Product Description:
This study investigated the relative engagement
potential of four types of electronic screen media (ESM):
animated video, video of self, video of a familiar person
engaged with an immersive virtual reality (VR) game, and
immersion of self in the VR game. Forty-two students with
autism, varying in age and expressive communication
ability, were randomly assigned to the experimental conditions.
Gaze duration and vocalization served as
dependent measures of engagement. The results reveal
differential responding across ESM, with some variation
related to the engagement metric employed. Preferences
for seeing themselves on the screen, as well as for viewing
the VR scenarios, emerged from the data. While the study
did not yield definitive data about the relative engagement
potential of ESM alternatives, it does provide a foundation
for future research, including guidance related to participant
profiles, stimulus characteristics, and data coding
challenges.