As serious games rise in number and popularity, particularly for therapeutic purposes, so rises the importance of making these games accessible to those with disabilities. We discuss the state of accessibility for commercial and research-based serious games, common age-related considerations for accessible designs, and recommendations for usability testing protocols. We close with a case study of a visual accessibility investigation of a research-based cognitive training game, Food for Thought.
CITATION STYLE
Gomez-Gurley, K., McLaughlin, A. C., Coleman, M. G., & Allaire, J. C. (2015). Accessibility in serious games for adults aging with disability. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 9194, pp. 61–71). Springer Verlag. https://doi.org/10.1007/978-3-319-20913-5_6
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