Human factors in game design: The importance of accessibility

Research Article
Open access

Human factors in game design: The importance of accessibility

Junjie Zheng 1*
  • 1 Syracuse University    
  • *corresponding author jzheng07@syr.edu
Published on 23 February 2024 | https://doi.org/10.54254/2755-2721/42/20230696
ACE Vol.42
ISSN (Print): 2755-273X
ISSN (Online): 2755-2721
ISBN (Print): 978-1-83558-309-8
ISBN (Online): 978-1-83558-310-4

Abstract

As the global gaming industry continues to grow, so does the need for game design to be accessible to people with different physical and cognitive abilities. Therefore, it is necessary to take accessibility design into consideration when developing a game. By using the interactive model of accessibility game design, this review explains why players with disabilities are unable to fully enjoy playing video games while playing. It then analyzes challenges and solutions related to visual, auditory, motor, and cognitive accessibility to gain a comprehensive understanding of how these elements interact in the game environment. Using case studies, this article lists a few games with accessibility in mind and illustrates the usability techniques they use. However, the process of achieving accessible gaming comes with its own challenges. This article analyzes the technical, economic, and creative barriers that developers often encounter, and provides a series of recommendations for game developers to address these challenges. By championing accessibility, the gaming industry can ensure that everyone, regardless of ability, can actively participate in video games.

Keywords:

Accessibility, Game Design, Interaction Models, Disability

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.


Cite this article

Zheng,J. (2024). Human factors in game design: The importance of accessibility . Applied and Computational Engineering,42,102-110.

Data availability

The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.

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About volume

Volume title: Proceedings of the 2023 International Conference on Machine Learning and Automation

ISBN:978-1-83558-309-8(Print) / 978-1-83558-310-4(Online)
Editor:Mustafa İSTANBULLU
Conference website: https://2023.confmla.org/
Conference date: 18 October 2023
Series: Applied and Computational Engineering
Volume number: Vol.42
ISSN:2755-2721(Print) / 2755-273X(Online)

© 2024 by the author(s). Licensee EWA Publishing, Oxford, UK. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license. Authors who publish this series agree to the following terms:
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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.