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Adaptive Play: A Prototype of a Responsive Children's Videogame for Greater Inclusivity

Published: 23 October 2016 Publication History

Abstract

This extended abstract presents a prototype of an adaptive children's videogame designed for greater inclusivity. It describes the design of a novel game engine and prototype game that uses real-time interaction analytics to reasonably adapt the user interface and game mechanics 'in the moment' to support children's preferences, needs and abilities. This experimental approach to game design is aimed at simplifying the configuration process and making the game more responsive to a wider variety of needs and abilities. This extended abstract presents the motivation for the work, the development of the prototype and the potential value of this approach, drawing on findings from an early pilot. It concludes by outlining plans for future work.

References

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BBC inclusive Games Guidelines. Internal. Can be provided on request.
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Cremers, A., Neerinex, M, (2004) Personalisation Meets Accessibility. In Stary and Stephanidis (2004) User-Centered Interaction Paradigms for Universal Access in the Information Society. Springer.
[3]
Flatna, D., Gutwin, C., Nacke, L., Bateman, S., Mandryke, R. (2011) Calibration Games: Making Calibration Tasks Enjoyable by Adding Motivating Game Elements. UIST.
[4]
Gajos, K.Z, Wobbrock, J.O., Weild D.S, (2008). Improving the performance of motor-impaired users with automatically-generated, ability-based interfaces. CHI '08.
[5]
Heron, M. (2011). The ACCESS Framework: reinforcement learning for accessibility and cognitive support for older adults. PhD thesis. Dundee University.
[6]
Hamilton, I. (2012) Game Accessibility Guidelines. Retrieved 28th Jan 2015 http://www.gameaccessibilityguidelines.com
[7]
Jimison, H. B., Pavel, M., Bissell, P., & McKanna, J. (2007). A framework for cognitive monitoring using computer game interactions. In Medinfo. Part 2 ed. Vol. 12, pp 1073--1077
[8]
Stephanidis (2001) Adaptive Techniques for Universal Access. User modelling and User-adapted Interaction. Volume 11.
[9]
Vickers, S., Istance, H., Heron, M. (2013) Accessible Gaming for People with Physical and Cognitive Disabilities: A Framework for Dynamic Interaction. CHI'13 Extended Abstracts, pp 19--24
[10]
Yuan, B., Folmer, E. and Harris, F. C. (2011) Game accessibility: a survey. Universal Access in the Information Society; UAIS, Vol 10 {1} pp 81--100

Cited By

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  • (2024)Technologies to Support Adaptable Game Design: A Systematic Mapping StudyJournal of the Brazilian Computer Society10.5753/jbcs.2024.309030:1(69-101)Online publication date: 26-Apr-2024
  • (2022)A systematic mapping study on digital game adaptation dimensionsProceedings of the 21st Brazilian Symposium on Human Factors in Computing Systems10.1145/3554364.3559122(1-14)Online publication date: 17-Oct-2022
  • (2018)Design of a Game Community Based Support System for Cognitive Game AccessibilityInteractivity, Game Creation, Design, Learning, and Innovation10.1007/978-3-319-76908-0_23(238-247)Online publication date: 7-Mar-2018

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cover image ACM Other conferences
NordiCHI '16: Proceedings of the 9th Nordic Conference on Human-Computer Interaction
October 2016
1045 pages
ISBN:9781450347631
DOI:10.1145/2971485
Permission to make digital or hard copies of all or part 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 components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 23 October 2016

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Author Tags

  1. Authors' choice: accessibility
  2. adaptive
  3. children
  4. inclusivity
  5. play
  6. responsive
  7. videogame design

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  • Refereed limited

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NordiCHI '16

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NordiCHI '16 Paper Acceptance Rate 58 of 231 submissions, 25%;
Overall Acceptance Rate 379 of 1,572 submissions, 24%

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Cited By

View all
  • (2024)Technologies to Support Adaptable Game Design: A Systematic Mapping StudyJournal of the Brazilian Computer Society10.5753/jbcs.2024.309030:1(69-101)Online publication date: 26-Apr-2024
  • (2022)A systematic mapping study on digital game adaptation dimensionsProceedings of the 21st Brazilian Symposium on Human Factors in Computing Systems10.1145/3554364.3559122(1-14)Online publication date: 17-Oct-2022
  • (2018)Design of a Game Community Based Support System for Cognitive Game AccessibilityInteractivity, Game Creation, Design, Learning, and Innovation10.1007/978-3-319-76908-0_23(238-247)Online publication date: 7-Mar-2018

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