Autistic youth display deficits in cognitive, motor, and social functioning, areas often targeted with various therapy modalities, most efficiently provided as early interventions (Hirota and King, 2023). The feasibility and effectiveness of these therapies is often contradictory, and these youths are less responsive to positive social reinforcement (Alloway and Lepere, 2021). Exer-gaming, or the combination of interactive video games with physical activity, has implications for being an effective and feasible therapy option that sustains attention using non-social reinforcement (Anderson-Hanley et al., 2011). The current study will use the platform iPACES™ and invite autistic youth to participate in exer-gaming twice weekly for 10-12 weeks. Two conditions of the exer-gaming platform will be used, coins-on and coins-off, referring to the presence of coins in the game that are collected while playing. Tentative sample size of 4-6 participants, age range of 5-12 years-old. Executive function will be measured throughout the study using a shortened pediatric neuropsychological battery. Data will be analyzed using SPSS and quantitative questionnaires. Key findings will be discussed, examining the change in executive function during participation in exer-gaming as well as the difference in intensity of executive function changes between conditions.
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