Proceedings of the Annual Symposium on Computer-Human Interaction in Play 2019
DOI: 10.1145/3311350.3347182
|View full text |Cite
|
Sign up to set email alerts
|

Unpacking the Audio Game Experience

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1

Citation Types

0
5
0

Year Published

2020
2020
2023
2023

Publication Types

Select...
3
2
1

Relationship

0
6

Authors

Journals

citations
Cited by 15 publications
(5 citation statements)
references
References 19 publications
0
5
0
Order By: Relevance
“…For example, while audio games have significantly provided a gaming avenue for people with visual impairments (and to segments of people without visual impairments as well), they are a fix to gaming with a visual disability that can isolate, rather than integrate, blind gamers from mainstream gaming that they Hassan often wish to be a part of (Urbanek and Güldenpfennig, 2019). Solutions with such a medical spirit as audio games, yes, can lead to accessible tools, but tools that can isolate people with disabilities and have undesirable effects (Alfredsson Ågren et al, 2020; Andrade et al, 2019; Cairns et al, 2019b).…”
Section: Discussionmentioning
confidence: 99%
See 2 more Smart Citations
“…For example, while audio games have significantly provided a gaming avenue for people with visual impairments (and to segments of people without visual impairments as well), they are a fix to gaming with a visual disability that can isolate, rather than integrate, blind gamers from mainstream gaming that they Hassan often wish to be a part of (Urbanek and Güldenpfennig, 2019). Solutions with such a medical spirit as audio games, yes, can lead to accessible tools, but tools that can isolate people with disabilities and have undesirable effects (Alfredsson Ågren et al, 2020; Andrade et al, 2019; Cairns et al, 2019b).…”
Section: Discussionmentioning
confidence: 99%
“…Focused research in that domain, however, is focused on visual and motor disabilities, in a pattern that appears similar to that of research on entertainment. Ågren et al, 2020;Andrade et al, 2019Andrade et al, , 2020Beeston et al, 2018;Cairns et al, 2019b;Chakraborty et al, 2017;Contreras et al, 2019;de Araujo and Bonin, 2018;Furini et al, 2019;Gerling et al, 2016bGerling et al, , 2020Gonçalves et al, 2020;Leporini and Palmucci, 2018;Mahardhika et al, 2019;Martins et al, 2020;Mason et al, 2019;Napoli and Chiasson, 2018;Othman et al, 2019;Rao and O'Modhrain, 2020;Ringland, 2019;Salen Tekinbaş, 2017;Urbanek and Güldenpfennig, 2019;Wästerfors and Hansson, 2017) 23…”
Section: Research Domains Of Game Technologies Across Disability Cate...mentioning
confidence: 99%
See 1 more Smart Citation
“…Notably, the web site audiogames.net presents a list of games that grows frequently with new installments and updated versions. The evolution of audio games and the implications for design have been probed before [2,3,32,55,56,62], highlighting the variety of game mechanics and their overall popularity among visually impaired gamers.…”
Section: Accessible Games To People With Visual Impairmentsmentioning
confidence: 99%
“…Previous research has investigated the internet experiences of autistic people (including their experience with games; Gonçalves et al, 2020), others studied the experiences of disabled people with audio games through interviews (Urbanek & Güldenpfennig, 2019), investigated visually impaired people's habits, opinions, and concerns focusing on digital games (Andrade et al, 2019) and practical maneuvers of young disabled people related to digital games (Wästerfors & Hansson, 2017). Most of this research has focused on single-player games, a single type of disability at a time, and was conducted with small sample sizes.…”
mentioning
confidence: 99%