Design of a Curriculum Framework for Raising Awareness of Game Accessibility

  • Thomas Westin
  • Jérôme Dupire
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 9758)


While game accessibility is well researched, many game developers lack awareness of issues and solutions and there is no framework to support educators in teaching about game accessibility. This study is based on an international survey to accessibility researchers, as well as people in the game industry and related communities. The quantitative data shows the most weighted topics in a curriculum, and the qualitative data provides detailed quotes to explain how a curriculum framework could be designed. Results also show that there is a need to change attitudes to game accessibility, but also to focus on practice, basic concepts and needs of disabled in an introductory course, while an advanced course could focus more on theory and solutions which are harder to implement. Future research is to follow-up this study to further validate our conclusions.


Games Accessibility Education Framework Awareness 


  1. 1.
    Hughes, K.: Adapting audio/video games for handicapped learners: Part 1. Teach. Except. Child. 14, 80–83 (1981)CrossRefGoogle Scholar
  2. 2.
    Burnham, V.: Supercade, 1st edn. The MIT Press, Cambridge (2001)Google Scholar
  3. 3.
    Yuan, B., Folmer, E., Harris, F.: Game accessibility: a survey. Univ. Access Inf. Soc. 10, 81–100 (2011)CrossRefGoogle Scholar
  4. 4.
    FCC: FCC Extends ACS Waiver for Video Game Software (n.d.). Accessed 4 Jan 2016
  5. 5.
    Heron, M.: Inaccessible through oversight: the need for inclusive game design. Comput. Games J. 1, 29–38 (2012)Google Scholar
  6. 6.
    Torrente, J., Serrano-Laguna, Á., Aguado, Á., Moreno-Ger, P., Fernández-Manjón, B.: Development of a game engine for accessible web-based games. In: Gloria, A. (ed.) GALA 2013. LNCS, vol. 8605, pp. 107–115. Springer, Heidelberg (2014)Google Scholar
  7. 7.
    Weststar, J.: Understanding video game developers as an occupational community. Inf. Commun. Soc. 18, 1238–1252 (2015)CrossRefGoogle Scholar
  8. 8.
    UNESCO: Open Educational Resources (n.d.). Accessed 13 Jan 2016
  9. 9.
    Mavrou, K., Meletiou-Mavrotheris, M., Sallinen, M., Karke, A., Hoogerwerf, E.-J.: “ENTELIS” European Network for Technology Enhanced Learning in an Inclusive Society: State of the Art Report (n.d.)Google Scholar
  10. 10.
    IGDA Game Education SIG: IGDA Curriculum Framework: The Study of Games and Game Development (2008). Accessed 1 Dec 2015
  11. 11.
    Johannesson, P., Perjons, E.: An Introduction to Design Science. Springer, Switzerland (2014)CrossRefzbMATHGoogle Scholar
  12. 12.
    Maki, P.L.: Assessing for Learning: Buidling a Sustainable Commitment Across the Institution, 2nd edn. Stylus Publishing, Sterling City (2010)Google Scholar
  13. 13.
    UNESCO: Curriculum Design. Activity 1: The Structure of a Curriculum Framework. Accessed 10 Jan 2016
  14. 14.
    Westin, T., Bierre, K., Gramenos, D., Hinn, M.: Advances in game accessibility from 2005 to 2010. In: Stephanidis, C. (ed.) Universal Access in HCI, Part II, HCII 2011. LNCS, vol. 6766, pp. 400–409. Springer, Heidelberg (2011)CrossRefGoogle Scholar
  15. 15.
    W3C: W3C Presentation Guidelines. Accessed 2 Sep 2015
  16. 16.
    Scott, M.J., Spyridonis, F., Ghinea, G.: Designing accessible games with the VERITAS framework: lessons learned from game designers. In: Antona, M., Stephanidis, C. (eds.) UAHCI 2015. LNCS, vol. 9177, pp. 547–554. Springer, Heidelberg (2015)CrossRefGoogle Scholar
  17. 17.
    Grammenos, D.: Game over: learning by dying. In: Proceedings of SIGCHI Conference on Human Factors in Computing Systems, CHI 2008 (2008)Google Scholar
  18. 18.
    Grammenos, D., Savidis, A., Georgalis, Y., Stephanidis, C.: Access invaders: developing a universally accessible action game. In: Miesenberger, K., Klaus, J., Zagler, W.L., Karshmer, A.I. (eds.) ICCHP 2006. LNCS, vol. 4061, pp. 388–395. Springer, Heidelberg (2006)CrossRefGoogle Scholar
  19. 19.
    Grammenos, D., Savidis, A., Stephanidis, C.: Unified design of universally accessible games. In: Stephanidis, C. (ed.) HCI 2007. LNCS, vol. 4556, pp. 607–616. Springer, Heidelberg (2007)Google Scholar
  20. 20.
    Grammenos, D., Savidis, A., Stephanidis, C.: Designing universally accessible games. Comput. Entertainment 7, 1–29 (2009)CrossRefGoogle Scholar

Copyright information

© Springer International Publishing Switzerland 2016

Authors and Affiliations

  1. 1.Department of Computer and Systems ScienceStockholm UniversityStockholmSweden
  2. 2.CNAMParisFrance

Personalised recommendations