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Designing for Disability: Evaluating the State of Accessibility Design in Video Games
10 references·16 citing·37 second hop
Designing for Disability: Evaluating the State of Accessibility Design in Video Games (2020)Designing for Disability: Evaluating the …The Disability Studies Reader (2015)The Disability Studies ReaderHow do People with Disability Use and Experience Virtual Worlds and ICT: A Literature Review (2012)How do People with Disability…Game accessibility: a survey (2010)Game accessibility: a surveyDesigning universally accessible games (2009)Designing universally accessi…Cultural Locations of Disability (2006)Cultural Locations of Disabil…Game Not Over : Accessibility Issues in Video Games (2005)Game Not Over : Accessibility…Disability studies: enabling the humanities (2003)Disability studies: enabling …The New Disability History: American Perspectives (2002)The New Disability History: A…Extraordinary bodies: figuring physical disability in American culture and literature (1997)Extraordinary bodies: figurin…Discourse and Social Change. (1993)Discourse and Social Change.Neurodivergent-Focused Game Accessibility: A Systematic Literature Review (2026)Neurodivergent-Focused Game A…The Ground Floor Approach to Video Game Accessibility: Identifying Design Features Prioritized by Accessibility Reviews (2024)The Ground Floor Approach to …Playing on Hard Mode: Accessibility, Difficulty and Joy in Video Game Adoption for Gamers with Disabilities (2024)Playing on Hard Mode: Accessi…Games, Business, and Gamers: How to Facilitate a Game Accessibility Transition across the Gaming Ecosystem? (2024)Games, Business, and Gamers: …Assistive Technologies for Attainable Gaming Experiences (2024)Assistive Technologies for At…An Accessible Version of the Foodbot Factory Serious Game for Nutrition Education (2024)An Accessible Version of the …Accessibility of video games in the context of disability. A historical overview (2024)Accessibility of video games …Why Should Red and Green Never Be Seen? Exploring Color Blindness Simulations as Tools to Create Chromatically Accessible Games (2023)Why Should Red and Green Neve…Video games for environmental awareness: the accessibility gap (2023)Video games for environmental…How Accessible is This Video Game? An Analysis Tool in Two Steps (2023)How Accessible is This Video …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)Growing Up with Cerebral Pals…Designing inclusive educational games: accessibility rubric (2023)Designing inclusive education…Accessibility of games and game-based applications: A systematic literature review and mapping of future directions (2023)Accessibility of games and ga…An overview of the user experience in online video game players with colour vision deficiency (2022)An overview of the user exper…Disability and Video Games Journalism: A Discourse Analysis of Accessibility and Gaming Culture (2021)Disability and Video Games Jo…Computer Entertainment Technologies for the Visually Impaired: An Overview. (2021)Computer Entertainment Techno…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)Digital game-based learning (2003)Designing Effective Serious Games: Opportunities and Challenges for Research (2010)Best Practices for Teaching Accessibility in University Classrooms (2016)Digital Game-Based Learning (2019)Social Research Methods (1984)Analyzing the Past to Prepare for the Future: Writing a Literature Review (2002)Reconstructing the Giant: On the Importance of Rigour in Documenting the Literature Search Process (2009)A Synthesis of Instructional Strategies in Geoscience Education Literature That Address Barriers to Inclusion for Students With Disabilities (2017)An Online Life Like Any Other: Identity, Self-Determination, and Social Networking Among Adults with Intellectual Disabilities (2017)The potential of virtual tourism in the recovery of tourism industry during the COVID-19 pandemic (2021)Social Theory of International Politics (1999)Reframing Public Policy (2003)Power in International Politics (2005)Dis/ability critical race studies (DisCrit): theorizing at the intersections of race and dis/ability (2012)Disability Critical Race Theory: Exploring the Intersectional Lineage, Emergence, and Potential Futures of DisCrit in Education (2018)Beyond Making a Statement: An Intersectional Framing of the Power and Possibilities of Positioning (2023)Disability Studies in Education (2010)Moral wrongs, disadvantages, and disability: a critique of critical disability studies (2013)Attitudes and self-efficacy of physical education teachers toward inclusion of children with disabilities: a narrative review of international literature (2019)The Case for Conserving Disability (2012)Models of disability: A brief overview (2018)Crip Technoscience Manifesto (2019)WHICH BODIES MATTER? (2001)Embodied Knowledge: Writing Researchers’ Bodies Into Qualitative Health Research (2006)The Dilemma of Disabled Masculinity (2012)Disability in Theory: From Social Constructionism to the New Realism of the Body (2001)Compulsory Bodies: Reflections on Heterosexuality and Able-bodiedness (2003)Reevaluating the Supercrip (2016)PowerUp (2008)Accessible Player Experiences (APX): The Players (2018)Playing Blind (2019)
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References

  • 1993Discourse and Social Change.11,611 cited
  • 2002The New Disability History: American Perspectives666 cited
  • 1997Extraordinary bodies: figuring physical disability in American culture and literature561 cited
  • 2003Disability studies: enabling the humanities541 cited
  • 2015The Disability Studies Reader481 cited
  • 2006Cultural Locations of Disability451 cited
  • 2010Game accessibility: a survey379 cited
  • 2009Designing universally accessible games160 cited
  • 2005Game Not Over : Accessibility Issues in Video Games94 cited
  • 2012How do People with Disability Use and Experience Virtual Worlds and ICT: A Literature Review78 cited

Cited by

  • 2023Accessibility of games and game-based applications: A systematic literature review and mapping of future directions45 cited
  • 2024Playing on Hard Mode: Accessibility, Difficulty and Joy in Video Game Adoption for Gamers with Disabilities30 cited
  • 2021Disability and Video Games Journalism: A Discourse Analysis of Accessibility and Gaming Culture25 cited
  • 2023How Accessible is This Video Game? An Analysis Tool in Two Steps16 cited
  • 2023Video games for environmental awareness: the accessibility gap

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15 cited
  • 2021Computer Entertainment Technologies for the Visually Impaired: An Overview.10 cited
  • 2023Why Should Red and Green Never Be Seen? Exploring Color Blindness Simulations as Tools to Create Chromatically Accessible Games8 cited
  • 2024The Ground Floor Approach to Video Game Accessibility: Identifying Design Features Prioritized by Accessibility Reviews6 cited
  • 2024Assistive Technologies for Attainable Gaming Experiences3 cited
  • 2024Games, Business, and Gamers: How to Facilitate a Game Accessibility Transition across the Gaming Ecosystem?3 cited
  • 2024Accessibility of video games in the context of disability. A historical overview3 cited
  • 2026Neurodivergent-Focused Game Accessibility: A Systematic Literature Review2 cited
  • 2022An overview of the user experience in online video game players with colour vision deficiency2 cited
  • 2023Growing 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 Perspective2 cited
  • 2023Designing inclusive educational games: accessibility rubric2 cited
  • 2024An Accessible Version of the Foodbot Factory Serious Game for Nutrition Education2 cited