VI-Tennis: a vibrotactile/audio exergame for players who are visually impaired
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Vi-bowling: a tactile spatial exergame for individuals with visual impairments
Proceedings of the 12th international ACM SIGACCESS conference on Computers and accessibility
Proceedings of Graphics Interface 2011
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
Proceedings of the 6th International Conference on Foundations of Digital Games
Navigating a 3D avatar using a single switch
Proceedings of the 6th International Conference on Foundations of Digital Games
Supplemental sonification of a bingo game
Proceedings of the 6th International Conference on Foundations of Digital Games
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
"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
Preliminary evaluation of three eyes-free interfaces for point-and-click computer games
Proceedings of the 14th international ACM SIGACCESS conference on Computers and accessibility
Reusable game interfaces for people with disabilities
Proceedings of the 14th international ACM SIGACCESS conference on Computers and accessibility
Designing serious games for adult students with cognitive disabilities
ICONIP'12 Proceedings of the 19th international conference on Neural Information Processing - Volume Part IV
Designing action-based exergames for children with cerebral palsy
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Button blender: remixing input to improve video game accessibility
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Eyes-free yoga: an exergame using depth cameras for blind & low vision exercise
Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility
Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility
An empirical study of issues and barriers to mainstream video game accessibility
Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility
Performing Locomotion Tasks in Immersive Computer Games with an Adapted Eye-Tracking Interface
ACM Transactions on Accessible Computing (TACCESS)
Proceedings of the 12th Brazilian Symposium on Human Factors in Computing Systems
Understanding and addressing real-world accessibility issues in mainstream video games
ACM SIGACCESS Accessibility and Computing
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Over the last three decades, video games have evolved from a pastime into a force of change that is transforming the way people perceive, learn about, and interact with the world around them. In addition to entertainment, games are increasingly used for other purposes such as education or health. Despite this increased interest, a significant number of people encounter barriers when playing games due to a disability. Accessibility problems may include the following: (1) not being able to receive feedback; (2) not being able to determine in-game responses; (3) not being able to provide input using conventional input devices. This paper surveys the current state-of-the-art in research and practice in the accessibility of video games and points out relevant areas for future research. A generalized game interaction model shows how a disability affects ones ability to play games. Estimates are provided on the total number of people in the United States whose ability to play games is affected by a disability. A large number of accessible games are surveyed for different types of impairments, across several game genres, from which a number of high- and low-level accessibility strategies are distilled for game developers to inform their design.