Henning G, de Oliveira RR, de Andrade MTP, Gallo RV, Benevides RR, Gomes RAF, Fukue LEK, Lima AV, de Oliveira MBBZN, de Oliveira DAM, Werpp M, Moraes L, Neto FL. Social skills training with a
tabletop role-playing game, before and during the pandemic of 2020: in-person and online group sessions.
Front Psychiatry 2024;
14:1276757. [PMID:
38250272 PMCID:
PMC10796767 DOI:
10.3389/fpsyt.2023.1276757]
[Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/12/2023] [Accepted: 12/13/2023] [Indexed: 01/23/2024] Open
Abstract
Background
The area of social skills is broad, in theory and in practice. For social skills training, various clinical practices have been applied in group sessions, as have motivational resources such as role-playing games (RPGs). In recent years, the need arose to assess the clinical impact of the pandemic. The objective of this study was to determine the impact that the pandemic has had on in-person and online social skills training.
Methods
We evaluated six subjects with autism spectrum disorder, with or without another, similar disorder, each of whom attended a total of 12 two-hour RPG sessions over a 12-month period. The original (Portuguese-language) version of the Social Skills Inventory for Adolescents was applied at three different time points (pre-, mid-, and post-intervention).
Results
After six in-person tabletop RPG sessions, there was an increase in the mean frequency scores and a decrease in the mean difficulty scores. However, during the pandemic, the remaining six sessions were conducted online and the effect was the opposite.
Conclusion
Our data indicate that there is a need for further studies assessing social skills training in online contexts.
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