Fundamental principles and priority setting for universal usability
CUU '00 Proceedings on the 2000 conference on Universal Usability
The Art of Computer Game Design
The Art of Computer Game Design
Heuristics for designing enjoyable user interfaces: Lessons from computer games
CHI '82 Proceedings of the 1982 Conference on Human Factors in Computing Systems
Using heuristics to evaluate the playability of games
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Novel, minimalist haptic gesture interaction for mobile devices
Proceedings of the third Nordic conference on Human-computer interaction
Audio games: new perspectives on game audio
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
The Semiotic Engineering of Human-Computer Interaction (Acting with Technology)
The Semiotic Engineering of Human-Computer Interaction (Acting with Technology)
Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play?
Presence: Teleoperators and Virtual Environments
Designing sound for a pervasive mobile game
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
The Nature of Computer Games: Play As Semiosis (Digital Formations;, V. 16,)
The Nature of Computer Games: Play As Semiosis (Digital Formations;, V. 16,)
Fundamentals of Game Design (Game Design and Development Series)
Fundamentals of Game Design (Game Design and Development Series)
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Editorial: HCI issues in computer games
Interacting with Computers
Video game values: Human-computer interaction and games
Interacting with Computers
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
A Conceptual Model of the Sense of Presence in Virtual Environments
Presence: Teleoperators and Virtual Environments
Proceedings of the international conference on Advances in computer entertainment technology
Vibration Soccer: Tactile Rendering of Football Game on Mobiles
NGMAST '07 Proceedings of the The 2007 International Conference on Next Generation Mobile Applications, Services and Technologies
AudiOdyssey: an accessible video game for both sighted and non-sighted gamers
Future Play '07 Proceedings of the 2007 conference on Future Play
The tiresias effect: feedforward using light versus temperature in a tangible user interface
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Design, implementation and evaluation of audio for a location aware augmented reality game
Proceedings of the 3rd International Conference on Fun and Games
TapBeats: accessible and mobile casual gaming
The proceedings of the 13th international ACM SIGACCESS conference on Computers and accessibility
"Eu também quero jogar!": reavaliando as práticas e diretrizes de acessibilidade em jogos
Proceedings of the 10th Brazilian Symposium on on Human Factors in Computing Systems and the 5th Latin American Conference on Human-Computer Interaction
ICCHP'12 Proceedings of the 13th international conference on Computers Helping People with Special Needs - Volume Part II
VBGhost: a braille-based educational smartphone game for children
Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility
Exploring audio storytelling in mobile exergames to affect the perception of physical exercise
Proceedings of the 7th International Conference on Pervasive Computing Technologies for Healthcare
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Conventional games (computer, mobile, and console) rely heavily on visual information to convey the gameplay and to drive the interaction with the player. With the rapid evolution of graphics hardware and Computer Graphics, this becomes more pronounced. An undesirable consequence of this trend is that visually-impaired people get more excluded from the play. Mobile phones are pervasive nowadays, and can reach a potentially large user base, including the visually-impaired. However, in mobile gaming there seems to be only few alternatives to serve this community. This work presents an exploratory study on non-visual mobile phone interfaces for games. It is based on Semiotic Engineering principles, and emphasizes communication through aural, tactile and gestural signs. Results include a number of issues that can be incorporated to a wider research agenda about mobile gaming accessibility.