Gamification and Accessibility

Conference paper

DOI: 10.1007/978-3-319-20892-3_15

Part of the Lecture Notes in Computer Science book series (LNCS, volume 9193)
Cite this paper as:
Stiegler A., Zimmermann G. (2015) Gamification and Accessibility. In: Zhou J., Salvendy G. (eds) Human Aspects of IT for the Aged Population. Design for Aging. ITAP 2015. Lecture Notes in Computer Science, vol 9193. Springer, Cham

Abstract

There are many software requirements for the development of accessible applications, in particular for elderly people or people with disabilities. In particular, user interfaces have to be sufficiently abstract to cover required adaptations. In this paper, we introduce a gamification approach for teaching, connecting and engaging developers on accessible design of applications. A particular challenge hereby is combining gamification patters with the requirements of accessibility. As many gamification patters build on visual representation or usage metaphors, they are not suited for adaptation. Instead, we derive a representation-agnostic set of gamification patters from actual game design of commercial games. We identify and illustrate five categories of representation-agnostic gamification patterns, based on a games survey: action space, reward, challenge, progress, and discovery.

Keywords

Human computer interaction Gamification Accessibility Elderly Game development Serious games Game design Game mechanics Game theory 

Copyright information

© Springer International Publishing Switzerland 2015

Authors and Affiliations

  1. 1.Responsive User Interface Experience Research GroupStuttgart Media UniversityStuttgartGermany

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