Abstract

Purpose: The study's main objective was to identify potential directions for developing gaming and virtual reality that can contribute to bridging the exclusion of people with disabilities. The specific objectives were to isolate functioning facilities for people with disabilities in the gaming market and to identify prospects for further development of technology-affecting facilities for gamers with disabilities. Design/methodology/approach: The author discussed existing gaming solutions as facilities for people with disabilities and then presented directions for further industry development about players with various disabilities and disorders. Subsequently, the author pointed out several benefits of gaming for people with disabilities. The paper also includes the author's identified limitations of the analysis made. In the desk research method, the author used the following scientific databases: PubMed, ResearchGate, Taylor and Francis Online. The author based his considerations primarily on foreign literature on the subject. Findings: Video games can benefit people with various disabilities and disorders - improving their physical fitness, sensorimotor coordination, spatial orientation, motivation and self- confidence. Players with disabilities can experience improvements in mental health, well-being, and behavioural change. Games focused on disability as a starting point stand out enormously. Identifying barriers among players with disabilities presents an opportunity to improve game design and development practices. Social implications: Inclusivity and diversity in games mean opening up to an increasingly wide range of players - without dividing them by gender, ethnicity, cultural background or type of disability. A socially desirable approach in this regard should result in the ability to personalize characters in games with different skin colours, body sizes, and stories related to culturally diverse characters. In doing so, game designers should focus on friendly and healthy communication during gameplay. Originality/value: The author directed the article to all interested in the gaming industry, including gamers with various disabilities and disorders, to make them aware that more and more improvements are for excluded groups. The numerous benefits for gamers with disabilities speak for the right direction of the industry. In the author's opinion, it is necessary to systematically check reports from the gaming world in the context of innovative facilities that contribute to bridging the exclusion of people with disabilities. Keywords: gaming, people with disabilities, virtual reality, accessibility, inclusivity in gaming. Category of the paper: General review.

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