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Original Research

Virtual reality as a telerehabilitation strategy for people with autism spectrum disorder during the COVID-19 quarantine scenario: physical activity, motor performance and enjoyment

, ORCID Icon, ORCID Icon, , , , ORCID Icon, ORCID Icon, , , , & show all
Received 05 Nov 2022, Accepted 09 Aug 2023, Published online: 11 Sep 2023

Figures & data

Figure 1. CONSORT 2010 Flow diagram.

CONSORT 2010 Flow Diagram. It starts with enrolment, demonstrating that 57 participants were evaluated for eligibility, 13 were excluded, 11 for not meeting eligibility criteria, and 2 for other reasons. 44 participants were allocated, 22 ASD and 22 non-ASD. All participants received allocated intervention and entered into analysis.
Figure 1. CONSORT 2010 Flow diagram.

Figure 2. Participant Positioning and game design. The task was to intercept different falling spheres using upper limb wave movements at the exact moment the spheres reached their specific target. Bottom right image, miss feedback - above this one, hit feedback. The game is available for free use in Portuguese https://movehero.com.br/ and English https://movehero.com.br/en/.

A participant positioned in the centre in front of the computer, with arms raised, playing the game that captures its movement. Next to him, there is his guardian who holds a cell phone with the left hand and shows the therapist through video call how the participant is performing the requested task. In the bottom right image, there is a representative drawing of miss feedback, and above this one, a representative drawing of hit feedback.
Figure 2. Participant Positioning and game design. The task was to intercept different falling spheres using upper limb wave movements at the exact moment the spheres reached their specific target. Bottom right image, miss feedback - above this one, hit feedback. The game is available for free use in Portuguese https://movehero.com.br/ and English https://movehero.com.br/en/.

Figure 3. Study design.

Figure 3. Study design.

Table 1. Participant’s characteristics.

Figure 4. Absolute error and variable error mean and standard error for both ASD and non-ASD groups.

Graphical demonstration of absolute error and variable error. In both, the demonstration of each of the task targets is performed using four coloured spheres, similarly to the activity in VR. All spheres contain graphs of ASD and non-ASD participants’ performance during Task Matches. The results are described in the text of the manuscript.
Figure 4. Absolute error and variable error mean and standard error for both ASD and non-ASD groups.

Figure 5. Mean and standard error of percentage of hits, misses and the continuous score, for both ASD and non-ASD groups.

Graphical demonstration of hits percentage and misses percentage. In both, the demonstration contains graphs of ASD and non-ASD participants’ performance during Task Matches. The results are described in the text of the manuscript.
Figure 5. Mean and standard error of percentage of hits, misses and the continuous score, for both ASD and non-ASD groups.

Figure 6. Mean and standard error of RPE score (a) and representation of the answers of the individuals regarding their enjoyment with the game (b) for both ASD and non-ASD groups.

Graphical demonstration of RPE (Rating of Perceived Exertion), containing a graph of ASD and non-ASD participants’ scores during Task Matches. And a demonstration graph of the Enjoyment Scale of ASD and non-ASD participants’ scores. The results are described in the text of the manuscript.
Figure 6. Mean and standard error of RPE score (a) and representation of the answers of the individuals regarding their enjoyment with the game (b) for both ASD and non-ASD groups.

Table 2. Brunel Mood Scale (BRUMS) for both groups, before and after the intervention.