Validation and Prioritization of Design Options for Accessible Player Experiences

Author:

Power Christopher1,Cairns Paul23,Barlet Mark3,Haynes Gregory3,Beeston Jen23,DeHaven Triskal3

Affiliation:

1. SMCS, University of Prince Edward Island , PE, Canada, C1A 4P3

2. Department of Computer Science , University of York, York, UK, YO10 5GH

3. The AbleGamers Charity , The AbleGamers Charity, 179E Burr Blvd, Suite Q, Kearneysville, WV, USA, 25436

Abstract

Abstract The profile of accessible design of digital games has increased rapidly in both research and practice. Whereas at one time accessibility was a niche area of interest, it is now a key feature promoted in commercial gaming. Typically, games achieve accessibility by offering a range of options, both in settings and gameplay, that players can customize to meet their individual needs and preferences. However, there is a distinct lack of systematic data regarding the accessibility options that players prefer, how options can be prioritized in design or how options can impact player experience. This paper presents a study that collects data about options preferred by players and uses it to expand and validate a design vocabulary for accessible design in games. Further, the results point to a need to prioritize particular types of options, specifically those relating to the player-feedback loop of games, before implementing options that modify the challenges encountered by players.

Funder

Natural Sciences and Engineering Research Council of Canada

Publisher

Oxford University Press (OUP)

Subject

Human-Computer Interaction,Software,Library and Information Sciences

Reference57 articles.

1. Towards Generalised Accessibility of Computer Games;Archambault,2008

2. How to make games for visually impaired children;Archambault,2005

3. Adaptive controller is getting people with disabilities back into gaming;Armstrong;Wired,2018

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