Abstract
This paper provides an overview of game accessibility. It describes what game accessibility is and highlights the need to combine usability and adaptability, as a “one-size-fits-all” approach is not possible due to the interactive and dynamic nature of the video game medium and the array of (dis)abilities different users may have. The main accessibility barriers different groups of users face are also presented. Then, the main focus shifts to the current state of the art in game accessibility, including existing guidelines and research carried out in this field. Finally, future perspectives are outlined, emphasizing the need for a user-centred approach and for collaboration between users, academia, and the industry.
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CITATION STYLE
Mangiron, C. (2021). Game Accessibility: Taking Inclusion to the Next Level. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 12768 LNCS, pp. 269–279). Springer Science and Business Media Deutschland GmbH. https://doi.org/10.1007/978-3-030-78092-0_17
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