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How to Control a Mobile Game

A Comparison of Various Approaches for Visually Impaired People

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Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 9758))

Abstract

The aim of the study was the comparison of existing approaches of user interfaces for visually impaired people playing a mobile game. The mobile gamebook was taken into account as an example of the game. Seven different interfaces accessible for visually impaired people were studied analyzing the following aspects: interface reaction time, commands correctness, screen size influence, complexity of implementation, and number of available options. It was concluded, that perfectly accessible interface of a mobile game should consist of the lowest number of options as possible. When simple interfaces with limited number of options are designed, then swipes, multi-touch and sensors, due to the short reaction time and a high level of correctness of operations, are worth taking into account. The paper highlights, that the use of MVP design pattern allows developers to create mobile games with different methods of interaction, which can be changed in a runtime.

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References

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Acknowledgements

Publication financed by the Institute of Informatics at Silesian University of Technology, statutory research no. BK/263/Rau2/2015.

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Correspondence to Krzysztof Dobosz .

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Dobosz, K., Ptak, J. (2016). How to Control a Mobile Game. In: Miesenberger, K., Bühler, C., Penaz, P. (eds) Computers Helping People with Special Needs. ICCHP 2016. Lecture Notes in Computer Science(), vol 9758. Springer, Cham. https://doi.org/10.1007/978-3-319-41264-1_71

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  • DOI: https://doi.org/10.1007/978-3-319-41264-1_71

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-41263-4

  • Online ISBN: 978-3-319-41264-1

  • eBook Packages: Computer ScienceComputer Science (R0)

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