ELECTRONIC GAMES AND VIRTUAL REALITY IN INDIVIDUALS WITH AUTISM SPECTRUM DISORDER: A BIBLIOMETRIC ANALYSIS
DOI:
https://doi.org/10.16891/2317-434X.v14.e1.a2026.id3064Keywords:
Therapeutic Intervention, Assistive Technologies, BibliometricsAbstract
This study aimed to conduct a bibliometric analysis of the scientific production on the use of electronic games and virtual reality in the treatment of individuals with Autism Spectrum Disorder (ASD). The research was carried out using the Bibliometrix package in the RStudio environment, through the Biblioshiny interface, based on data extracted from the Scopus database. After applying the eligibility criteria, 140 articles were included in the analysis. The results indicated an increase in scientific production starting in 2019, with a notable presence of publications in journals from the fields of computer science and mental health. The most productive authors, the most relevant journals, and the most impactful articles were identified, highlighting the potential of immersive technologies as therapeutic, educational, and social support tools for individuals with ASD. It is concluded that VR games hold potential for therapeutic interventions in Autism Spectrum Disorder.