SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
How to make games for visually impaired children
0 references·16 citing·51 second hop
How to make games for visually impaired children (2005)How to make games for visually impaired c…How Users Who are Blind or Low Vision Play Mobile Games: Perceptions, Challenges, and Strategies (2025)How Users Who are Blind or Lo…Understanding Tabletop Games Accessibility: Exploring Board and Card Gaming Experiences of People who are Blind and Low Vision (2022)Understanding Tabletop Games …Validation and Prioritization of Design Options for Accessible Player Experiences (2021)Validation and Prioritization…Computer Entertainment Technologies for the Visually Impaired: An Overview. (2021)Computer Entertainment Techno…Game changer (2020)Game changerBlind Adventure - A Game Engine for Blind Game Designers (2018)Blind Adventure - A Game Engi…Towards a low cost adaptation of educational games for people with disabilities (2014)Towards a low cost adaptation…Inclusive game design (2014)Inclusive game designDesign Guidelines for Audio Games (2013)Design Guidelines for Audio G…Assessment of Universal Design Principles for Analyzing Computer Games’ Accessibility (2012)Assessment of Universal Desig…Advances in Game Accessibility from 2005 to 2010 (2011)Advances in Game Accessibilit…Avaliação de Crianças Deficientes Visuais através de Jogos Neuropedagógicos (2010)Avaliação de Crianças Deficie…Avaliação de Crianças Deficientes Visuais através de Jogos Neuropedagógicos (2010)Avaliação de Crianças Deficie…Towards Generalised Accessibility of Computer Games (2008)Towards Generalised Accessibi…Towards Generalised Accessibility of Computer Games Introduction to the Special Thematic Session (2008)Towards Generalised Accessibi…A Computer Game Designed for All (2008)A Computer Game Designed for …Unified Design of Universally Accessible Games (2007)Designing universally accessible games (2009)Game accessibility: a survey (2010)“I’m Blind, Can I Play?” Recommendations for the Development of Audiogames (2017)Game Accessibility Evaluation Methods: A Literature Survey (2017)Fair Play: A Guidelines Proposal for the Development of Accessible Audiogames for Visually Impaired Users (2018)The chameleon effect: The perception–behavior link and social interaction. (1999)Functional anatomy of execution, mental simulation, observation, and verb generation of actions: A meta-analysis (2000)Representing others' actions: just like one's own? (2003)RePlay: Touchscreen Interaction Substitution Method for Accessible Gaming (2021)Surveyor: Facilitating Discovery Within Video Games for Blind and Low Vision Players (2024)Game accessibility case study : Terraformers - a real-time 3D graphic game (2004)Access Invaders: Developing a Universally Accessible Action Game (2006)Guidelines for the Development of Accessible Computer Games (2006)Evaluation of semi-automatically generated accessible interfaces for educational games (2015)Audiogames: Accessibility and Inclusion in Digital Entertainment (2018)A Framework for Born-Accessible Development of Software and Digital Content (2023)Content Analysis in Mass Communication: Assessment and Reporting of Intercoder Reliability (2002)Design science in information systems research (2004)Design Science in Information Systems Research1 (2004)Gaming and entertainment technologies for includification (2015)GAME (2020)Marvinter: A case study of an inclusive transmedia storytelling production (2020)Games, Motivation, and Learning: A Research and Practice Model (2002)Educational game design for online education (2008)Computerized Cognitive Training with Older Adults: A Systematic Review (2012)Game Learning Analytics: Learning Analytics for Serious Games (2016)Success factors for serious games to enhance learning: a systematic review (2016)Understanding the use of Virtual Reality in Marketing: A text mining-based review (2018)Computer games and visually impaired people (2007)Getting Smartphones to Talkback (2015)Unpacking the Audio Game Experience (2019)Introducing the Gamer Information-Control Framework (2020)Racing in the Dark: Exploring Accessible Virtual Reality by Developing a Racing Game for People who are Blind (2021)Toward a Greater Understanding of the Willingness to Request an Accommodation: Can Requesters' Beliefs Disable the Americans with Disabilities Act? (2001)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Invisible Work of Accessibility (2015)Beyond Audio Description: Exploring 360° Video Accessibility with Blind and Low Vision Users Through Collaborative Creation (2023)Exploring Rulebook Accessibility and Companionship in Board Games via Voiced-based Conversational Agent Alexa (2023)Social Accessibility in Multiplayer Games: Theory and Praxis (2023)The Discovery of Grounded Theory; Strategies for Qualitative Research (1968)Using thematic analysis in psychology (2006)The social model of disability: thirty years on (2013)Increasing Accessibility of Online Board Games to Visually Impaired People via Machine Learning and Textual/Audio Feedback: The Case of “Quantik” (2024)The benefits of playing video games. (2013)Reflecting on reflexive thematic analysis (2019)Understanding How Visually Impaired Players Socialize in Mobile Games (2025)Mobile Game Accessibility Guidelines for Users with Dual Concurrent Disabilities: A Systematic Literature Review (2026)Game Not Over : Accessibility Issues in Video Games (2005)Designing Serious Games for Adult Students with Cognitive Disabilities (2012)Playability: analysing user experience in video games (2012)
this work references cited by second hop

References

No references inside the corpus for this window.

Cited by

  • 2011Advances in Game Accessibility from 2005 to 201042 cited
  • 2014Towards a low cost adaptation of educational games for people with disabilities41 cited
  • 2008Towards Generalised Accessibility of Computer Games41 cited
  • 2013Design Guidelines for Audio Games32 cited
  • 2008A Computer Game Designed for All23 cited
  • 2022Understanding Tabletop Games Accessibility: Exploring Board and Card Gaming Experiences of People who are Blind and Low Vision20 cited
  • 2020Game changer20 cited
  • 2018Blind Adventure - A Game Engine for Blind Game Designers20 cited
  • 2025How Users Who are Blind or Low Vision Play Mobile Games: Perceptions, Challenges, and Strategies11 cited
  • 2014Inclusive game design11 cited
  • 2021Computer Entertainment Technologies for the Visually Impaired: An Overview.10 cited
  • 2021Validation and Prioritization of Design Options for Accessible Player Experiences9 cited
  • 2008Towards Generalised Accessibility of Computer Games Introduction to the Special Thematic Session7 cited
  • 2012Assessment of Universal Design Principles for Analyzing Computer Games’ Accessibility6 cited
  • 2010

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

Avaliação de Crianças Deficientes Visuais através de Jogos Neuropedagógicos
2 cited
  • 2010Avaliação de Crianças Deficientes Visuais através de Jogos Neuropedagógicos1 cited