Abstract
This chapter focuses on the design directives and design constraints within the four heuristics of AGE and the critical need to balance them for accomplishing the development of universally accessible and inclusive video games. It argues that AGE heuristics serve not merely as guidelines but as a dynamic scaffold that provides foundational insights for informed design decisions. This chapter explores how such a balanced approach transcends conventional accessibility, leading to the creation of games that are deeply responsive to the diverse needs of a wide player base. Through this balance, the chapter underscores the industry's ongoing commitment to Universal Design principles, advocating for a gaming landscape where players of all abilities can engage and participate.
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Notes
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However, these communities have been noted for fostering toxic behavior against accessibility and inclusion, so exercise caution when deciding whom you and your game are courting. For a deeper understanding, see the comprehensive discussions by Fahey [8] and Parlock [27]. Further research on this topic is available in studies by Kowert [15] and Frommel et al. [23].
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Palmquist, A., Jedel, I., Goethe, O. (2024). Design Elements and Design Spaces for Attainable Game Experiences. In: Universal Design in Video Games. Human–Computer Interaction Series. Springer, Cham. https://doi.org/10.1007/978-3-031-30595-5_5
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