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. 2022 Oct 17;18:2295–2310. doi: 10.2147/NDT.S331990

Table 4.

Findings of Included Studies

Author (Year) Outcome Measure (RL/VR?) Analysis Main Findings Results
Adjorlu & Serafin2 Ability to make correct purchases with real money (RL) 1 4/5 of the students improved their abilities ↑?
Adjorlu et al26 Ability to shop based on shopping list (RL) 2 The treatment group reached 100% in both pre and post evaluation
Beach & Wendt12 Qualitative as well as quantitative assessment of relevant social skills (RL) 1 The researchers found that both participants were able to improve their social skills after intervention ↑?
Cheng et al25 Social behaviour scale (SEB) with Social Events Cards (SEC) (RL) All participants improved their SEB scores from baseline through maintenance ↑?
Dixon et al24 Correct answer to question related to street crossing - Clinician asks, ”Is it safe to cross?” (RL). 1 All participants reached mastery criteria in both the VR and the natural setting measures ↑?
Herrero & Lorenzo21 Questionnaires answered by parents, teachers and researcher. As well as performance measured in VR. (VR+RL) The study group showed improvement compared to the control group ↑?
Ravindran et al22 Interactions, eye-contact, and initiation of interactions (RL) 1 10 out of 12 participants showed an increase from pre-test to post-test on at least one measure ↑?
Yeh & Meng23 Answer speed, Conversation and expression, sentence structure, conversation etiquette. All scores are measured on point scales on evaluation sheets filled out by researcher (VR) 2 There is significant improvement on all four measures ↑*

Notes: (1) = Descriptive statistics, (2) = Inferential statistics, (↑)=Improvement in specific life skill(s), (→) = No change in specific life skill, (*) = p<0.05, (?)= no significance levels were reported, (ˣ) = Conducted a statistical analysis different from traditional significance testing.

Abbreviations: VR, virtual reality; RL, real life.