Accessibility of games and game-based applications: A systematic literature review and map** of future directions

L Hassan - new media & society, 2024 - journals.sagepub.com
Digital game technologies, that is, games and emerging game-based applications, are
pervasively spread in society as a means of entertainment, education and exercise, amongst …

From teleportation to climbing: A review of locomotion techniques in the most used commercial virtual reality applications

C Anderton, C Creed, S Sarcar… - International Journal of …, 2024 - Taylor & Francis
Exploration of virtual reality locomotion has a rich history, including in the creation of
taxonomies categorising individual techniques. However, most existing research collects …

Self-determination theory in HCI games research: Current uses and open questions

A Tyack, ED Mekler - Proceedings of the 2020 CHI conference on human …, 2020 - dl.acm.org
Self-Determination Theory (SDT), a major psychological theory of human motivation, has
become increasingly popular in Human-Computer Interaction (HCI) research on games and …

Robots for inclusive play: Co-designing an educational game with visually impaired and sighted children

O Metatla, S Bardot, C Cullen, M Serrano… - Proceedings of the 2020 …, 2020 - dl.acm.org
Despite being included in mainstream schools, visually impaired children still face barriers
to social engagement and participation. Games could potentially help, but games that cater …

Investigating virtual reality locomotion techniques with blind people

RA Ribeiro, I Gonçalves, M Piçarra… - Proceedings of the …, 2024 - dl.acm.org
Many Virtual Reality (VR) locomotion techniques have been proposed, but those explored
for and with blind people are often custom-made or require specialized equipment …

The design space of the auditory representation of objects and their behaviours in virtual reality for blind people

J Guerreiro, Y Kim, R Nogueira… - … on visualization and …, 2023 - ieeexplore.ieee.org
As virtual reality (VR) is typically designed in terms of visual experience, it poses major
challenges for blind people to understand and interact with the environment. To address …

" My Zelda Cane": Strategies Used by Blind Players to Play Visual-Centric Digital Games

D Gonçalves, M Piçarra, P Pais, J Guerreiro… - Proceedings of the …, 2023 - dl.acm.org
Mainstream games are typically designed around the visual experience, with behaviors and
interactions highly dependent on vision. Despite this, blind people are playing mainstream …

Navstick: Making video games blind-accessible via the ability to look around

V Nair, JL Karp, S Silverman, M Kalra, H Lehv… - The 34th Annual ACM …, 2021 - dl.acm.org
Video games remain largely inaccessible to visually impaired people (VIPs). Today's blind-
accessible games are highly simplified renditions of what sighted players enjoy, and they do …

“It's Easier to Play Alone”: A Survey Study of Gaming With Disabilities

P Baltzar, L Hassan, M Turunen - Journal of Electronic …, 2023 - journals.humankinetics.com
Within gamers, disabled people remain an understudied minority. While research indicates
that they actively play single-player games, we lack an understanding of their experience …

Echolocation as a means for people with visual impairment (PVI) to acquire spatial knowledge of virtual space

R Andrade, J Waycott, S Baker, F Vetere - ACM Transactions on …, 2021 - dl.acm.org
In virtual environments, spatial information is communicated visually. This prevents people
with visual impairment (PVI) from accessing such spaces. In this article, we investigate …