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Designing Serious Games for People with Disabilities: Game, Set, and Match to the Wii™

Designing Serious Games for People with Disabilities: Game, Set, and Match to the Wii™
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Author(s): Lindsay Evett (Nottingham Trent University, UK), Allan Ridley (Nottingham Trent University, UK), Liz Keating (Nottingham Trent University, UK), Patrick Merritt (Nottingham Trent University, UK), Nick Shopland (Nottingham Trent University, UK)and David Brown (Nottingham Trent University, UK)
Copyright: 2014
Pages: 9
Source title: Gamification for Human Factors Integration: Social, Education, and Psychological Issues
Source Author(s)/Editor(s): Jonathan Bishop (Centre for Research into Online Communities and E-Learning Systems, Belgium)
DOI: 10.4018/978-1-4666-5071-8.ch006

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Abstract

Serious games are effective and engaging learning resources for people with disabilities, and guidelines exist to make games accessible to people with disabilities. During research into designing accessible interfaces and games, it was noted that people who are blind often report enjoying playing Wii Sports. These games are pick-up-and-play games for casual and non-gamers. They have simplified rules and a natural and intuitive feel. Games designed specifically for players with particular disabilities are often not of interest to other players and take a lot of development time. Because of their niche market, these games are not widely available, developed, or maintained. In contrast, games like Wii Sports are cheap and available, and represent an exciting opportunity as inclusive games. Two blind players were introduced to the games and found Wii Tennis the most accessible. The blind players learned to play the game quickly and easily, found it enjoyable and engaging, and could play competitively against each other, as well as a sighted opponent. Small accessibility enhancements of the existing game could enhance the game for other players. In this paper, implications for the design of accessible, inclusive games are discussed.

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