A Preliminary Analysis of Android Educational Game Accessibility

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Android educational games are powerful learning tools but small, moving targets and game implementations pose accessibility challenges to people with upper-body motor impairments. In this poster, we present findings from a qualitative accessibility evaluation of 30 popular Android educational games, identify and reflect on accessibility barriers, and provide preliminary design recommendations.

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  • 10.1145/3613904.3642804
Playing on Hard Mode: Accessibility, Difficulty and Joy in Video Game Adoption for Gamers with Disabilities
  • May 11, 2024
  • Jesse J Martinez + 2 more

Video games often pose accessibility barriers to gamers with disabilities, yet there is no standard method for identifying which games have barriers, what those barriers are, and whether and how they can be overcome. We propose and explore three phases of the "game adoption process": Discovery, Evaluation, and Adaptation. To advance understanding of how gamers with disabilities experience this process, the resources and strategies they use, and the challenges experienced, we conducted an interview study with thirteen gamers with disabilities with difering backgrounds. We then engage with existing theories of consequence-based accessibility, of difculty, and of identity-based gaming to better understand how these processes manifest "access difculty" and to characterize the experience of "disabled gaming." Finally, we present design recommendations for game developers and distributors to better support gamers with disabilities in the game adoption process by engaging with community-made resources, supporting socially-created access, and creating customizable experiences with opportunities for unconventional play. • Human-centered computing → Empirical studies in accessibility; Accessibility; Accessibility technologies; • Applied computing → Computer games.

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