References
[1]. Beattie, A. 2021. How the Video Game Industry Is Changing. Investopedia. https://www.investopedia.com/articles/investing/053115/how-video-game-industry-changing.asp
[2]. Tong, X. 2021. Positioning game review as a crucial element of game user feedback in the ongoing development of independent video games. Computers in Human Behavior Reports, 3, 100077.
[3]. Wright, J. 2011. The effects of video game play on academic performance. Modern psychological studies, 17(1), 6.
[4]. World Health Organization. 2020. Disability and Health https://www.who.int/news-room/fact-sheets/detail/disability-and-health
[5]. Yuan, B., Folmer, E., & Harris, F. C. 2011. Game accessibility: a survey. Universal Access in the information Society, 10, 81-100.
[6]. Grammenos, D., Savidis, A., & Stephanidis, C. 2009. Designing universally accessible games. Computers in Entertainment (CIE), 7(1), 1-29.
[7]. Bierre, K., Chetwynd, J., Ellis, B., Hinn, D. M., Ludi, S., & Westin, T. 2005. Game not over: Accessibility issues in video games. In Proc. of the 3rd International Conference on Universal Access in Human-Computer Interaction (pp. 22-27).
[8]. Ellis, K., & Kao, K. T.2019). Who gets to play? Disability, open literacy, gaming. Cultural Science Journal, 11(1), 111-125.
[9]. Microsoft. (n.d.). Xbox Adaptive Controller. https://www.microsoft.com/en-au/p/xbox-adaptive-controller/8NSDBHZ1N3D8/F2H9
[10]. Larreina-Morales, M. E., & Gunella, C. 2023. Video games for environmental awareness: the accessibility gap. Universal Access in the Information Society, 1-13.
[11]. Hamilton, I. 2021. A history of game accessibility guidelines. Game Developer. https://www.gamedeveloper.com/audio/a-history-of-game-accessibility-guidelines
[12]. Westin, T., Bierre, K., Gramenos, D., & Hinn, M. 2011. Advances in Game Accessibility from 2005 to 2010. In Universal Access in Human-Computer Interaction. Users Diversity: 6th International Conference, UAHCI 2011, Held as Part of HCI International 2011, Orlando, FL, USA, July 9-14, 2011, Proceedings, Part II 6, 400-409.
[13]. Baltzar, P., Hassan, L., & Turunen, M. 2023. Social accessibility in multiplayer games: Theory and praxis. Entertainment Computing, 47, 100592.
[14]. Cairns, P., Power, C., Barlet, M., & Haynes, G. 2019. Future design of accessibility in games: A design vocabulary. International Journal of Human-Computer Studies, 131, 64-71.
[15]. Manker, C. 2023. Accessible video game design. UX Collective. https://medium.com/user-experience-design-1/accessible-video-game-design-7f54c583a470
[16]. Cezarotto, M., Martinez, P., & Chamberlin, B. 2022. Redesigning for accessibility: Design decisions and compromises in educational game design. International Journal of Serious Games, 9(1), 17-33.
[17]. Khaliq, I., & Torre, I. D. 2019. A study on accessibility in games for the visually impaired. In Proceedings of the 5th eai international conference on smart objects and technologies for social good, 142-148.
Cite this article
Zheng,J. (2024). Human factors in game design: The importance of accessibility . Applied and Computational Engineering,42,102-110.
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References
[1]. Beattie, A. 2021. How the Video Game Industry Is Changing. Investopedia. https://www.investopedia.com/articles/investing/053115/how-video-game-industry-changing.asp
[2]. Tong, X. 2021. Positioning game review as a crucial element of game user feedback in the ongoing development of independent video games. Computers in Human Behavior Reports, 3, 100077.
[3]. Wright, J. 2011. The effects of video game play on academic performance. Modern psychological studies, 17(1), 6.
[4]. World Health Organization. 2020. Disability and Health https://www.who.int/news-room/fact-sheets/detail/disability-and-health
[5]. Yuan, B., Folmer, E., & Harris, F. C. 2011. Game accessibility: a survey. Universal Access in the information Society, 10, 81-100.
[6]. Grammenos, D., Savidis, A., & Stephanidis, C. 2009. Designing universally accessible games. Computers in Entertainment (CIE), 7(1), 1-29.
[7]. Bierre, K., Chetwynd, J., Ellis, B., Hinn, D. M., Ludi, S., & Westin, T. 2005. Game not over: Accessibility issues in video games. In Proc. of the 3rd International Conference on Universal Access in Human-Computer Interaction (pp. 22-27).
[8]. Ellis, K., & Kao, K. T.2019). Who gets to play? Disability, open literacy, gaming. Cultural Science Journal, 11(1), 111-125.
[9]. Microsoft. (n.d.). Xbox Adaptive Controller. https://www.microsoft.com/en-au/p/xbox-adaptive-controller/8NSDBHZ1N3D8/F2H9
[10]. Larreina-Morales, M. E., & Gunella, C. 2023. Video games for environmental awareness: the accessibility gap. Universal Access in the Information Society, 1-13.
[11]. Hamilton, I. 2021. A history of game accessibility guidelines. Game Developer. https://www.gamedeveloper.com/audio/a-history-of-game-accessibility-guidelines
[12]. Westin, T., Bierre, K., Gramenos, D., & Hinn, M. 2011. Advances in Game Accessibility from 2005 to 2010. In Universal Access in Human-Computer Interaction. Users Diversity: 6th International Conference, UAHCI 2011, Held as Part of HCI International 2011, Orlando, FL, USA, July 9-14, 2011, Proceedings, Part II 6, 400-409.
[13]. Baltzar, P., Hassan, L., & Turunen, M. 2023. Social accessibility in multiplayer games: Theory and praxis. Entertainment Computing, 47, 100592.
[14]. Cairns, P., Power, C., Barlet, M., & Haynes, G. 2019. Future design of accessibility in games: A design vocabulary. International Journal of Human-Computer Studies, 131, 64-71.
[15]. Manker, C. 2023. Accessible video game design. UX Collective. https://medium.com/user-experience-design-1/accessible-video-game-design-7f54c583a470
[16]. Cezarotto, M., Martinez, P., & Chamberlin, B. 2022. Redesigning for accessibility: Design decisions and compromises in educational game design. International Journal of Serious Games, 9(1), 17-33.
[17]. Khaliq, I., & Torre, I. D. 2019. A study on accessibility in games for the visually impaired. In Proceedings of the 5th eai international conference on smart objects and technologies for social good, 142-148.