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Let's Play Together
4 references·16 citing·38 second hop
Let's Play Together (2019)Let's Play TogetherUsing thematic analysis in psychology (2006)Using thematic analysis in ps…Board and table games from many civilizations (1969)Board and table games from ma…Encounters: Two Studies in the Sociology of Interaction (1964)Encounters: Two Studies in th…Encounters: Two Studies in the Sociology of Interaction. (1962)Encounters: Two Studies in th…How Users Who are Blind or Low Vision Play Mobile Games: Perceptions, Challenges, and Strategies (2025)How Users Who are Blind or Lo…Designing for Colour Vision Deficiency: A Scoping Review of Resources That Support Designers in Choosing Accessible Colours (2025)Designing for Colour Vision D…Playing on Hard Mode: Accessibility, Difficulty and Joy in Video Game Adoption for Gamers with Disabilities (2024)Playing on Hard Mode: Accessi…Increasing Accessibility of Online Board Games to Visually Impaired People via Machine Learning and Textual/Audio Feedback: The Case of “Quantik” (2024)Increasing Accessibility of O…Game accessibility for visually impaired people: a review (2024)Game accessibility for visual…Exploring Rulebook Accessibility and Companionship in Board Games via Voiced-based Conversational Agent Alexa (2023)Exploring Rulebook Accessibil…Communication Challenges in Social Board Games (2023)Communication Challenges in S…Understanding Tabletop Games Accessibility: Exploring Board and Card Gaming Experiences of People who are Blind and Low Vision (2022)Understanding Tabletop Games …What Do We Mean by “Accessibility Research”? (2021)What Do We Mean by “Accessibi…What Do We Mean by "Accessibility Research"? A Literature Survey of Accessibility Papers in CHI and ASSETS from 1994 to 2019 (2021)What Do We Mean by "Accessibi…Unpacking “Boardgames with Apps”: The Hybrid Digital Boardgame Model (2021)Unpacking “Boardgames with Ap…Inclusive Adaptation of Existing Board Games for Gamers with and without Visual Impairments using a Spatial Augmented Reality Framework for Touch Detection and Audio Feedback (2021)Inclusive Adaptation of Exist…Auditory Uta-Karuta: Development and Evaluation of an Accessible Card Game System Using Audible Cards for the Visually Impaired (2021)Auditory Uta-Karuta: Developm…Playing With Others: Depicting Multiplayer Gaming Experiences of People With Visual Impairments (2020)Playing With Others: Depictin…Introducing the Gamer Information-Control Framework (2020)Introducing the Gamer Informa…Human-in-the-Loop Machine Learning to Increase Video Accessibility for Visually Impaired and Blind Users (2020)Human-in-the-Loop Machine Lea…Qualitative evaluation and research methods (1990)Qualitative Data Analysis: An Expanded Sourcebook (1994)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Older Adults' Reasons for Using Technology while Aging in Place (2015)Thematic Analysis (2017)Expertise Reversal Effect and Its Implications for Learner-Tailored Instruction (2007)Convention on the Rights of Persons with Disabilities and Optional Protocol (2012)Accelerating Human-in-the-loop Machine Learning (2018)The Efficacy of Collaborative Authoring of Video Scene Descriptions (2021)Beyond Audio Description: Exploring 360° Video Accessibility with Blind and Low Vision Users Through Collaborative Creation (2023)SPICA: Interactive Video Content Exploration through Augmented Audio Descriptions for Blind or Low-Vision Viewers (2024)Game accessibility: a survey (2010)Thematic analysis. (2012)Popular Accessibility Settings in Digital Games (2022)Understanding the perceptions and experiences of the deafblind community about digital games (2022)Taking CSCW seriously (1992)More studies in ethnomethodology (2013)A hypothesis is a liability (2020)Designing universally accessible games (2009)Full-body motion-based game interaction for older adults (2012)Virtual Showdown (2019)Idea11y: Enhancing Accessibility in Collaborative Ideation for Blind or Low Vision Screen Reader Users (2026)Rules of Play: Game Design Fundamentals (2003)Defining Media Enjoyment as the Satisfaction of Intrinsic Needs (2010)Reflecting on reflexive thematic analysis (2019)Exclusion Rates among Disabled and Older Users of Virtual and Augmented Reality (2025)Mobile Game Accessibility Guidelines for Users with Dual Concurrent Disabilities: A Systematic Literature Review (2026)Playing Blind (2019)Sonic Doom: Enhanced Sound Design and Accessibility in a First-Person Shooter Game (2025)Assisting Visually Impaired People: Sports and eSports (2026)The Role and the Person (1978)Culture in Interaction (2003)The tourist experience (2005)Designing digital games for rural children (2009)Cultural transmission in the ancient Near East: twenty squares and fifty-eight holes (2012)Enhancing students' employability through business simulation (2012)Going to Extremes: Managing Service Encounters and Assessing Provider Performance (1995)Normalizing Dirty Work: Managerial Tactics For Countering Occupational Taint (2007)
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References

  • 2006Using thematic analysis in psychology193,725 cited
  • 1962Encounters: Two Studies in the Sociology of Interaction.1,687 cited
  • 1964Encounters: Two Studies in the Sociology of Interaction1,531 cited
  • 1969Board and table games from many civilizations127 cited

Cited by

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  • 2024Playing on Hard Mode: Accessibility, Difficulty and Joy in Video Game Adoption for Gamers with Disabilities30 cited
  • 2024Game accessibility for visually impaired people: a review22 cited
  • 2021Inclusive Adaptation of Existing Board Games for Gamers with and without Visual Impairments using a Spatial Augmented Reality Framework for Touch Detection and Audio Feedback21 cited
  • 2022Understanding Tabletop Games Accessibility: Exploring Board and Card Gaming Experiences of People who are Blind and Low Vision20 cited
  • 2020Introducing the Gamer Information-Control Framework17 cited
  • 2025How Users Who are Blind or Low Vision Play Mobile Games: Perceptions, Challenges, and Strategies11 cited
  • 2023

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Exploring Rulebook Accessibility and Companionship in Board Games via Voiced-based Conversational Agent Alexa
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  • 2023Communication Challenges in Social Board Games4 cited
  • 2025Designing for Colour Vision Deficiency: A Scoping Review of Resources That Support Designers in Choosing Accessible Colours2 cited
  • 2024Increasing Accessibility of Online Board Games to Visually Impaired People via Machine Learning and Textual/Audio Feedback: The Case of “Quantik”2 cited