Skip to main content
Erschienen in: Universal Access in the Information Society 1/2011

01.03.2011 | Review Paper

Game accessibility: a survey

verfasst von: Bei Yuan, Eelke Folmer, Frederick C. Harris Jr.

Erschienen in: Universal Access in the Information Society | Ausgabe 1/2011

Einloggen

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

Over the last three decades, video games have evolved from a pastime into a force of change that is transforming the way people perceive, learn about, and interact with the world around them. In addition to entertainment, games are increasingly used for other purposes such as education or health. Despite this increased interest, a significant number of people encounter barriers when playing games due to a disability. Accessibility problems may include the following: (1) not being able to receive feedback; (2) not being able to determine in-game responses; (3) not being able to provide input using conventional input devices. This paper surveys the current state-of-the-art in research and practice in the accessibility of video games and points out relevant areas for future research. A generalized game interaction model shows how a disability affects ones ability to play games. Estimates are provided on the total number of people in the United States whose ability to play games is affected by a disability. A large number of accessible games are surveyed for different types of impairments, across several game genres, from which a number of high- and low-level accessibility strategies are distilled for game developers to inform their design.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literatur
2.
Zurück zum Zitat Adamo-Villani, N., Wright, K.: Smile: an immersive learning game for deaf and hearing children. In: SIGGRAPH ’07: ACM SIGGRAPH 2007 educators program, p. 17. ACM, New York (2007) Adamo-Villani, N., Wright, K.: Smile: an immersive learning game for deaf and hearing children. In: SIGGRAPH ’07: ACM SIGGRAPH 2007 educators program, p. 17. ACM, New York (2007)
3.
Zurück zum Zitat Aldrich, C.: Virtual worlds, simulations, and games for education: a unifying view. Innov. J. Online Educ. 5(5) (2009) Aldrich, C.: Virtual worlds, simulations, and games for education: a unifying view. Innov. J. Online Educ. 5(5) (2009)
4.
Zurück zum Zitat Atkinson, M.T., Gucukoglu, S., Machin, C.H.C., Lawrence, A.E.: Making the mainstream accessible: redefining the game. In: Sandbox ’06: Proceedings of the 2006 ACM SIGGRAPH Symposium on Videogames, pp. 21–28. ACM, New York (2006) Atkinson, M.T., Gucukoglu, S., Machin, C.H.C., Lawrence, A.E.: Making the mainstream accessible: redefining the game. In: Sandbox ’06: Proceedings of the 2006 ACM SIGGRAPH Symposium on Videogames, pp. 21–28. ACM, New York (2006)
5.
Zurück zum Zitat Barrass, S., Kramer, G.: Using sonification. Multimed. Syst. 7(1), 23–31 (1999)CrossRef Barrass, S., Kramer, G.: Using sonification. Multimed. Syst. 7(1), 23–31 (1999)CrossRef
7.
Zurück zum Zitat Brashear, H., Henderson, V., Park, K.-H., Hamilton, H., Lee, S., Starner, T.: American sign language recognition in game development for deaf children. In: Assets ’06: Proceedings of the 8th International ACM SIGACCESS Conference on Computers and Accessibility, pp. 79–86. ACM, New York (2006) Brashear, H., Henderson, V., Park, K.-H., Hamilton, H., Lee, S., Starner, T.: American sign language recognition in game development for deaf children. In: Assets ’06: Proceedings of the 8th International ACM SIGACCESS Conference on Computers and Accessibility, pp. 79–86. ACM, New York (2006)
8.
Zurück zum Zitat Brewster, S.A., Wright, P.C., Edwards, A.D.N.: An evaluation of earcons for use in auditory human-computer interfaces. In: CHI ’93: Proceedings of the INTERACT ’93 and CHI ’93 Conference on Human Factors in Computing Systems, pp. 222–227. ACM, New York (1993) Brewster, S.A., Wright, P.C., Edwards, A.D.N.: An evaluation of earcons for use in auditory human-computer interfaces. In: CHI ’93: Proceedings of the INTERACT ’93 and CHI ’93 Conference on Human Factors in Computing Systems, pp. 222–227. ACM, New York (1993)
10.
Zurück zum Zitat Cavender, A., Trewin, S., Hanson, V.: General writing guidelines for technology and people with disabilities. SIGACCESS Access. Comput. 92, 17–22 (2008) Cavender, A., Trewin, S., Hanson, V.: General writing guidelines for technology and people with disabilities. SIGACCESS Access. Comput. 92, 17–22 (2008)
12.
Zurück zum Zitat Crawford, C.: Chris Crawford on Game Design. New Riders Games, June 2003 Crawford, C.: Chris Crawford on Game Design. New Riders Games, June 2003
13.
Zurück zum Zitat Dawe, M.: Desperately seeking simplicity: how young adults with cognitive disabilities and their families adopt assistive technologies. In: CHI ’06: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 1143–1152. ACM, New York (2006) Dawe, M.: Desperately seeking simplicity: how young adults with cognitive disabilities and their families adopt assistive technologies. In: CHI ’06: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 1143–1152. ACM, New York (2006)
15.
Zurück zum Zitat DeMarco, T.: Controlling Software Projects: Management, Measurement, and Estimates. Prentice Hall PTR, Upper Saddle River (1986) DeMarco, T.: Controlling Software Projects: Management, Measurement, and Estimates. Prentice Hall PTR, Upper Saddle River (1986)
17.
Zurück zum Zitat DTI: From Exuberant Youth to Sustainable Maturity: Competitive Analysis of the UK Games Software Sector. Technical report, DTI (2002) DTI: From Exuberant Youth to Sustainable Maturity: Competitive Analysis of the UK Games Software Sector. Technical report, DTI (2002)
23.
Zurück zum Zitat Feng, J., Lazar, J., Kumin, L., Ozok, A.: Computer usage by young individuals with down syndrome: an exploratory study. In: Assets ’08: Proceedings of the 10th International ACM SIGACCESS Conference on Computers and Accessibility, pp. 35–42. ACM, New York (2008) Feng, J., Lazar, J., Kumin, L., Ozok, A.: Computer usage by young individuals with down syndrome: an exploratory study. In: Assets ’08: Proceedings of the 10th International ACM SIGACCESS Conference on Computers and Accessibility, pp. 35–42. ACM, New York (2008)
25.
Zurück zum Zitat Folmer, E.: Usability patterns in games. In: Future Play ’06: Proceedings of the 2006 Conference (2006) Folmer, E.: Usability patterns in games. In: Future Play ’06: Proceedings of the 2006 Conference (2006)
26.
Zurück zum Zitat Folmer, E.: Component based game development—a solution to escalating costs and expanding deadlines? In: 10th International ACM SIGSOFT Symposium on Component-Based Software Engineering, pp. 66–73, Medford (2007) Folmer, E.: Component based game development—a solution to escalating costs and expanding deadlines? In: 10th International ACM SIGSOFT Symposium on Component-Based Software Engineering, pp. 66–73, Medford (2007)
27.
Zurück zum Zitat Folmer, E., Yuan, B., Carr, D., Sapre, M.: Textsl: a command-based virtual world interface for the visually impaired. In: 11th International ACM SIGACCESS Conference on Computers and Accessibility, pp. 59–66 (2009) Folmer, E., Yuan, B., Carr, D., Sapre, M.: Textsl: a command-based virtual world interface for the visually impaired. In: 11th International ACM SIGACCESS Conference on Computers and Accessibility, pp. 59–66 (2009)
28.
Zurück zum Zitat Friberg, J., Gärdenfors, D.: Audio games: new perspectives on game audio. In: ACE ’04: Proceedings of the 2004 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, pp. 148–154. ACM, New York (2004) Friberg, J., Gärdenfors, D.: Audio games: new perspectives on game audio. In: ACE ’04: Proceedings of the 2004 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, pp. 148–154. ACM, New York (2004)
29.
Zurück zum Zitat Gee, J.P.: What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan (2003, May) Gee, J.P.: What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan (2003, May)
30.
Zurück zum Zitat Glinert, E., Wyse, L.: Audiodyssey: an accessible video game for both sighted and non-sighted gamers. In: Future Play ’07: Proceedings of the 2007 Conference, pp. 251–252. ACM, New York (2007) Glinert, E., Wyse, L.: Audiodyssey: an accessible video game for both sighted and non-sighted gamers. In: Future Play ’07: Proceedings of the 2007 Conference, pp. 251–252. ACM, New York (2007)
33.
Zurück zum Zitat Grammenos, D.: Game over: learning by dying. In: CHI ’08: Proceeding of the 26th Annual SIGCHI Conference on Human Factors in Computing Systems, pp. 1443–1452. ACM, New York (2008) Grammenos, D.: Game over: learning by dying. In: CHI ’08: Proceeding of the 26th Annual SIGCHI Conference on Human Factors in Computing Systems, pp. 1443–1452. ACM, New York (2008)
34.
Zurück zum Zitat Grammenos, D., Georgalis, Y.: Ua-chess: a universally accessible board game. In: 3rd International Conference on Universal Access in Human Computer Interaction. Lawrence Erlbaum (2005) Grammenos, D., Georgalis, Y.: Ua-chess: a universally accessible board game. In: 3rd International Conference on Universal Access in Human Computer Interaction. Lawrence Erlbaum (2005)
35.
Zurück zum Zitat Grammenos, D., Savidis, A., Georgalis, Y., Stephanidis, C.: Access invaders: Developing a universally accessible action game. In: Miesenberger, K., Klaus, J., Zagler, W.L., Karshmer, A.I. (eds.) ICCHP: International Conference on Computers Helping People with Special Needs, vol. 4061 of Lecture Notes in Computer Science, pp. 388–395. Springer (2006) Grammenos, D., Savidis, A., Georgalis, Y., Stephanidis, C.: Access invaders: Developing a universally accessible action game. In: Miesenberger, K., Klaus, J., Zagler, W.L., Karshmer, A.I. (eds.) ICCHP: International Conference on Computers Helping People with Special Needs, vol. 4061 of Lecture Notes in Computer Science, pp. 388–395. Springer (2006)
36.
Zurück zum Zitat Griffiths, M.D., Davies, M.N.O., Chappell, D.: Breaking the stereotype: the case of online gaming. Cyber Psychol. Behav. 6(1), 81–91 (2003) Griffiths, M.D., Davies, M.N.O., Chappell, D.: Breaking the stereotype: the case of online gaming. Cyber Psychol. Behav. 6(1), 81–91 (2003)
38.
Zurück zum Zitat Harada, S., Landay, J.A., Malkin, J., Li, X., Bilmes, J.A.: The vocal joystick: evaluation of voice-based cursor control techniques. In: Assets ’06: Proceedings of the 8th International ACM SIGACCESS Conference on Computers and Accessibility, pp. 197–204. ACM, New York (2006) Harada, S., Landay, J.A., Malkin, J., Li, X., Bilmes, J.A.: The vocal joystick: evaluation of voice-based cursor control techniques. In: Assets ’06: Proceedings of the 8th International ACM SIGACCESS Conference on Computers and Accessibility, pp. 197–204. ACM, New York (2006)
40.
Zurück zum Zitat Igarashi, T., Hughes, J.F.: Voice as sound: using non-verbal voice input for interactive control. In: UIST ’01: Proceedings of the 14th Annual ACM Symposium on User Interface Software and Technology, pp. 155–156. ACM, New York (2001) Igarashi, T., Hughes, J.F.: Voice as sound: using non-verbal voice input for interactive control. In: UIST ’01: Proceedings of the 14th Annual ACM Symposium on User Interface Software and Technology, pp. 155–156. ACM, New York (2001)
41.
Zurück zum Zitat IGDA-SIG: Igda Game Accessibility White Paper. Technical report, 2004. Last Accessed Dec 2008 IGDA-SIG: Igda Game Accessibility White Paper. Technical report, 2004. Last Accessed Dec 2008
43.
Zurück zum Zitat Ince, S.: Writing for Video Games. A&C Black (2006) Ince, S.: Writing for Video Games. A&C Black (2006)
46.
Zurück zum Zitat Kebritchi, M., Hirumi, A.: Examining the pedagogical foundations of modern educational computer games. Comput. Educ. 51(4), 1729–1743 (2008) Kebritchi, M., Hirumi, A.: Examining the pedagogical foundations of modern educational computer games. Comput. Educ. 51(4), 1729–1743 (2008)
53.
Zurück zum Zitat Lewis, C.: Hci and cognitive disabilities. Interactions 13(3), 14–15 (2006)CrossRef Lewis, C.: Hci and cognitive disabilities. Interactions 13(3), 14–15 (2006)CrossRef
55.
Zurück zum Zitat Miller, D., Parecki, A., Douglas, S.A.: Finger dance: a sound game for blind people. In: Assets ’07: Proceedings of the 9th International ACM SIGACCESS Conference on Computers and Accessibility, pp. 253–254. ACM, New York (2007) Miller, D., Parecki, A., Douglas, S.A.: Finger dance: a sound game for blind people. In: Assets ’07: Proceedings of the 9th International ACM SIGACCESS Conference on Computers and Accessibility, pp. 253–254. ACM, New York (2007)
56.
Zurück zum Zitat Mobahi, H., Karahalios, K.G.: Hci applications for aiding children with mental disorders. Crossroads 12(2), 3–3 (2005)CrossRef Mobahi, H., Karahalios, K.G.: Hci applications for aiding children with mental disorders. Crossroads 12(2), 3–3 (2005)CrossRef
57.
Zurück zum Zitat Mohamed, A.O., Courboulay, V., Sehaba, K., Menard, M.: Attention analysis in interactive software for children with autism. In: Assets ’06: Proceedings of the 8th International ACM SIGACCESS Conference on Computers and Accessibility, pp. 133–140. ACM, New York (2006) Mohamed, A.O., Courboulay, V., Sehaba, K., Menard, M.: Attention analysis in interactive software for children with autism. In: Assets ’06: Proceedings of the 8th International ACM SIGACCESS Conference on Computers and Accessibility, pp. 133–140. ACM, New York (2006)
60.
Zurück zum Zitat Nielsen, J., Molich, R.: Heuristic evaluation of user interfaces. In: CHI ’90: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 249–256. ACM, New York (1990) Nielsen, J., Molich, R.: Heuristic evaluation of user interfaces. In: CHI ’90: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 249–256. ACM, New York (1990)
61.
Zurück zum Zitat Norte, S., Lobo, F.G.: Sudoku access: a sudoku game for people with motor disabilities. In: Assets ’08: Proceedings of the 10th International ACM SIGACCESS Conference on Computers and Accessibility, pp. 161–168. ACM, New York (2008) Norte, S., Lobo, F.G.: Sudoku access: a sudoku game for people with motor disabilities. In: Assets ’08: Proceedings of the 10th International ACM SIGACCESS Conference on Computers and Accessibility, pp. 161–168. ACM, New York (2008)
63.
Zurück zum Zitat Ohring, P.: Web-based multi-player games to encourage flexibility and social interaction in high-functioning children with autism spectrum disorder. In: IDC ’08: Proceedings of the 7th International Conference on Interaction Design and Children, pp. 171–172. ACM, New York (2008) Ohring, P.: Web-based multi-player games to encourage flexibility and social interaction in high-functioning children with autism spectrum disorder. In: IDC ’08: Proceedings of the 7th International Conference on Interaction Design and Children, pp. 171–172. ACM, New York (2008)
64.
Zurück zum Zitat Oren, M.A.: Speed sonic across the span: building a platform audio game. In: CHI ’07: CHI ’07 Extended Abstracts on Human factors in Computing Systems, pp. 2231–2236. ACM, New York (2007) Oren, M.A.: Speed sonic across the span: building a platform audio game. In: CHI ’07: CHI ’07 Extended Abstracts on Human factors in Computing Systems, pp. 2231–2236. ACM, New York (2007)
65.
Zurück zum Zitat Ossmann, R., Miesenberger, K., Archambault, D.: A computer game designed for all. In: ICCHP ’08: Proceedings of the 11th International Conference on Computers Helping People with Special Needs, pp. 585–592. Springer, Berlin (2008) Ossmann, R., Miesenberger, K., Archambault, D.: A computer game designed for all. In: ICCHP ’08: Proceedings of the 11th International Conference on Computers Helping People with Special Needs, pp. 585–592. Springer, Berlin (2008)
67.
Zurück zum Zitat Pascale, M. Mulatto, S., Prattichizzo, D.: Bringing haptics to second life for visually impaired people. In: EuroHaptics ’08: Proceedings of the 6th International Conference on Haptics, pp. 896–905. Springer, Berlin (2008) Pascale, M. Mulatto, S., Prattichizzo, D.: Bringing haptics to second life for visually impaired people. In: EuroHaptics ’08: Proceedings of the 6th International Conference on Haptics, pp. 896–905. Springer, Berlin (2008)
68.
Zurück zum Zitat Perkins, W.J., Stenning, B.F.: Control units for operation of computers by severely physically handicapped persons. J. Med. Eng. Technol. 10(1), 21–23 (1986)CrossRef Perkins, W.J., Stenning, B.F.: Control units for operation of computers by severely physically handicapped persons. J. Med. Eng. Technol. 10(1), 21–23 (1986)CrossRef
69.
Zurück zum Zitat Piper, A.M., O’Brien, E., Morris, M.R., Winograd, T.: Sides: a cooperative tabletop computer game for social skills development. In: CSCW ’06: Proceedings of the 2006 20th Anniversary Conference on Computer Supported Cooperative Work, pp. 1–10. ACM, New York (2006) Piper, A.M., O’Brien, E., Morris, M.R., Winograd, T.: Sides: a cooperative tabletop computer game for social skills development. In: CSCW ’06: Proceedings of the 2006 20th Anniversary Conference on Computer Supported Cooperative Work, pp. 1–10. ACM, New York (2006)
72.
Zurück zum Zitat Robbins, S.S.: Immersion and engagement in a virtual classroom: using second life for higher education. In: EDUCAUSE Learning Initiative Spring 2007 Focus Session, 2007 Robbins, S.S.: Immersion and engagement in a virtual classroom: using second life for higher education. In: EDUCAUSE Learning Initiative Spring 2007 Focus Session, 2007
73.
Zurück zum Zitat Roden, T., Parberry, I.: Designing a narrative-based audio only 3d game engine. In: ACE ’05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, pp. 274–277. ACM, New York (2005) Roden, T., Parberry, I.: Designing a narrative-based audio only 3d game engine. In: ACE ’05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, pp. 274–277. ACM, New York (2005)
74.
Zurück zum Zitat Rosenberg, L., Brave, S.: Using force feedback to enhance human performance in graphical user interfaces. In: CHI ’96: Conference Companion on Human Factors in Computing Systems, pp. 291–292. ACM, New York (1996) Rosenberg, L., Brave, S.: Using force feedback to enhance human performance in graphical user interfaces. In: CHI ’96: Conference Companion on Human Factors in Computing Systems, pp. 291–292. ACM, New York (1996)
75.
Zurück zum Zitat Sánchez, J., Baloian, N., Hassler, T., Hoppe, U.: Audiobattleship: blind learners collaboration through sound. In: CHI ’03: CHI ’03 Extended Abstracts on Human Factors in Computing Systems, pp. 798–799. ACM, New York (2003) Sánchez, J., Baloian, N., Hassler, T., Hoppe, U.: Audiobattleship: blind learners collaboration through sound. In: CHI ’03: CHI ’03 Extended Abstracts on Human Factors in Computing Systems, pp. 798–799. ACM, New York (2003)
76.
Zurück zum Zitat Saunders, K., Novak, J.: Game Development Essentials: Game Interface Design. Thomson Delmar Learning (2006) Saunders, K., Novak, J.: Game Development Essentials: Game Interface Design. Thomson Delmar Learning (2006)
78.
Zurück zum Zitat Sehaba, K., Estraillier, P., Lambert, D.: Interactive Educational Games for Autistic Children with Agent-Based System. Springer, Berlin (2005) Sehaba, K., Estraillier, P., Lambert, D.: Interactive Educational Games for Autistic Children with Agent-Based System. Springer, Berlin (2005)
79.
Zurück zum Zitat Sehaba, K., Estraillier, P.: Game execution control by analysis of player’s behavior. In: ACE ’06: Proceedings of the 2006 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, p. 19. ACM, New York (2006) Sehaba, K., Estraillier, P.: Game execution control by analysis of player’s behavior. In: ACE ’06: Proceedings of the 2006 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, p. 19. ACM, New York (2006)
80.
Zurück zum Zitat Simpson, R.C., Koester, H.H.: Adaptive one-switch row-column scanning. IEEE Trans. Rehabil. Eng. 7(4), 464–473 (1999)CrossRef Simpson, R.C., Koester, H.H.: Adaptive one-switch row-column scanning. IEEE Trans. Rehabil. Eng. 7(4), 464–473 (1999)CrossRef
81.
Zurück zum Zitat Smith, J.D., Graham, T.C.N.: Use of eye movements for video game control. In: ACE ’06: Proceedings of the 2006 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, p. 20. ACM, New York (2006) Smith, J.D., Graham, T.C.N.: Use of eye movements for video game control. In: ACE ’06: Proceedings of the 2006 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, p. 20. ACM, New York (2006)
82.
Zurück zum Zitat Sporka, A.J., Kurniawan, S.H., Mahmud, M., Slavík, P.: Non-speech input and speech recognition for real-time control of computer games. In: Assets ’06: Proceedings of the 8th International ACM SIGACCESS Conference on Computers and Accessibility, pp. 213–220. ACM, New York (2006) Sporka, A.J., Kurniawan, S.H., Mahmud, M., Slavík, P.: Non-speech input and speech recognition for real-time control of computer games. In: Assets ’06: Proceedings of the 8th International ACM SIGACCESS Conference on Computers and Accessibility, pp. 213–220. ACM, New York (2006)
84.
Zurück zum Zitat Squire, K.: Changing the game: what happens when video games enter the classroom? Innov. J. Online Educ. 1(6) (2005) Squire, K.: Changing the game: what happens when video games enter the classroom? Innov. J. Online Educ. 1(6) (2005)
86.
Zurück zum Zitat Steriadis, C.E., Constantinou, P.: Designing human-computer interfaces for quadriplegic people. ACM Trans. Comput. Hum. Interact. 10(2), 87–118 (2003)CrossRef Steriadis, C.E., Constantinou, P.: Designing human-computer interfaces for quadriplegic people. ACM Trans. Comput. Hum. Interact. 10(2), 87–118 (2003)CrossRef
87.
Zurück zum Zitat Street, R.L., Gold, W.R., Manning, T. (eds.): Interactive Video Games for Health Promotion: Effects on Knowledge, Self-Efficacy, Social Support, and Health. Lawrence Erlbaum (1997) Street, R.L., Gold, W.R., Manning, T. (eds.): Interactive Video Games for Health Promotion: Effects on Knowledge, Self-Efficacy, Social Support, and Health. Lawrence Erlbaum (1997)
89.
Zurück zum Zitat Media Lunde Tollefsen: Guidelines for Developing Accessible Games. Based on Guidelines Defined by Medialt and Igda (2006) Media Lunde Tollefsen: Guidelines for Developing Accessible Games. Based on Guidelines Defined by Medialt and Igda (2006)
90.
Zurück zum Zitat Trewin, S., Laff, M., Hanson, V., Cavender, A.: Exploring visual and motor accessibility in navigating a virtual world. ACM Trans. Access. Comput. 2(2), 1–35 (2009)CrossRef Trewin, S., Laff, M., Hanson, V., Cavender, A.: Exploring visual and motor accessibility in navigating a virtual world. ACM Trans. Access. Comput. 2(2), 1–35 (2009)CrossRef
93.
Zurück zum Zitat US Government: 1998 amendment to section 508 of the rehabilitation act. In: SEC. 508. Electronic and Information Technology (1998) US Government: 1998 amendment to section 508 of the rehabilitation act. In: SEC. 508. Electronic and Information Technology (1998)
97.
Zurück zum Zitat van Welie, M., van der Veer, G.C., Eliëns, A.: Patterns as tools for user interface design. In: International Workshop on Tools for Working with Guidelines, pp. 313–324, Biarritz (2000) van Welie, M., van der Veer, G.C., Eliëns, A.: Patterns as tools for user interface design. In: International Workshop on Tools for Working with Guidelines, pp. 313–324, Biarritz (2000)
101.
Zurück zum Zitat Westin, T.: Game accessibility case study: terraformers—a real-time 3d graphic game. In: Proceedings of the the 5th International Conference on Disability, Virtual Reality and Associated Technologies (2004) Westin, T.: Game accessibility case study: terraformers—a real-time 3d graphic game. In: Proceedings of the the 5th International Conference on Disability, Virtual Reality and Associated Technologies (2004)
102.
Zurück zum Zitat White, G.R., Fitzpatrick, G., McAllister, G.: Toward accessible 3d virtual environments for the blind and visually impaired. In: DIMEA ’08: Proceedings of the 3rd International Conference on Digital Interactive Media in Entertainment and Arts, pp. 134–141. ACM, New York (2008) White, G.R., Fitzpatrick, G., McAllister, G.: Toward accessible 3d virtual environments for the blind and visually impaired. In: DIMEA ’08: Proceedings of the 3rd International Conference on Digital Interactive Media in Entertainment and Arts, pp. 134–141. ACM, New York (2008)
106.
Zurück zum Zitat Yuan, B., Folmer, E.: Blind hero: enabling guitar hero for the visually impaired. In: Assets ’08: Proceedings of the 10th International ACM SIGACCESS Conference on Computers and Accessibility, pp. 169–176. ACM, New York (2008) Yuan, B., Folmer, E.: Blind hero: enabling guitar hero for the visually impaired. In: Assets ’08: Proceedings of the 10th International ACM SIGACCESS Conference on Computers and Accessibility, pp. 169–176. ACM, New York (2008)
Metadaten
Titel
Game accessibility: a survey
verfasst von
Bei Yuan
Eelke Folmer
Frederick C. Harris Jr.
Publikationsdatum
01.03.2011
Verlag
Springer-Verlag
Erschienen in
Universal Access in the Information Society / Ausgabe 1/2011
Print ISSN: 1615-5289
Elektronische ISSN: 1615-5297
DOI
https://doi.org/10.1007/s10209-010-0189-5

Weitere Artikel der Ausgabe 1/2011

Universal Access in the Information Society 1/2011 Zur Ausgabe

Premium Partner