“To be quite honest, if it wasn’t for videogames I wouldn’t have a social life at all”

Motivations of young adults with autism spectrum disorder for playing videogames as leisure

Erinn Finke, Benjamin D. Hickerson, Jennifer M.D. Kremkow

Research output: Contribution to journalArticle

1 Citation (Scopus)

Abstract

Purpose: Leisure activities are underutilized as a context for intervention in the field of speech-language pathology despite the fact that leisure can be an important context for skill development. The current study investigated the perceptions of individuals with autism spectrum disorder (ASD) who play videogames as their primary leisure activity regarding the role of videogames in their lives and their motivations for playing videogames. Method: Qualitative interview methodology was used to investigate the experiences of 10 18–24-year-olds with ASD. Information was collected about the role of videogames in the lives of adolescents and young adults with ASD and the perceived benefits of playing videogames. Results: Results indicated the participants perceived playing videogames to have a positive impact on their lives and their development. The motivations for playing videogames described are similar to those reported by typically developing populations. Conclusions: Videogaming is a popular leisure pursuit for adolescents and young adults with and without ASD. Speech-language pathologists should consider how videogame play may be a useful context for teaching new communication, social, and language.

Original languageEnglish (US)
Pages (from-to)672-689
Number of pages18
JournalAmerican Journal of Speech-Language Pathology
Volume27
Issue number2
DOIs
StatePublished - May 1 2018

Fingerprint

Leisure Activities
autism
young adult
Motivation
Young Adult
Language
language
Speech-Language Pathology
adolescent
qualitative interview
pathology
Teaching
Communication
Interviews
Autism Spectrum Disorder
communication
methodology
Population
experience

All Science Journal Classification (ASJC) codes

  • Otorhinolaryngology
  • Developmental and Educational Psychology
  • Linguistics and Language
  • Speech and Hearing

Cite this

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title = "“To be quite honest, if it wasn’t for videogames I wouldn’t have a social life at all”: Motivations of young adults with autism spectrum disorder for playing videogames as leisure",
abstract = "Purpose: Leisure activities are underutilized as a context for intervention in the field of speech-language pathology despite the fact that leisure can be an important context for skill development. The current study investigated the perceptions of individuals with autism spectrum disorder (ASD) who play videogames as their primary leisure activity regarding the role of videogames in their lives and their motivations for playing videogames. Method: Qualitative interview methodology was used to investigate the experiences of 10 18–24-year-olds with ASD. Information was collected about the role of videogames in the lives of adolescents and young adults with ASD and the perceived benefits of playing videogames. Results: Results indicated the participants perceived playing videogames to have a positive impact on their lives and their development. The motivations for playing videogames described are similar to those reported by typically developing populations. Conclusions: Videogaming is a popular leisure pursuit for adolescents and young adults with and without ASD. Speech-language pathologists should consider how videogame play may be a useful context for teaching new communication, social, and language.",
author = "Erinn Finke and Hickerson, {Benjamin D.} and Kremkow, {Jennifer M.D.}",
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AB - Purpose: Leisure activities are underutilized as a context for intervention in the field of speech-language pathology despite the fact that leisure can be an important context for skill development. The current study investigated the perceptions of individuals with autism spectrum disorder (ASD) who play videogames as their primary leisure activity regarding the role of videogames in their lives and their motivations for playing videogames. Method: Qualitative interview methodology was used to investigate the experiences of 10 18–24-year-olds with ASD. Information was collected about the role of videogames in the lives of adolescents and young adults with ASD and the perceived benefits of playing videogames. Results: Results indicated the participants perceived playing videogames to have a positive impact on their lives and their development. The motivations for playing videogames described are similar to those reported by typically developing populations. Conclusions: Videogaming is a popular leisure pursuit for adolescents and young adults with and without ASD. Speech-language pathologists should consider how videogame play may be a useful context for teaching new communication, social, and language.

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