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Exploring Asymmetric Competitive Gaming For Mixed-Visual-Ability Pairs
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Exploring Asymmetric Competitive Gaming For Mixed-Visual-Ability Pairs (2025)Exploring Asymmetric Competitive Gaming F…Towards Inclusive Avatars: Disability Representation in Avatar Platforms (2023)Towards Inclusive Avatars: Di…"My Zelda Cane": Strategies Used by Blind Players to Play Visual-Centric Digital Games (2023)"My Zelda Cane": Strategies U…NavStick: Making Video Games Blind-Accessible via the Ability to Look Around (2021)NavStick: Making Video Games …Exploring Asymmetric Roles in Mixed-Ability Gaming (2021)Exploring Asymmetric Roles in…One size fits all? What counts as quality practice in (reflexive) thematic analysis? (2020)One size fits all? What count…Playing Blind (2019)Playing BlindDevelopment and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences (2019)Development and validation of…What Is eSports and Why Do People Watch It? 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References

  • 2020One size fits all? What counts as quality practice in (reflexive) thematic analysis?9,627 cited
  • 2008Game Design Workshop1,098 cited
  • 2017What Is eSports and Why Do People Watch It?1,034 cited
  • 2019Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences408 cited
  • 2011Starcraft from the stands212 cited
  • 2009Designing universally accessible games160 cited
  • 2017It wasn't really about the Pokémon120 cited
  • 2013An empirical study of issues and barriers to mainstream video game accessibility107 cited
  • 2019Playing Blind82 cited
  • 2006Making the mainstream accessible65 cited
  • 2006Access Invaders: Developing a Universally Accessible Action Game59 cited
  • 2021Exploring Asymmetric Roles in Mixed-Ability Gaming54 cited
  • 2023Towards Inclusive Avatars: Disability Representation in Avatar Platforms54 cited
  • 2008More Than Just a Game: Accessibility in Computer Games50 cited
  • 2021NavStick: Making Video Games Blind-Accessible via the Ability to Look Around48 cited
  • 2023

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"My Zelda Cane": Strategies Used by Blind Players to Play Visual-Centric Digital Games
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