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How Users Who are Blind or Low Vision Play Mobile Games: Perceptions, Challenges, and Strategies
16 references·2 citing·51 second hop
How Users Who are Blind or Low Vision Play Mobile Games: Perceptions, Challenges, and Strategies (2025)How Users Who are Blind or Low Vision Pla…Understanding Visual Arts Experiences of Blind People (2023)Understanding Visual Arts Exp…NavStick: Making Video Games Blind-Accessible via the Ability to Look Around (2021)NavStick: Making Video Games …‘If the phone were broken, I’d be screwed’: media use of people with disabilities in the digital era (2021)‘If the phone were broken, I’…Open Challenges of Blind People Using Smartphones (2020)Open Challenges of Blind Peop…Reflecting on reflexive thematic analysis (2019)Reflecting on reflexive thema…Playing Blind (2019)Playing BlindAccessibility in video games: a systematic review (2018)Accessibility in video games:…The Effects of "Not Knowing What You Don't Know" on Web Accessibility for Blind Web Users (2017)The Effects of "Not Knowing W…The Invisible Work of Accessibility (2015)The Invisible Work of Accessi…Visually impaired users on an online social network (2014)Visually impaired users on an…BraillePlay (2014)BraillePlayThe benefits of playing video games. (2013)The benefits of playing video…Game accessibility: a survey (2010)Game accessibility: a surveyPowerUp (2008)PowerUpMaking the mainstream accessible (2006)Making the mainstream accessi…Improving accessibility of the web with a computer game (2006)Improving accessibility of th…Mobile Game Accessibility Guidelines for Users with Dual Concurrent Disabilities: A Systematic Literature Review (2026)Mobile Game Accessibility Gui…Understanding How Visually Impaired Players Socialize in Mobile Games (2025)Understanding How Visually Im…VizWiz (2010)Investigating the appropriateness of social network question asking as a resource for blind users (2013)Visual challenges in the everyday lives of blind people (2013)Privacy Concerns and Behaviors of People with Visual Impairments (2015)"With most of it being pictures now, I rarely use it" (2016)“It’s Complicated”: Negotiating Accessibility and (Mis)Representation in Image Descriptions of Race, Gender, and Disability (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)The Purpose of Play (2021)Universal usability (2000)Ability-Based Design (2011)"Siri Talks at You" (2018)Towards Accessible Remote Work (2021)Understanding the Telework Experience of People with Disabilities (2021)Computer games and visually impaired people (2007)Designing universally accessible games (2009)Robots for Inclusive Play: Co-designing an Educational Game With Visually Impaired and sighted Children (2020)Web-Based Serious Games and Accessibility: A Systematic Literature Review (2020)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)Mind in Society: The Development of Higher Psychological Processes (1978)Social Learning Theory. 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(2009)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)The Place of Inter-Rater Reliability in Qualitative Research: An Empirical Study (1997)Using thematic analysis in psychology (2006)International Handbook of Internet Research (2010)Self-Determination Theory in HCI Games Research: Current Uses and Open Questions (2020)Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned Paradigms (2024)Transforming Qualitative Information: Thematic Analysis and Code Development (1998)Thematic analysis. (2012)To saturate or not to saturate? Questioning data saturation as a useful concept for thematic analysis and sample-size rationales (2019)One size fits all? What counts as quality practice in (reflexive) thematic analysis? 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References

  • 2019Reflecting on reflexive thematic analysis19,565 cited
  • 2013The benefits of playing video games.2,456 cited
  • 2010Game accessibility: a survey379 cited
  • 2015The Invisible Work of Accessibility169 cited
  • 2006Improving accessibility of the web with a computer game156 cited
  • 2014Visually impaired users on an online social network128 cited
  • 2018Accessibility in video games: a systematic review96 cited
  • 2019Playing Blind82 cited
  • 2017The Effects of "Not Knowing What You Don't Know" on Web Accessibility for Blind Web Users73 cited
  • 2014BraillePlay67 cited
  • 2006Making the mainstream accessible65 cited
  • 2008PowerUp57 cited
  • 2023Understanding Visual Arts Experiences of Blind People56 cited
  • 2020Open Challenges of Blind People Using Smartphones53 cited
  • 2021NavStick: Making Video Games Blind-Accessible via the Ability to Look Around48 cited
  • 2021‘If the phone were broken, I’d be screwed’: media use of people with disabilities in the digital era44 cited

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Cited by

  • 2026Mobile Game Accessibility Guidelines for Users with Dual Concurrent Disabilities: A Systematic Literature Review2 cited
  • 2025Understanding How Visually Impaired Players Socialize in Mobile Games1 cited