Exertion interfaces: sports over a distance for social bonding and fun
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
AudioBattleship: blind learners collaboration through sound
CHI '03 Extended Abstracts on Human Factors in Computing Systems
Chris Crawford on Game Design
International survey on the Dance Dance Revolution game
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Making the mainstream accessible: redefining the game
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Blind hero: enabling guitar hero for the visually impaired
Proceedings of the 10th international ACM SIGACCESS conference on Computers and accessibility
Rock Vibe: Rock Band® computer games for people with no or limited vision
Proceedings of the 11th international ACM SIGACCESS conference on Computers and accessibility
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
Universal Access in the Information Society
Mobile exergames for preventing diseases related to childhood obesity
Proceedings of the 4th International Symposium on Applied Sciences in Biomedical and Communication Technologies
Tangible user interfaces for learning
International Journal of Technology Enhanced Learning
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Individuals with visual impairments have significantly higher levels of obesity and often exhibit delays in motor development, caused by a general lack of opportunities to be physically active. Tactile/audio based exergames that only involve motions of the dominant arm have been successfully explored to engage individuals with visual impairments into physical activity. This paper presents an accessible exergame called Pet-N-Punch that can be played using one or two arms. A user study with 12 children who were blind showed that they were able to achieve light to moderate physical activity, but no significant difference in energy expenditure was detected between both versions. The two arm version had a significantly higher error rate than the one arm version, which shows that the two arm version has a significantly higher cognitive load. Players were found to be able to respond to tactile/audio cues within 2500ms.