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Video games for environmental awareness: the accessibility gap
11 references·0 citing·48 second hop
Video games for environmental awareness: the accessibility gap (2023)Video games for environmental awareness: …How Accessible is This Video Game? An Analysis Tool in Two Steps (2023)How Accessible is This Video …Designing for Disability: Evaluating the State of Accessibility Design in Video Games (2020)Designing for Disability: Eva…A Method to Develop Accessible Online Serious Games for People with Disabilities: A Case Study (2020)A Method to Develop Accessibl…Future design of accessibility in games: A design vocabulary (2019)Future design of accessibilit…Accessibility Assessment of Mobile Serious Games for People with Cognitive Impairments (2017)Accessibility Assessment of M…Stealth Assessment (2013)Stealth AssessmentThe dragons of inaction: Psychological barriers that limit climate change mitigation and adaptation. (2011)The dragons of inaction: Psyc…Game accessibility: a survey (2010)Game accessibility: a surveyA Motivational Model of Video Game Engagement (2010)A Motivational Model of Video…Designing and Conducting Mixed Methods Research (2007)Designing and Conducting Mixe…Content Analysis: An Introduction to its Methodology. (1984)Content Analysis: An Introduc…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)The theory of planned behavior (1991)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Personally Relevant Climate Change (2011)The psychological impacts of global climate change. (2011)The social-psychological determinants of climate change risk perceptions: Towards a comprehensive model (2014)Diffusion of Innovations 1 (2019)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Children's Motivations for Video Game Play in the Context of Normal Development (2010)Do Angry Birds Make for Angry Children? A Meta-Analysis of Video Game Influences on Children’s and Adolescents’ Aggression, Mental Health, Prosocial Behavior, and Academic Performance (2015)Social Media Use and Mental Health among Young Adults (2017)Serious games and learning effectiveness: The case of It’s a Deal! (2011)Convention on the Rights of Persons with Disabilities (2014)A Mobile Serious Games Assessment Tool for People with Motor Impairments (2017)Mobile Serious Games (2017)An Approach to Mobile Serious Games Accessibility Assessment for People with Hearing Impairments (2018)Method for the Development of Accessible Mobile Serious Games for Children with Autism Spectrum Disorder (2022)Rules of Play: Game Design Fundamentals (2003)Reliability in Content Analysis. (2004)The Art of Game Design (2008)Accessibility Guidelines for VR Games - A Comparison and Synthesis of a Comprehensive Set (2021)Accessibility of games and game-based applications: A systematic literature review and mapping of future directions (2023)Explaining Accessibility: Possible Variables in Users’ Abilities, Tasks, and Contexts in IT Artefact Use (2023)Discourse and Social Change. (1993)Extraordinary bodies: figuring physical disability in American culture and literature (1997)The New Disability History: American Perspectives (2002)Disability and Video Games Journalism: A Discourse Analysis of Accessibility and Gaming Culture (2021)Playing on Hard Mode: Accessibility, Difficulty and Joy in Video Game Adoption for Gamers with Disabilities (2024)The Convention on the Rights of Persons with Disabilities (2017)DIRECTIVE (EU) 2017/1371 OF THE EUROPEAN PARLIAMENT AND OF THE COUNCIL (2020)World population ageing 2020 highlights (2020)Learners in the Metaverse: A Systematic Review on the Use of Roblox in Learning (2023)How to create video games with cognitive accessibility features: a literature review of recommendations (2025)Toward a Definition of Mixed Methods Research (2007)Bridging the Qualitative–Quantitative Divide: Guidelines for Conducting Mixed Methods Research in Information Systems1 (2013)A Concise Introduction to Mixed Methods Research (2021)Qualitative content analysis in nursing research: concepts, procedures and measures to achieve trustworthiness (2003)Three Approaches to Qualitative Content Analysis (2005)The qualitative content analysis process (2008)Measuring problem solving skills via stealth assessment in an engaging video game (2016)Thirty years of research on online learning (2018)Chatbot-assisted dynamic assessment (CA-DA) for L2 vocabulary learning and diagnosis (2021)
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References

  • 1984Content Analysis: An Introduction to its Methodology.24,312 cited
  • 2007Designing and Conducting Mixed Methods Research23,260 cited
  • 2011The dragons of inaction: Psychological barriers that limit climate change mitigation and adaptation.2,283 cited
  • 2010A Motivational Model of Video Game Engagement1,419 cited
  • 2013Stealth Assessment406 cited
  • 2010Game accessibility: a survey379 cited
  • 2020Designing for Disability: Evaluating the State of Accessibility Design in Video Games72 cited
  • 2019Future design of accessibility in games: A design vocabulary67 cited
  • 2017Accessibility Assessment of Mobile Serious Games for People with Cognitive Impairments28 cited
  • 2020A Method to Develop Accessible Online Serious Games for People with Disabilities: A Case Study17 cited
  • 2023How Accessible is This Video Game? An Analysis Tool in Two Steps16 cited

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