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Promoting inclusive design practice at the Global Game Jam: A pilot evaluation
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Promoting inclusive design practice at the Global Game Jam: A pilot evaluation (2014)Promoting inclusive design practice at th…Game accessibility: a survey (2010)Game accessibility: a surveyToward accessible 3D virtual environments for the blind and visually impaired (2008)Toward accessible 3D virtual …Making the Mainstream Accessible: What’s in a Game? (2006)Making the Mainstream Accessi…Game Not Over : Accessibility Issues in Video Games (2005)Game Not Over : Accessibility…How Game Designers Can Account for Those With Autism Spectrum Disorder (ASD) When Designing Game Experiences (2021)How Game Designers Can Accoun…How Game Designers Can Account for Those With Autism Spectrum Disorder (ASD) When Designing Game Experiences (2019)How Game Designers Can Accoun…Designing Accessible Games with the VERITAS Framework: Lessons Learned from Game Designers (2015)Designing Accessible Games wi…What video games have to teach us about learning and literacy (2003)Game accessibility case study : Terraformers - a real-time 3D graphic game (2004)What Video Games Have to Teach Us about Learning and Literacy (2004)MP3 Players and Audio Games: An Alternative to Portable Video Games Console for Visually Impaired Players (2008)Pyvox 2: An Audio Game Accessible to Visually Impaired People Playable without Visual Nor Verbal Instructions (2009)Accessibility of video games in the context of disability. A historical overview (2024)Give me that online religion (2001)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)Web content accessibility guidelines 1.0 (2001)Web Content Accessibility Guidelines 2.0 (2001)Web Content Accessibility Guidelines 2.0 (2009)Advances in Game Accessibility from 2005 to 2010 (2011)Playing Blind (2019)Exploring Asymmetric Roles in Mixed-Ability Gaming (2021)Enrichment Effects on Adult Cognitive Development (2008)Putting brain training to the test (2010)The benefits of playing video games. (2013)Demonstrating Rigor Using Thematic Analysis: A Hybrid Approach of Inductive and Deductive Coding and Theme Development (2006)Using thematic analysis in psychology (2006)Text mining and visualization using VOSviewer (2011)Design of a Game Community Based Support System for Cognitive Game Accessibility (2018)Flower in the Mirror, Moon on the Water: Bridging Perspectives on Alternative Text and Recommendations for Practice (2025)PowerUp (2008)Designing for Disability: Evaluating the State of Accessibility Design in Video Games (2020)
this work references cited by second hop

References

  • 2010Game accessibility: a survey379 cited
  • 2005Game Not Over : Accessibility Issues in Video Games94 cited
  • 2008Toward accessible 3D virtual environments for the blind and visually impaired85 cited
  • 2006Making the Mainstream Accessible: What’s in a Game?19 cited

Cited by

  • 2015Designing Accessible Games with the VERITAS Framework: Lessons Learned from Game Designers6 cited
  • 2019How Game Designers Can Account for Those With Autism Spectrum Disorder (ASD) When Designing Game Experiences4 cited
  • 2021How Game Designers Can Account for Those With Autism Spectrum Disorder (ASD) When Designing Game Experiences2 cited

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