Projects per year
Abstract
The landscape of digital games is segregated by player ability. For example, sighted players have a multitude of highly visual games at their disposal, while blind players may choose from a variety of audio games. Attempts at improving cross-ability access to any of those are often limited in the experience they provide, or disregard multiplayer experiences.We explore ability-based asymmetric roles as a design approach to create engaging and challenging mixed-ability play. Our team designed and developed two collaborative testbed games exploring asymmetric interdependent roles. In a remote study with 13 mixed-visual-ability pairs we assessed how roles afected perceptions of engagement, competence, and autonomy, using a mixed-methods approach. The games provided an engaging and challenging experience, in which diferences in visual ability were not limiting. Our results underline how experiences unequal by design can give rise to an equitable joint experience.
Original language | English |
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Title of host publication | CHI 2021 - Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems |
Subtitle of host publication | Making Waves, Combining Strengths |
Publisher | Association for Computing Machinery |
Pages | 1-14 |
Number of pages | 14 |
ISBN (Electronic) | 9781450380966 |
DOIs | |
Publication status | Published - 31 May 2021 |
Publication series
Name | Conference on Human Factors in Computing Systems - Proceedings |
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Bibliographical note
Funding Information:We kindly thank all of our participants. This work was supported by FCT through LASIGE Research Unit funding, ref. UIDB/00408/2020 and ref. UIDP/00408/2020, Portugal-UK Bilateral Research Fund (PARSUK BRF) through project “INPLAY: Designing games for inclusive play with the visually impaired and sighted", and the UKRI Centre for the Analysis of Motion, Entertainment Research and Applications (CAMERA 2.0; EP/T022523/1).
Publisher Copyright:
© 2021 ACM.
Keywords
- Game accessibility
- Inclusion
- Mixed-ability
- Social gaming
- Visual impairment
ASJC Scopus subject areas
- Human-Computer Interaction
- Computer Graphics and Computer-Aided Design
- Software
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Centre for the Analysis of Motion, Entertainment Research and Applications (CAMERA) - 2.0
Campbell, N. (PI), Cosker, D. (PI), Bilzon, J. (CoI), Campbell, N. (CoI), Cazzola, D. (CoI), Colyer, S. (CoI), Cosker, D. (CoI), Lutteroth, C. (CoI), McGuigan, P. (CoI), O'Neill, E. (CoI), Petrini, K. (CoI), Proulx, M. (CoI) & Yang, Y. (CoI)
Engineering and Physical Sciences Research Council
1/11/20 → 31/10/25
Project: Research council
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Centre for the Analysis of Motion, Entertainment Research and Applications (CAMERA)
Cosker, D. (PI), Bilzon, J. (CoI), Campbell, N. (CoI), Cazzola, D. (CoI), Colyer, S. (CoI), Fincham Haines, T. (CoI), Hall, P. (CoI), Kim, K. I. (CoI), Lutteroth, C. (CoI), McGuigan, P. (CoI), O'Neill, E. (CoI), Richardt, C. (CoI), Salo, A. (CoI), Seminati, E. (CoI), Tabor, A. (CoI) & Yang, Y. (CoI)
Engineering and Physical Sciences Research Council
1/09/15 → 28/02/21
Project: Research council