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An Approach to Accessible Serious Games for People with Dyslexia
16 references·0 citing·53 second hop
An Approach to Accessible Serious Games for People with Dyslexia (2021)An Approach to Accessible Serious Games f…Reintroducing Dyslexia: Early Identification and Implications for Pediatric Practice (2020)Reintroducing Dyslexia: Early…Accessibility and Software Engineering Processes: A Systematic Literature Review (2020)Accessibility and Software En…Working Memory Profiles of Children With Dyslexia, Developmental Language Disorder, or Both (2019)Working Memory Profiles of Ch…Can games change children’s eating behaviour? A review of gamification and serious games (2019)Can games change children’s e…What is dyslexia? An exploration of the relationship between teachers' understandings of dyslexia and their training experiences (2018)What is dyslexia? An explorat…Gamification and serious games: A literature meta-analysis and integrative model (2018)Gamification and serious game…The Convention on the Rights of Persons with Disabilities (2017)The Convention on the Rights …Serious Games for Psychotherapy: A Systematic Review (2017)Serious Games for Psychothera…Video Captions Benefit Everyone (2015)Video Captions Benefit Everyo…How to present more readable text for people with dyslexia (2015)How to present more readable …Good fonts for dyslexia (2013)Good fonts for dyslexiaWeb accessibility and people with dyslexia (2012)Web accessibility and people …The Cognitive Effectiveness of Subtitle Processing (2010)The Cognitive Effectiveness o…Serious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…Phonological dyslexia and dysgraphia—a developmental analysis (1986)Phonological dyslexia and dys…Phonological processes in reading: New evidence from acquired dyslexia (1983)Phonological processes in rea…Mental Representations: A Dual Coding Approach (1986)Eye movements in reading and information processing: 20 years of research. 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References

  • 2017The Convention on the Rights of Persons with Disabilities3,084 cited
  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
  • 1983Phonological processes in reading: New evidence from acquired dyslexia316 cited
  • 2018Gamification and serious games: A literature meta-analysis and integrative model245 cited
  • 2010The Cognitive Effectiveness of Subtitle Processing229 cited
  • 1986Phonological dyslexia and dysgraphia—a developmental analysis182 cited
  • 2013Good fonts for dyslexia176 cited
  • 2015Video Captions Benefit Everyone175 cited
  • 2019Can games change children’s eating behaviour? A review of gamification and serious games140 cited
  • 2019Working Memory Profiles of Children With Dyslexia, Developmental Language Disorder, or Both125 cited
  • 2020Reintroducing Dyslexia: Early Identification and Implications for Pediatric Practice124 cited
  • 2018What is dyslexia? An exploration of the relationship between teachers' understandings of dyslexia and their training experiences122 cited
  • 2015How to present more readable text for people with dyslexia106 cited
  • 2017Serious Games for Psychotherapy: A Systematic Review99 cited
  • 2020Accessibility and Software Engineering Processes: A Systematic Literature Review

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89 cited
  • 2012Web accessibility and people with dyslexia77 cited
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