The use of videogames as digital leisure among people with autism spectrum disorder
- José Luis Cuesta Gómez 1
- Sergio Sánchez Fuentes 2
- Santiago Santos Vázquez 3
- Patricia Sancho Requena 4
- Martha Orozco Gómez 1
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1
Universidad de Burgos
info
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2
Universidad Autónoma de Madrid
info
- 3 Asociación Autismo Vigo
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4
Universitat de València
info
ISSN: 0210-1696
Year of publication: 2021
Volume: 52
Issue: 3
Pages: 101-117
Type: Article
More publications in: Siglo Cero: Revista Española sobre Discapacidad Intelectual
Metrics
Cited by
- Scopus Cited by: 0 (29-03-2023)
SCImago Journal Rank
- Year 2021
- SJR Journal Impact: 0.219
- Best Quartile: Q3
- Area: Psychology (miscellaneous) Quartile: Q3 Rank in area: 204/276
- Area: Education Quartile: Q3 Rank in area: 974/1381
- Area: Psychiatry and Mental Health Quartile: Q4 Rank in area: 432/556
- Area: Social Psychology Quartile: Q4 Rank in area: 242/298
- Area: Social Work Quartile: Q4 Rank in area: 51/56
Índice Dialnet de Revistas
- Year 2021
- Journal Impact: 0.890
- Field: TRABAJO SOCIAL Quartile: C1 Rank in field: 2/51
- Field: EDUCACIÓN Quartile: C1 Rank in field: 49/228
- Field: PSICOLOGÍA Quartile: C2 Rank in field: 31/111
CIRC
- Social Sciences: B
Scopus CiteScore
- Year 2021
- CiteScore of the Journal : 1.4
- Area: Psychiatric Mental Health Percentile: 52
- Area: Education Percentile: 46
- Area: Psychiatry and Mental Health Percentile: 35
- Area: Social Psychology Percentile: 31
Abstract
Digital leisure and specifically videogames are increasingly entrenched in all segments of society. Making appropriate use of them implies a challenge for users, families, and professionals. In the present study, the use that people with Autism Spectrum Disorders make of this sort of entertainment is specifically approached, and a series of recommendations are presented that take the characteristics of this population into account. A questionnaire was prepared ad hoc for data-collection purposes and administered to 67 people with ASD of different ages. The results reflect that videogames are a very popular type of game among people with ASD, are perceived as highly attractive and motivating and can help to lower anxiety levels. Among the undesired aspects, the physical problems arising from the use of videogames may be highlighted, and the problems of addiction and isolation that their continual use can provoke. The widespread acceptance of this type of leisure among people with ASD calls for new studies of a qualitative nature for the analysis of the relevant variables.
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