Abstract
Even though many national and international guidelines exist to support the development of accessible web applications and to provide guidance, a high number of web applications are still inaccessible. For a large number of web authors, it is hard to imagine how persons with disabilities would interact with their web applications. Therefore, people with disabilities often end up not being considered part of a products’ target audience, and accessibility testing is experienced as an additional burden or skipped entirely. In this paper, we present an approach that augments an accessibility evaluation process with video game patterns to raise intrinsic motivation to conduct accessibility tests. This paper describes work in progress and illustrates how video game patterns can be pragmatically transferred and implemented in a non-game environment.
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Fan-fiction is the term for stories based on TV shows, movies or video games created by fans.
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Acknowledgments
This work has been partially funded by the European Union Seventh Framework Programme (FP7/2007–2011) under grant agreement n° 610510, Prosperity4All (“Ecosystem infrastructure for smart and personalized inclusion and PROSPERITY for ALL stakeholders”). This publication reflects only the authors’ views and the European Union is not liable for any use that may be made of the information contained herein.
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Henka, A., Stiegler, A., Zimmermann, G. (2016). Using Video Game Patterns to Raise the Intrinsic Motivation to Conduct Accessibility Evaluations. In: Rebelo, F., Soares, M. (eds) Advances in Ergonomics in Design. Advances in Intelligent Systems and Computing, vol 485. Springer, Cham. https://doi.org/10.1007/978-3-319-41983-1_7
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DOI: https://doi.org/10.1007/978-3-319-41983-1_7
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