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An exploratory study on non-visual mobile phone interfaces for games
6 references·4 citing·33 second hop
An exploratory study on non-visual mobile phone interfaces for games (2008)An exploratory study on non-visual mobile…AudiOdyssey (2007)AudiOdysseyMetaphors We Live By (2003)Metaphors We Live ByThe essential Peirce : selected philosophical writings (1992)The essential Peirce : select…The Art of Computer Game Design (1984)The Art of Computer Game Desi…A Theory of Semiotics (1976)A Theory of SemioticsHomo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…Nothing About Us Without Us: Reflections on the Protagonism of a Person with Low Vision in Human-Computer Interaction (2024)Nothing About Us Without Us: …Computer Entertainment Technologies for the Visually Impaired: An Overview. (2021)Computer Entertainment Techno…How to Control a Mobile Game (2016)How to Control a Mobile Game"Eu também quero jogar!": reavaliando as práticas e diretrizes de acessibilidade em jogos (2011)"Eu também quero jogar!": rea…Breaking the Stereotype: The Case of Online Gaming (2003)Demographic Factors and Playing Variables in Online Computer Gaming (2004)Social Interactions in Massively Multiplayer Online Role-Playing Gamers (2007)Exploring Current Board Games’ Accessibility Efforts for Persons with Visual Impairment (2021)Computer games and visually impaired people (2007)Designing Mobile Apps for Visually Impaired and Blind Users (2012)Accessibility of Mobile Card Games (2020)A Systematic Survey on Android API Usage for Data-driven Analytics with Smartphones (2022)Mobile Game Accessibility Guidelines for Users with Dual Concurrent Disabilities: A Systematic Literature Review (2026)Game Not Over : Accessibility Issues in Video Games (2005)What Frustrates Screen Reader Users on the Web: A Study of 100 Blind Users (2007)Game accessibility: a survey (2010)Accessibility of the smart home for users with visual disabilities (2016)Accessibility of mobile applications (2020)Evolution may come with a price: analyzing user reviews to understand the impact of updates on mobile apps accessibility (2023)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Unit Operations: An Approach to Videogame Criticism (2006)Across the Scales of Time: Artifacts, Activities, and Meanings in Ecosocial Systems (2000)Engraved ochres from the Middle Stone Age levels at Blombos Cave, South Africa (2009)“Systematic combining”—A decade later (2013)How to make a decision: The analytic hierarchy process (1990)Talking science: language, learning, and values (1991)Methodology of the Oppressed (2010)Identity and agency in cultural worlds (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)Gamification in theory and action: A survey (2014)Qualitative Analysis for Social Scientists (1987)The contemporary theory of metaphor (1993)A Dynamic Theory of Organizational Knowledge Creation (1994)VI-Tennis (2010)Human-in-the-Loop Machine Learning to Increase Video Accessibility for Visually Impaired and Blind Users (2020)Exploring the Experiences of Streamers with Visual Impairments (2021)
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References

  • 2003Metaphors We Live By25,220 cited
  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 1976A Theory of Semiotics2,906 cited
  • 1992The essential Peirce : selected philosophical writings1,613 cited
  • 1984The Art of Computer Game Design919 cited
  • 2007AudiOdyssey27 cited

Cited by

  • 2021Computer Entertainment Technologies for the Visually Impaired: An Overview.10 cited
  • 2011"Eu também quero jogar!": reavaliando as práticas e diretrizes de acessibilidade em jogos8 cited
  • 2016How to Control a Mobile Game5 cited
  • 2024Nothing About Us Without Us: Reflections on the Protagonism of a Person with Low Vision in Human-Computer Interaction4 cited

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