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European Video Game Development and Disability: Reflections on Data, Rights, Decisions and Assistance

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Technology, Innovation, Entrepreneurship and Education (TIE 2019)

Abstract

The European Union (EU) is funding the development of computer games for people with disabilities since 2004. Since 2014, the Education, Audiovisual and Culture Executive Agency (EACEA) – as part of the EU – is responsible for the management of development and funding of European Video Games. In 2010 the European Disability Strategy has taken effect. Ever since, the integration of people with disabilities into cultural life as well as learning environments has become one of the main topics in the EU. As computer games are part of both – cultural life and learning environments – the link between people with disabilities and video games are being reflected and discussed in this paper. The results show, that on the one hand the responsibility of the EU and EACEA to include people with disabilities into the development of computer games is taken into account. On the other hand, there is a lack of current quantitative data on people with disabilities playing video games and it remains difficult to say how many people face exclusion. Moreover, assistive technologies are still a niche product. Due to their expensiveness as well as their non-plug-and-play usability, they frequently remain difficult to use. Nevertheless, possibilities to link inclusion and technology in educational environments do exist.

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Notes

  1. 1.

    Hereinafter also referred to as video games and computer games.

  2. 2.

    German newspaper sold by people without a permanent home. Issue of September 2019.

  3. 3.

    https://www.ovus.at/news/fast-5-millionen-osterreicher-spielen-videogames/.

  4. 4.

    https://www.gamesindustry.biz/articles/popcap-games-research-publisher-s-latest-survey-says-that-casual-games-are-big-with-disabled-people/.

  5. 5.

    Reference: European Disability Strategy 2010–2020.

  6. 6.

    Reference: L 347/221.

  7. 7.

    http://www.medialt.no/rapport/entertainment_guidelines/.

  8. 8.

    http://gameaccessibilityguidelines.com/.

  9. 9.

    https://docs.microsoft.com/en-us/windows/uwp/gaming/accessibility-for-games.

  10. 10.

    Reference: C (2013) 8314 of 28 November 2013.

  11. 11.

    References: EAC/S31/2013, EACEA/06/2015, EACEA/20/2015, EACEA/22/2016, EACEA/24/2017 and EACEA/24/2018.

  12. 12.

    Austria, Belgium, Bosnia and Herzegovina, Bulgaria, Croatia, Cyprus, Czech Republic, Den- mark, Estonia, Germany, Greece, Finland, France, Hungary, Iceland, Ireland, Italy, Latvia, Lithuania, Malta, Netherlands, Norway, Poland, Portugal, Republic of Macedonia, Romania, Serbia, Slovakia, Slovenia, Spain, Sweden, Switzerland and United Kingdom.

  13. 13.

    Reference: PE/81/2018/REV/1.

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Pielenz, B. (2020). European Video Game Development and Disability: Reflections on Data, Rights, Decisions and Assistance. In: Sylla, C., Iurgel, I. (eds) Technology, Innovation, Entrepreneurship and Education. TIE 2019. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 307. Springer, Cham. https://doi.org/10.1007/978-3-030-40180-1_10

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  • DOI: https://doi.org/10.1007/978-3-030-40180-1_10

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