Exploring Asymmetric Roles in Mixed-Ability Gaming

David Gonçalves, André Rodrigues, Mike Richardson, Alexandra A de Sousa, Michael Proulx, Tiago Guerreiro

Research output: Chapter or section in a book/report/conference proceedingChapter in a published conference proceeding

22 Citations (SciVal)

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 languageEnglish
Title of host publicationCHI 2021 - Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems
Subtitle of host publicationMaking Waves, Combining Strengths
PublisherAssociation for Computing Machinery
Pages1-14
Number of pages14
ISBN (Electronic)9781450380966
DOIs
Publication statusPublished - 31 May 2021

Publication series

NameConference on Human Factors in Computing Systems - Proceedings

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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