2006
DOI: 10.1007/11788713_60
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Guidelines for the Development of Accessible Computer Games

Abstract: Abstract. Games are very important for learning, teaching, entertainment, inclusion. But they are of the most challenging applications concerning accessibility, and usability for people with disabilities. Especially in the context of playing together or in groups equal access is critical. In this paper we will present first attempts to define games accessibility guidelines helping game developers to design their products in a way that assistive technologies can interact with the game interface and that the par… Show more

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Cited by 30 publications
(21 citation statements)
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“…Kendon ([154] pp [205][206][207][208][209][210][211][212][213][214][215][216][217][218][219][220][221][222] presents a comparative study of hand shape used in pointing. From his collection of recordings (made in both Italy and England), he identified seven different types of manual pointing.…”
Section: Pointingmentioning
confidence: 99%
See 1 more Smart Citation
“…Kendon ([154] pp [205][206][207][208][209][210][211][212][213][214][215][216][217][218][219][220][221][222] presents a comparative study of hand shape used in pointing. From his collection of recordings (made in both Italy and England), he identified seven different types of manual pointing.…”
Section: Pointingmentioning
confidence: 99%
“…The group proposed guidelines to create accessible games. Such guidelines were later refined by Ossmann and Miesenberger [205].…”
Section: Games and Accessibilitymentioning
confidence: 99%
“…It can be easier to think about the accessibility of a game starting from the beginning of its development. For this to be done, research proposed guidelines for a better accessibility in games [7], [8]. However, these studies do not consider accessibility problems related to language aspects: language is an inaccessibility factor for those who can't master it.…”
Section: Without Visual Support Languages Are Less Understandablementioning
confidence: 99%
“…Several papers have been written on the subject of audio games, from the creation of specific games to guidelines for creating audio-only games (McCrindle, 2000;Winberg, 2000;Ossman, 2006;and Gärdenfors, 2002). The game examples tend to be fairly simplistic, such as the Towers of Hanoi, Memory, or Space Invaders and borrow heavily from the field of auditory interfaces in order to map graphical information to auditory cues.…”
Section: Audio Gamesmentioning
confidence: 99%
“…ability to turn music on/off, ability to adjust volume of individual objects, etc.) as well as guidelines for level progression that includes tutorial options and difficulty progression/options (Ossman, 2006).…”
Section: Audio Gamesmentioning
confidence: 99%