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Cited 4 time in webofscience Cited 4 time in scopus
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A prosocial online game for social cognition training in adolescents with high-functioning autism: an fMRI study

Authors
Chung, Un-sunHan, Doug HyunShin, Yee JinRenshaw, Perry F.
Issue Date
2016
Publisher
DOVE MEDICAL PRESS LTD
Keywords
autism; online games; sociality; cognitive behavior therapy; functional magnetic resonance image
Citation
NEUROPSYCHIATRIC DISEASE AND TREATMENT, v.12, pp 651 - 660
Pages
10
Journal Title
NEUROPSYCHIATRIC DISEASE AND TREATMENT
Volume
12
Start Page
651
End Page
660
URI
https://scholarworks.bwise.kr/cau/handle/2019.sw.cau/8662
DOI
10.2147/NDT.S94669
ISSN
1178-2021
1178-2021
Abstract
To help patients with autism spectrum disorder (ASD) improve their social skills, effective interventions and new treatment modalities are necessary. We hypothesized that a prosocial online game would improve social cognition in ASD adolescents, as assessed using metrics of social communication, facial recognition, and emotional words. Ten ASD adolescents underwent cognitive behavior therapy (CBT) using a prosocial online game (game-CBT), and ten ASD adolescents participated in an offline-CBT. At baseline and 6 weeks later, social communication quality, correct identification of emotional words and facial emoticons, and brain activity were assessed in both groups. Social communication quality and correct response rate of emotional words and facial emoticons improved in both groups over the course of the intervention, and there were no significant differences between groups. In response to the emotional words, the brain activity within the temporal and parietal cortices increased in the game-CBT group, while the brain activity within cingulate and parietal cortices increased in the offline-CBT group. In addition, ASD adolescents in the game-CBT group showed increased brain activity within the right cingulate gyrus, left medial frontal gyrus, left cerebellum, left fusiform gyrus, left insular cortex, and sublobar area in response to facial emoticons. A prosocial online game designed for CBT was as effective as offline-CBT in ASD adolescents. Participation in the game especially increased social arousal and aided ASD adolescents in recognizing emotion. The therapy also helped participants more accurately consider associated environments in response to facial emotional stimulation. However, the online CBT was less effective than the offline-CBT at evoking emotions in response to emotional words.
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의과대학 (의학부(임상-서울))
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