References
[1]. Newzoo. (2024). Global games market report 2024. Retrieved from https://newzoo.com/resources/trend-reports/newzoos-global-games-market-report-2024-free-version
[2]. MarketingCharts. (2008). Disabled gamers comprise 20% of casual-videogame audience. Retrieved from https://www.marketingcharts.com/industries/media-and-entertainment-4920
[3]. Hassan, L. (2024). Accessibility of games and game-based applications: A systematic literature review and mapping of future directions. New Media & Society, 26(4), 2336-2384.
[4]. Guide Dev. (2022). Hearthstone access. Retrieved from https://hearthstoneaccess.github.io/
[5]. Merritt, D. (2017). User-generated accessibility in virtual world games. International conference on virtual, augmented and mixed reality (pp. 349-358). Cham: Springer International Publishing
[6]. Andrade, R., Rogerson, M. J., Waycott, J., Baker, S., & Vetere, F. (2019). Playing blind: Revealing the world of gamers with visual impairment. Proceedings of the 2019 CHI conference on Human Factors in Computing Systems (pp. 1-14).
[7]. 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.
[8]. Baltzar, P., Hassan, L., & Turunen, M. (2023). “It’s Easier to Play Alone”: A Survey Study of Gaming With Disabilities. Journal of Electronic Gaming and Esports, 1(1).
[9]. Anderson, C. (2006). The long tail: Why the future of business is selling less of more. Hyperion.
[10]. McKay, P. (2011). Culture of the future: Adapting copyright law to accommodate fan-made derivative works in the twenty-first century. Regent University Law Review, 24, 117.
[11]. Sultan, H. (2022). Hearthstone access: The story of the modder opening up Blizzard’s game for more players. Eurogamer. https://www.eurogamer.net/hearthstone-access-the-story-of-the-modder-opening-up-blizzards-game-for-more-players
[12]. Howe, J. (2006). The rise of crowdsourcing. Wired Magazine, 14(6), 176-183.
[13]. Estellés-Arolas, E., & González-Ladrón-de-Guevara, F. (2012). Towards an integrated crowdsourcing definition. Journal of Information science, 38(2), 189-200.
[14]. Sanders, E. B. N., & Stappers, P. J. (2008). Co-creation and the new landscapes of design. Co-design, 4(1), 5-18.
[15]. Bodker, S. (1996). Creating conditions for participation: Conflicts and resources in systems development. Human–computer interaction,11(3), 215-236.
[16]. Sousa, C., Neves, J. C., & Damásio, M. J. (2022). The pedagogical value of creating accessible games: A case study with higher education students. Multimodal Technologies and Interaction, 6(2), 10.
[17]. Humayun, H., Malik, M. N., & Ghazali, M. (2024). Analysis of Motivational Theories in Crowdsourcing Using Long Tail Theory: A Systematic Literature Review. International Journal of Crowd Science, 8(1), 10-27.
Cite this article
Tao,Y.;Xu,X. (2025). Long-Tail Crowdsourcing for Game Accessibility: A Study of Player Co-Creation in Hearthstone's Accessibility Mods. Advances in Economics, Management and Political Sciences,189,201-206.
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References
[1]. Newzoo. (2024). Global games market report 2024. Retrieved from https://newzoo.com/resources/trend-reports/newzoos-global-games-market-report-2024-free-version
[2]. MarketingCharts. (2008). Disabled gamers comprise 20% of casual-videogame audience. Retrieved from https://www.marketingcharts.com/industries/media-and-entertainment-4920
[3]. Hassan, L. (2024). Accessibility of games and game-based applications: A systematic literature review and mapping of future directions. New Media & Society, 26(4), 2336-2384.
[4]. Guide Dev. (2022). Hearthstone access. Retrieved from https://hearthstoneaccess.github.io/
[5]. Merritt, D. (2017). User-generated accessibility in virtual world games. International conference on virtual, augmented and mixed reality (pp. 349-358). Cham: Springer International Publishing
[6]. Andrade, R., Rogerson, M. J., Waycott, J., Baker, S., & Vetere, F. (2019). Playing blind: Revealing the world of gamers with visual impairment. Proceedings of the 2019 CHI conference on Human Factors in Computing Systems (pp. 1-14).
[7]. 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.
[8]. Baltzar, P., Hassan, L., & Turunen, M. (2023). “It’s Easier to Play Alone”: A Survey Study of Gaming With Disabilities. Journal of Electronic Gaming and Esports, 1(1).
[9]. Anderson, C. (2006). The long tail: Why the future of business is selling less of more. Hyperion.
[10]. McKay, P. (2011). Culture of the future: Adapting copyright law to accommodate fan-made derivative works in the twenty-first century. Regent University Law Review, 24, 117.
[11]. Sultan, H. (2022). Hearthstone access: The story of the modder opening up Blizzard’s game for more players. Eurogamer. https://www.eurogamer.net/hearthstone-access-the-story-of-the-modder-opening-up-blizzards-game-for-more-players
[12]. Howe, J. (2006). The rise of crowdsourcing. Wired Magazine, 14(6), 176-183.
[13]. Estellés-Arolas, E., & González-Ladrón-de-Guevara, F. (2012). Towards an integrated crowdsourcing definition. Journal of Information science, 38(2), 189-200.
[14]. Sanders, E. B. N., & Stappers, P. J. (2008). Co-creation and the new landscapes of design. Co-design, 4(1), 5-18.
[15]. Bodker, S. (1996). Creating conditions for participation: Conflicts and resources in systems development. Human–computer interaction,11(3), 215-236.
[16]. Sousa, C., Neves, J. C., & Damásio, M. J. (2022). The pedagogical value of creating accessible games: A case study with higher education students. Multimodal Technologies and Interaction, 6(2), 10.
[17]. Humayun, H., Malik, M. N., & Ghazali, M. (2024). Analysis of Motivational Theories in Crowdsourcing Using Long Tail Theory: A Systematic Literature Review. International Journal of Crowd Science, 8(1), 10-27.