SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
An Accessible Version of the Foodbot Factory Serious Game for Nutrition Education
16 references·0 citing·48 second hop
An Accessible Version of the Foodbot Factory Serious Game for Nutrition Education (2024)An Accessible Version of the Foodbot Fact…How Accessible is This Video Game? An Analysis Tool in Two Steps (2023)How Accessible is This Video …Accessibility of games and game-based applications: A systematic literature review and mapping of future directions (2023)Accessibility of games and ga…Introducing the Gamer Information-Control Framework (2020)Introducing the Gamer Informa…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…SLUP: A Standard List of Usability Problems in Multimodal Video Games designed for People Who Are Blind (2018)SLUP: A Standard List of Usab…Accessibility in video games: a systematic review (2018)Accessibility in video games:…The Pikachu effect: Social and health gaming motivations lead to greater benefits of Pokémon GO use (2017)The Pikachu effect: Social an…Mobile Audio Games Accessibility Evaluation for Users Who Are Blind (2017)Mobile Audio Games Accessibil…Investigating the Mode in Multimodal Video Games (2017)Investigating the Mode in Mul…Design Guidelines for Audio Games (2013)Design Guidelines for Audio G…An Overview of Accessibility and Usability of Educational Games (2012)An Overview of Accessibility …Serious Games Usability Testing: How to Ensure Proper Usability, Playability, and Effectiveness (2011)Serious Games Usability Testi…Audio Description in the Theatre and the Visual Arts: Images into Words (2009)Audio Description in the Thea…Audio description: The visual made verbal (2005)Audio description: The visual…How to make games for visually impaired children (2005)Designing universally accessible games (2009)Game accessibility: a survey (2010)“I’m Blind, Can I Play?” Recommendations for the Development of Audiogames (2017)Game Accessibility Evaluation Methods: A Literature Survey (2017)Fair Play: A Guidelines Proposal for the Development of Accessible Audiogames for Visually Impaired Users (2018)Mail and Telephone Surveys: The Total Design Method. (1979)Mail and Telephone Surveys: The Total Design Method. (1982)Protocol Analysis: Verbal Reports as Data (1986)Playability: analysing user experience in video games (2012)Towards a Comprehensive Methodology for the Research and Evaluation of Serious Games (2012)Academic methods for usability evaluation of serious games: a systematic review (2016)Web Accessibility: Web Standards and Regulatory Compliance (2006)Computer games and visually impaired people (2007)Acessibilidade em Jogos: Um Mapeamento Sistemático (2021)The making of accessible Android applications: an empirical study on the state of the practice (2022)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)The theory of planned behaviour: Reactions and reflections (2011)Exploring the relationships between gamification and motivational needs in technology design (2018)Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games? (2018)The impacts of gamification designs on consumer purchase: A use and gratification theory perspective (2023)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)Web-Based Serious Games and Accessibility: A Systematic Literature Review (2020)Accessibility Guidelines for VR Games - A Comparison and Synthesis of a Comprehensive Set (2021)Rules of Play: Game Design Fundamentals (2003)Reliability in Content Analysis. (2004)The Art of Game Design (2008)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)User Acceptance of Hedonic Information Systems1 (2004)A typology of reviews: an analysis of 14 review types and associated methodologies (2009)From game design elements to gamefulness (2011)20 Anos de Acessibilidade no SBGames: Uma Revisão sobre Inclusão em Jogos Digitais entre 2004 e 2024 (2025)Mobile Game Accessibility Guidelines for Users with Dual Concurrent Disabilities: A Systematic Literature Review (2026)Neurodivergent-Focused Game Accessibility: A Systematic Literature Review (2026)“Suit the Action to the Word, the Word to the Action”: An Unconventional Approach to Describing Shakespeare's Hamlet (2009)The rogue poster-children of universal design: closed captioning and audio description (2009)Making meaning in AVT: eye tracking and viewer construction of narrative (2012)Audio description as an aural guide of children's visual attention (2012)Auteur Description: From the Director's Creative Vision to Audio Description (2013)Humour in Audiovisual Translation (2019)
this work references cited by second hop

References

  • 2005Audio description: The visual made verbal114 cited
  • 2017The Pikachu effect: Social and health gaming motivations lead to greater benefits of Pokémon GO use97 cited
  • 2018Accessibility in video games: a systematic review96 cited
  • 2011Serious Games Usability Testing: How to Ensure Proper Usability, Playability, and Effectiveness94 cited
  • 2020Designing for Disability: Evaluating the State of Accessibility Design in Video Games72 cited
  • 2019Future design of accessibility in games: A design vocabulary67 cited
  • 2009Audio Description in the Theatre and the Visual Arts: Images into Words57 cited
  • 2023Accessibility of games and game-based applications: A systematic literature review and mapping of future directions45 cited
  • 2013Design Guidelines for Audio Games32 cited
  • 2017Mobile Audio Games Accessibility Evaluation for Users Who Are Blind28 cited
  • 2020Introducing the Gamer Information-Control Framework17 cited
  • 2020A Method to Develop Accessible Online Serious Games for People with Disabilities: A Case Study17 cited
  • 2012An Overview of Accessibility and Usability of Educational Games17 cited
  • 2023How Accessible is This Video Game? An Analysis Tool in Two Steps16 cited
  • 2017

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

Investigating the Mode in Multimodal Video Games
11 cited
  • 2018SLUP: A Standard List of Usability Problems in Multimodal Video Games designed for People Who Are Blind4 cited
  • Cited by

    No citing works inside the corpus for this window.