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Digital Games Accessibility

Introduction to the Special Thematic Session

  • Conference paper
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Computers Helping People with Special Needs (ICCHP 2018)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 10896))

Abstract

Since a couple of decades, the video games area have spectacularly grown, and video games are now a genuine cultural and social object. Alongside with the pure entertainment finality, various application areas arose: “games with a purpose” are also aiming to teach, to monitor, to train, to treat, etc. By the way, people who play games became more diverse: from the younger to the elderly, nowadays everyone is potentially a gamer.

This wide diversity of users and products has led to pay a specific attention to their accessibility: how to ensure that nobody is not excluded from this strong cultural movement? The US legislation, through the CVAA, increased the focus on video/computer game accessibility, but still lots of efforts need to be done, especially regarding mainstream video games.

This session aims to bring together researchers, practitioners, to present and discuss new ideas and solutions dealing with video games accessibility issues.

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Correspondence to Dominique Archambault .

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Archambault, D., Dupire, J. (2018). Digital Games Accessibility. In: Miesenberger, K., Kouroupetroglou, G. (eds) Computers Helping People with Special Needs. ICCHP 2018. Lecture Notes in Computer Science(), vol 10896. Springer, Cham. https://doi.org/10.1007/978-3-319-94277-3_39

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  • DOI: https://doi.org/10.1007/978-3-319-94277-3_39

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-94276-6

  • Online ISBN: 978-3-319-94277-3

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