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 Perspective

Q1 Social Sciences
Karam Eum, Seyeon Lee, Minjae Jo, Young Yim Doh
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引用次数: 0

Abstract

Understanding the experiences of players with disabilities is a key research issue in game accessibility. However, less is known about the values that young players experience from games, particularly in relation to their situational context as adolescents and young adults with disabilities. We explore how the values of accessible gaming are created in players’ lives by analyzing interviews with five players with cerebral palsy (CP) (age range 13–25 years) and their parents through the lens of developmental tasks theory. Using thematic analysis, we discovered three themes that illustrated how video games’ roles changed according to their life stages: “Establishing Healthy Self in Family”, “Navigating Peer Culture”, and “Preparing Adult Life”. Our results indicated that young players with CP made active decisions in their life and developed supportive relationships from playing accessible games. The changes in their desired developmental task and social contexts influenced the values they found in games. We discuss video games as a sociocultural resource that assists young players with CP to attain the developmental tasks they desire and achieve social inclusion. We conclude with design insights for creating more inclusive gameplay experiences for young players with CP.
成长中的脑瘫与游戏:发展任务视角下脑瘫青少年玩家及其家庭无障碍游戏体验案例研究
理解残障玩家的体验是游戏可访问性的关键研究问题。然而,我们对年轻玩家从游戏中体验到的价值知之甚少,特别是与他们作为青少年和残疾年轻人的情境有关。通过对5名脑瘫(CP)玩家(13-25岁)及其父母的访谈,我们通过发展任务理论的视角来探讨无障碍游戏的价值是如何在玩家的生活中被创造出来的。通过主题分析,我们发现了三个主题,即“在家庭中建立健康的自我”、“引导同伴文化”和“为成年生活做准备”,这些主题说明了电子游戏的角色是如何根据他们的生命阶段而变化的。我们的研究结果表明,患有CP的年轻玩家在他们的生活中做出了积极的决定,并通过玩无障碍游戏建立了支持关系。他们期望的发展任务和社会环境的变化影响了他们在游戏中发现的价值观。我们讨论了电子游戏作为一种社会文化资源,可以帮助患有CP的年轻玩家完成他们想要的发展任务并实现社会包容。最后,我们提出了为年轻CP玩家创造更具包容性的游戏体验的设计见解。
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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来源期刊
Proceedings of the ACM on Human-Computer Interaction
Proceedings of the ACM on Human-Computer Interaction Social Sciences-Social Sciences (miscellaneous)
CiteScore
5.90
自引率
0.00%
发文量
257
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