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. 2021 Nov 16;52(11):4692–4707. doi: 10.1007/s10803-021-05338-5

Table 1.

Included studies

Authors. (year), country of study origin Study type/duration Aim Methodology N* (f**) Participant age range (mean IQ) HMD/equipment used
Amaral et al. (2018), Portugal Feasibility study/17 weeks Joint attention Joint attention through EEG brain computer interface 15 (0) 16–38 (102.53) Yes/Oculus Rift + g.Nautilus EEG system
Babu and Lahiri (2020), India Case–control study/80 min Social interaction Virtual reality multiplayer interaction platform with eye-gaze monitoring 18 (n/a) n/a mean age 9.8 (n/a) No/eye-tracker, multiplayer interaction framework
Bai et al. (2015), United Kingdom Case-study (within subject)/n/a Pretend play Pretend play in an AR open-ended environment 12 (0) 4–7 (n/a) No/AR monitor + logitech webcam + marker-based tracking
Beach and Wendt. (2016), USA Case-study (qualitative)/4 weeks Social interaction Social skills through observing scenarios 2 (0) 15–18 (n/a) Yes/Oculus Rift
Bernardini et al. (2014), United Kingdom Feasibility study/6 weeks Social communicative behaviors Training social communicative behavior with virtual agents 19 (1) 4–14 (n/a) No/Multitouch LCD display with eye-gaze tracking
Burke et al. (2018), USA Case-study/14 weeks Job interview skills Job interview skills using Virtual Interactive Training Agents 22 (n/a) 19–31 (n/a) No/Kinect + TV-screen
Burke et al. (2020), USA Case-study (within subject)/22 weeks Job interview skills Job interview skills using Virtual Interactive Training Agents 99 (n/a) n/a mean age 21.71 (n/a) No/laptop, monitor with camera sensor
Chen et al. (2015), Taiwan Case-study/6 weeks Promote emotional expression and social skills Promote emotional expressions through AR self-facial modeling 3 (0) 10–13 (100.67) No/monitor + webcam
Chen et al. (2016), Taiwan Case-study/7 sessions Improve perception and judgement of facial expressions and emotions Improve perceptions of non-verbal cues through AR video modeling 6 (0) 11–13 (103.66) No/tablet
Cheng et al. (2015), Taiwan Case-study (single subject)/6 weeks Enhance social understanding and social skills Enhance social skills using a 3D-social understanding 3 (0) 10–12 (82) Yes/VR-goggles + laptop
Cheng et al. (2010), Taiwan Case-study/23 weeks Enhancing empathy (instructions) Enhance empathy and social cognitions through collaborative and virtual environment 3 (0) 8–10 (104) No/laptop computer
Cheng and Huang. (2012), Taiwan Case-study/12 weeks Joint attention Joint attention through a virtual reality environment 3 (0) 9–12 (61.67) No/Computer screen and data glove
Cheng and Ye. (2010), Taiwan Feasibility (Pilot-study)/3 weeks Social competence Training social and emotional skills through a virtual learning environment 3 (0) 7–8 (102.33) No/laptop computer
Chung et al. (2015), USA Feasibility study (proof-of-concept)/5 weeks Social behavior in cooperation in videogame Peer cooperation in AR-videogame 3 (0) 8–12 (n/a) No/AR game (Kinect)
Crowell et al. (2019), Spain Case-study/120 min Social skills, collaboration Enhancing social skills in a virtual full-body interaction environment 25 (0) 4–14 (> 70) No/Kinect
Didehbani et al. (2016), USA Case-study/5 weeks Emotion recognition and social attribution Enhancing social skills through interactive VR-learning scenarios 30 (4) 7–16 (112.6) No/Computer screen
Halabi et al. (2017), Qatar Case-study/2 sessions of 20 min Social interaction and communication Enhancing communication skills through VR 3 (0) 4–6 Yes/CAVE VR + Oculus Rift
Herrero and Lorenzo (2020), Spain Case–control study/10 sessions Social and emotional abilities Social interaction with avatars in a virtual environment 14 (1) 8–15 (approx. average) Yes/Oculus Rift, smartphone
Ip et al. (2018), Hong Kong Case-study/14 weeks Enhance emotional and social adaption skills Enhance social skills and emotion regulation in an immersive VR environment 36 (5) 6–12 (n/a) No/4-side CAVE VR system
Kandalaft et al. (2013), USA Feasibility study/5 weeks Enhancing social skills, social cognition, and social functioning Enhancing various social and social cognitive skills through VR-scenarios 8 (2) 18–26 (111.9) No/Computer screen and VR software
Ke and Im. (2013), USA Case-study/5 weeks Social interaction Social interaction tasks in VR-based learning environment 4 (2) 9–10 (n/a) No/Computer screen and VR software
Ke and Lee. (2016), USA Feasibility—exploratory case study/5 weeks Social behavior in game play Enhancing social skills through VR collaboration game 2 (0) 9–10 (n/a) No/OpenSim
Ke and Moon. (2018), USA Case-study/16 to 31 45–60 min sessions Social interaction Enhancing social skills through VR collaboration game 8 (1) 10–14 (> 70) No/OpenSim
Ke et al. (2020), USA Multiple single-case study/12 weeks Social skills and role-play 7 (1) 10–14 (n/a) No/OpenSim
Lee. (2020), Taiwan Multiple single-case study/8 sessions Judge other people’s social interaction and respond appropriately Improving performance and understanding of body gestures through AR-role-play and tutoring 3 (1) 7–9 (102.3) No/Kinect Tracking system
Lee et al. (2018), Taiwan Case-study/6 weeks Teach how to use social cues Teaching social skills through social scenarios in AR 3 (1) 8–9 (93.3) No/tablet, TV-screen and concept map
Liu et al. (2017), USA Feasibility study/1 session Emotion Recognition, Social Attention, Eye-contact and self-regulation Enhancing social gaze and emotion recognition through AR-games 2 (0) 8–9 (n/a) Yes/brain power system (BPS) + smartglasses
Lorenzo et al. (2019), Spain Feasibility study (preliminary)/20 weeks Social skills Enhancing social skills through AR-based social activities 5 (1) 2–6 (n/a) No/AR on smartphone
Lorenzo et al. (2016), Spain Case–control/40 weeks Emotional competence Learning emotional scripts in VR 40 (11) 7–12 (n/a) No/Semi-cave, robot and camera
Lorenzo et al. (2013), Spain Case-study/40 weeks Social competence Training social and emotional skills in a VR-based school setting 20 (4) 8–15 (n/a) No/3D IVE + Kinect + 3D glasses
Malinverni et al. (2017), Spain Feasibility (Exploratory case study)/4 sessions Social initiation Enhancing social skills through VR collaborative game (PICO) 10 (0) 4–6 (95.9) No/Pico's adventure Full body interact. Kinect
Milne et al. (2010), Australia Case-study/n/a Conversational skills and dealing with bullying Conversational skills and dealing with bullying through virtual agent tutoring 14 (n/a) 6–15 (n/a) No/desktop computer and webcam
Moon and Ke. (2019), USA Feasibility (mixed methods)/6 sessions Social skills; responding, initiating, negotiating and collaborating Social skills training through social role-play in VR-game 15 (2) 10–14 (> 70) No/open simulator
Parsons. (2015), United Kingdom Case-study/2 weeks Communicative perspective-taking skills Social interaction in a collaborative VRE 6 (0) 10–13 (96) No/laptop computers and microphone headsets
Ravindran et al. (2019), USA Feasibility (pilot study)/5 weeks Joint Attention Training joint attention in VR 12 (0) 9–16 (n/a) Yes/HMD cardboard with smartphone, tablets
Serret et al. (2014), France Feasibility study (pilot-study)/4 weeks Emotion recognition Training emotion recognition through Serious game 33 (2) 6–17 (70.5) No/computer game with a gamepad
Smith et al. (2014), USA Randomized control trial/10 h Job interview skills Computer simulation of job interviews in VR 26 (n/a) 18–31 (n/a) No/computer
Stichter et al. (2014), USA Case-study/17 weeks Social competence Training social and emotional skills through distance education in iSocial 11 (0) 11–14 (99.55) No/computers with headset
Strickland et al. (2013), USA Randomized study/n/a Job interview skills Computer simulation of job interviews in VR 11 (0) 16–19 (n/a) No/computer
Trepagnier et al. (2011), USA Feasibility study/2 weeks Conversational skills Training of conversational skills through computer simulation 16 (1) 16–30 (109.4) No/computer screen simulation
Tsai et al. (2020), Taiwan Multiple single-case design/5 weeks Emotion recognition Role-play and observation 3 (0) 7–9 (87) No/CAVE-like environment using Kinect
Uzuegbunam et al. (2018), USA Feasibility (Pilot-study)/7 weeks Social greeting behavior Social greeting behavior through social narratives 3 (0) 7–11 (n/a) No/touchscreen computer with Kinect v2
Vahabzadeh et al. (2018), USA Feasibility study/6 weeks Irritability, hyperactivity, and social withdrawal Training on facial attention, mutual gaze and emotion recognition through smartglasses with social cues 4 (0) 6–8 (n/a) Yes/smartglasses
Wang et al. (2017), USA Case-study/18 weeks Verbal and nonverbal social interaction Training social and emotional skills through iSocial 11 (0) 11–14 (> 75) No/3D VLE, computer screen
Ward and Esposito. (2019), USA Exploratory study—case study/mean 129 min Job interview skills Computer simulation of job interviews in VR 12 (2) 18–22 (95.6) No/Chromebook, headset w/microphone
White et al. (2016), USA Randomized control trial/10–14 weeks Social competence and self-regulation Training of social interaction and emotion recognition in VE 8 (3) 19–23 (126.75) No/desktop computer, tablet and EEG
Yang et al. (2017, 2018), USA Case-study/5 weeks Social cognition Training social and emotional skills in immersive role play 17 (2) 18–31 (109.65) No/computer and fMRI
Zhang et al. (2018a, 2018b), USA Case–control study—Feasibility study/50 min Collaborative interaction and verbal communication Social communication through collaborative playing in a virtual environment 7 (1) 7–17 (191.06) No/Desktop computers
Zhao et al. (2018), USA Case-dyad study—feasibility study/n/a Communication and collaboration Collaborative skills through game-playing in VR 12 (n/a) n/a mean age 12.20 (n/a) No/motion controller, eye tracking, headset, webcam and computer

Table of the included studies

*Total number of participants with ASD (all genders) in the study, this number is excluding the other participants in the respective studies

**Number of female participants. This number is also included in the total number and should not be added to the total number of participants