Neuroadaptive Gaming: A Neural Simulation Framework for VR Play Therapy in Children with Autism

Authors

  • Ashlei Lewis Neurobloom, Xybersync Bioengineering Institute, Gulfport, MS.
  • Dr. Alexa Yung Abundntli UniVRcity, Gulfport, Mississippi, USA.

DOI:

https://doi.org/10.55544/ijrah.5.4.4

Keywords:

fear, psychache, mental health, physical health, virtual reality

Abstract

This study presents a modular neuroadaptive VR framework that uses simulated neural network dynamics to support therapeutic applications across diverse populations. Built on the XyberSync platform, the system adapts in real time to users' cognitive and emotional states, enhancing engagement and personalization. Two key modules demonstrate its versatility: Skyward Sojourn, which offers exposure therapy for acrophobia through immersive virtual environments, and a play therapy module for children with autism, designed to promote emotional regulation and social interaction. Early testing shows improved user engagement and therapeutic response, supporting the framework’s potential for scalable, brain-inspired digital interventions.

Research Objective: The objectives of this research are to develop a modular virtual reality framework that leverages neural network simulations for adaptive therapeutic environments, create and evaluate VR modules for acrophobia exposure therapy and autism play therapy, assess the impact of neuroadaptive feedback on user engagement and therapeutic outcomes, and demonstrate the framework’s flexibility across diverse neurotherapeutic applications.

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Author Biography

Ashlei Lewis, Neurobloom, Xybersync Bioengineering Institute, Gulfport, MS.

Ashlei Lewis BA, MA Engaged in rigorous academic pursuits, my focus lies within the realms of neurotech and BCI (Brain-Computer Interface) systems research, couple with firmware development and the intricate field of bio-signal processing.

References

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Bouchard, S., Bernier, F., Boivin, É., Morin, B., & Robillard, G. (2012). Using biofeedback while immersed in a stressful virtual environment. Annual Review of CyberTherapy and Telemedicine, 181, 132–136.

LeCun, Y., Bengio, Y., & Hinton, G. (2015). Deep learning. Nature, 521(7553), 436-444.

Maenner, M. J. (2023). Prevalence and characteristics of autism spectrum disorder among children aged 8 years—autism and developmental disabilities monitoring network, 11 sites, United States, 2020. MMWR. Surveillance Summaries, 72.

Riva, G., Wiederhold, B. K., & Mantovani, F. (2019). Neuroscience of virtual reality: from virtual exposure to embodied medicine. Cyberpsychology, behavior, and social networking, 22(1), 82-96.

Wickham, H., & Grolemund, G. (2017). R for data science (Vol. 2). Sebastopol, CA: O'Reilly.

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Published

2025-07-05

How to Cite

Lewis, A., & Yung, A. (2025). Neuroadaptive Gaming: A Neural Simulation Framework for VR Play Therapy in Children with Autism. Integrated Journal for Research in Arts and Humanities, 5(4), 22–28. https://doi.org/10.55544/ijrah.5.4.4

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Section

Articles