Proceedings of the 9th Audio Mostly: A Conference on Interaction With Sound 2014
DOI: 10.1145/2636879.2636909
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Inclusive game design

Abstract: A lot of video games on the market are inaccessible to players with visual impairments because they rely heavily on use of graphical elements. This paper presents a project aimed at developing a point-and-click adventure game for smart phones and tablets that is equally functional and enjoyable by blind and sighted players. This will be achieved by utilizing audio to give blind players all necessary information and enjoyment without graphics. In addition to creating the game, the aim of the project is to ident… Show more

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Cited by 9 publications
(3 citation statements)
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References 19 publications
(14 reference statements)
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“…As previously mentioned, the game was developed as a continuation of a previous research project that resulted in development of an adventure game, FS (UoS, 2015). In FS , to include blind players, the interaction model is primarily audio-based (see Östblad et al, 2014). All information conveyed in the graphics is also conveyed using sound but not necessarily the other way around.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…As previously mentioned, the game was developed as a continuation of a previous research project that resulted in development of an adventure game, FS (UoS, 2015). In FS , to include blind players, the interaction model is primarily audio-based (see Östblad et al, 2014). All information conveyed in the graphics is also conveyed using sound but not necessarily the other way around.…”
Section: Discussionmentioning
confidence: 99%
“…Story, 1998), research project at the UoS in 2015. This project resulted in the Swedish game Frekvens saknad (hereinafter FS ), 1 a game that includes visually impaired players (Östblad et al, 2014). It aimed to provide the same gaming experience regardless of whether it was played with or without graphics.…”
Section: Introductionmentioning
confidence: 99%
“…On one hand, AGs that address blind users have been criticised as being too simple [6]. On the other hand, by adding complexity to the audio representation of the game's facets, it becomes too difficult for sighted players who have not developed their listening skills sufficiently to accomplish the game's tasks without visual support [7]. Making the game not just accessible but truly inclusive, i.e., an experience as similar as possible for sighted and visually impaired players, requires a careful design of the sonification strategy from the start of the development process [8].…”
Section: Introductionmentioning
confidence: 99%