2009
DOI: 10.1007/bf03192576
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Turn off the graphics: designing non-visual interfaces for mobile phone games

Abstract: Abstract:Mobile phones are a widespread platform for ICT applications because they are highly pervasive in contemporary society. Hence, we can think of mobile gaming as a serious candidate to being a prominent form of entertainment in the near future. However, most games (for computers, console and mobile devices) make extensive use of the visual medium, which tends to exclude visually-impaired users from the play. While mobile gaming could potentially reach many visually-impaired users, who are very familiar … Show more

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Cited by 16 publications
(4 citation statements)
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“…Another example is the work of Valente et al [17] who investigated mobile accessible games for the visually impaired. Phone tilt controlled player movement while navigating a maze.…”
Section: Tilt As An Input Primitivementioning
confidence: 99%
“…Another example is the work of Valente et al [17] who investigated mobile accessible games for the visually impaired. Phone tilt controlled player movement while navigating a maze.…”
Section: Tilt As An Input Primitivementioning
confidence: 99%
“…For instance, mobile phone tilt and the traditional button input were evaluated in a driving game Gilbertson et al (2008); user experiences such as fun were focused in the testing (informal). For example, Browne and Anand (2011) examined tilt, gesture and buttons in a shooting game, and reported a similar result as tilt interaction is preferred (Valente et al 2009). Participants preferred tilt-based interactions since they are more natural.…”
Section: Swipe Tap and Tilt In Mobile Gamesmentioning
confidence: 91%
“…Much of the work on tilt control for games is qualitative, for example, looking at user experience [5,26]. However, there is also quantitative work [2,18].…”
Section: Gamesmentioning
confidence: 99%