Autistic sensory self-regulation in minecraft: Single-case study using a parent-gamer dyadic method

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Authors: Christine Marmoy, Anna Robinson
Cited by: 0
References: 82

Abstract

Research indicates that up to 97% of autistic people experience sensory sensitivities. Many autistic young people are avid gamers; however, little is known about whether or how sensory sensitivities manifest and impact them in the virtual world. This paper aims to explore how playing Minecraft influences an 11-year-old autistic gamer's sensory sensitivities in the physical world. This research was designed as a case study leaning on a grounded theory approach to capture the depth of the participant's experience in the physical and virtual worlds. Data were gathered from documented parent-gamer dyadic dialogue (secondary data), two coding cycles and a modified thematic analysis were used. Eight categories were identified, from which three themes emerged: 1) Expressing sensory sensitivities in both physical and virtual worlds, 2) Regulating sensory sensitivities through avatar embodiment in Minecraft, and 3) Technical and social skill development as regulatory mechanism in Minecraft. The findings suggest that self-regulation strategies could be shaped through playing Minecraft and potentially applied in the physical world. While earlier studies reported that video games negatively impact autistic gamers, our study gives breadth to the argument that video games may also have a positive and regulatory effect on autistic gamers.

Fields of Study & Subjects

Innovative Human-Technology Interaction Child and Animal Learning Development Social Robot Interaction and HRI

Publication details

Journal / source
International Journal of Child-Computer Interaction
Publisher
Elsevier BV
Volume
49
Pages
100846–100846
Publication date
14 August 2026
Language
EN