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Audio description in video games? Persons with visual disabilities weigh in
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Audio description in video games? Persons with visual disabilities weigh in (2023)Audio description in video games? Persons…How Accessible is This Video Game? An Analysis Tool in Two Steps (2023)How Accessible is This Video …Game Accessibility: Taking Inclusion to the Next Level (2021)Game Accessibility: Taking In…Towards a pedagogy of accessibility: The need for critical learning spaces in media accessibility education and training (2020)Towards a pedagogy of accessi…Designing for Disability: Evaluating the State of Accessibility Design in Video Games (2020)Designing for Disability: Eva…Playing Blind (2019)Playing BlindFuture design of accessibility in games: A design vocabulary (2019)Future design of accessibilit…Game Accessibility Guidelines and WCAG 2.0 – A Gap Analysis (2018)Game Accessibility Guidelines…Game Accessibility for the Blind: Current Overview and the Potential Application of Audio Description as the Way Forward (2016)Game Accessibility for the Bl…Design of a Curriculum Framework for Raising Awareness of Game Accessibility (2016)Design of a Curriculum Framew…The benefits of playing video games. (2013)The benefits of playing video…Social Research Methods (2013)Social Research MethodsAn empirical study of issues and barriers to mainstream video game accessibility (2013)An empirical study of issues …Playing Video Games : Motives, Responses, and Consequences (2012)Playing Video Games : Motives…Real world research : a resource for users of social research methods in applied settings (2011)Real world research : a resou…Game accessibility: a survey (2010)Game accessibility: a surveyExploring Visual and Motor Accessibility in Navigating a Virtual World (2009)Exploring Visual and Motor Ac…A method of analysing interview transcripts in qualitative research (1991)Accessibility in video games: a systematic review (2018)Accessibility and Software Engineering Processes: A Systematic Literature Review (2020)The Purpose of Play (2021)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)Mind in Society: The Development of Higher Psychological Processes (1978)Social Learning Theory. 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An empirical study on the motivations of Twitch users (2016)Organizational innovation, technological innovation, and export performance: The effects of innovation radicalness and extensiveness (2016)TWO CRITERIA FOR GOOD MEASUREMENTS IN RESEARCH: VALIDITY AND RELIABILITY (2017)‘No Ebola…still doomed’ – The Ebola-induced tourism crisis (2018)The Advantages and Disadvantages of Using Qualitative and Quantitative Approaches and Methods in Language “Testing and Assessment” Research: A Literature Review (2016)What Influences Saturation? Estimating Sample Sizes in Focus Group Research (2019)Mixed-Methods Research: A Discussion on its Types, Challenges, and Criticisms (2021)
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References

  • 2013Social Research Methods6,542 cited
  • 2013The benefits of playing video games.2,456 cited
  • 2011Real world research : a resource for users of social research methods in applied settings1,229 cited
  • 2012Playing Video Games : Motives, Responses, and Consequences1,059 cited
  • 2010Game accessibility: a survey379 cited
  • 2013An empirical study of issues and barriers to mainstream video game accessibility107 cited
  • 2019Playing Blind82 cited
  • 2020Designing for Disability: Evaluating the State of Accessibility Design in Video Games72 cited
  • 2019Future design of accessibility in games: A design vocabulary67 cited
  • 2018Game Accessibility Guidelines and WCAG 2.0 – A Gap Analysis36 cited
  • 2016Game Accessibility for the Blind: Current Overview and the Potential Application of Audio Description as the Way Forward33 cited
  • 2009Exploring Visual and Motor Accessibility in Navigating a Virtual World30 cited
  • 2020Towards a pedagogy of accessibility: The need for critical learning spaces in media accessibility education and training30 cited
  • 2023How Accessible is This Video Game? An Analysis Tool in Two Steps16 cited
  • 2021Game Accessibility: Taking Inclusion to the Next Level

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  • 2016Design of a Curriculum Framework for Raising Awareness of Game Accessibility9 cited
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