Objective: The present study aimed to determine the effectiveness of active video games on the social anxiety in high-functioning autistic adolescents. Method: In terms of purpose, this research is practical and in terms of data collection, is quasi-experimental with a pre-test-post-test and follow-up design with a control group. The statistical population comprised all high-functioning autistic adolescents attending treatment centers in Tehran Province during the academic year 2021-2022. From this population, 30 high-functioning autistic adolescents were selected using convenience sampling, based on Autism Spectrum Screening Questionnaire (1999) and were randomly assigned to an experimental group (n=15) and a control group (n=15). In the beginning, both groups were assessed using LaGreca Social Anxiety Scale (1999). The experimental group received active video games in sixteen 40-minute sessions over an eight-week period. At the end of intervention, both groups were reassessed. Data were analyzed using repeated measures analysis of variance. Results: the finding indicated that active video game significantly reduced social anxiety across all components including: fear of negative evaluation, social avoidance and sadness, and general avoidance and sadness. Conclusion: Utilizing video games can reduce the fear of negative evaluation, social avoidance and sadness, and general avoidance and sadness in high-functioning autistic adolescents.
Davodi A A, bazyar M, Hosseini T, Fathabadi R, ahmadi A. The Effectiveness of Active Video Games on Social Anxiety in High-Functioning Autistic Teens. JOEC 2026; 26 (1) :71-81 URL: http://joec.ir/article-1-1719-en.html