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A Data-Driven Entity-Component Approach to Develop Universally Accessible Games
4 references·2 citing·23 second hop
A Data-Driven Entity-Component Approach to Develop Universally Accessible Games (2014)A Data-Driven Entity-Component Approach t…Game accessibility: a survey (2010)Game accessibility: a surveyDesigning universally accessible games (2009)Designing universally accessi…Unified Design of Universally Accessible Games (2007)Unified Design of Universally…Design Patterns: Elements of Reusable Object-Oriented Software (1994)Design Patterns: Elements of …A framework for tailorable games: toward inclusive end-user development of inclusive games (2020)A framework for tailorable ga…Strategies for Inclusive End-User Co-Creation of Inclusive Storytelling Games (2019)Strategies for Inclusive End-…Toward an Information Society for All: An International R&D Agenda (1998)Toward an Information Society for All: An International Research and Development Agenda (1998)Unified user interface design: designing universally accessible interactions (2004)Implementing accessibility in educational videogames with (2009)Advances in Game Accessibility from 2005 to 2010 (2011)Towards a low cost adaptation of educational games for people with disabilities (2014)A Pattern Language (1977)The Anatomy of a Design Theory (2007)Galaxy: a comprehensive approach for supporting accessible, reproducible, and transparent computational research in the life sciences (2010)Socio-technical systems: From design methods to systems engineering (2010)Give me that online religion (2001)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Playability: analysing user experience in video games (2012)Avatars and computer-mediated communication: A review of the definitions, uses, and effects of digital representations on communication (2018)The Purpose of Play (2021)Digital game-based learning (2003)Designing Effective Serious Games: Opportunities and Challenges for Research (2010)Best Practices for Teaching Accessibility in University Classrooms (2016)Digital Game-Based Learning (2019)Encyclopedia of semiotics. Ed. by Paul Bouissac. New York: Oxford University Press, 1998. Pp. xiii, 702. (1999)Homo Ludens: A Study of the Play-Element in Culture. (1951)Rules of Play: Game Design Fundamentals (2003)
this work references cited by second hop

References

  • 1994Design Patterns: Elements of Reusable Object-Oriented Software21,704 cited
  • 2010Game accessibility: a survey379 cited
  • 2009Designing universally accessible games160 cited
  • 2007Unified Design of Universally Accessible Games43 cited

Cited by

  • 2020A framework for tailorable games: toward inclusive end-user development of inclusive games10 cited
  • 2019Strategies for Inclusive End-User Co-Creation of Inclusive Storytelling Games5 cited

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