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Accessible electronic games for blind children and young people
4 references·4 citing·29 second hop
Accessible electronic games for blind children and young people (2018)Accessible electronic games for blind chi…Evaluation of semi-automatically generated accessible interfaces for educational games (2015)Evaluation of semi-automatica…Designing universally accessible games (2009)Designing universally accessi…Computer games and visually impaired people (2007)Computer games and visually i…Computer games for children with visual impairments (2005)Computer games for children w…How Users Who are Blind or Low Vision Play Mobile Games: Perceptions, Challenges, and Strategies (2025)How Users Who are Blind or Lo…Assistive Technologies for Supporting the Wellbeing of Older Adults (2022)Assistive Technologies for Su…Computer Entertainment Technologies for the Visually Impaired: An Overview. (2021)Computer Entertainment Techno…Strategies for Inclusive End-User Co-Creation of Inclusive Storytelling Games (2019)Strategies for Inclusive End-…Game accessibility case study : Terraformers - a real-time 3D graphic game (2004)BraillePlay (2014)Game Accessibility for the Blind: Current Overview and the Potential Application of Audio Description as the Way Forward (2016)Exploring Asymmetric Roles in Mixed-Ability Gaming (2021)Designing sound-based computer games (2003)Participatory Design of Therapeutic Video Games for Young People with Neurological Vision Impairment (2015)Game changer (2020)Preservice Teachers’ Knowledge and Attitudes toward Digital-Game-Based Language Learning (2022)The Universal Declaration of Human Rights (1949)Games, Motivation, and Learning: A Research and Practice Model (2002)A systematic literature review of empirical evidence on computer games and serious games (2012)To learn scientifically, effectively, and enjoyably: A review of educational games (2020)Digital game-based learning (2003)Designing Effective Serious Games: Opportunities and Challenges for Research (2010)Playability: analysing user experience in video games (2012)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)Game accessibility: a survey (2010)Game Not Over : Accessibility Issues in Video Games (2005)What Frustrates Screen Reader Users on the Web: A Study of 100 Blind Users (2007)Suggesting frameworks of citizen-sourcing via Government 2.0 (2011)The Effect of Information Communication Technology Interventions on Reducing Social Isolation in the Elderly: A Systematic Review (2016)Emotion recognition using multi-modal data and machine learning techniques: A tutorial and review (2020)Exploring the Influencing Factors on User Experience in Robot-Assisted Health Monitoring Systems Combining Subjective and Objective Health Data (2023)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)
this work references cited by second hop

References

  • 2009Designing universally accessible games160 cited
  • 2007Computer games and visually impaired people69 cited
  • 2005Computer games for children with visual impairments28 cited
  • 2015Evaluation of semi-automatically generated accessible interfaces for educational games21 cited

Cited by

  • 2022Assistive Technologies for Supporting the Wellbeing of Older Adults17 cited
  • 2025How Users Who are Blind or Low Vision Play Mobile Games: Perceptions, Challenges, and Strategies11 cited
  • 2021Computer Entertainment Technologies for the Visually Impaired: An Overview.10 cited
  • 2019Strategies for Inclusive End-User Co-Creation of Inclusive Storytelling Games5 cited

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