Behavior analytic based virtual reality interventions to teach adaptive and functional skills for individuals diagnosed with autism: A systematic review
Abstract Virtual reality technologies hold promise for the therapy based on the science of applied behavior analysis as they can replicate real life environments and allow the user to role-play in a simulated environments. This literature review synthesizes the research base evaluating the effects of behavior analytic interventions delivered via virtual reality (VR) technology to teach adaptive and functional skills for individuals with autism. Method: We conducted a systematic search in four databases followed by a reference search for those articles by the systematic database search. We also conducted a quality review using the Evaluative Method for Evaluating and Determining Evidence-Based Practices in Autism (Reichow, 2008). Results: We identified 24 studies with a majority of the studies (n = 18; 75%) utilizing group experimental or quasi-experiment research design, and the remaining (n = 6; 25%) utilizing single-case research design. Of those studies, ten targeted vocational related skills, seven targeted functional behaviors (e.g., problem behavior treatment, hypersensitivity, phobias), four targeted safety skills (e.g., driving, airplane travel, pedestrian safety), two studies targeted general functional skills, and one targeted exercise engagement. Of the 24 studies, 12 met the quality criteria to be classified as “strong” or “adequate” and can offer evidence on the integration of VR technology into the practice of behavior analysis for teaching adaptive or functional skills. Discussion: Taken as a whole, the three studies (Cox et al., 2017; Hu & Han, 2019; Wade et al., 2013) identified as “strong” quality studies were conducted by three different research teams, at three different locations, with 74 different participants and meet the qualifications to be considered a promising practice.