Virtual Reality Interventions for Enhancing Executive Functions in Children and Adolescents with Autism Spectrum Disorder
Abstract
1. Introduction
2. Literature Review
2.1. Executive Function Challenges in ASD and Importance of Intervention
2.2. Virtual Reality as an Intervention Tool
2.3. VR-Based Programs for Executive Function Training
2.4. Integrating ABA and Behavioral Strategies in VR
2.5. Design Principles for Effective VR Interventions
3. Materials and Methods
3.1. Methodology and VR Intervention
3.1.1. Participants and Design
3.1.2. Experimental Phases
3.1.3. Target Skills and VR Tasks
3.1.4. Trial Structure and Procedure
3.2. Data Collection
3.3. Data Analysis
3.3.1. Data Parsing and Structure
- Top level: Child name (e.g., “Alexandros” or “Andreas”).
- Second level: Cognitive variable, inhibitory control, or working memory.
- Third level: Phase and trial identifier as extracted from the first column in the Excel, indicating which trial number and phase the data correspond to.
- Bottom level: A list of trial outcome dictionaries, each mapping item indices to the child’s response on that item (e.g., {“1”: “√”, “2”: “x”, …, “15”: “√”} for a given trial). Typically, each phase-trial combination had one such dictionary (since most trials were single instances per phase), but the data structure allowed multiple dictionaries in a list in case a phase had more than one trial entry.
3.3.2. Computation of Accuracy Metrics
- {
- “1 Β”: 0.20,
- “2 Β”: 0.40,
- “1 I”: 0.67,
- “1 G”: 0.80,
- “1 F”: 0.75
- }
3.3.3. Visualization
4. Results
4.1. Baseline Performance
4.2. Intervention Phase Performance
4.3. Generalization Phase Performance
4.4. Follow-Up Performance (Retention)
4.5. Key Findings
5. Discussion
5.1. Discussion on the Results
5.2. Discussion on Methodological Scope and Generalizability
5.3. Discussion on Limitations
6. Conclusions
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
Abbreviations
| ASD | Autism Spectrum Disorder |
| EF | Executive Function |
| VR | Virtual Reality |
| ABA | Applied Behavior Analysis |
| XR | Extended Reality |
| SDK | Software Development Kit |
| CBT | Cognitive Behavioral Therapy |
Appendix A
Appendix A.1. Cognitive Flexibility (Tasks 1–6)
- Task 1:
- Dimensional Change Card Sort (DCCS), Rabbit and Boat
- Task 2:
- Dimensional Change Card Sort (DCCS), Fruits
- Task 3:
- Dimensional Change Card Sort (DCCS), Multicolored Animals
- Task 4:
- Multicolored Aliens
- When the yellow alien is lowered, the player will clap.
- When the blue alien is lowered, the player will tap their hands on their legs.
- When the green alien is lowered, the player will tap their hands on the table.
- Task 5:
- The Light-Up Boxes
- Task 6:
- The Light-Up Boxes (with objects)
Appendix A.2. Impulse Control (Tasks 7–12)
- Task 7:
- Halli Galli, variation
- Task 8:
- Freddy & Nala
- Task 9:
- The Traffic Lights
- Task 10:
- The Three Baskets
- Task 11:
- Simon Says
- Task 12:
- The Teacher Says
Appendix A.3. Working Memory (Tasks 13–18)
- Task 13:
- Peter and the Numbers
- Task 14:
- Fruit Salad
- Task 15:
- Remember the Position, Spaceship
- Task 16:
- Remember the Position, Zoo
- Task 17:
- Remember the Position, Put the Ball
- Task 18:
- Remember the Position, Put the Earth
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| Feature | Description |
|---|---|
| Game Engine | Unity (XR Interaction Toolkit) |
| SDK | Meta XR SDK |
| Programming Language | C# |
| 3D Assets and World Design | Unity Asset Store |
| Locomotion | No scene or camera movement; the user remains seated. Objects are displayed in front of the user (object-centric VR). |
| Interaction | Controller-based interaction; object-centric actions (inspect, select, grab, place) with multimodal feedback (visual and audio). |
| Performance Optimization (PO) | Not applied, due to the use of simple graphics. |
| VR Acceptance Testing | Approved by experts to ensure that the VR intervention is clinically safe and functionally acceptable. |
| Phase | Week | Sessions | Description |
|---|---|---|---|
| Baseline | Week 1 | 2 sessions | Behavioral assessment without VR intervention |
| Intervention | Weeks 2–3 | 4 sessions (2/week × 60 min) | VR executive function training |
| Generalization | Week 4 | 1 session | Transfer tasks in modified VR environment |
| Follow-up | Week 5 | 1 session | Maintenance assessment |
| Phase | Week | Sessions | Description |
|---|---|---|---|
| Baseline | Week 2 | 2 sessions | Behavioral assessment without VR intervention |
| Intervention | Weeks 3–4 | 4 sessions (2/week × 60 min) | VR executive function training |
| Generalization | Week 5 | 1 session | Transfer tasks in modified VR environment |
| Follow-up | Week 6 | 1 session | Maintenance assessment |
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© 2026 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license.
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Sideraki, A.; Anagnostopoulos, C.-N. Virtual Reality Interventions for Enhancing Executive Functions in Children and Adolescents with Autism Spectrum Disorder. Algorithms 2026, 19, 201. https://doi.org/10.3390/a19030201
Sideraki A, Anagnostopoulos C-N. Virtual Reality Interventions for Enhancing Executive Functions in Children and Adolescents with Autism Spectrum Disorder. Algorithms. 2026; 19(3):201. https://doi.org/10.3390/a19030201
Chicago/Turabian StyleSideraki, Angeliki, and Christos-Nikolaos Anagnostopoulos. 2026. "Virtual Reality Interventions for Enhancing Executive Functions in Children and Adolescents with Autism Spectrum Disorder" Algorithms 19, no. 3: 201. https://doi.org/10.3390/a19030201
APA StyleSideraki, A., & Anagnostopoulos, C.-N. (2026). Virtual Reality Interventions for Enhancing Executive Functions in Children and Adolescents with Autism Spectrum Disorder. Algorithms, 19(3), 201. https://doi.org/10.3390/a19030201

