被迫选择沉默残疾人社交游戏

IF 1.5 Q2 EDUCATION & EDUCATIONAL RESEARCH
Pauliina Baltzar, Lobna Hassan, Markku Turunen
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引用次数: 0

摘要

背景游戏过程中的社交对于残障人士和非残障人士来说都是游戏的一个重要方面。本研究调查了残障人士的社交游戏体验,重点研究了以下问题:1)残障人士与谁一起玩游戏;2)残障人士在游戏时如何交流。结果表明,残疾游戏玩家在本地和网络上与朋友、家人、陌生人和熟人一起玩多人数字游戏。使用最多的交流方式是语音、文本和内置功能。然而,有些人由于缺乏合适的交流方式而根本不进行交流。此外,交流方式也因游戏是在网上还是本地进行以及游戏同伴的不同而不同。尽管如此,由于语音和文字交流方式在游戏中最为常见,因此我们可以认为它们是所有游戏玩家最常用的交流方式。我们无法确定是否所有人都以同样的方式理解了问题,此外,大多数参与者都是有身体残疾的芬兰资深游戏玩家,这可能会使结果出现偏差。我们认为,游戏应提供多种交流方式,使社交游戏更加无障碍。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Forced to Choose Silence: Social Gaming with Disabilities
BackgroundSocialization during gaming is an important aspect of gaming for people with and without disabilities. However, we know little about how gamers with disabilities play with others.AimThis study investigated the social gaming experiences of individuals with disabilities focusing on research questions 1) Who do people with disabilities play with?, and 2) How do people with disabilities communicate while gaming?MethodWe conducted a survey study which focused on experiences of gaming with disabilities. In total 92 responses were analyzed.ResultsThe results suggest that gamers with disabilities play digital multiplayer games locally and online with friends, family, strangers, and people they know. The most used communication methods were speech, text, and built-in features. However, some were not communicating at all due to a lack of suitable communication methods. Furthermore, communication varied depending on if the gaming was happening online or locally, and depending on the gaming companions.DiscussionThe results align with previous research indicating that people with disabilities engage in gaming with friends, family, and strangers similar to any other gamer. However, there is a lack of studies on how people generally communicate in games, nonetheless, as speech and text communication methods are most commonly seen in games, we can assume that they are the most used communication methods for all gamers.Limitations and Future ResearchThis study has limitations both related to the survey questions and the survey participants. We cannot be sure if all understood the questions in the same way, furthermore, most of the participants were experienced Finnish gamers with physical disabilities which could have skewed the results. Further research is necessary to address these limitations and broaden the scope of the study's findings.ConclusionsBased on the results, we argue that games should provide multiple means of communication to make social gaming more accessible.
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来源期刊
SIMULATION & GAMING
SIMULATION & GAMING EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.30
自引率
5.00%
发文量
35
期刊介绍: Simulation & Gaming: An International Journal of Theory, Practice and Research contains articles examining academic and applied issues in the expanding fields of simulation, computerized simulation, gaming, modeling, play, role-play, debriefing, game design, experiential learning, and related methodologies. The broad scope and interdisciplinary nature of Simulation & Gaming are demonstrated by the wide variety of interests and disciplines of its readers, contributors, and editorial board members. Areas include: sociology, decision making, psychology, language training, cognition, learning theory, management, educational technologies, negotiation, peace and conflict studies, economics, international studies, research methodology.
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