Abstract
The research in the area of game accessibility has grown significantly since the last time it was examined in 2005. This paper examines the body of work between 2005 and 2010. We selected a set of papers on topics we felt represented the scope of the field, but were not able to include all papers on the subject. A summary of the research we examined is provided, along with suggestions for future work in game accessibility. It is hoped that this summary will prompt others to perform further research in this area.
Chapter PDF
References
Bierre, K., Chetwynd, J., Ellis, B., Hinn, M., Ludi, S., Westin, T.: Game Not Over: Accessibility Issues in Video Games. In: HCI International (2005)
Savidis, A., Stamou, A., Stephanidis, C.: An Accessible Multimodal Pong Game Space. Universal Access in Ambient Intelligence Environments, pp. 405–418 (2007)
Atkinson, M.T., Gucukoglu, S., Machin, C.H.C., Lawrence, A.E.: Making the mainstream accessible: redefining the game. In: Sandbox 2006 (2006)
Archambault, D., Olivier, D.: How to Make Games for Visually Impaired Children. In: ACE 2005 (2005)
White, G.R., Fitzpatrick, G., Mcallister, G.: Toward Accessible 3D Virtual Environments for the Blind and Visually Impaired. In: DIMEA 2008 (2008)
Gutschmidt, R., Schiewe, M., Zinke, F., Jürgensen, H.: Haptic emulation of games: haptic Sudoku for the blind. In: PETRA 2010 (2010)
Sepchat, A., Monmarché, N., Slimane, M., Archambault, D.: Semi automatic generator of tactile video games for visually impaired children. In: Miesenberger, K., Klaus, J., Zagler, W.L., Karshmer, A.I. (eds.) ICCHP 2006. LNCS, vol. 4061, pp. 372–379. Springer, Heidelberg (2006)
Archambault, D., Gaudy, T., Miesenberger, K.: Computer Games and Visually Impaired People
Roden, T., Parberry, I.: Designing a Narrative-Based Audio Only 3D Game Engine. In: ACE 2005 (2005)
Sanchez, J., Saenz, M.: 3D Sound Interactive Environments for Problem Solving. In: ASSETS 2005 (2005)
Morelli, T., Foley, J., Columna, L., Lieberman, L., Folmer, E.: VI-Tennis: a vibrotactile/audio exergame for players who are visually impaired. In: FDG 2010: Fifth International Conference on the Foundations of Digital Games (2010)
Oren, M., Harding, C., Bonebright, T.: Evaluation of Spatial Abilities with a 2D Auditory Platform Game. In: ASSETS 2008 (2008)
Sánchez, J., Elías, M.: Guidelines for designing mobility and orientation software for blind children. In: Baranauskas, C., Abascal, J., Barbosa, S.D.J. (eds.) INTERACT 2007. LNCS, vol. 4662, pp. 375–388. Springer, Heidelberg (2007)
Folmer, E., Yuan, B., Carr, D., Sapre, M.: TextSL: a command-based virtual world interface for the visually impaired. In: ASSETS 2009 (2009)
Pascale, M.d., Mulatto, S., Prattichizzo, D.: Bring Haptics to Second Life for Visually Impaired People. In: HAS 2008 (2008)
Glinert, E., Wyse, L.: AudiOdyssey: an accessible video game for both sighted and non-sighted gamers. In: Future Play 2007 (2007)
Miller, D., Parecki, A., Douglas, S.A.: Finger Dance: A Sound Game for Blind People. In: ASSETS 2007 (2007)
Allman, T., Dhillon, R., Landau, M., Kurniawan, S.: Rock Vibe: Rock Band® computer games for people with no or limited vision. In: ASSETS 2009 (2009)
Yuan, B., Folmer, E.: Blind Hero: Enabling Guitar Hero for the Visually Impaired. In: ASSETS 2008 (2008)
Sánchez, J., Sáenz, M., Ripoll, M.: Usability of a multimodal videogame to improve navigation skills for blind children. In: ASSETS 2009 (2009)
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 2006: Proceedings of the 8th International ACM SIGACCESS Conference on Computers and Accessibility (2006)
Lepicard, G., Vella, F., Vigouroux, N., Rigolleau, B., Chautard, D., Pucheu, E.: The Virtual Paddle: An Universal Interaction for Accessible Video Games. In: Universal Access in Human-Computer Interaction. Applications and Services 2007, pp. 677–686 (2007)
Sporka, A.J., Kurniawan, S.H., Mahmud, M., Slav’ik, P.: Non-speech input and speech recognition for real-time control of computer games. In: Assets 2006: Proceedings of the 8th International ACM SIGACCESS Conference on Computers and Accessibility (2006)
Norte, S., Lobo, F.G.: Sudoku Access: A Sudoku Game for People with Motor Disabilities. In: ASSETS 2008 (2008)
Archambault, D., Gaudy, T., Miesenberger, K., Natkin, S., Ossmann, R.: Towards generalised accessibility of computer games. In: Pan, Z., Zhang, X., El Rhalibi, A., Woo, W., Li, Y. (eds.) Edutainment 2008. LNCS, vol. 5093, pp. 518–527. Springer, Heidelberg (2008)
Grammenos, D., Savidis, A., Stephanidis, C.: Unified Design of Universally Accessible Games. In: Universal Access in Human-Computer Interaction. Applications and Services (2007)
Grammenos, D., Savidis, A., Stephanidis, C.: Designing universally accessible games. Comput. Entertain. 7(1), 1–29 (2009)
Grammenos, D., Savidis, A., Georgalis, Y., Stephanidis, C.: Access Invaders: Developing a Universally Accessible Action Game. Computers Helping People with Special Needs, 388–395 (2006)
Ossmann, R., Miesenberger, K., Archambault, D.: A computer game designed for all. In: Miesenberger, K., Klaus, J., Zagler, W.L., Karshmer, A.I. (eds.) ICCHP 2008. LNCS, vol. 5105, pp. 585–592. Springer, Heidelberg (2008)
Trewin, S., Hanson, V.L., Laff, M.R., Cavender, A.: PowerUp: An Accessible Virtual World. In: ASSETS 2008, Halifax, Novascotia, Canada (2008)
Ossmann, R., Archambault, D., Miesenberger, K.: Accessibility issues in game-like interfaces. In: Miesenberger, K., Klaus, J., Zagler, W.L., Karshmer, A.I. (eds.) ICCHP 2008. LNCS, vol. 5105, pp. 601–604. Springer, Heidelberg (2008)
Trewin, S., Laff, M., Cavender, A., Hanson, V.: Accessibility in virtual worlds. In: CHI 2008 (2008)
Westin, T., Näckros, K.: Game Accessibility Implementation Model. In: CGAT 2008, Singapore (2008)
Westin, T., Nordeson, S.: Operative series (OpS). In: CGAT 2009 (2009)
Tollefsen, M., Flyen, A.: Internet and accessible entertainment. In: Miesenberger, K., Klaus, J., Zagler, W.L., Karshmer, A.I. (eds.) ICCHP 2006. LNCS, vol. 4061, pp. 396–402. Springer, Heidelberg (2006)
Yuan, B., Folmer, E., Harris, F.: Game accessibility: a survey. Universal Access in the Information Society (2010)
Westin, T.: 500 gamers’ access. In: CGAT 2010, Singapore (2010)
Torrente, J., Blanco, Á.d., Ger, P.M., Ortiz, I.M., Manjón, B.F.: Implementing accessibility in educational videogames with e-Adventure. In: MTDL 2009: ACM International Workshop on Multimedia Technologies for Distance Learning (2009)
Trewin, S., Hanson, V.L., Laff Mark, R.: PowerUp: An Accessible Virtual World. In: ASSETS 2008, Halifax, Novascotia, Canada (2008)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2011 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Westin, T., Bierre, K., Gramenos, D., Hinn, M. (2011). Advances in Game Accessibility from 2005 to 2010. In: Stephanidis, C. (eds) Universal Access in Human-Computer Interaction. Users Diversity. UAHCI 2011. Lecture Notes in Computer Science, vol 6766. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-21663-3_43
Download citation
DOI: https://doi.org/10.1007/978-3-642-21663-3_43
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-21662-6
Online ISBN: 978-3-642-21663-3
eBook Packages: Computer ScienceComputer Science (R0)