Proceedings of the 25th International Academic Mindtrek Conference 2022
DOI: 10.1145/3569219.3569335
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Popular Accessibility Settings in Digital Games

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Cited by 7 publications
(4 citation statements)
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“…More accessibility settings (such as game speed and contrast modifications) are appearing in games, in fact, according to our survey, 65% played games with built-in accessibility settings. Still, it seems that some games are lacking knowledge of even the most basic accessibility features and existing accessibility settings should be added to every game to make the games more accessible (Baltzar et al, 2022). Our findings also confirm these observations as 49% of the participants agreed that games are currently not accessible to them.…”
supporting
confidence: 79%
“…More accessibility settings (such as game speed and contrast modifications) are appearing in games, in fact, according to our survey, 65% played games with built-in accessibility settings. Still, it seems that some games are lacking knowledge of even the most basic accessibility features and existing accessibility settings should be added to every game to make the games more accessible (Baltzar et al, 2022). Our findings also confirm these observations as 49% of the participants agreed that games are currently not accessible to them.…”
supporting
confidence: 79%
“…The previously discussed skill requirements of game play can present an issue of accessibility, whether because of lacking experience with a particular kind of game, intentional game design, or disability (e.g., Baltzar et al, 2022). Players' perception of their skill could encourage or discourage them from playing games or influence game choices, while some respondents had physical limitations to their gaming.…”
Section: Accessibilitymentioning
confidence: 99%
“…Direct parental control (e.g., Meriläinen, 2021), negative societal views, and stereotypes that relate to gaming (e.g., Kowert et al, 2014;Latinsky and Ueno, 2021), as well as struggles over who is allowed to exist or belong in game cultures, exemplified by different discriminatory behaviors (e.g., Paaßen et al, 2017;Ortiz, 2019;Friman, 2022), exert their influence on young game players by affording or removing gaming opportunities. As discussed in some of the responses, factors such as disability can also push individuals away from games if not accounted for when games and devices are designed (e.g., Baltzar et al, 2022).…”
Section: Allowed-forbiddenmentioning
confidence: 99%
“…There is a continuous stream of scholarship dedicated to defining what are games, play, or gameplay (e.g., Avedon and Sutton-Smith, 1971;Juul, 2011;Salen-Tekinbas and Zimmerman 2003;Stenros, 2017;Suits, 1990). There is a growing body of literature around the accessibility and games, play, or gameplay mostly related to an array of physiological impairments (e.g., Baltzar et al, 2022;Garber, 2013;Hassan and Baltzar, 2022;Miesenberger et al, 2008;Porter and Kientz, 2013;Said and Kane, 2013;Yuan et al, 2011). However, aside from some technical approaches described in the following section, there is little to no work examining the simple procedural methods of how access to play, games, or gameplay is controlled, particularly digitally.…”
Section: Accessing Gameplaymentioning
confidence: 99%