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2024 | OriginalPaper | Buchkapitel

8. Universal Design in Extended Realities

verfasst von : Adam Palmquist, Izabella Jedel, Ole Goethe

Erschienen in: Universal Design in Video Games

Verlag: Springer International Publishing

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Abstract

The domain of extended reality (XR) has undergone considerable advancements and has brought forth an assortment of gaming experiences that cater to both hedonic and utilitarian contexts. In this chapter, we delve into the various aspects of XR technologies and explore their potential for making their highly immersive gaming experiences more accessible to audiences across diverse levels. We examine the technological innovations that have broadened the scope of XR and discuss its growing influence in the gaming industry. Moreover, we explore the remarkable impact of virtual reality (VR) on gaming, analyzing its potential for engaging players while highlighting the challenges it poses. Lastly, we outline the design directives and constraints for XR game applications that can be used by individuals with different conditions or those seeking to engage in such games. Finally, we emphasize the essentiality of accessibility and inclusivity in the development and deployment of XR game technologies, particularly in the gaming sector. Through this comprehensive overview, we aim to shed light on the multifaceted roles and transformative potential of XR in contemporary society.

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Metadaten
Titel
Universal Design in Extended Realities
verfasst von
Adam Palmquist
Izabella Jedel
Ole Goethe
Copyright-Jahr
2024
DOI
https://doi.org/10.1007/978-3-031-30595-5_8

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