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Designing Accessible Games with the VERITAS Framework: Lessons Learned from Game Designers
9 references·2 citing·46 second hop
Designing Accessible Games with the VERITAS Framework: Lessons Learned from Game Designers (2015)Designing Accessible Games with the VERIT…Promoting inclusive design practice at the Global Game Jam: A pilot evaluation (2014)Promoting inclusive design pr…Text mining and visualization using VOSviewer (2011)Text mining and visualization…Game accessibility: a survey (2010)Game accessibility: a surveyUsing thematic analysis in psychology (2006)Using thematic analysis in ps…Demonstrating Rigor Using Thematic Analysis: A Hybrid Approach of Inductive and Deductive Coding and Theme Development (2006)Demonstrating Rigor Using The…Are disability-access guidelines designed for designers? (2006)Are disability-access guideli…Are "universal design resources" designed for designers? (2006)Are "universal design resourc…Universal design (2001)Universal designTowards a practical inclusive design approach (2000)Towards a practical inclusive…Flower in the Mirror, Moon on the Water: Bridging Perspectives on Alternative Text and Recommendations for Practice (2025)Flower in the Mirror, Moon on…Design of a Game Community Based Support System for Cognitive Game Accessibility (2018)Design of a Game Community Ba…Software survey: VOSviewer, a computer program for bibliometric mapping (2009)A unified approach to mapping and clustering of bibliometric networks (2010)Advances in Social Media Research: Past, Present and Future (2017)Supply chain disruption during the COVID-19 pandemic: Recognizing potential disruption management strategies (2022)A method for analyzing text using VOSviewer (2023)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)Reflecting on reflexive thematic analysis (2019)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)Web content accessibility guidelines 1.0 (2001)Programmer-focused website accessibility evaluations (2005)A web accessibility assessment on the Texas public school system (2009)The gamification of accessibility design: A proposed framework (2017)A Systematic Literature Review of Research-Derived Touchscreen Design Guidelines for Older Adults (2019)Accessible Environments : Toward Universal Design (1991)Maximizing Usability: The Principles of Universal Design (1998)User Interfaces For All—Concepts, Methods, and Tools (2001)Adaptable Web-based user interfaces: methodology and practice. (2009)Designing for designers: Towards the development of accessible ICT products and services using the VERITAS framework (2015)Challenges and recommendations for eHealth usability evaluation with elderly users: systematic review and case study (2022)Toward an Information Society for All: An International R&D Agenda (1998)Toward an Information Society for All (2000)Unresolved Problems in Accessibility and Universal Design Guidelines (2007)A priority-based approach for satisfying the diverse users’ needs, capabilities and expectations: a universal kitchen design case (2009)Game Not Over : Accessibility Issues in Video Games (2005)Toward accessible 3D virtual environments for the blind and visually impaired (2008)How Game Designers Can Account for Those With Autism Spectrum Disorder (ASD) When Designing Game Experiences (2019)How Game Designers Can Account for Those With Autism Spectrum Disorder (ASD) When Designing Game Experiences (2021)The phenomenology of the social world (1967)Transforming Qualitative Information: Thematic Analysis and Code Development (1998)Qualitative research & evaluation methods (2002)Document Analysis as a Qualitative Research Method (2009)Developing and Using a Codebook for the Analysis of Interview Data: An Example from a Professional Development Research Project (2010)Using Social Psychology to Motivate Contributions to Online Communities (2005)An Introduction to Design Science (2014)Countering design exclusion: bridging the gap between usability and accessibility (2003)Ability-based design (2018)Toward a Competency-based Approach to Co-designing Technologies with People with Intellectual Disability (2021)
this work references cited by second hop

References

  • 2006Using thematic analysis in psychology193,725 cited
  • 2006Demonstrating Rigor Using Thematic Analysis: A Hybrid Approach of Inductive and Deductive Coding and Theme Development11,797 cited
  • 2011Text mining and visualization using VOSviewer729 cited
  • 2010Game accessibility: a survey379 cited
  • 2000Towards a practical inclusive design approach204 cited
  • 2006Are "universal design resources" designed for designers?26 cited
  • 2001Universal design23 cited
  • 2006Are disability-access guidelines designed for designers?19 cited
  • 2014Promoting inclusive design practice at the Global Game Jam: A pilot evaluation12 cited

Cited by

  • 2018Design of a Game Community Based Support System for Cognitive Game Accessibility4 cited
  • 2025Flower in the Mirror, Moon on the Water: Bridging Perspectives on Alternative Text and Recommendations for Practice2 cited

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