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Accessible Player Experiences (APX): The Players
4 references·15 citing·41 second hop
Accessible Player Experiences (APX): The Players (2018)Accessible Player Experiences (APX): The …An empirical study of issues and barriers to mainstream video game accessibility (2013)An empirical study of issues …Access Invaders: Developing a Universally Accessible Action Game (2006)Access Invaders: Developing a…Half-Real: Video Games between Real Rules and Fictional Worlds (2005)Half-Real: Video Games betwee…Game Not Over : Accessibility Issues in Video Games (2005)Game Not Over : Accessibility…Pedagogical and Accessibility Guidelines for Digital Educational Games (2025)Pedagogical and Accessibility…Content Analysis of Basic Accessibility Features in 30 Top Played Video Games (2025)Content Analysis of Basic Acc…Video game accessibility in the top-level genres (2024)Video game accessibility in t…Towards Greater Inclusion and Accessibility for Physically Disabled Players in Location-Based Games (2023)Towards Greater Inclusion and…Social Accessibility in Multiplayer Games: Theory and Praxis (2023)Social Accessibility in Multi…Mapping Virtual Reality Controls to Inform Design of Accessible User Experiences (2023)Mapping Virtual Reality Contr…Accessibility of games and game-based applications: A systematic literature review and mapping of future directions (2023)Accessibility of games and ga…A Qualitative Investigation of Real World Accessible Design Experiences within a Large Scale Commercial Game Development Studio (2023)A Qualitative Investigation o…Understanding Tabletop Games Accessibility: Exploring Board and Card Gaming Experiences of People who are Blind and Low Vision (2022)Understanding Tabletop Games …Developing an Accessibility Metric for VR Games Based on Motion Data Captured Under Game Conditions (2022)Developing an Accessibility M…Validation and Prioritization of Design Options for Accessible Player Experiences (2021)Validation and Prioritization…Grounded Theory of Accessible Game Development (2021)Grounded Theory of Accessible…A Way to a Universal VR Accessibility Toolkit (2021)A Way to a Universal VR Acces…GAME (2020)GAMEComputers Helping People with Special Needs (2018)Computers Helping People with…A method of analysing interview transcripts in qualitative research (1991)Game accessibility: a survey (2010)Accessibility in video games: a systematic review (2018)Accessibility and Software Engineering Processes: A Systematic Literature Review (2020)The Purpose of Play (2021)Video game training enhances cognitive control in older adults (2013)The effect of games and simulations on higher education: a systematic literature review (2017)Why Should Red and Green Never Be Seen? Exploring Color Blindness Simulations as Tools to Create Chromatically Accessible Games (2023)User Interfaces For All—Concepts, Methods, and Tools (2001)User Interfaces for All: New Perspectives into Human- Computer Interaction (2001)Unified user interface design: designing universally accessible interactions (2004)Unified Design of Universally Accessible Games (2007)PowerUp (2008)Exploring Asymmetric Roles in Mixed-Ability Gaming (2021)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)Exploring Rulebook Accessibility and Companionship in Board Games via Voiced-based Conversational Agent Alexa (2023)Increasing Accessibility of Online Board Games to Visually Impaired People via Machine Learning and Textual/Audio Feedback: The Case of “Quantik” (2024)How Users Who are Blind or Low Vision Play Mobile Games: Perceptions, Challenges, and Strategies (2025)The Art of Game Design (2008)The Content Analysis Guidebook (2017)Growing Up with Cerebral Palsy (CP) and Games: Case Study on the Accessible Gameplay Experiences of the Young Players with CP and Their Families through the Lens of Developmental Task Perspective (2023)RetroFit: Post-Facto Accessibility for Retro Games (2024)Interaction Process Analysis; A Method for the Study of Small Groups (1950)Accessibility, usability and universal design—positioning and definition of concepts describing person-environment relationships (2003)Synthesizing information systems knowledge: A typology of literature reviews (2014)Not just Atmosphere: Game Music Design for Accessible In-Game Information Communication (2024)User Acceptance of Hedonic Information Systems1 (2004)A typology of reviews: an analysis of 14 review types and associated methodologies (2009)From game design elements to gamefulness (2011)20 Anos de Acessibilidade no SBGames: Uma Revisão sobre Inclusão em Jogos Digitais entre 2004 e 2024 (2025)Mobile Game Accessibility Guidelines for Users with Dual Concurrent Disabilities: A Systematic Literature Review (2026)Neurodivergent-Focused Game Accessibility: A Systematic Literature Review (2026)Beyond Play (2007)There is No Magic Circle (2009)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)A model-driven approach to cross-platform development of accessible business apps (2020)A Survey on Gamification for Health Rehabilitation Care: Applications, Opportunities, and Open Challenges (2021)Playing Blind (2019)Designing for Disability: Evaluating the State of Accessibility Design in Video Games (2020)
this work references cited by second hop

References

  • 2005Half-Real: Video Games between Real Rules and Fictional Worlds2,150 cited
  • 2013An empirical study of issues and barriers to mainstream video game accessibility107 cited
  • 2005Game Not Over : Accessibility Issues in Video Games94 cited
  • 2006Access Invaders: Developing a Universally Accessible Action Game59 cited

Cited by

  • 2023Accessibility of games and game-based applications: A systematic literature review and mapping of future directions45 cited
  • 2018Computers Helping People with Special Needs25 cited
  • 2022Understanding Tabletop Games Accessibility: Exploring Board and Card Gaming Experiences of People who are Blind and Low Vision20 cited
  • 2021Grounded Theory of Accessible Game Development18 cited
  • 2023Social Accessibility in Multiplayer Games: Theory and Praxis11 cited
  • 2021Validation and Prioritization of Design Options for Accessible Player Experiences9 cited
  • 2023Towards Greater Inclusion and Accessibility for Physically Disabled Players in Location-Based Games7 cited
  • 2022Developing an Accessibility Metric for VR Games Based on Motion Data Captured Under Game Conditions6 cited
  • 2020GAME4 cited
  • 2021A Way to a Universal VR Accessibility Toolkit3 cited

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2023
A Qualitative Investigation of Real World Accessible Design Experiences within a Large Scale Commercial Game Development Studio
2 cited
  • 2025Pedagogical and Accessibility Guidelines for Digital Educational Games1 cited
  • 2025Content Analysis of Basic Accessibility Features in 30 Top Played Video Games1 cited
  • 2023Mapping Virtual Reality Controls to Inform Design of Accessible User Experiences1 cited
  • 2024Video game accessibility in the top-level genres1 cited