Skip to main content
Log in

A Practitioner Reflection on Accessibility in Virtual Reality Environments

  • Published:
The Computer Games Journal

Abstract

In this paper the author reflects on the accessibility issues and solutions that are specific to the intersection of virtual reality and gaming. This is a complex and nuanced usability domain for developers as it brings to the fore numerous issues for people with disabilities that are not prominently expressed in the design of most gaming experiences. Issues such as simulation sickness, binocularity of vision, physical context and the spatiality of an environment are all significant. There is limited developer awareness as to best practice in this new and innovative domain, and often no clear answer as to what the correct approach is likely to be. This paper represents a synthesis of the existing literature in an attempt to identify and map out the key areas for future research. There are many promising opportunities for collaborations between industry and academia. There are many interesting challenges in this field. It is hoped that this paper serves as an initial exploratory study on where investigation should be directed to ensure the greatest impact of future work in this area.

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

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Similar content being viewed by others

Notes

  1. https://www.reddit.com/r/Vive/comments/4ocgva/i_feel_sick_from_using_the_vive/d4bdlfe?st=is61mixz&sh=b37acebb.

  2. http://www.pcauthority.com.au/Feature/417722,sega-and-vr-ahead-of-its-time.aspx#ixzz4CK8E4UUn.

  3. http://www.reddit.com/r/oculus/comments/25gv84/the_gallery_and_vr_comfort_mode_svvr/.

  4. http://venturebeat.com/2015/10/10/how-one-vr-developers-beating-motion-sickness-by-going-back-to-role-playing-game-basics/.

  5. http://xbox.about.com/od/buyersguide/a/vgmosick.htm.

  6. https://www.youtube.com/watch?v=LGmy1V1u_ko&lc=z13gfplyxtaujx1kz23lsro5oqujfddqp04.

  7. https://www.reddit.com/r/oculus/comments/22u0z6/enabling_vr_for_the_visual_and_hearing_impaired/.

  8. https://www.reddit.com/r/oculus/comments/47sy87/fellow_vr_devs_has_anyone_tried_subtitlescaptions/.

  9. http://www.indiegamerchick.com/.

References

  • Brown, A., Jones, R., Crabb, M., Sandford, J., Brooks, M., Armstrong, M., & Jay, C. (2015). Dynamic subtitles: The user experience. In Proceedings of the ACM international conference on interactive experiences for TV and online video (pp. 103–112). ACM.

  • Crabb, M., Jones, R., Armstrong, M., & Hughes, C. J. (2015). Online news videos: The UX of subtitle position. In Proceedings of the 17th international ACM SIGACCESS conference on Computers and accessibility (pp. 215–222). ACM.

  • Frank, A. (2017). Resident Evil 7 is making people sick, even without VR. Polygon. Available online at https://www.polygon.com/2017/1/25/14388452/resident-evil-7-motion-sickness.

  • Giolas, T. G., & Wark, D. J. (1967). Communication problems associated with unilateral hearing loss. The Journal of Speech and Hearing Disorders, 32(4), 336.

    Article  Google Scholar 

  • Golding, J. F., & Gresty, M. A. (2015). Pathophysiology and treatment of motion sickness. Current Opinion in Neurology, 28(1), 83–88.

    Article  Google Scholar 

  • Harding, G. F., & Jeavons, P. M. (1994). Photosensitive epilepsy (Vol. 133). Cambridge: Cambridge University Press.

    Google Scholar 

  • Heron, M. (2012). Inaccessible through oversight: The need for inclusive game design. The Computer Games Journal, 1(1), 29–38.

    Article  Google Scholar 

  • Hoffman, D. M., Girshick, A. R., Akeley, K., & Banks, M. S. (2008). Vergence–accommodation conflicts hinder visual performance and cause visual fatigue. Journal of Vision, 8(3), 33.

    Article  Google Scholar 

  • Kemeny, A., Colombet, F., & Denoual, T. (2015). How to avoid simulation sickness in virtual environments during user displacement. In SPIE/IS&T electronic imaging (pp. 939206–939206). International Society for Optics and Photonics.

  • Keshavarz, B., Riecke, B. E., Hettinger, L. J., & Campos, J. L. (2015). Vection and visually induced motion sickness: How are they related? Frontiers in Psychology, 6, 472.

    Google Scholar 

  • Konrad, R., Cooper, E. A., & Wetzstein, G. (2016). Novel optical configurations for virtual reality: Evaluating user preference and performance with focus-tunable and monovision near-eye displays. In Proceedings of the 2016 CHI conference on human factors in computing systems (pp. 1211–1220). ACM.

  • Nicholson, B. (2008). Raving Rabbids, a seizure, and possible Parliament restrictions. Destructoid. Available online at https://www.destructoid.com/raving-rabbids-a-seizure-and-possible-parliament-restrictions-93591.phtml.

  • Oculus, V. R. (2017). LLC. 2017. Oculus best practices. Available online at https://static.oculus.com/documentation/pdfs/intro-vr/latest/bp.pdf.

  • Porcino, T. M., Clua, E., Trevisan, D., Vasconcelos, C. N., & Valente, L. (2017). Minimizing cyber sickness in head mounted display systems: Design guidelines and applications. In 2017 IEEE 5th international conference on serious games and applications for health (SeGAH) (pp. 1–6). IEEE.

  • Quirk, J. A., Fish, D. R., Smith, S. J. M., Sander, J. W. A. S., Shorvon, S. D., & Allen, P. J. (1995). First seizures associated with playing electronic screen games: A community-based study in Great Britain. Annals of Neurology, 37(6), 733–737.

    Article  Google Scholar 

  • Raffle, H. S., & Hu, X. (2017). U.S. Patent Application No. 15/386,961.

  • Rosa, P. J., Gamito, P., Oliveira, J., Morais, D., Pavlovic, M., & Smyth, O. (2015). Show me your eyes! The combined use of eye tracking and virtual reality applications for cognitive assessment. In Proceedings of the 3rd 2015 workshop on ICTs for improving patients rehabilitation research techniques (pp. 135–138). ACM.

  • Seppela, T. (2016). Microsoft research helped ‘Gears of War 4’ sound so good. Endgadget. Available online at https://www.engadget.com/2016/10/25/gears-of-war-4-microsoft-research-triton/.

  • Shibata, T., Kim, J., Hoffman, D. M., & Banks, M. S. (2011). Visual discomfort with stereo displays: Effects of viewing distance and direction of vergence-accommodation conflict. In Proceedings of SPIE (Vol. 7863, p. 78630P-1). NIH Public Access.

  • Snider, L., Majnemer, A., & Darsaklis, V. (2010). Virtual reality as a therapeutic modality for children with cerebral palsy. Developmental Neurorehabilitation, 13(2), 120–128.

    Article  Google Scholar 

  • Theodore, W. H., Porter, R. J., Albert, P., Kelley, K., Bromfield, E., Devinsky, O., et al. (1994). The secondarily generalized tonic–clonic seizure A videotape analysis. Neurology, 44(8), 1403.

    Article  Google Scholar 

  • Voll, K. (2016). This is your brain on VR: A look at the psychology of doing VR right. Games Developer Conference 2016. Available online from https://www.youtube.com/watch?v=-owQfn-iYQw&feature=youtu.be&t=23m.

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Ian Hamilton.

Ethics declarations

Conflict of interest

The author declares that he has no conflict of interest.

Additional information

All editorial decisions for this article, including selection of reviewers and the final decision, were made by guest editor Dr. Michael Heron.

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Hamilton, I. A Practitioner Reflection on Accessibility in Virtual Reality Environments. Comput Game J 7, 63–74 (2018). https://doi.org/10.1007/s40869-018-0061-z

Download citation

  • Received:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s40869-018-0061-z

Keywords

Navigation