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Designing video games for the blind: results of an empirical study
9 references·9 citing·33 second hop
Designing video games for the blind: results of an empirical study (2016)Designing video games for the blind: resu…Game accessibility: a survey (2010)Game accessibility: a surveyExploring Visual and Motor Accessibility in Navigating a Virtual World (2009)Exploring Visual and Motor Ac…Game Not Over : Accessibility Issues in Video Games (2005)Game Not Over : Accessibility…Got Game: How the Gamer Generation Is Reshaping Business Forever (2004)Got Game: How the Gamer Gener…3D Shooting Games, Multimodal Games, Sound Games and More Working Examples of the Future of Games for the Blind (2004)3D Shooting Games, Multimodal…The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)The magical number seven, plu…Basics of Qualitative Research: Grounded Theory Procedures and Techniques (1993)Basics of Qualitative Researc…Basics of Qualitative Research: Grounded Theory Procedures and Techniques. (1992)Basics of Qualitative Researc…The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)The magical number seven, plu…Understanding Online Discussion Experiences of Blind Screen Reader Users (2025)Understanding Online Discussi…The evolution of video game accessibility on Xbox consoles in the Far Cry game series (2025)The evolution of video game a…Not just Atmosphere: Game Music Design for Accessible In-Game Information Communication (2024)Not just Atmosphere: Game Mus…Game accessibility: Adaptation of a digital escape room game to improve spatial cognitive skills on blind people (2023)Game accessibility: Adaptatio…Desenvolvimento de Audiogames acessíveis às pessoas com deficiência visual: uma revisão sistemática da literatura (2023)Desenvolvimento de Audiogames…Computer Entertainment Technologies for the Visually Impaired: An Overview. (2021)Computer Entertainment Techno…Accessible Features to Support Visually Impaired People in Game Development: : A Systematic Literature Review of the last 15 years (2020)Accessible Features to Suppor…A framework for tailorable games: toward inclusive end-user development of inclusive games (2020)A framework for tailorable ga…Design recommendations for the development of virtual reality focusing on the elderly (2019)Design recommendations for th…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)Game accessibility case study : Terraformers - a real-time 3D graphic game (2004)Toward accessible 3D virtual environments for the blind and visually impaired (2008)Accessibility and Usability of Educational Gaming Environments for Disabled Students (2012)Understanding and addressing real-world accessibility issues in mainstream video games (2014)Academic methods for usability evaluation of serious games: a systematic review (2016)EXPERIMENTAL PSYCHOLOGY (1940)Working Memory (1974)The uncanny advantage of using androids in cognitive and social science research (2006)D3.3 : Game Experience Questionnaire:development of a self-report measure to assess the psychological impact of digital games (2007)Desenvolvimento humano (2011)Internet and Accessible Entertainment (2006)Making the Mainstream Accessible: What’s in a Game? (2006)A scaling method for priorities in hierarchical structures (1977)How to make a decision: The analytic hierarchy process (1990)The theory of planned behavior (1991)Competing paradigms in qualitative research. (1994)Qualitative Content Analysis (2008)Document Analysis as a Qualitative Research Method (2009)Narrative configuration in qualitative analysis (1995)Critical Race Methodology: Counter-Storytelling as an Analytical Framework for Education Research (2002)Understanding Reliability and Validity in Qualitative Research (2015)PowerUp (2008)Playing Blind (2019)Designing for Disability: Evaluating the State of Accessibility Design in Video Games (2020)The Labor of Fun (2005)Students’ perceptions about the use of video games in the classroom (2009)The Digital Workforce and the Workplace of the Future (2016)
this work references cited by second hop

References

  • 1992Basics of Qualitative Research: Grounded Theory Procedures and Techniques.29,249 cited
  • 1956The magical number seven, plus or minus two: Some limits on our capacity for processing information.17,773 cited
  • 1993Basics of Qualitative Research: Grounded Theory Procedures and Techniques17,576 cited
  • 1994The magical number seven, plus or minus two: Some limits on our capacity for processing information.17,161 cited
  • 2010Game accessibility: a survey379 cited
  • 2004Got Game: How the Gamer Generation Is Reshaping Business Forever310 cited
  • 2005Game Not Over : Accessibility Issues in Video Games94 cited
  • 2009Exploring Visual and Motor Accessibility in Navigating a Virtual World30 cited
  • 20043D Shooting Games, Multimodal Games, Sound Games and More Working Examples of the Future of Games for the Blind26 cited

Cited by

  • 2019Design recommendations for the development of virtual reality focusing on the elderly14 cited
  • 2020Accessible Features to Support Visually Impaired People in Game Development: : A Systematic Literature Review of the last 15 years12 cited
  • 2023Game accessibility: Adaptation of a digital escape room game to improve spatial cognitive skills on blind people11 cited
  • 2020A framework for tailorable games: toward inclusive end-user development of inclusive games10 cited
  • 2021

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Computer Entertainment Technologies for the Visually Impaired: An Overview.
10 cited
  • 2025Understanding Online Discussion Experiences of Blind Screen Reader Users3 cited
  • 2025The evolution of video game accessibility on Xbox consoles in the Far Cry game series2 cited
  • 2023Desenvolvimento de Audiogames acessíveis às pessoas com deficiência visual: uma revisão sistemática da literatura1 cited
  • 2024Not just Atmosphere: Game Music Design for Accessible In-Game Information Communication1 cited