Collaborative VR for Autism Social Skills
Collaborative VR for Autism Social Skills
Skills Development
Nada Sharaf
Faculty of Informatics and Computer Science, The German International University, Egypt
Abstract: Autism Spectrum Disorders (ASD) require new interventions because social communication can be specially
challenging. Such interventions could help social skills grow. Collaborative virtual reality (VR) technology
enables having different interactive and engaging environments. It offers a promising ways for improving
many skills since people can safely engage with others as well as learn with others. This paper reviews the
application of collaborative VR in improving social skills among children with ASD. The reviews shows the
potential of collaborative VR to simulate deeply dynamic social interactions in a carefully controlled setting
as well. Different studies show that collaborative VR use can help children with ASD improve empathy, social
understanding, and teamwork. However, there are still some difficulties including accessibility as well as
the possible need for individualized interventions and potential sensory overload. This review points out the
opportunities that collaborative VR provides for meaningful learning improvements and for the large practice
of social interactions in an engaging way. It also discusses the actual obstacles,that need to be addressed, to
completely maximize the advantages of VR technologies regarding social skills development in ASD. The
provided analysis could help support innovation and research in the field.
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Sharaf, N.
Navigating Autism: The Role of Collaborative Virtual Reality in Social Skills Development.
DOI: 10.5220/0013437400003932
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 17th International Conference on Computer Supported Education (CSEDU 2025) - Volume 1, pages 590-597
ISBN: 978-989-758-746-7; ISSN: 2184-5026
Proceedings Copyright © 2025 by SCITEPRESS – Science and Technology Publications, Lda.
Navigating Autism: The Role of Collaborative Virtual Reality in Social Skills Development
can be used across many homes, classrooms, or ther- computer-generated simulation of a particular scene
apeutic settings, they offer a meaningful supplement or world. In addition, they can thoroughly explore it,
to established educational approaches. Through the and fully interact with it (Millen et al., 2011). This
careful incorporation of elements that accommodate setup facilitates individual exploration. It also makes
the special sensory and cognitive preferences of autis- collaborative experiences better, allowing all partici-
tic learners, serious games are able to provide a more pants to do activities together in a simulated setting.
fitting learning experience. They help to maintain a This paper seeks to explore the teaching of so-
certain level of focus and reduce anxiety through very cial skills to autistic children by using Virtual Reality
structured and predictable interactions which autistic (VR) settings that have collaborative environments.
children often find reassuring (Ke and Moon, 2018). These interactive VR platforms explore the ways in
Serious games make learning more flexible and less which they ease each learning type as well as improve
overwhelming because the controlled environment al- each social competency through allowing all children
lows adjustments to sensory inputs and interaction to fully engage in every simulated social interaction.
complexity. This tailored approach strengthens the The paper gives perceptive recommendations for us-
development of many social skills and communica- ing VR in autism education. The recommendations
tion skills in a way that respects all of the special chal- are deeply informed by many studies and offer a more
lenges autistic children face and thus improving every thorough look into effective practices and strategies.
educational outcome.
Collaborative environments, since they are es-
pecially useful for teaching communication, could 2 INTERACTIONS IN CVEs
be outstanding training simulations for children with
autism. These environments can be changed across
The study (Schroeder et al., 2006) thoroughly inves-
many settings to improve a variety of skills. Collab-
tigated each aspect of the design usability of 3D Col-
orative virtual learning has an advantage over single-
laborative Virtual Environments (CVEs). This in-
user 3D environments; it can meet all learning needs cluded using analytical methods from different re-
involving social interaction. This approach helps search efforts created to fully understand interaction
build important skills. Also, it uses the advantages of dynamics within those digital settings. The initial
social learning to encourage and improve the learning study involved a strict quantitative analysis of action
experience (Wang et al., 2017). These environments sequences. Every observable behavior was systemat-
can effectively tackle the special challenges and learn- ically categorized into eight fundamental categories:
ing styles of autistic children by promoting highly in- communicate (C), external (E; relating to events out-
teractive and exceptionally cooperative learning sce- side the virtual environment), gesture (G), manipulate
narios, which provides them with the tools needed to (M), navigate (N), position (P), scan (S), along with
succeed socially. verify (V). This approach, which was highly struc-
There is no much of empirical evidence that cur- tured, not only cataloged behaviors but also clarified
rently supports the effectiveness of Virtual Environ- how participants either followed or strayed from so-
ments (VEs) as a teaching tool for all individuals cial standards during interactions. Initially, most in-
with autism (Mitchell et al., 2007). However, there teractions appeared to focus on the looks and social
are strong hints of potentially large benefits appear in customs of avatars. However, all interactions gradu-
some studies. As an instance, the study presented in ally shifted to more helpful communication about def-
(Strickland, 1996) carefully observed that two partic- inite tasks, so many avatars were viewed as functional
ularly low-functioning children with autism could ap- parts of the collaboration.
propriately track events in a thoroughly engaging VE A qualitative approach was carefully used for the
by using orienting movements. Additionally, (Parsons
second analytical method. All transcripts of every
et al., 2004) reported that all teenagers with Autism
verbal communication were examined throughout the
Spectrum Disorders (ASDs) could fully navigate and
CVE’s different collaborative activities. This analysis
function in a virtual cafe environment presented on a
carefully spotlighted the undeniably large roles that
desktop. Such findings support the fact that VEs may
verbal and also non-verbal cues played within collab-
be a true potential to act as a therapeutic instrument
orative dynamics. It was thorough and detailed. It
for improving certain cognitive as well as social skills
also gave plentiful understandings of the content as
in individuals with autism.
well as of the subtle details of social interactions. Po-
CVEs allow users to communicate and engage sitioning, navigation, gesturing, and object manipu-
within a shared virtual space. Within a typical vir- lation, each action in the virtual space, greatly eased
tual environment, users are presented a precisely communication and collaboration when executing the
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CSEDU 2025 - 17th International Conference on Computer Supported Education
task, having a large influence. These findings, with autistic children. Working towards shared goals in
support from more research from (Steed et al., 2003), a CVE allows each autistic child to interact with
pointed out that social interactions in virtual places each neurotypical peer under the total guidance and
are not simple, in addition to giving detailed views support of mediators, like parents or teachers, be-
of the participants interact with the virtual space as cause it promotes multiple social skills and guaran-
well as each other. (Tromp et al., 2003) employed tees complete inclusivity. Integrating technology via
statistical techniques. Such techniques analyze the an all-embracing environment effectively strengthens
frequency and sequence of the interactions noted, of- a number of social developments, as it gives each
fering a more thorough overview of participant per- autistic child tools to navigate social interactions with
formance and collaborative behavior in CVEs. These added confidence as well as success.
studies offer a thorough and multi-dimensional view There exists a lack of investigations exploring
of all the ways that CVEs can support and also im- how evidence-based strategies, importantly cognitive
prove collaborative experiences, presenting large un- as well as behavioral techniques, are integrated ef-
derstandings for the effective design and implementa- fectively into Virtual Reality (VR) environments for
tion of virtual spaces for collaboration. teaching social skills to each of the people with high-
functioning autism spectrum disorder (HFASD) (Ah-
mad Basri et al., 2024). This gap strongly stresses the
3 AUTISM AND SOCIAL need for a more deep investigation into the method-
ologies used to change these therapeutic techniques
TRAINING IN CVEs for VR settings, also pointing out how this medium
possesses important potential for both engaging and
Social skills are key focus areas for virtual reality effective intervention.
training in autistic people (Ahmad Basri et al., 2024), The review provided (Thai and Nathan-Roberts,
especially assessing non-verbal responses, starting 2018) pointed out that VR interventions target social
and keeping up conversations, and also managing skills with large variability, stressing that there is no
emotional challenges with care. Within this frame- agreement on the most important skills to address in
work, Collaborative Virtual Environments (CVEs) are these settings. According to this finding, the field may
exceptionally promising, particularly for greatly im- still be exploring the best ways to use VR for social
proving the social skills of autistic children through skills training. Mesa-Gresa et al. (Mesa-Gresa et al.,
the utilization of absorbing virtual reality tools. 2018) encountered a wide range of social skills targets
It was noted that interventions that promote role- across the reviewed articles. This further indicates the
play can offer large benefits to collaborative inter- diverse approaches and potential breadth of VR appli-
actions inside CVEs (Parsons and Mitchell, 2002). cations in social skills training.
Role-play encourages mental simulation, in addition Furthermore, as shown in (Millen et al., 2011;
to giving users chances to explore social standards Cobb et al., 2002) Collaborative Virtual Environ-
in a secure setting. Because CVEs have the ability ments (CVEs) and Shared Active Surfaces (SASs)
to mimic countless real-world interactions, users are are very effective when it comes to improving so-
able to experiment with and understand multiple so- cial skills and promoting collaborative interactions
cial behaviors and cues without fearing any repercus- among children with HFASD. These findings suggest
sions in the real world. that CVEs can be used by autistic children as a dy-
3D CVEs provide autistic youth with many ben- namic platform that offers a supportive, highly engag-
efits. Learners are able to take part in real social ing, and interactive place to learn and practice social
situations and realistic role-playing in a simulated skills. CVEs let these children safely explore and re-
space that is controlled with care in these environ- hearse social interactions through peer interaction in
ments. This learning method helps autistic children a controlled setting, which is important for social de-
build social skills without frustrating peers or teachers velopment.
and without risking negative consequences in the real It is important to continue exploring and improv-
world (Standen and Brown, 2006; Wang et al., 2017). ing all CVEs as tools to help build social skills. To
These settings provide large advantages, particularly assist a number of HFASD people, investigation into
as they enable wide-ranging practice and steady learn- how collaborative settings in CVEs can be greatly op-
ing of all specific social skills, which are commonly timized to support exact educational and therapeutic
challenging for autistic learners. outcomes is important. This exploration is quite im-
The review provided in (Khatab et al., 2024) also portant, for it has the potential to lead to fully tai-
stresses the important role that collaborative play has. lored as well as highly impactful interventions deal-
Collaborative play improves communication skills for
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Navigating Autism: The Role of Collaborative Virtual Reality in Social Skills Development
ing with all the special needs of this population. Their vestigate multiple new methods for teaching social
ability to function socially along with emotionally in skills through technologies that allow people to col-
all wider community settings should greatly improve. laborate and participate.
This research importantly adds to both the academic The iSocial program (Wang et al., 2017) is one
and practical comprehension of VR and CVE appli- example. It implemented the SCI-A curriculum into
cations, and it greatly affects the lives of people with a 3D CVLE. This program helps all youth aged 11 to
HFASD by giving them important skills to better han- 14 practice social and behavioral skills within a safe,
dle social challenges. controlled virtual environment; it stresses many struc-
Virtual Reality (VR) content, according to (Par- tured, engaging interactions.
sons and Mitchell, 2002), could be carefully made Millen et al. (Millen et al., 2011) presented both
to connect user-centered designs to proven strategies Block Party and TalkAbout, a pair of CVE applica-
by including both cognitive and behavioral learning tions that are intended to encourage many social con-
methods. Considering cognitive along with behav- versation skills and collaborative strategies. Many in-
ioral techniques have displayed effectiveness in many teractive tabletop experiences are also supported by
customary social skills training settings (Laugeson Shared Active Surface (SAS) applications, showing a
and Park, 2014), this integration is quite meaning- degree of adaptability and engagement of these tools
ful. These techniques have proven successful in phys- in social skills training.
ical environments. How they can be changed and The work presented in (Mitchell et al., 2007) stud-
used in virtual reality settings, however, is still not ied the use of a café VE by six adolescents with ASD,
well-researched. This gap is evidenced by several re- who were 11 to 16 years old. In an ordinary café set-
views and research summaries (Mosher and Carreon, ting, the study found truly important improvements
2021; Mesa-Gresa et al., 2018; Thai and Nathan- in social reasoning and judgment, particularly about
Roberts, 2018; Glaser and Schmidt, 2022; Parsons seating choices. The large potential of fully engaging
and Mitchell, 2002), and it is pointed out by a lack of VEs to effectively improve social decision-making in
thorough studies exploring the instantiation of multi- adolescents with ASD is truly pointed out here.
ple cognitive and behavioral strategies in VR. The work introduced in (Ke and Moon, 2018) de-
It is important to find out which thinking and be- veloped one complete, 3D virtual playground by way
havior methods are most effective in VR and how to of OpenSimulator specifically for all high-functioning
smoothly incorporate them into VR social skills train- autistic (HFA) children between the ages of 10 and
ing, as pointed out by the limited research. Effec- 14. The study indicated that VR-based gameplay im-
tive strategies, identified and precisely implemented proved social interaction skills along with negotia-
within VR, could importantly improve the engage- tion, initiation, as well as response behaviors. The
ment and effectiveness of the training while furnish- results also pointed out the importance of changing
ing users with more specially personalized and flexi- gameplay. This is based on the specific requirements
ble learning experiences. Therefore, some expansion and also the skills of students.
of this research area is absolutely necessary to ad- I-interact (Elgarf et al., 2017) works on the eye
vance VR as a truly influential tool in educational and contact of children who have trouble socializing to
therapeutic contexts, particularly about the design of help them. The study used a VR serious game that had
VR content that can affect the development of social a three-level structure. Following several sessions,
competencies in multiple populations in an important eye contact skills improved in participants aged 8 to
manner. 15, particularly when tasks were presented gradually
as well as in an engaging way. The study also stressed
that gamification and user-centered design can grow
4 EXPLORING STUDIES ON engagement.
As the studies introduced indicate, autistic chil-
VIRTUAL ENVIRONMENTS dren can collaborate in Collaborative Virtual Envi-
FOR SOCIAL SKILLS ronments (CVEs). This provides an especially struc-
TRAINING tured and completely supportive place for develop-
ing a wide range of important social skills, includ-
Collaborative Virtual Educational settings (CVLEs) ing communication, teamwork, and emotional regula-
and Virtual Environments (VEs) have shown great po- tion. Feeling safe as well as excited, children in CVEs
tential for dealing with the social difficulties expe- watch then copy good social actions from others; this
rienced by people with Autism Spectrum Disorders helps them learn from each other. This approach helps
(ASD). This section looks at multiple studies that in- autistic children improve how they interact with oth-
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Table 1: Comparison of some of the studies on Virtual Environments for Social Skills Training.
Study Sample Size Age Range Focus Key Findings
(Wang et al., 2017) 11 11-14 iSocial (3D Improved social and behav-
CVLE) ioral outcomes via struc-
tured, immersive practice.
(Millen et al., 2011) Not specified Not specified Block Party, Enhanced collaborative
TalkAbout, strategies and social conver-
SAS sation skills.
(Mitchell et al., 2007) 6 11-16 Café VE Improved judgments and so-
cially relevant reasoning in
seating choices.
(Ke and Moon, 2018) 8 10-14 3D Virtual Enhanced negotiation, initi-
Playground ation, and response behav-
iors.
(Elgarf et al., 2017) 8 8-15 I-interact VR Improved eye contact
Game through gamified training of
dyadic and triadic gaze.
ers. It gives them a safe space without pressure. This 5 RECOMMENDATIONS FOR
also helps lessen common problems, like social anxi- DESIGNING VR
ety and sensory overload.
Studies show collaborative tasks in CVEs have a COLLABORATIVE
large effect. For example, Block Party and TalkA- ENVIRONMENTS
bout (Millen et al., 2011) encouraged communica-
tion skills and teamwork through multiple exercises Based on the different case studieson collaborative
that involved building rapport, taking turns, and com- virtual educational settings (CVLEs), the following
municating frequently. The iSocial program (Wang recommendations are proposed to carefully guide the
et al., 2017) also gave children goal-oriented assign- future design and implementation of VR collabora-
ments that improved decision-making and collabora- tive environments. These recommendations stress the
tion skills through social scenarios similar to those clear capabilities of CVEs as they address every spe-
in the real world. According to Ke et al. (Ke and cific need of autistic children. CVEs also teach mul-
Moon, 2018), team-based gameplay in a 3D vir- tiple social skills.
tual playground improved multiple social interaction 1. Incorporate pedagogical design features: CVLEs
skills in addition to several negotiation, initiation, and should be designed with a goal-oriented approach
response behaviors. embedding engaging stories and particular aspects
CVEs offer customization and adaptability. This of games or role-play. Goal-oriented activities
makes sure that challenges and tasks match every par- provide important structure as well as purpose for
ticipant’s skill levels. This adaptability truly promotes autistic learners. In addition, these learners of-
meaningful engagement along with helping to com- ten excel in extremely predictable environments.
pletely avoid activities that are either excessively hard Learners can build social skills and rehearse with-
or excessively simple. The presence of neurotypi- out fear of negative real-world results because
cal peers introduce many social models, and inter- role-play and narratives help simulate real-world
actions are thoroughly promoted thus improving the situations in a safe, controlled, virtual area (Wang
collaborative environment. This dynamic encourages et al., 2017). Since CVEs feature collaboration,
a certain degree of empathy along with a definite level autistic children are always able to interact with
of understanding among all neurotypical participants. peers in a manner similar to interactions in real
CVEs are an effective collaboration tool for autis- life. They are always able to repeat scenarios as
tic people, since these people often face many social needed to fully master them. This iterative learn-
challenges because of certain attributes. ing approach encourages communication and in-
teraction skills more.
2. Adopt a user-centered design approach: A user-
centered design guarantees CVEs completely fit
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Navigating Autism: The Role of Collaborative Virtual Reality in Social Skills Development
all needs of autistic children, their instructors, and tic children important opportunities to carefully
also their parents, when appropriate. This indi- observe typical soicial behaviors. Collaborative
cates surroundings that are visually comfortable tasks with neurotypical peers can build multiple
as well as minimal sensory overload, along with teamwork skills, diverse communication styles,
complete adaptability to each individual prefer- and empathy (Khatab et al., 2024). The collab-
ence, for all children. This should also include in- orative settings of CVEs helps with positive so-
terfaces that let instructors and parents easily keep cial interactions and decreases anxiety in autistic
track of multiple interactions. Learning objectives children by giving them a safe space for interac-
are thus met quite effectively. This approach holds tions with neurotypical peers, when compared to
large importance within CVEs. Virtual environ- actual settings. In collaborative places, autistic
ments can be widely customized to more effec- children can watch and copy social actions. This
tively address all specific challenges that autistic helps them learn from others, which is very use-
learners face, such as difficulty with eye contact ful for those who battle with unplanned situations.
or interpreting non-verbal cues. Joint activities in virtual environments, as demon-
3. Ensure environmental comfort and adaptability: strated by (Millen et al., 2011) with Block Party
CVEs settings should be intensely customized and TalkAbout, improved conversational skills by
to comfortably fit personal preferences, like the encouraging rapport and allowing all participants
lights as well as the precise arrangement, along to practice initiating and sustaining dialogue.
with the exact height of objects. These changes 6. Customize learning scenarios: Customizable sce-
are very important for the participation of autistic narios in CVEs allow educators to considerately
children and their well-being. Introducing chal- tailor activities to the specific needs and also the
lenges incrementally allows a gradual buildup of individual goals of each learner. For instance,
skills [(Wang et al., 2017). Learners do not thus scenarios can be designed to focus on initiat-
experience overwhelming feelings. It is often ing conversations, practicing turn-taking, or re-
much harder to make adjustments in physical set- sponding to non-verbal cues (Khatab et al., 2024).
tings and we should thus make use of this unique This special flexibility of virtual environments al-
feature of virtual environments. lows for the creation of many diverse social skill-
4. Make systems adaptive: Adaptive systems are building activities. A collection of such activities
necessary throughout CVEs to address the differ- are needed but hard to in every customary class-
ent needs autistic learners. Such systems could room setting.
for example change how hard a task is, how 7. Standardize evaluation methodologies: To check
quickly people interact, and what kind of feed- and evaluate the effectiveness of CVEs inter-
back is given. The learning needs of all autis- ventions based, stable and standard evaluation
tic children often appear highly individualized methodologies are cruical. Standardization guar-
(Wang et al., 2017). This flexibility ensures that antees a dependable comparison of outcomes
each child gets support made just for them. This across many studies and settings.
is also very important for teaching social skills.
8. Conduct extended follow-up sessions: Extended
Adaptive systems in CVEs permit modifications
follow-up sessions over extended periods are al-
at all times, thus supplying prompt responses to
ways important to make sure all the long-lasting
all user behaviors along with greater participa-
effects are captured. This is particularly impor-
tion and many educational outcomes. Adaptabil-
tant for children with Autism since sometimes the
ity within virtual environments is important, ac-
sample of children is not big. Thus, we need a
cording to (Ke and Moon, 2018), since gameplay
more thorough in-depth analysis of the effects.
made for each High-Functioning Autistic (HFA)
These sessions can help determine if skills from
child raised overall engagement and also some so-
the virtual setting transfer to real interactions to
cial skills such as negotiation and initiation. To be
recognize areas that need more support. CVEs
more effective, this finding supports the recom-
can replicate actual situations many times, which
mendation that teachers customize learning sce-
makes follow-up sessions very helpful. Learners
narios in CVEs, allowing adjustments to tasks and
can review and also strengthen skills previously
settings that accommodate each child’s skills and
learned over a period of time as well.
preferences.
5. Include Neurotypical Peers: As discussed earlier, By integrating the proposed recommendations, we
integrating neurotypical children within CVEs en- hope that every future CVE system would precisely fit
courages inclusive learning and provides autis- all special needs of children with autism. This would
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definitely yield social skills training that is effective to check if it gives people with Autism a better learn-
and highly engaging. It would also be thoroughly ing experience. In many situations, Mixed Reality has
personalized. The collaborative and flexible nature of proven to be generally effective (Farouk et al., 2022).
CVEs provide a platform to help strengthen the so-
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