Evidence map›Paper›PMID 42258700›Full record

ArticleJMIR serious games2026

Serious Game Aimed at Assessing Executive Planning Skills in Children With Autism: Cross-Sectional Design and Formative Evaluation of ShopAutiPlan.

Athmar N M Shamhan, Mohamad Hassan Fadi Hijab, Marwa Qaraqe, Dena Al-Thani

Abstract read
In one paragraph

Article in JMIR serious games, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.

0numbers the graph read from it
0cells of the map it votes in
1citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

1 citing paper in PubMed.

  1. ShopAutiPlan: Validating a Serious Game for Assessing Executive Planning in Autism.Autism research : official journal of the International Society for Autism Research · 2026
    Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

4 authors.

Athmar N M ShamhanA-Sense Center of Excellence, College of Science and Engineering, Hamad Bin Khalifa University, Education City, Doha, Qatar, 974 33672767.ORCID http://orcid.org/0009-0003-7101-3167
Mohamad Hassan Fadi HijabA-Sense Center of Excellence, College of Science and Engineering, Hamad Bin Khalifa University, Education City, Doha, Qatar, 974 33672767.ORCID http://orcid.org/0000-0002-4403-2886
Marwa QaraqeA-Sense Center of Excellence, College of Science and Engineering, Hamad Bin Khalifa University, Education City, Doha, Qatar, 974 33672767.ORCID http://orcid.org/0000-0003-0767-2478
Dena Al-ThaniA-Sense Center of Excellence, College of Science and Engineering, Hamad Bin Khalifa University, Education City, Doha, Qatar, 974 33672767.ORCID http://orcid.org/0000-0002-1474-2692

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Planning deficits are a common and functionally significant executive function difficulty in children with autism, affecting everyday activities such as organizing tasks, prioritizing goals, and monitoring progress. Traditional neuropsychological assessments often lack ecological validity and may not capture these skills in real-world contexts. Serious games offer promising alternatives by simulating everyday scenarios and enabling observation of planning behaviors during interactive tasks. However, most existing systems focus on training rather than theory-driven assessment, and are rarely evaluated for usability before deployment with children with autism. Objective: This study aimed to design and evaluate ShopAutiPlan, a supermarket-based serious game intended to assess executive planning skills in children with ASD by conducting a formative expert evaluation before its use in clinical or research settings. The evaluation sought to identify usability strengths and limitations, ensuring that the system aligns with planning theory and accommodates the unique needs of autistic users. Methods: A theory-driven design approach grounded in the Hayes-Roth cognitive model of planning was used to map planning subcomponents-including goal formulation, strategy generation, sequencing, execution, and monitoring-to in-game tasks and logged behavioral metrics. A cross-sectional, formative expert-based usability evaluation was conducted using inspection and think-aloud protocols. Six domain experts (2 psychologists, 2 human-computer interaction researchers, and 2 game developers) participated in individual evaluation sessions. Usability assessment was guided by ASD-specific usability heuristics, and experts completed the System Usability Scale (SUS). SUS scores were summarized using descriptive statistics, and qualitative feedback was analyzed through deductive coding mapped to heuristic categories. Results: Across experts, 45 usability issues were identified, spanning cognitive accessibility, feedback clarity, realism, and technical performance. Severity ratings varied according to disciplinary perspectives: psychologists highlighted cognitive load, sensory accessibility, and task clarity, whereas developers focused on system responsiveness, interaction consistency, and technical reliability. The overall SUS score (mean 70.4, 95% CI 45.2-95.7) exceeded the standard benchmark of 68, supporting the acceptability of the system and complementing the qualitative findings from the heuristic evaluation. Recommendations from the evaluation informed iterative refinements to interface design, interaction flow, and task representation to enhance alignment between planning constructs and user experience. Conclusions: To the best of our knowledge, this study introduces the first shopping-based serious game specifically designed to assess executive planning skills in children with autism. Unlike many existing autism-related serious games that primarily focus on intervention or training, ShopAutiPlan adopts a theory-driven assessment-oriented design grounded in a cognitive model of planning and supported by gameplay-based behavioral measures. By integrating cognitive theory, serious game design, and interdisciplinary usability evaluation, the study proposes a structured framework for developing ecologically valid digital assessment tools that may complement conventional neuropsychological approaches in autism research and clinical practice.

Indexed as

autism spectrum disorderexecutive functionshuman-computer interactionplanningserious gamesSystem Usability Scaleusability evaluation

Identifiers

PMID42258700
PMCPMC13245710

What OpenQuestion holds

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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.