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Disability Interactions in Digital Games: From Accessibility to Inclusion

Published: 17 October 2019 Publication History

Abstract

Digital games are a hugely popular activity enjoyed for the diverse experiences and relationships that they offer players. In 2019, games are more accessible to an increasingly diverse audience of disabled players through both new gaming technology and in-game options that allow people to tune their experiences. As a significant cultural medium, it is also challenging perceptions of disability in how characters are depicted. In this workshop, we aim to understand better the research challenges in making games for and with disabled players. We explore opportunities in games and disability through the lens of the new Disability Interaction (DIX) manifesto.

References

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Mark C. Barlet and Steve D. Spohn. 2012. Includification: A practical guide to game accessibility. The Ablegamers Foundation, Charles Town.
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Jen Beeston, Christopher Power, Paul Cairns, and Mark Barlet. 2018. Characteristics and Motivations of Players with Disabilities in Digital Games. arXiv:1805.11352 [cs].
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Nuno Castelhano and Licínio Roque. 2017. Lessons From Designing a Game to Support Playfulness in Multisensory Stimulation Environments. Proceedings of the Annual Symposium on Computer-Human Interaction in Play, ACM, 57--68.
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Kieran Hicks and Kathrin Gerling. 2015. Exploring Casual Exergames with Kids Using Wheelchairs. Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, ACM, 541--546.
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Catherine Holloway. 2019. Disability interaction (DIX): A manifesto. ACM Interactions 26, 2 (February 2019): 44--49.
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Theodore Lim and Bonnie Nardi. 2011. A Study of Raiders with Disabilities in World of Warcraft. Proceedings of the 6th International Conference on Foundations of Digital Games, ACM, 161--167.
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Jonathan Waddington, Conor Linehan, Kathrin Gerling, Kieran Hicks, and Timothy L. Hodgson. 2015. Participatory Design of Therapeutic Video Games for Young People with Neurological Vision Impairment. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (CHI '15). ACM, New York, NY, USA, 3533--3542.
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Cale J. Passmore, Max V. Birk, and Regan L. Mandryk. 2018. The Privilege of Immersion: Racial and Ethnic Experiences, Perceptions, and Beliefs in Digital Gaming. Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, ACM, 383:1--383:19.
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Christopher Power, Paul Cairns, and Mark Barlet. 2018. Inclusion in the Third Wave: Access to Experience. In New Directions in Third Wave Human-Computer Interaction: Volume 1-Technologies. Springer, 163--181.
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Bei Yuan and Eelke Folmer. 2008. Blind hero: enabling guitar hero for the visually impaired. Proceedings of the 10th international ACM SIGACCESS conference on Computers and accessibility, ACM, 169--176.
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Bei Yuan, Eelke Folmer, and Frederick C. Harris Jr. 2011. Game Accessibility: A Survey. Univers. Access Inf. Soc. 10, 1: 81--100.
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Game accessibility guidelines | A straightforward reference for inclusive game design. Retrieved May 1, 2019 from https://gameaccessibilityguidelines.com/.

Cited By

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  • (2023)Growing Up with Cerebral Palsy (CP) and Games: Case Study on the Accessible Gameplay Experiences of the Young Players with CP and Their Families through the Lens of Developmental Task PerspectiveProceedings of the ACM on Human-Computer Interaction10.1145/36110387:CHI PLAY(484-502)Online publication date: 4-Oct-2023
  • (2023)Play and Resistance: Intersecting Identities and Implicit Biases in Gamified Educational ToolsExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3585792(1-7)Online publication date: 19-Apr-2023
  • (2022)Playing Unbound: Towards a Radically Intersectional HCIExtended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play10.1145/3505270.3558362(270-272)Online publication date: 2-Nov-2022
  • Show More Cited By

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cover image ACM Conferences
CHI PLAY '19 Extended Abstracts: Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts
October 2019
859 pages
ISBN:9781450368711
DOI:10.1145/3341215
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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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 17 October 2019

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Author Tags

  1. accessibility
  2. digital games
  3. disability
  4. disability interaction
  5. game accessibility

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CHI PLAY '19
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CHI PLAY '19 Extended Abstracts Paper Acceptance Rate 51 of 181 submissions, 28%;
Overall Acceptance Rate 421 of 1,386 submissions, 30%

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Cited By

View all
  • (2023)Growing Up with Cerebral Palsy (CP) and Games: Case Study on the Accessible Gameplay Experiences of the Young Players with CP and Their Families through the Lens of Developmental Task PerspectiveProceedings of the ACM on Human-Computer Interaction10.1145/36110387:CHI PLAY(484-502)Online publication date: 4-Oct-2023
  • (2023)Play and Resistance: Intersecting Identities and Implicit Biases in Gamified Educational ToolsExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3585792(1-7)Online publication date: 19-Apr-2023
  • (2022)Playing Unbound: Towards a Radically Intersectional HCIExtended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play10.1145/3505270.3558362(270-272)Online publication date: 2-Nov-2022
  • (2022)Understanding the perceptions and experiences of the deafblind community about digital gamesDisability and Rehabilitation: Assistive Technology10.1080/17483107.2021.200802618:8(1347-1356)Online publication date: 19-Jan-2022
  • (2021)Challenges and Strategies for Accessibility Research in the Global South: A Panel DiscussionProceedings of the X Latin American Conference on Human Computer Interaction10.1145/3488392.3488412(1-5)Online publication date: 22-Nov-2021
  • (2021)Gamer identities of video game live streamers with disabilitiesInformation, Communication & Society10.1080/1369118X.2021.190743325:13(1900-1915)Online publication date: 5-Apr-2021

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