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Last tank rolling: exploring shared motion-based play to empower persons using wheelchairs

Published: 19 October 2014 Publication History

Abstract

This paper presents Last Tank Rolling, a collaborative motion-based military survival game in which players using wheelchairs are invited to apply their assistive device to control a tank. The game offers a strong in-game metaphor for the wheelchair, and invites joint physical interaction that encourages able-bodied players to perceive their peer as a competent collaborator. Ultimately, this project aims to explore the value of shared video game play as a means of empowering people with disabilities, and connecting players of all abilities to foster inclusion.

References

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Cuzzort, S., and Starner, T. Astro Wheelie: A wheelchair based exercise game. In Proc. of ISWC'08, IEEE (2008).
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De Kort, Y.A.W. and IJsselsteijn, W.A. People, Places, and Play: Player Experience in a Socio-Spatial Context. Computers in Entertainment 6, 2 (2009).
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Emmerich, K., Masuch, M. Helping Friends or Fighting Foes: The Influence of Collaboration and Competition on Player Experience. In Proc. of FDG'13, ACM (2013).
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Gerling, K.M., Kalyn, M.R., and Mandryk, R.L. KINECTWheels : Wheelchair-Accessible Motion-Based Game Interaction. In Proc. of CHI EA'13, ACM (2013).
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Gerling, K.M., Miller, M., Mandryk, R.L., Birk, M., and Smeddinck, J. Effects of Balancing for Physical Abilities on Player Performance, Experience and Self-Esteem in Exergames. In Proc. of CHI'14, ACM (2014).
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Hernandez, H., Ye, Z., Graham, N., Fehlings, D., Switzer, L. Designing action-based exergames for children with cerebral palsy. In Proc. of CHI'13, ACM (2013).
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Lindley, S., Le Couteur, J., and Bianchi-Berthouze, N. Stirring up Experience through Movement in Game Play: Effects on Engagement and Social Behaviour. In Proc. of CHI'08, ACM (2008).
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Krahé, B. and Altwasser, C. Changing Negative Attitudes Towards Persons with Physical Disabilities: An Experimental Intervention. Journal of Community & Applied Social Psychology 16, (2006), 56--69.

Cited By

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  • (2025)Exploring Asymmetric Competitive Gaming For Mixed-Visual-Ability PairsVideogame Sciences and Arts10.1007/978-3-031-81713-7_2(21-39)Online publication date: 2-Feb-2025
  • (2024)Inclusion as a Process: Co-Designing an Inclusive Robotic Game with Neurodiverse ClassroomsProceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3663548.3675664(1-15)Online publication date: 27-Oct-2024
  • (2024)Promoting Family Play through Asymmetric Game DesignProceedings of the ACM on Human-Computer Interaction10.1145/36373928:CSCW1(1-24)Online publication date: 26-Apr-2024
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    cover image ACM Conferences
    CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play
    October 2014
    492 pages
    ISBN:9781450330145
    DOI:10.1145/2658537
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    New York, NY, United States

    Publication History

    Published: 19 October 2014

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    Author Tags

    1. accessibility
    2. collaborative play
    3. motion-based games
    4. wheelchair input

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    CHI PLAY '14 Paper Acceptance Rate 30 of 104 submissions, 29%;
    Overall Acceptance Rate 421 of 1,386 submissions, 30%

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    Cited By

    View all
    • (2025)Exploring Asymmetric Competitive Gaming For Mixed-Visual-Ability PairsVideogame Sciences and Arts10.1007/978-3-031-81713-7_2(21-39)Online publication date: 2-Feb-2025
    • (2024)Inclusion as a Process: Co-Designing an Inclusive Robotic Game with Neurodiverse ClassroomsProceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3663548.3675664(1-15)Online publication date: 27-Oct-2024
    • (2024)Promoting Family Play through Asymmetric Game DesignProceedings of the ACM on Human-Computer Interaction10.1145/36373928:CSCW1(1-24)Online publication date: 26-Apr-2024
    • (2023)Evaluating Accessible Navigation for Blind People in Virtual EnvironmentsExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3585813(1-7)Online publication date: 19-Apr-2023
    • (2023)"My Zelda Cane": Strategies Used by Blind Players to Play Visual-Centric Digital GamesProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3580702(1-15)Online publication date: 19-Apr-2023
    • (2023)Inclusive Immersion: a review of efforts to improve accessibility in virtual reality, augmented reality and the metaverseVirtual Reality10.1007/s10055-023-00850-827:4(2989-3020)Online publication date: 1-Dec-2023
    • (2022)DualityBoard: An Asymmetric Remote Gaming Platform with Mobile Robots and the Digital TwinsProceedings of the 2022 ACM/IEEE International Conference on Human-Robot Interaction10.5555/3523760.3523930(1035-1039)Online publication date: 7-Mar-2022
    • (2022)Duality Board: An Asymmetric Remote Gaming Platform with Mobile Robots and the Digital Twins2022 17th ACM/IEEE International Conference on Human-Robot Interaction (HRI)10.1109/HRI53351.2022.9889544(1035-1039)Online publication date: 7-Mar-2022
    • (2021)Exploring Asymmetric Roles in Mixed-Ability GamingProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445494(1-14)Online publication date: 6-May-2021
    • (2020)Playing With Others: Depicting Multiplayer Gaming Experiences of People With Visual ImpairmentsProceedings of the 22nd International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3373625.3418304(1-12)Online publication date: 26-Oct-2020
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