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dc.contributor.authorAndrade, R
dc.contributor.authorRogerson, MJ
dc.contributor.authorWaycott, J
dc.contributor.authorBaker, S
dc.contributor.authorVetere, F
dc.date.accessioned2021-02-17T04:12:59Z
dc.date.available2021-02-17T04:12:59Z
dc.date.issued2019
dc.identifier.isbn9781450359702
dc.identifier.doi10.1145/3290605.3300346
dc.identifier.urihttp://hdl.handle.net/10072/402253
dc.description.abstractPrevious research on games for people with visual impairment (PVI) has focused on co-designing or evaluating specific games - mostly under controlled conditions. In this research, we follow a game-agnostic, "in-the-wild" approach, investigating the habits, opinions and concerns of PVI regarding digital games. To explore these issues, we conducted an online survey and follow-up interviews with gamers with VI (GVI). Dominant themes from our analysis include the particular appeal of digital games to GVI, the importance of social trajectories and histories of gameplay, the need to balance complexity and accessibility in both games targeted to PVI and mainstream games, opinions about the state of the gaming industry, and accessibility concerns around new and emerging technologies such as VR and AR. Our study gives voice to an underrepresented group in the gaming community. Understanding the practices, experiences and motivations of GVI provides a valuable foundation for informing development of more inclusive games.
dc.description.peerreviewedYes
dc.publisherACM
dc.relation.ispartofconferencenameCHI '19: CHI Conference on Human Factors in Computing Systems
dc.relation.ispartofconferencetitleCHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
dc.relation.ispartofdatefrom2019-05-04
dc.relation.ispartofdateto209-05-09
dc.relation.ispartoflocationGlasgow, UK
dc.relation.ispartofpagefrom116
dc.subject.fieldofresearchSociology
dc.subject.fieldofresearchPublic Health and Health Services
dc.subject.fieldofresearchClinical Sciences
dc.subject.fieldofresearchcode1608
dc.subject.fieldofresearchcode1117
dc.subject.fieldofresearchcode1103
dc.titlePlaying blind: Revealing the world of gamers with visual impairment
dc.typeConference output
dc.type.descriptionE1 - Conferences
dcterms.bibliographicCitationAndrade, R; Rogerson, MJ; Waycott, J; Baker, S; Vetere, F, Playing blind: Revealing the world of gamers with visual impairment, Conference on Human Factors in Computing Systems - Proceedings, 2019, pp. 116
dc.date.updated2021-02-17T04:10:10Z
dc.description.versionAccepted Manuscript (AM)
gro.rights.copyright© ACM, 2019. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, ISBN: 978-1-4503-5970-2, https://doi.org/10.1145/3290605.3300346
gro.hasfulltextFull Text
gro.griffith.authorBaker, Steven


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