Abstract

INTRODUCTION: The problem addressed in this work is the lack of knowledge of what inclusive game design would mean in practice within existing design processes of game companies. A pilot project was devised to involve both the game industry and disabled people. OBJECTIVES: The goal in this study was to identify activities that constitute the biggest obstacles to realising sustainable design processes for inclusive game design. METHODS: The study is mainly based on two full-day workshops with the game industry and three game studios, three organisations of disabled youth and authorities. RESULTS: Five activities were identified in the analysis of the workshops: 1) Find opportunities for inclusive game design; 2) Raise awareness about inclusive game design; 3) Handle integrity and security; 4) Recruit the right competence; and 5) Adapt workplaces and tools. CONCLUSION: The five main activities should be considered to achieve sustainable inclusive game design processes.

Highlights

  • The problem addressed in this work is the lack of knowledge of what inclusive game design would mean in practice within existing design processes of game companies

  • The work was presented at the ArtsIT 2019 conference, but will here be expanded with new contributions of current related research in game accessibility, inclusive game design as well as related research about creating and maintaining user pools and game development processes

  • The goal in this study is to identify activities that constitute the biggest obstacles to realising sustainable design processes for inclusive game design, from the perspectives of the game industry as well as from disabled people

Read more

Summary

Introduction

The problem addressed in this work is the lack of knowledge of what inclusive game design would mean in practice within existing design processes of game companies. The pilot project presented in this article aims to bridge the gap between research, industry and end users It addresses inclusive game design with the explicit purpose to incorporate the perspectives of both the game industry and disabled people. The work was presented at the ArtsIT 2019 conference, but will here be expanded with new contributions of current related research in game accessibility, inclusive game design as well as related research about creating and maintaining user pools and game development processes. These are discussed in detail, including one new activity in addition to four previously presented

Objectives
Results
Conclusion
Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.