Behavioral Sciences (May 2022)

Influence of an Esports Program on Problematic Gaming in Children with Autistic Spectrum Disorder: A Pilot Study

  • Kentaro Kawabe,
  • Fumie Horiuchi,
  • Rie Hosokawa,
  • Kiwamu Nakachi,
  • Junya Soga,
  • Shu-ichi Ueno

DOI
https://doi.org/10.3390/bs12060172
Journal volume & issue
Vol. 12, no. 6
p. 172

Abstract

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Esports (electronic sports) programs are a variant of competitive gaming and have expanded worldwide in recent years. The prevalence of problematic gaming and gaming disorders (GD) is predicted to increase in adolescents. Children with autism spectrum disorder (ASD) have a high rate of digital gaming use, and their characteristics, such as social communication deficits and restricted interests, might contribute to problematic gaming. In this study, we aimed to examine whether participation in an Esports program would lead to problematic gaming or GD in children with ASD. The Internet Gaming Disorder Test (IGD-20) scores, Kid-KINDL scores, and gaming time at home were assessed in eight children with ASD before beginning the Esports program and at the three-month follow-up timepoint. The program was held once a week at the welfare service center, where the participants played a set game for 60 min. The results indicated there was no significant worsening in any of the scores after the program. Our program provided the participation time and frequency of Esports, type of game, and motivation of the participants are adequately considered. Even though this pilot study is limited by the small sample size, we concluded that the risk of these activities leading to problematic gaming might be low.

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