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Entertainment Software Accessibility: Introduction to the Special Thematic Session

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Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 7382))

Abstract

The kids of the first generation who grew up with computer games are now in their forties, and younger people have been surrounded by more and more devices allowing to use such games. The descendants of our old game stations which were displaying 2 bars on a black and white TV set to play tennis, are now very close to very powerful computers. Games appeared also on websites and mobile phones, while portable game stations allow some amazing visual features. The budgets of some of the major games have reached the level of motion pictures, and a huge number of small games are developed every year. Computer games are now in the heart of the youngsters culture. At the same time one could observe also that a growing part of the population of other age groups are using computer games. Indeed a lot of software application implementing the games the people of these older groups want to play have been designed and became more and more simple to use, while the people of these groups have been familiarised to computer at their work. Therefore it’s not rare to see retired people playing scrabble online or card games.

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© 2012 Springer-Verlag Berlin Heidelberg

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Archambault, D., Ossmann, R. (2012). Entertainment Software Accessibility: Introduction to the Special Thematic Session. In: Miesenberger, K., Karshmer, A., Penaz, P., Zagler, W. (eds) Computers Helping People with Special Needs. ICCHP 2012. Lecture Notes in Computer Science, vol 7382. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-31522-0_64

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  • DOI: https://doi.org/10.1007/978-3-642-31522-0_64

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-31521-3

  • Online ISBN: 978-3-642-31522-0

  • eBook Packages: Computer ScienceComputer Science (R0)

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