Understand facial emotions and social expressions Significant improvement in social/emotional
awareness
Chen et al. [27] ASD (3), MA (12.2), males (100%), IQ 101 (9.2) Single subject multiple baseline design AR-based self-facial learning system 6 basic facial expressions Significant improvement in emotion recognition
Escobedo
et al. [28]
ASD (12), MA (5.1 SD 0.9), males n.r., IQ low Single subject design AR smartphone Selective and sustained attention Improvement of both attention skills
Antão et al. [29] ASD (48), MA (11, SD 5), males (89%), IQ > 70
TD (48), MA (11.8, SD 5.2) males (68%)
Group design AR computer game
“MoviLetrando”
Reaction time (RT) ASD: significant improvement
in RT after AR task
Liu et al. [30] ASD (2), 8–9 age, males (100%), IQ > 70 Single subject design AR smartglasses and parent questionnaires Social interaction Improvement in nonverbal communication, eye contact, and social engagement
Lee et al. [31] ASD (3), MA (8.8) 67% males, IQ (93.3, SD 4.6) Single subject multiple baseline design AR CM training system and social story test Social interaction AR CM training system improved social relationships
Lee et al. [32] ASD (3), MA (8.1) 67% males, IQ (102.3, SD 0.6) Single subject multiple baseline design KST System with AR technology and social story test Social interaction AR-KST System intervention improved significantly autism social interaction
Magrini et al. [33] ASD (10), 5–7 years, males (100%), IQ low Within-subject experiment with two conditions: AR (5 subjects) and non-AR (5 subjects) AR system with multisensory experience Fine Motor skills Significant motor improvement in AR condition
Lorenzo et al. [34] ASD (11), MA (4, SD 1.2), males (91%), IQ low Within-subject experiment with two conditions: AR and non-AR AR smartphone and questionnaires Social interaction Nonsignificant improvement between groups
Farr et al. [35] ASD (12), MA (11.2), males (% 42%), IQ n.r. Within-subject experiment with two conditions: AR and non-AR AR Knight’s Castle (AKC) play Social interaction AR condition showed more social behavior interaction than non-AR
Sahin et al. [36] ASD (8), MA (11.7 SD 3.3), males (88%), IQ > 70 Single subject design AR smartglasses and questionnaires Social interaction Positive social experience after AR
Nazaruddin et al. [37] ASD (4), 6–7 years, 50% males, IQ > 70 Single subject design Augmented reality book and teacher questionnaire Attention skills AR book was able to increase focus and recognition of objects
Keshav et al. [38] ASD (1), 13 years old, 100% males, IQ > 70 Single subject design Empowered BrainAR Smartglasses and Social Responsiveness Scale-2 (SRS-2) Social interaction and social communication skills Improvement in SRS-2 social communication, motivation, and restricted and repetitive behavior subscales;
improvements in verbal and nonverbal skills
Vahabzadeh et al. [39] ASD (4), MA (7.5), male (100%), IQ > 70 Single subject design Empowered brain, AR-computerized smartglasses, and
Aberrant Behavioral Checklist (ABC)
Socioemotional and behavioral effects Improvement in irritability, hyperactivity, and social withdrawal in a sample of students with ASD
Chung et al. [40] ASD (3), 6–12 years old, males (100%), IQ > 70
non-ASD siblings (3), 6–12 years old, males (100%), IQ > 70
Single subject design AR video games sessions Social communication and joint positive affect AR condition showed more joint positive affect and increased reciprocal communication
Soares et al. [41] ASD (4), 8–12 years old, males (75%), IQ n.r. (low) Single subject design AR-based cardboard
head-mounted display
Social interaction and
facial processing
Better facial processing after use of AR cardboard display and
EF implications
Escobedo et al. [42] ASD (3), MA (10.1, SD 0.9), IQ > 70, non-ASD (11), 8–11 years old, IQ > 70 Group design Mobile augmented reality application and selfreports Social interaction AR mobile application increased the number social interactions in ASD group
Nag et al. [43] ASD (16), MA (12.1, SD 3.3), IQ (102.7, SD 19.5)
non-ASD (17) MA (11.5, SD 2.4), IQ (108.9, SD 9.5), males n.r.
Group design AR smartglasses task Emotion recognition AR task contributed to differentiating and classifying gaze and emotion recognition patterns between ASD and non-ASD groups

ASD: Autism Spectrum Disorder; AR: augmented reality, n.r.: not reported, SD: standard deviation, EF: executive functions, N: number, KST: Kinect Skeletal Tracking, CM: concept map, IQ: intelligence quotient.