Next Article in Journal
Childcare Issues and the Pandemic: Working Women’s Experiences in the Face of COVID-19
Next Article in Special Issue
Murder on the VR Express: Studying the Impact of Thought Experiments at a Distance in Virtual Reality
Previous Article in Journal
Embedding Behavioral and Social Sciences across the Medical Curriculum: (Auto) Ethnographic Insights from Medical Schools in the United Kingdom
 
 
Font Type:
Arial Georgia Verdana
Font Size:
Aa Aa Aa
Line Spacing:
Column Width:
Background:
Article

Social Virtual Reality: Neurodivergence and Inclusivity in the Metaverse

Department of Art History and Visual Culture, Lindenwood University, Saint Charles, MO 63301, USA
Societies 2022, 12(4), 102; https://doi.org/10.3390/soc12040102
Submission received: 9 April 2022 / Revised: 29 June 2022 / Accepted: 30 June 2022 / Published: 7 July 2022
(This article belongs to the Special Issue Societal Implications of Virtual Reality: Maximizing Human Potential)

Abstract

:
Whereas traditional teaching environments encourage lively and engaged interaction and reward extrovert qualities, introverts, and others with symptoms that make social engagement difficult, such as autism spectrum disorder (ASD), are often disadvantaged. This population is often more engaged in quieter, low-key learning environments and often does not speak up and answer questions in traditional lecture-style classes. These individuals are often passed over in school and later in their careers for not speaking up and are assumed to not be as competent as their gregarious and outgoing colleagues. With the rise of the metaverse and democratization of virtual reality (VR) technology, post-secondary education is especially poised to capitalize on the immersive learning environments social VR provides and prepare students for the future of work, where virtual collaboration will be key. This study seeks to reconsider the role of VR and the metaverse for introverts and those with ASD. The metaverse has the potential to continue the social and workplace changes already accelerated by the pandemic and open new avenues for communication and collaboration for a more inclusive audience and tomorrow.

1. Introduction

With the pandemic leading colleges to move rapidly to online and asynchronous learning in March of 2020, a new paradigm for education emerged, replacing traditional face-to-face classes. Instead, instructors rushed to record video lectures for online, distance education, and hybrid learning to address the challenges wrought by COVID-19. Whereas they were seen previously as boutique options, emerging technologies were turned to in order to meet these new challenges. As such, immersive realities—augmented reality (AR), virtual reality (VR), and mixed reality (MxR)—previously restricted to computer science programs, became household terms, especially with the announcement that Facebook would move to establish the “metaverse” [1]. In addition, the advances made in head-mounted displays (HMDs) that allow for both audio and visual immersivity and expanding libraries of educational applications, coupled with a lower price point, have removed many barriers that had previously prevented widespread adoption in academia.
With the increased accessibility of virtual reality (VR) and associated hardware (head-mounted displays or HMDs) and software (applications), specialists, secondary education and industry are all beginning to develop resources to address mental health issues in portions of the populations. More specifically, applications, such Ovation, a public speaking application, have been developed to help reduce anxiety associated with 77% of the population and improve performance. While all demographics report being at ease in engaging with avatars in immersive social environments, introverts, and their potential contributions in a wider set of industries and roles, may gain confidence, and practice public speaking [2,3]. Other applications have been developed for mental and behavioral health with autism spectrum disorder (ASD). Examples such as Floreo VR have been developed to improve social, behavioral, communication, and life skills for individuals on the spectrum.
These applications have been created to treat or modify specific characteristics and behaviors in these populations. Both autism spectrum disorder and introversion have been the subject of research and have been treated as conditions that need to be treated like other mental disorders. For instance, Jacobs [4] noted how introversion is often stigmatized, especially in Western society, and Barnard [5] has written on the “Crisis of Autism”. Furthermore, as studies have demonstrated, teachers prefer extroverts in the classroom as do employers in industry for many obvious reasons [6]. However, what is often (ironically) overlooked in the scholarship of teaching and learning is that the very individuals who prize the qualities of extroversion in the classroom and in industry are often themselves introverts or on the spectrum [7].
The perception of individuals that are considered introverted and/or diagnosed with ASD, as well as the prescribed use of virtual reality (VR) for them, disregards the societal impact the metaverse and this new technology will have. The impetus behind creating the applications above, such as Ovation and Floreo VR, is that these populations are considered in need of intervention and are in turn provided with tools to ensure that engagement in socially prescribed activities along with the general population may be possible. What has been overlooked is that immersive reality and virtual learning environments (VLE) provide the ability for this population to leverage their existing skills and talents in ways that face-to-face interaction or even virtual engagement through video conferencing could not. Instead of using the technology to train those considered unable to operate within social norms on how to conform, researchers should be considering how to leverage the technology of the metaverse to level the proverbial “playing field” and allow an equal footing for a more inclusive audience. Additionally, with the future of work becoming hybrid and remote, we will see fewer introverts being passed over for advancement and promotion given the psychological effects of this technology.
Our daily interactions are changing and will continue to do so as the metaverse expands. A new digital body language will emerge to replace analog, face-to-face social exchanges [8]. Extroverts are now grappling with how to engage in the same way in the new virtual environment. More cases of depression and anxiety have been noted in the extrovert population during the pandemic [9,10]. In essence, the introverts of today will become the extroverts of the virtual tomorrow. With the rise of the metaverse and democratization of virtual reality (VR) technology, especially, post-secondary education is poised to capitalize on the immersive learning environments social VR provides. Moreover, instead of considering introversion or ASD something that needs to be mediated or accommodated, VR technology allows the skills and insights that these individuals possess to be accessed and shared, not just for a greater life experience for the individual but for society as a whole. With more perspectives and insights will come more solutions to the wicked problems that will continue to increase in this century.

2. Materials and Methods

The preference for introverts and those with ASD to engage in virtual environments instead of traditional face-to-face interactions was confirmed prior to the broad appeal of virtual reality. Amichai-Hamburger, Wainapel, and Fox [11], for instance, performed a study on the use of chat on the internet and compared two populations. The results found that introverted and “neurotic” people located their self-identified “real me” on the internet in virtual interactions, while extroverts and “non-neurotic” people identified their true self as most authentically communicated through traditional, face-to-face communication and social interaction. Recent studies have confirmed that the use of avatars in virtual reality reduces anxiety in various populations [12,13,14]. While all demographics in studies reported being at ease in engaging with avatars in immersive social environments, introverts, and those with social anxiety disorders, PTSD, and ASD were better able to engage in social virtual reality more effectively than in person [15,16,17,18].
Virtual reality has been proven to promote many positive outcomes with regard to different aspects of learning. Salzman, Dede, Loftin, and Chen [19], for instance, outlined a model that assists in describing how virtual reality improves conceptual learning and how those factors influence the learning process and outcomes. Such claims are supported by studies that demonstrate how a virtual environment is able to “stimulate learning and comprehension, because it provides a tight coupling between symbolic and experiential information” [20] p. 121. There is a consistent positive correlation between the use of immersive technology and motivation [21,22,23,24] time-on-task [25,26], increased enjoyment of learning [27], deeper learning, and long-term retention [25,28,29].
The use of virtual reality (VR) to treat autism spectrum disorder has been extensively studied [30,31,32,33,34,35,36,37]. For instance, Bellani, Fornasari, Chittaro, and Brambilla [38] note the increase in cases of ASD (which has only continued to accelerate) and reviewed the potential for virtual reality to be used as an intervention strategy [39,40,41] The researchers begin by identifying the “core deficits” in three domains for those with ASD: social interaction, communication, and repetitive behaviors. Next, the argument is made to develop intervention strategies to support individuals with ASD, along with their caregivers and educators. The main benefit cited for VR is the ability to offer a safe virtual environment (VE) that has simulations that can be repeated and changed as needed for learning. Within a VE, competing stimuli can be removed from traditional social and environmental contexts; there is also the ability to manipulate time during the interaction process, and, finally, a VE allows users to learn while seemingly experiencing “play” [42].
The ability of virtual reality to create a controlled environment to practice various social interactions is touted as beneficial for both introverts and those with ASD to learn a variety of social skills. For instance, Lorenzo, Lledó, Pomares, and Roig [43] presented the results of a study on the design and application of an immersive virtual reality system to improve and train the emotional skills of students with ASD. The example was designed for primary school students with a confirmed diagnosis of ASD between the ages of 7–12. The virtual learning environment designed encourages students to experience different social situations in a visual manner. Computer vision was used to determine the emotional state of participants. The goal of the experience for the researchers was twofold: to align emotional states with social situations and determine if the behavior of a child was appropriate for the given represented social situation. The results confirm a significant improvement in emotional competences when compared to similar systems prior to VR.
Additional studies continue to see how virtual learning environments as a habitation tool can assist children with ASD. Particularly, researchers have been interested in methods to instruct children in appropriate behavior in different social situations and better understand standard social conventions [44,45]. One such example used a virtual café as a VE to teach social skills. Participants improved the speed and execution of particular social tasks after use. Another example reproduced a virtual supermarket and had participants engage in different scenarios in order to better understand the functional, physical, and symbolic uses of specific objects. The performance of those who participated was assessed and an increase in the ability to transfer the skill thus acquired as part of the simulation to a real exchange was found. Other studies researched the use of collaborative virtual environments (CVEs) to allow for multiple participants at the same time. More specifically, the patient and their respective therapist would be in the environment and able to communicate via avatars. The use of CVEs has demonstrated viability in participants to better recognize emotions [46], as well as to encourage social interaction and modulate emotions and understand those of others [21] Other studies have used VR-based learning environments, such as OpenSimulator to support socially oriented role play, gaming, and design [47]. Taken together, there is ample evidence to support the use of immersive environments to assist in improving skills such as identifying emotions in others and improving social performance.
The use of virtual reality has also extended to preparation for job interviews. Artificial intelligence interviewing platforms, such as HireVue, Big Interview, and Humanly.io, are now widely used by companies to sort workers for specific positions. These examples review multiple data sources and include AI-powered video interview software and NLP to search for key terms in resumes. However, the behavior the AI has been taught to look for (e.g., body language, eye contact, confidence in word choice, and limited use of filler words and sounds) disadvantages those with ASD. The examples cited above assist with the cues that would help in such interviews, but studies have also been conducted on how VR is used specifically for this purpose. Smith et al. [48]. looked at the possible use and efficacy of virtual reality job interview training (VR-JIT) in a single-blind study. The VR-JIT in question was developed by SIMmersion LLC (http://www.jobinterviewtraining.net, accessed on 1 April 2022), supported by panels of academic and vocational experts to ensure the training simulation would be appropriate and effective. At the same time, while these studies cite the predominant use of VR for the populations under discussion, they fail to address the potential benefits of using VR as a tool to highlight the different cognitive abilities of the ASD population [49,50]. Whereas the cognitive and behavioral symptoms are foregrounded, the potential benefit of embracing difference is absent.

3. Results

Studies on those who are considered in need of improving their social interaction skills include strategies for socialization and group activities. Flanagan and Addy [51] noted the importance of active learning in postsecondary education and how effective peer-to-peer interactions can be. Their study found that intensive peer-to-peer interaction in group-based active-learning activities did not disadvantage introverted students. Through active learning, there was no difference in performance or learning outcomes for introverts, ambiverts, or extroverts. Jacobs [4] conducted a similar study in both education and the workplace to determine if introverts were disadvantaged. Within the context of cooperative learning, introverts and extroverts actually adapt their behaviors to meet different contexts and requirements. Additionally, Murphy et al. [6] found in their study of undergraduate students who had been given the Myers–Briggs Personality Type Indicator®, Form M, that there was in fact no difference between introverts and extroverts regarding their preferences for preferred teaching methods. The major difference arose when looking at preferences for engaging in discussions with fellow students and speaking up during lectures. The issue is compounded in asynchronous modalities and online courses where engagement and motivation are a challenge [52]. A number of approaches have been studied to improve engagement for all types of learners, including gamification, utilizing videos, and word clouds [53,54,55] While these approaches have not reached widespread adoption, the changes in teaching and learning should consider the technology under investigation here. In fact, there have been studies dedicated to the concern over social interaction lacking in online courses, and how social VR can offer socialization and collaboration opportunities. Minocha and Roberts [56] reported the pedagogical benefits provided by 3D virtual environments for socialization and knowledge creation in distance education. Maloney and Freeman [57] furthered the investigation by considering what variables make social engagement in VR so impactful.

4. Discussion

The benefits of social virtual reality have demonstrable psychological benefits for various populations. Barreda-Ángeles and Hartmann [58] studied the relationships between the activities performed by participants and feelings of presence during the pandemic. The psychological benefits of the experience were also studied in relation to enjoyment, self-expansion, and relatedness. Results from the study confirmed that the feeling of spatial presence was indeed a predictor of the three outcomes, but social presence, while predicting relatedness and enjoyment, did not extend to self-expansion. At the same time, the benefits made possible through virtual reality, including presence and immersion, are also crucial to providing a safe and comfortable virtual social environment for the populations under discussion here [59]. The preferences of introverts have been studied and include minimally stimulating environments and the need for additional time alone to regulate. Whereas extroverts are described as being energized by social interaction, the opposite is true of introverts [60,61]. Similar reactions to external stimuli can be seen in the ASD population. In addition to symptoms such as poor eye contact, repetitive actions or words, and inappropriate social interaction, these reactions include sensitivity to texture and stimuli, including auditory sensitivity and photosensitivity [62]. The benefits of VR and the metaverse will be especially felt by these groups. Virtual environments for collaboration and meetings, such as Spatial, Horizons Workroom, Meeting VR, Rumii, and Engage, have low-key environments as standard with low lighting, little to no music or noise, and participants have the ability to adjust the sound or mute others if desired. Users can select any kind of avatar or digitally embodied versions of themselves that they wish to present to the world. The possibilities of VR are only starting to come into focus with applications and interfaces that support a range of abilities, including vocational rehabilitation (VR), supporting those who are deaf or hard of hearing, as well as spatial training for the blind developed by IIT-Istituto Italiano di Tecnologia. Researchers and developers should refocus efforts on leveraging the existing abilities and strengths of individuals. What was previously used to help those with ASD and social anxiety disorders adapt to the conditions and expectations of the pre-pandemic world should now be repurposed to give these individuals the opportunity to thrive in the metaverse.

Funding

This research received no external funding.

Institutional Review Board Statement

Not applicable.

Informed Consent Statement

Not applicable.

Data Availability Statement

Not applicable.

Conflicts of Interest

The author declares no conflict of interest.

References

  1. Kraus, S.; Kanbach, D.K.; Krysta, P.M.; Steinhoff, M.M.; Tomini, N. Facebook and the creation of the metaverse: Radical business model innovation or incremental transformation? Int. J. Entrep. Behav. Res. 2022, 28, 52–77. [Google Scholar] [CrossRef]
  2. Anderson, P.L.; Zimand, E.; Hodges, L.F.; Rothbaum, B.O. Cognitive behavioral therapy for public-speaking anxiety using virtual reality for exposure. Depress. Anxiety 2005, 22, 156–158. [Google Scholar] [CrossRef] [PubMed]
  3. Lim, M.H.; Aryadoust, V.; Esposito, G. A meta-analysis of the effect of virtual reality on reducing public speaking anxiety. Curr. Psychol. 2022, 1–17. [Google Scholar] [CrossRef]
  4. Jacobs, G. Introverts Can Succeed with Cooperative Learning. Online Submiss. 2014, 4, 83–94. [Google Scholar]
  5. Barnard, J. Autism in Schools: Crisis or Challenge? Available online: https://books.google.co.jp/books?hl=zh-CN&lr=&id=jNHvkGgg0WQC&oi=fnd&pg=PP7&dq=6.%09Barnard,+J.+(2002).+Autism+in+schools:+Crisis+or+challenge%3F.&ots=IrfGSYKT0Q&sig=_FyXFYnr49zQ3np1yYbq6Wjznus&redir_esc=y#v=onepage&q&f=false (accessed on 1 June 2022).
  6. Murphy, L.; Eduljee, N.B.; Croteau, K.; Parkman, S. Extraversion and introversion personality type and preferred teaching and classroom participation: A pilot study. J. Psychosoc. Res. 2017, 12, 437–450. [Google Scholar]
  7. Neuhaus, J. Geeky Pedagogy: A Guide for Intellectuals, Introverts, and Nerds Who Want to Be Effective Teachers; West Virginia University Press: Morgantown, WV, USA, 2019. [Google Scholar]
  8. Dhawan, E. Digital Body Language: How to Build Trust and Connection, No Matter the Distance; St. Martin’s Press: New York, NY, USA, 2021. [Google Scholar]
  9. Colloca, L.; Thomas, S.; Yin, M.; Haycock, N.R.; Wang, Y. Pain experience and mood disorders during the lockdown of the COVID-19 pandemic in the United States: An opportunistic study. PAIN Rep. 2021, 6, e958. [Google Scholar] [CrossRef]
  10. Entringer, T.M.; Gosling, S.D. Loneliness during a nationwide lockdown and the moderating effect of extroversion. Soc. Psychol. Personal. Sci. 2021, 13, 769–780. [Google Scholar] [CrossRef]
  11. Amichai-Hamburger, Y.; Wainapel, G.; Fox, S. “On the Internet No One Knows” I’m an Introvert: Extroversion, Neuroticism, and Internet Interaction. CyberPsych. Behav. 2002, 5, 125–128. [Google Scholar] [CrossRef]
  12. Palmas, F.; Reinelt, R.; Cichor, J.E.; Plecher, D.A.; Klinker, G. Virtual reality public speaking training: Experimental evaluation of direct feedback technology acceptance. In Proceedings of the 2021 IEEE Virtual Reality and 3D User Interfaces (VR), Piscataway, NJ, USA, 27 March 2021; pp. 463–472. [Google Scholar]
  13. Stefanova, M.; Pillan, M.; Gallace, A. Influence of Realistic Virtual Environments and Humanlike Avatars on Patients With Social Phobia. In Proceedings of the International Design Engineering Technical Conferences and Computers and Information in Engineering Conference, New York, NY, USA, 17–19 August 2021; Volume 85376, p. V002T02A081. [Google Scholar]
  14. Zhou, H.; Fujimoto, Y.; Kanbara, M.; Kato, H. Virtual Reality as a Reflection Technique for Public Speaking Training. Appl. Sci. 2021, 11, 3988. [Google Scholar] [CrossRef]
  15. Callahan, K. Valuing and Supporting Introverted Students in the Virtual Design Classroom. Int. J. Art Des. Educ. 2021, 40, 714–722. [Google Scholar] [CrossRef]
  16. Alcañiz, M.; Chicchi-Giglioli, I.A.; Carrasco-Ribelles, L.A.; Marín-Morales, J.; Minissi, M.E.; Teruel-García, G.; Sirera, M.; Abad, L. Eye gaze as a biomarker in the recognition of autism spectrum disorder using virtual reality and machine learning: A proof of concept for diagnosis. Autism Res. 2020, 15, 131–145. [Google Scholar] [CrossRef] [PubMed]
  17. Vianez, A.; Marques, A.; de Almeida, R.S. Virtual Reality Exposure Therapy for Armed Forces Veterans with Post-Traumatic Stress Disorder: A Systematic Review and Focus Group. Int. J. Environ. Res. Public Health 2022, 19, 464. [Google Scholar] [CrossRef] [PubMed]
  18. Suh, W.; Ahn, S. Utilizing the Metaverse for Learner-Centered Constructivist Education in the Post-Pandemic Era: An Analysis of Elementary School Students. J. Intell. 2022, 10, 17. [Google Scholar] [CrossRef]
  19. Salzman, M.; Dede, C.; Loftin, B.; Chen, J. A Model for Understanding How Virtual Reality Aids Complex Conceptual Learning. Presence Teleoperators Virtual Environ. 1999, 8, 293–316. [Google Scholar] [CrossRef]
  20. Bowman, D.A.; Wineman, J.; Hodges, L.F.; Allison, D. Designing animal habitats within an immersive VE. IEEE Comput. Graph. Appl. 1998, 18, 9–13. [Google Scholar] [CrossRef]
  21. Cheng, Y.; Ye, J. Exploring the social competence of students with autism spectrum conditions in a collaborative virtual learning environment—The pilot study. Comput. Educ. 2010, 54, 1068–1077. [Google Scholar] [CrossRef]
  22. Jacobson, J.; Lewis, M. Game engine virtual reality with CaveUT. Computer 2005, 38, 79–82. [Google Scholar] [CrossRef]
  23. Sharma, S.; Agada, R.; Ruffin, J. Virtual reality classroom as a constructivist approach. In Proceedings of the IEEE Southeastcon, Jacksonville, FL, USA, 4–7 April 2013; pp. 1–5. [Google Scholar]
  24. Brownridge, P. From Chalkboards to Virtual Reality: Exploring the Development and Implementation of Virtual Reality in United States History Classrooms. Ph.D. Thesis, Rowan University, Glassboro, NJ, USA, 2020. [Google Scholar]
  25. Huang, H.M.; Rauch, U.; Liaw, S.S. Investigating learners’ attitudes toward virtual reality learning environments: Based on a constructivist approach. Comput. Educ. 2010, 55, 1171–1182. [Google Scholar] [CrossRef]
  26. Johnson, A.; Roussos, M.; Leigh, J.; Vasilakis, C.; Barnes, C.; Moher, T. The NICE project: Learning together in a virtual world. In Proceedings of the IEEE 1998 Virtual Reality Annual International Symposium, Atlanta, GA, USA, 14–18 March 1998; pp. 176–183. [Google Scholar]
  27. Apostolellis, P.; Bowman, D.A. Evaluating the effects of orchestrated, game-based learning in virtual environments for informal education. In Proceedings of the 11th Conference on Advances in Computer Entertainment Technology, New York, NY, USA, 11–14 November 2014; pp. 1–10. [Google Scholar]
  28. Rizzo, A.; Pair, J.; Graap, K.; Manson, B.; McNerney, P.J.; Wiederhold, B.; Spira, J. A virtual reality exposure therapy application for Iraq War military personnel with post traumatic stress disorder: From training to toy to treatment. NATO Secur. Sci. Ser. E Hum. Soc. Dyn. 2006, 6, 235. [Google Scholar]
  29. Hussein, M.; Nätterdal, C. The Benefits of Virtual Reality in Education. A Comparision Study. Bachelor’s Thesis, University of Gothenburg, Göteborg, Sweden, 2015. [Google Scholar]
  30. Strickland, D.; Marcus, L.M.; Mesibov, G.B.; Hogan, K. Brief report: Two case studies using virtual reality as a learning tool for autistic children. J. Autism Dev. Disord. 1996, 26, 651–659. [Google Scholar] [CrossRef]
  31. Strickland, D. Virtual reality for the treatment of autism. Stud. Health Technol. Inform. 1997, 44, 81–86. [Google Scholar] [PubMed]
  32. Parsons, S.; Mitchell, P. The potential of virtual reality in social skills training for people with autistic spectrum disorders. J. Intellect. Disabil. Res. 2002, 46, 430–443. [Google Scholar] [CrossRef] [PubMed]
  33. Goodwin, M.S. Enhancing and Accelerating the Pace of Autism Research and Treatment. Focus Autism Other Dev. Disabil. 2008, 23, 125–128. [Google Scholar] [CrossRef] [Green Version]
  34. Ehrlich, J.A.; Miller, J.R. A Virtual Environment for Teaching Social Skills: AViSSS. IEEE Comput. Graph. Appl. 2009, 29, 10–16. [Google Scholar] [CrossRef] [PubMed]
  35. Mesa-Gresa, P.; Gil-Gómez, H.; Lozano-Quilis, J.A.; Gil-Gómez, J.A. Effectiveness of virtual reality for children and adolescents with autism spectrum disorder: An evidence-based systematic review. Sensors 2018, 18, 2486. [Google Scholar] [CrossRef] [Green Version]
  36. Yuan, S.N.V.; Ip, H.H.S. Using virtual reality to train emotional and social skills in children with autism spectrum disorder. Lond. J. Prim. Care 2018, 10, 110–112. [Google Scholar] [CrossRef]
  37. Ghanouni, P.; Jarus, T.; Zwicker, J.G.; Lucyshyn, J.; Mow, K.; Ledingham, A. Social Stories for Children with Autism Spectrum Disorder: Validating the Content of a Virtual Reality Program. J. Autism Dev. Disord. 2018, 49, 660–668. [Google Scholar] [CrossRef]
  38. Bellani, M.; Fornasari, L.; Chittaro, L.; Brambilla, P. Virtual reality in autism: State of the art. Epidemiol. Psychiatr. Sci. 2011, 20, 235–238. [Google Scholar] [CrossRef]
  39. Lasalvia, A.; Tansella, M. Childhood trauma and psychotic disorders: Evidence, theoretical perspectives, and implication for interventions. Epidemiol. Psychiatr. Sci. 2009, 18, 277–283. [Google Scholar] [CrossRef] [Green Version]
  40. Faras, H.; Al Ateeqi, N.; Tidmarsh, L. Autism spectrum disorders. Ann. Saudi Med. 2020, 30, 295–300. [Google Scholar] [CrossRef]
  41. Pillay, S.; Duncan, M.; de Vries, P.J. Who’s waiting for a school? Rates, socio-demographics, disability and referral profile of children with autism spectrum disorder awaiting school placement in the Western Cape Province of South Africa. Autism 2022. [Google Scholar] [CrossRef] [PubMed]
  42. Vera, L.; Campos, R.; Herrera, G.; Romero, C. Computer graphics applications in the education process of people with learning difficulties. Comput. Graph. 2007, 31, 649–658. [Google Scholar] [CrossRef]
  43. Lorenzo, G.; Lledó, A.; Pomares, J.; Roig, R. Design and application of an immersive virtual reality system to enhance emotional skills for children with autism spectrum disorders. Comput. Educ. 2016, 98, 192–205. [Google Scholar] [CrossRef] [Green Version]
  44. Mitchell, P.; Parsons, S.; Leonard, A. Using Virtual Environments for Teaching Social Understanding to 6 Adolescents with Autistic Spectrum Disorders. J. Autism Dev. Disord. 2007, 37, 589–600. [Google Scholar] [CrossRef]
  45. Herrera, G.; Alcantud, F.; Jordan, R.; Blanquer, A.; Labajo, G.; De Pablo, C. Development of symbolic play through the use of virtual reality tools in children with autistic spectrum disorders. Autism 2008, 12, 143–157. [Google Scholar] [CrossRef]
  46. Moore, D.; Cheng, Y.; McGrath, P.; Powell, N.J. Collaborative Virtual Environment Technology for People with Autism. Focus Autism Other Dev. Disabil. 2005, 20, 231–243. [Google Scholar] [CrossRef]
  47. Ke, F.; Moon, J.; Sokolikj, Z. Virtual Reality–Based Social Skills Training for Children with Autism Spectrum Disorder. J. Spéc. Educ. Technol. 2020, 37, 49–62. [Google Scholar] [CrossRef]
  48. Smith, M.J.; Ginger, E.J.; Wright, K.; Wright, M.A.; Taylor, J.L.; Humm, L.B.; Olsen, D.E.; Bell, M.D.; Fleming, M.F. Virtual Reality Job Interview Training in Adults with Autism Spectrum Disorder. J. Autism Dev. Disord. 2014, 44, 2450–2463. [Google Scholar] [CrossRef] [Green Version]
  49. De Villiers, J.; Stainton, R.J.; Szatmari, P. Pragmatic Abilities in Autism Spectrum Disorder: A Case Study in Philosophy and the Empirical. Midwest Stud. Philos. 2007, 31, 292–317. [Google Scholar] [CrossRef] [Green Version]
  50. Foley-Nicpon, M.; Cederberg, C.D.; Wienkes, C. Autism Spectrum Disorders and High Ability. In Critical Issues and Practices in Gifted Education; Routledge: London, UK, 2021; pp. 61–73. [Google Scholar]
  51. Flanagan, K.M.; Addy, H. Introverts are not disadvantaged in group-based active learning classrooms. Bioscene J. Coll. Biol. Teach. 2019, 45, 33–41. [Google Scholar]
  52. Nandi, D.; Hamilton, M.; Harland, J. Evaluating the quality of interaction in asynchronous discussion forums in fully online courses. Distance Educ. 2012, 33, 5–30. [Google Scholar] [CrossRef]
  53. Denoyelles, A.; Reyes-Foster, B. Using Word Clouds in Online Discussions to Support Critical Thinking and Engagement. Online Learn. 2015, 19, n4. [Google Scholar] [CrossRef] [Green Version]
  54. Oberne, A. I Can Cee You! Using Videos in Online Courses to Promote Student Engagement. J. Teach. Learn. Technol. 2017, 6, 85–90. [Google Scholar] [CrossRef] [Green Version]
  55. Ding, L.; Er, E.; Orey, M. An exploratory study of student engagement in gamified online discussions. Comput. Educ. 2018, 120, 213–226. [Google Scholar] [CrossRef]
  56. Minocha, S.; Roberts, D. Laying the groundwork for socialisation and knowledge construction within 3D virtual worlds. Res. Learn. Technol. 2008, 16, 181–196. [Google Scholar] [CrossRef]
  57. Maloney, D.; Freeman, G. Falling asleep together: What makes activities in social virtual reality meaningful to users. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play, New York, NY, USA, 2–4 November 2020; pp. 510–521. [Google Scholar] [CrossRef]
  58. Barreda-Ángeles, M.; Hartmann, T. Psychological benefits of using social virtual reality platforms during the COVID-19 pandemic: The role of social and spatial presence. Comput. Hum. Behav. 2022, 127, 107047. [Google Scholar] [CrossRef]
  59. Coban, M.; Bolat, Y.I.; Goksu, I. The potential of immersive virtual reality to enhance learning: A meta-analysis. Educ. Res. Rev. 2022, 36, 100452. [Google Scholar] [CrossRef]
  60. Blevins, D.P.; Stackhouse, M.R.; Dionne, S.D. Righting the balance: Understanding introverts (and extraverts) in the workplace. Int. J. Manag. Rev. 2022, 24, 78–98. [Google Scholar] [CrossRef]
  61. Terry, P.E. Well-Being and Evolving Work Autonomy: The Locus of Control Construct Revisited. Am. J. Health Promot. 2022, 36, 593–596. [Google Scholar] [CrossRef]
  62. Hayashi, W.; Hanawa, Y.; Yuriko, I.; Aoyagi, K.; Saga, N.; Nakamura, D.; Iwanami, A. ASD symptoms in adults with ADHD: A preliminary study using the ADOS-2. Eur. Arch. Psychiatry Clin. Neurosci. 2022, 272, 217–232. [Google Scholar] [CrossRef]
Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Share and Cite

MDPI and ACS Style

Hutson, J. Social Virtual Reality: Neurodivergence and Inclusivity in the Metaverse. Societies 2022, 12, 102. https://doi.org/10.3390/soc12040102

AMA Style

Hutson J. Social Virtual Reality: Neurodivergence and Inclusivity in the Metaverse. Societies. 2022; 12(4):102. https://doi.org/10.3390/soc12040102

Chicago/Turabian Style

Hutson, James. 2022. "Social Virtual Reality: Neurodivergence and Inclusivity in the Metaverse" Societies 12, no. 4: 102. https://doi.org/10.3390/soc12040102

APA Style

Hutson, J. (2022). Social Virtual Reality: Neurodivergence and Inclusivity in the Metaverse. Societies, 12(4), 102. https://doi.org/10.3390/soc12040102

Note that from the first issue of 2016, this journal uses article numbers instead of page numbers. See further details here.

Article Metrics

Back to TopTop