2017
DOI: 10.1007/s12528-017-9146-0
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Inclusive game design facilitating shared gaming experience

Abstract: This article presents the result from a study comparing the perception and understanding of a game story between sighted and visually impaired players playing the same game. In particular, whether sighted and visually impaired players could experience and recount the same story construed from the plot elements that are either manifested by audio and graphics in the case of sighted players or primarily by audio in the case of visually impaired players. To this end, we have developed a graphical point-and-click … Show more

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Cited by 7 publications
(4 citation statements)
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“…The interaction model was validated for inclusivity through a research study with a total of 30 participants (sighted as well as visually impaired participants) playing the first chapter of the game. The results showed no significant difference between sighted and visually impaired players in terms of the perception of the game story (Wilhelmsson et al, 2017) and immersion (Engström et al, 2015). However, participants playing without graphics needed more time to finish the chapter.…”
Section: Accessibilitymentioning
confidence: 99%
See 1 more Smart Citation
“…The interaction model was validated for inclusivity through a research study with a total of 30 participants (sighted as well as visually impaired participants) playing the first chapter of the game. The results showed no significant difference between sighted and visually impaired players in terms of the perception of the game story (Wilhelmsson et al, 2017) and immersion (Engström et al, 2015). However, participants playing without graphics needed more time to finish the chapter.…”
Section: Accessibilitymentioning
confidence: 99%
“…It aimed to provide the same gaming experience regardless of whether it was played with or without graphics. This made it possible for sighted and visually impaired players to share the experience (Engström et al, 2015; Wilhelmsson et al, 2017). Unfortunately, as FS never reached a broader audience, its ideal of a ‘shared experience’ was never fulfilled.…”
Section: Introductionmentioning
confidence: 99%
“…Instead, their whole game world and concept is based on 'not-seeing' , by combining the immersive experience of a well-written audio drama with the evenly immersive concept of gameplay and game mechanics. Wilhelmsson et al (2017) have shown us how such inclusively designed app games can provide a shared and equitable experience for users with and without visual impairments (see Frequency Missing, a free-to-use audio game available at Google Play Store & iOS) -and, by that, creating inclusion.…”
Section: Inclusive Gaming -Is That Even Possible?mentioning
confidence: 99%
“…They show how the annotation system can be used to document and integrate the use of a well-grounded pedagogical theory, Social Cognitive Theory (SCT), for achieving the goals of a serious game, as well as when the serious game is part of a program developed by means of a well-grounded design strategy, Intervention Mapping Protocol (IMP). Wilhelmsson et al (2017) presented the results from a study comparing the perception and understanding of a game story between sighted and visually impaired players playing the same game. In particular, whether sighted and visually impaired players could experience and recount the same story construed from the plot elements that are either manifested by audio and graphics in the case of sighted players or primarily by audio in the case of visually impaired players.…”
mentioning
confidence: 99%