Skip to main content

Towards Generalised Accessibility of Computer Games

  • Conference paper
Technologies for E-Learning and Digital Entertainment (Edutainment 2008)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 5093))

Abstract

Computer games accessibility have initially been regarded as an area of minor importance as there were much more “serious” topics to focus on. Today, the society is slowly moving forward in the direction of accessibility and the conditions come to make new proposals for mainstream game accessibility. In this paper we’ll show the main reasons why it is necessary to progress in this direction, then we’ll explain how works standard computer applications accessibility and why it is not working in general with games. We will discuss the state of the art in this area and finally we will introduce our vision of future accessibility framework allowing games developer to design accessible games as well as assistive providers the possibility of developing Assistive Games Interfaces.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Zyda, M.: Creating a science of games. ACM Communications 50(7) (July 2007)

    Google Scholar 

  2. Natkin, S.: Video games and Interactive Media: A Glimpse at New Digital Entertainment. AK Peters (2006)

    Google Scholar 

  3. Kellogg, W., Ellis, J., Thomas, J.: Towards supple enterprises: Learning from N64’s Super Mario 64, Wii Bowling, and a Corporate Second Life. In: “Supple Interfaces”: Designing and evaluating for richer human connections and experiences (September 2007)

    Google Scholar 

  4. Chatham, R.E.: Games for training. ACM Communications 50(7) (July 2007)

    Google Scholar 

  5. Mayo, M.: Games for science and engineering education. ACM Communications 50(7) (July (2007)

    Google Scholar 

  6. Hildén, A., Svensson, H.: Can All Young Disabled Children Play at the Computer. In: Miesenberger, K., Klaus, J., Zagler, W. (eds.) ICCHP 2002. LNCS, vol. 2398. Springer, Heidelberg (2002)

    Chapter  Google Scholar 

  7. Archambault, D., Olivier, D., Svensson, H.: Computer games that work for visually impaired children. In: Stephanidis, C. (ed.) Proceedings of HCI International 2005 Conference (11th International Conference on Human-Computer Interaction), Las Vegas, Nevada, July 2005, 8 pages (proceedings on CD-Rom) (2005)

    Google Scholar 

  8. Buaud, A., Svensson, H., Archambault, D., Burger, D.: Multimedia games for visually impaired children. In: Miesenberger, K., Klaus, J., Zagler, W. (eds.) ICCHP 2002. LNCS, vol. 2398, pp. 173–180. Springer, Heidelberg (2002)

    Chapter  Google Scholar 

  9. van Hees, K., Engelen, J.: Non-visual access to guis: Leveraging abstract user interfaces. In: Miesenberger, K., Klaus, J., Zagler, W., Karshmer, A.I. (eds.) ICCHP 2006. LNCS, vol. 4061, pp. 1063–1070. Springer, Heidelberg (2006)

    Chapter  Google Scholar 

  10. W3C: Web Accessibility Initiative — Web Content Accessibility Guidelines 1.0. Technical report, World Wide Web Consortium (W3C) (May 1999), http://www.w3.org/TR/WAI-WEBCONTENT

  11. Grézes, J., Decety, J.: Functional anatomy of execution, mental simulation, observation, and verb generation of actions: a meta-analysis. Human Brain Mapping 12, 1–19 (2001)

    Article  Google Scholar 

  12. Prinz, W., Meltzoff, A.: An introduction to the imitative mind and brain. In: Meltzoff, A., Prinz, W. (eds.) The imitative mind: Development, evolution and brain bases, pp. 1–15. University Press, Cambridge (2002)

    Google Scholar 

  13. Segall, M.H., Campbell, D.T., Herskovits, M.J.: The influence of culture on visual perception. Studies in Art Education 10(1), 68–71 (1968)

    Article  Google Scholar 

  14. Patterson, J.: Theoretical secrets for intelligent software. Theory into Practice 22(4), 267–271 (1983)

    Article  Google Scholar 

  15. Fromme, J.: Computer Games as a Part of Children’s Culture. The International Journal of Computer Game Research 3(1) (May 2003)

    Google Scholar 

  16. Sebanz, N., Knoblich, G., Prinz, W.: Representing others’ actions: just like one’s own? Cognition 88, B11–B21 (2003)

    Article  Google Scholar 

  17. Barresi, J., Moore, C.: Intentional relations and social understanding. Behavioral & Brain Sciences 19(1), 107–122 (1996)

    Article  Google Scholar 

  18. Chartrand, T.L., Bargh, J.A.: The chameleon effect: the perception-behavior link and social interaction. Journal of Personality and Social Psychology 76, 893–910 (1999)

    Article  Google Scholar 

  19. Westin, T.: Game accessibility case study: Terraformers -a real-time 3d graphic game. In: Proceedings of the Fifth International Conference on Disability, Virtual Reality and Associated Technologies, Oxford, UK, pp. 95–100 (2004)

    Google Scholar 

  20. Atkinson, M.T., Gucukoglu, S., Machin, C.H.C., Lawrence, A.E.: Making the mainstream accessible: What’s in a game? In: Miesenberger, K., Klaus, J., Zagler, W., Karshmer, A.I. (eds.) ICCHP 2006. LNCS, vol. 4061, pp. 380–387. Springer, Heidelberg (2006)

    Chapter  Google Scholar 

  21. Sepchat, A., Monmarché, N., Slimane, M., Archambault, D.: Semi automatic generator of tactile video games for visually impaired children. In: Miesenberger, K., Klaus, J., Zagler, W., Karshmer, A.I. (eds.) ICCHP 2006. LNCS, vol. 4061, pp. 372–379. Springer, Heidelberg (2006)

    Chapter  Google Scholar 

  22. Archambault, D.: The TiM Project: Overview of Results. In: Miesenberger, K., Klaus, J., Zagler, W., Burger, D. (eds.) ICCHP 2004. LNCS, vol. 3118, pp. 248–256. Springer, Heidelberg (2004)

    Google Scholar 

  23. Hammarlund, J.: Computer play for children who are severelly visually impaired: Using an alternative keyboard with tactile overlays. Technical Report 20, Tomteboda resource centre, Stockholm, Sweden (1999)

    Google Scholar 

  24. Sjöström, C.: The sense of touch provides new computer interaction techniques for disabled people. Technology and Disability 10(1), 45–52 (1999)

    Google Scholar 

  25. Johansson, A.J., Linde, J.: Using Simple Force Feedback Mechanisms as Haptic Visualization Tools. In: Proc. of the 16th IEEE Instrumentation and Measurement Technology Conference (1999)

    Google Scholar 

  26. Wang, Q., Levesque, V., Pasquero, J., Hayward, V.: A Haptic Memory Game using the STRESS2 Tactile Display. In: CHI2006, Montréal, Québec, Canada. ACM, New York (April 2006)

    Google Scholar 

  27. Raisamo, R., Patomäki, S., Hasu, M., Pasto, V.: Design and evaluation of a tactile memory game for visually impaired children. Interacting with Computers 19(2), 196–205 (2007)

    Article  Google Scholar 

  28. Evreinov, G., Evreinova, T., Raisamo, R.: Mobile games for training tactile perception. In: Rauterberg, M. (ed.) ICEC 2004. LNCS, vol. 3166, pp. 468–475. Springer, Heidelberg (2004)

    Google Scholar 

  29. Crossan, A., Brewster, S.: Two-handed navigation in a haptic virtual environment. In: CHI2006, Montréal, Québec, Canada. ACM, New York (extended abstracts, 2006)

    Google Scholar 

  30. Rodet, X., Lambert, J.P., Cahen, R., Gaudy, T., Guedy, F., Gosselin, F., Mobuchon, P.: Study of haptic and visual interaction for sound and music control in the Phase project. In: Proceedings of the 2005 conference on New interfaces for musical expression, Vancourer, pp. 109–114 (May 2005)

    Google Scholar 

  31. Grammenos, D., Savidis, A., Stephanidis, C.: Ua-chess: A universally accessible board game. In: Salvendy, G. (ed.) Proceedings of the 3rd International Conference on Universal Access in Human-Computer Interaction, Las Vegas, Nevada (July 2005)

    Google Scholar 

  32. Grammenos, D., Savidis, A., Georgalis, Y., Stephanidis, C.: Access invaders: Developing a universally accessible action game. In: Miesenberger, K., Klaus, J., Zagler, W., Karshmer, A.I. (eds.) ICCHP 2006. LNCS, vol. 4061, pp. 388–395. Springer, Heidelberg (2006)

    Chapter  Google Scholar 

  33. Ossmann, R., Archambault, D., Miesenberger, K.: Computer game accessibility: From specific games to accessible games. In: Mehdi, Q., Mtenzi, F., Duggan, B., McAtamney, H. (eds.) Proceedings of CGAMES 2006 Conference (9th International Conference on Computer Games), Dublin, Ireland, pp. 104–108 (November 2006)

    Google Scholar 

  34. Tollefsen, M., Flyen, A.: Internet and accessible entertainment. In: Miesenberger, K., Klaus, J., Zagler, W., Karshmer, A.I. (eds.) ICCHP 2006. LNCS, vol. 4061, pp. 396–402. Springer, Heidelberg (2006)

    Chapter  Google Scholar 

  35. International Game Developers Association: Accessibility in games: Motivations and approaches (2004), http://www.igda.org/accessibility/IGDA_Accessibility_WhitePaper.pdf

Download references

Author information

Authors and Affiliations

Authors

Editor information

Zhigeng Pan Xiaopeng Zhang Abdennour El Rhalibi Woontack Woo Yi Li

Rights and permissions

Reprints and permissions

Copyright information

© 2008 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Archambault, D., Gaudy, T., Miesenberger, K., Natkin, S., Ossmann, R. (2008). Towards Generalised Accessibility of Computer Games. In: Pan, Z., Zhang, X., El Rhalibi, A., Woo, W., Li, Y. (eds) Technologies for E-Learning and Digital Entertainment. Edutainment 2008. Lecture Notes in Computer Science, vol 5093. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-69736-7_55

Download citation

  • DOI: https://doi.org/10.1007/978-3-540-69736-7_55

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-69734-3

  • Online ISBN: 978-3-540-69736-7

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics