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Developing an Accessibility Metric for VR Games Based on Motion Data Captured Under Game Conditions
4 references·0 citing·22 second hopsampled
Developing an Accessibility Metric for VR Games Based on Motion Data Captured Under Game Conditions (2022)Developing an Accessibility Metric for VR…“I just went into it assuming that I wouldn't be able to have the full experience” (2020)“I just went into it assuming…Meeple Centred Design: A Heuristic Toolkit for Evaluating the Accessibility of Tabletop Games (2018)Meeple Centred Design: A Heur…Eighteen Months of Meeple Like Us: An Exploration into the State of Board Game Accessibility (2018)Eighteen Months of Meeple Lik…Accessible Player Experiences (APX): The Players (2018)Accessible Player Experiences…Theory of fluid and crystallized intelligence: A critical experiment. (1963)Understanding Popular Culture (2006)Inaccessible through oversight: the need for inclusive game design (2012)Developing science tabletop games: ‘Catan’® and global warming (2019)Hybrid Board Game Design Guidelines (2019)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)Designing for dynamic diversity (2002)Disability Studies: An Interdisciplinary Introduction (2011)Game changer (2020)Unpacking “Boardgames with Apps”: The Hybrid Digital Boardgame Model (2021)Game Not Over : Accessibility Issues in Video Games (2005)Half-Real: Video Games between Real Rules and Fictional Worlds (2005)An empirical study of issues and barriers to mainstream video game accessibility (2013)Computers Helping People with Special Needs (2018)Understanding Tabletop Games Accessibility: Exploring Board and Card Gaming Experiences of People who are Blind and Low Vision (2022)Accessibility of games and game-based applications: A systematic literature review and mapping of future directions (2023)Ability-Based Design (2011)Ability-based design (2018)SeeingVR (2019)Racing in the Dark: Exploring Accessible Virtual Reality by Developing a Racing Game for People who are Blind (2021)Inclusive Augmented and Virtual Reality: A Research Agenda (2023)Towards an Inclusive and Accessible Metaverse (2023)
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References

  • 2020“I just went into it assuming that I wouldn't be able to have the full experience”118 cited
  • 2018Accessible Player Experiences (APX): The Players45 cited
  • 2018Meeple Centred Design: A Heuristic Toolkit for Evaluating the Accessibility of Tabletop Games38 cited
  • 2018Eighteen Months of Meeple Like Us: An Exploration into the State of Board Game Accessibility23 cited

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