Audiogames: Accessibility and Inclusion in Digital Entertainment
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Abstract
Video games represent one of the most popular forms of digital entertainment, but people who are blind or visually impaired end up having restricted access to these games. Discussions about digital accessibility and inclusion often end up leaving this question aside, in favor of some discourse considered more “utilitarian” or “productivist”. However, video games have a relevant role in contemporary culture and can bring cognitive, motivational, emotional, and social benefits, as well as contribute to the well-being of their players. Audiogames are a specific type of digital game that have sound and sometimes tactile stimuli as their central element, rather than visual graphics. Thus, audiogames can create atmosphere, mechanics, and unique gameplay, while making digital entertainment more accessible to people with all levels of vision. It is also necessary to consider (and charge) the need for other types of digital games to comply with accessibility guidelines and to guarantee the right to play for everyone. Digital games that promote universal design and that are capable of captivating their players can ensure that people with different levels of vision can interact, collaborate, and even compete on equal terms with the same game - a situation that can not always be observed in other everyday situations.
Keywords
Videogames Audiogames Accessibility Digital inclusion Well beingNotes
Acknowledgment
The author would like to thank Anhembi Morumbi University and the CNPq (National for Scientific and Technological Development) for the PIBITI (Institutional Program for Initiatives in Technological Development and Innovation). This grant was awarded to Vitor Monteiro Chioccola, a game design undergraduate researcher, who assisted in the collection of data, sources, and other references for this paper.
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