Beyond play: exploring the use of videogames in service provision for autistic individuals.

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Title: Beyond play: exploring the use of videogames in service provision for autistic individuals.
Authors: Kuzminski, Rebecca (AUTHOR), Bender, Stuart M. (AUTHOR), Milward, Danelle (AUTHOR), Scott, Kelly (AUTHOR), Black, Melissa H. (AUTHOR)
Source: Disability & Rehabilitation. Jul2026, Vol. 48 Issue 15, p4795-4809. 15p.
Subjects: Health services accessibility, Qualitative research, Research funding, Rehabilitation of autistic people, Judgment sampling, Motivation (Psychology), Thematic analysis, Allied health personnel, Ability, Attitudes of medical personnel, Sociodemographic factors, Data analysis software, Video games, People with disabilities, Training
Geographic Terms: Australia
Abstract: Purpose: Allied health professionals are increasingly using videogames as an intervention modality for certain populations, such as autistic youth. Use of these games may enhance client motivation, while simultaneously providing a more strengths-based and naturalistic environment for skill development. On the other hand, professionals may be concerned about the use of screen-based technologies over real-world experiences. Despite the growing use of video games in support, little research has explored professional perspectives. These insights are crucial for understanding the benefits, challenges, and implementation of games in the support process. Method: We conducted a qualitative exploration of professional perspectives on the use of videogames in services for autistic youth. Nineteen professionals from a service provider using videogames as part of their service provision participated in focus groups, with data analyzed thematically. Results: Four themes describing professionals' experiences and perspectives were identified. Overall professionals expressed excitement about the potential of videogames in service provision for autistic youth. However, they also raised several limitations to their use and discussed their responsibilities as clinicians. Conclusion: We provide insights that can guide the use and implementation of videogames as part of service provision for autistic youth. IMPLICATIONS FOR REHABILITATION: Overall, professionals perceived that videogames are a helpful modality and tool when working with autistic youth. Videogames can be used to support skill development, assessment, and rapport building. Professionals should consider the strengths, needs, contexts, and goals of youth before using videogames in the support process. Professionals have several responsibilities when using videogames as a modality and tool. [ABSTRACT FROM AUTHOR]
Copyright of Disability & Rehabilitation is the property of Taylor & Francis Ltd and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Psychology and Behavioral Sciences Collection
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  Data: Beyond play: exploring the use of videogames in service provision for autistic individuals.
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  Data: Purpose: Allied health professionals are increasingly using videogames as an intervention modality for certain populations, such as autistic youth. Use of these games may enhance client motivation, while simultaneously providing a more strengths-based and naturalistic environment for skill development. On the other hand, professionals may be concerned about the use of screen-based technologies over real-world experiences. Despite the growing use of video games in support, little research has explored professional perspectives. These insights are crucial for understanding the benefits, challenges, and implementation of games in the support process. Method: We conducted a qualitative exploration of professional perspectives on the use of videogames in services for autistic youth. Nineteen professionals from a service provider using videogames as part of their service provision participated in focus groups, with data analyzed thematically. Results: Four themes describing professionals' experiences and perspectives were identified. Overall professionals expressed excitement about the potential of videogames in service provision for autistic youth. However, they also raised several limitations to their use and discussed their responsibilities as clinicians. Conclusion: We provide insights that can guide the use and implementation of videogames as part of service provision for autistic youth. IMPLICATIONS FOR REHABILITATION: Overall, professionals perceived that videogames are a helpful modality and tool when working with autistic youth. Videogames can be used to support skill development, assessment, and rapport building. Professionals should consider the strengths, needs, contexts, and goals of youth before using videogames in the support process. Professionals have several responsibilities when using videogames as a modality and tool. [ABSTRACT FROM AUTHOR]
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  Data: <i>Copyright of Disability & Rehabilitation is the property of Taylor & Francis Ltd and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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        Value: 10.1080/09638288.2026.2614947
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      – Code: eng
        Text: English
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        PageCount: 15
        StartPage: 4795
    Subjects:
      – SubjectFull: Health services accessibility
        Type: general
      – SubjectFull: Qualitative research
        Type: general
      – SubjectFull: Research funding
        Type: general
      – SubjectFull: Rehabilitation of autistic people
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      – SubjectFull: Judgment sampling
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      – SubjectFull: Motivation (Psychology)
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      – SubjectFull: Thematic analysis
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      – SubjectFull: Allied health personnel
        Type: general
      – SubjectFull: Ability
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      – SubjectFull: Attitudes of medical personnel
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      – SubjectFull: Data analysis software
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      – SubjectFull: Video games
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      – SubjectFull: People with disabilities
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      – SubjectFull: Training
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      – SubjectFull: Australia
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      – TitleFull: Beyond play: exploring the use of videogames in service provision for autistic individuals.
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              Text: Jul2026
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