IBM computer usability satisfaction questionnaires: psychometric evaluation and instructions for use
International Journal of Human-Computer Interaction
Pre-games: games designed to introduce CS1 and CS2 programming assignments
SIGCSE '03 Proceedings of the 34th SIGCSE technical symposium on Computer science education
Unified user interface development: the software engineering of universally accessible interactions
Universal Access in the Information Society
Digital Game-Based Learning
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Unified design of universally accessible games
UAHCI'07 Proceedings of the 4th international conference on Universal access in human-computer interaction: applications and services
Making the mainstream accessible: what's in a game?
ICCHP'06 Proceedings of the 10th international conference on Computers Helping People with Special Needs
Access invaders: developing a universally accessible action game
ICCHP'06 Proceedings of the 10th international conference on Computers Helping People with Special Needs
Guidelines for the development of accessible computer games
ICCHP'06 Proceedings of the 10th international conference on Computers Helping People with Special Needs
Future Play '09 Proceedings of the 2009 Conference on Future Play on @ GDC Canada
Access-a-WoW: building an enhanced world of warcraftTMUI for persons with low visual acuity
UAHCI'11 Proceedings of the 6th international conference on Universal access in human-computer interaction: users diversity - Volume Part II
Advances in game accessibility from 2005 to 2010
UAHCI'11 Proceedings of the 6th international conference on Universal access in human-computer interaction: users diversity - Volume Part II
An adaptable card game for older users
Proceedings of the 4th International Conference on PErvasive Technologies Related to Assistive Environments
Designing a game controller for motor impaired players
Proceedings of the 10th Brazilian Symposium on on Human Factors in Computing Systems and the 5th Latin American Conference on Human-Computer Interaction
JoyCap: an alternative to the joypad for motor impaired gamers
Proceedings of the Companion Proceedings of the 10th Brazilian Symposium on Human Factors in Computing Systems and the 5th Latin American Conference on Human-Computer Interaction
Control vs. complexity in games: comparing arousal in 2D game prototypes
Proceedings of the 4th International Conference on Fun and Games
Developing serious games for children with cerebral palsy: case study and pilot trial
Proceedings of the 24th Australian Computer-Human Interaction Conference
Designing action-based exergames for children with cerebral palsy
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
KINECTwheels: wheelchair-accessible motion-based game interaction
CHI '13 Extended Abstracts on Human Factors in Computing Systems
The wise cursor: assisted selection in 3D serious games
The Visual Computer: International Journal of Computer Graphics
Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility
Proceedings of the 12th Brazilian Symposium on Human Factors in Computing Systems
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Today, computer games are one of the major sources of entertainment. Computer games are usually far more demanding than typical interactive applications in terms of motor and sensory skills needed for interaction control, due to special-purpose input devices, complicated interaction techniques, and the primary emphasis on visual control and attention. This renders computer games inaccessible to a large percentage of people with disabilities. This article introduces the concept of universally accessible games, that is, games proactively designed to optimally fit and adapt to individual gamer characteristics and to be concurrently played among people with diverse abilities, without requiring particular adjustments or modifications. The concept is elaborated and tested through four case studies: a web-based chess game (UA-Chess), an action game (Access Invaders), a universally inaccessible game (Game Over!) used as an interactive educational tool, and an improved version of Access Invaders (Terrestrial Invaders). For all cases, key design and evaluation findings are discussed, reporting consolidated know-how and experience. Finally, the research challenge of creating multiplayer universally accessible games is further elaborated, proposing the novel concept of Parallel Game Universes as a potential solution.