An empirical study of issues and barriers to mainstream video game accessibility

J. Porter, J. Kientz
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引用次数: 63

Abstract

A gap between the academic human-computer interaction community and the game development industry has led to games not being as thoroughly influenced by accessibility standards as most other facets of information and communication technology. As a result, individuals with disabilities are unable to fully, if at all, engage with many commercial games. This paper presents the findings of a pair of complementary empirical studies intended to understand the current state of game accessibility in a grounded, real-world context and identify issues and barriers. The first study involved an online survey of 55 gamers with disabilities to elicit information about their play habits, experiences, and accessibility issues. The second study consisted of a series of semi-structured interviews with individuals from the game industry to better understand accessibility's situation in their design and development processes. Through quantitative and qualitative thematic analysis, we derive high-level insights from the data, such as the prevalence of assistive technology incompatibility and the value of middleware for implementing accessibility standardization. Finally, we discuss specific implications and how these insights can be used to define future work which may help to narrow the gap.
关于主流电子游戏易用性的问题和障碍的实证研究
学术人机交互社区和游戏开发行业之间的差距导致游戏不像信息和通信技术的其他方面那样受到无障碍标准的彻底影响。因此,残障人士无法完全参与到许多商业游戏中。本文将呈现一对互补性实证研究的结果,旨在理解现实世界背景下游戏易用性的现状,并识别问题和障碍。第一项研究涉及对55名残疾玩家的在线调查,以获取有关他们的游戏习惯、体验和无障碍问题的信息。第二项研究包括对游戏行业人士进行一系列半结构化访谈,以更好地了解他们在设计和开发过程中的无障碍情况。通过定量和定性的专题分析,我们从数据中获得高层次的见解,例如辅助技术不兼容性的普遍程度以及中间件对实现可访问性标准化的价值。最后,我们讨论了具体的影响,以及如何使用这些见解来定义未来的工作,这可能有助于缩小差距。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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