Accessible Play in Everyday Spaces

Author:

Seaborn Katie1,Edey Jamal1,Dolinar Gregory1,Whitfield Margot1,Gardner Paula2,Branje Carmen3,Fels Deborah I.4

Affiliation:

1. University of Toronto, Toronto, Canada

2. Brock University, Catharines, Canada

3. Centennial College, Toronto, Canada

4. Ryerson University, Toronto, Canada

Abstract

The advent of affordable and powerful mobile technology has allowed for explorations in mixed reality that merges virtual and physical space. However, the social and entertainment value and efficacy of mixed reality platforms for adult powered chair users has not been widely explored. In this article, we introduce the Mobility Games project, which aims to produce a series of inclusive entertainment technologies and services for people who use powered chairs. We describe our first offering: an accessible, social mixed reality game for co-located mobile play in everyday spaces. Findings from two exploratory field studies and a post hoc observer survey show that adult powered chair users found the game to be entertaining and used a variety of path strategies as they learned to play the game. An initial set of theoretically and empirically informed guidelines for making mobile mixed reality games accessible to adult powered chair users with diverse abilities is proposed.

Funder

NSERC

Publisher

Association for Computing Machinery (ACM)

Subject

Human-Computer Interaction

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