Childhood Autism Simulators

'Auti-Sim' Shows Users the World Through the Eyes of Hypersensitivity

A three-member team of developers at the Vancouver Hacking Health hackathon have made a childhood autism simulator.

Developed in only 12 hours with the help of a childhood autism expert, 'Auti-sim' puts players into the shoes of a autistic child. Since many autistic sufferers have to deal with hypersensitivity, the game simulates that effect by increasing stimuli as the player navigates a playground. As the player approaches crowds of people the sound levels get louder, the vision blurs, and more sound comes from each direction. When the player moves to quieter areas, the stimuli tapers off. The game was inspired by a documentary called 'Inside Autism' that portrayed a similar effect in a crowded Wal-Mart.

'Auti-sim' is not a flawless representation of childhood autism because the symptoms vary from person to person, but so far the feedback has been generally positive for the developers.

Autism Simulation Games
Creating video games that simulate the experiences of individuals with autism can help raise awareness and foster empathy.
Hypersensitivity Simulation
Developing virtual simulations that replicate sensory overload can assist in understanding and accommodating individuals with hypersensitivity.
Inclusive Gaming Experiences
Designing games that cater to a wider range of abilities can promote inclusivity and accessibility in the gaming industry.

Industries Being Reshaped

Healthcare Technology
Integrating autism simulation games into healthcare technology can enhance diagnostic and therapeutic approaches for individuals with autism.
Virtual Reality (VR) Entertainment
Leveraging VR technology to create immersive hypersensitivity simulations can revolutionize the entertainment industry and offer unique experiences for users.
Education and Training
Utilizing autism simulation games in educational settings and professional training programs can improve understanding and support for individuals with autism.
SCORE
3.5 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, South America, Europe, Asia, Africa
GENERATION
  • Gen Z (primary audience)
  • Gen Alpha (primary audience)
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 28%
Activity 68%
Freshness 8%

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