Abstract

This research investigates how the accessibility of video games can be improved for deaf and hearing-impaired players. The journal is divided into several areas, first, examining the use of subtitles and closed captions used in video games; and second, how visual cues can be used to provide better accessibility for deaf and hearing-impaired gamers. This includes effectively creating suitable atmospheres and mood in games through lighting as well as having a varied environment that prevents the players from getting bored with the setting of a game and finally exploring current best practices within the gaming industry. Through this research data the issues with accessibility can be found as well as how a lack of accessibility affects deaf and hearing-impaired gamers. Research from this investigation supports some of the evidence from other researchers in the field that accessibility features for deaf and hearing-impaired can be considered and implemented.

Highlights

  • As video games are an ever-growing industry breaking down accessibility barriers to provide entertainment through this platform to as many people as possible allows for broader audiences and inclusion of more people into this medium

  • The journal is divided into several areas, first, examining the use of subtitles and closed captions used in video games; and second, how visual cues can be used to provide better accessibility for deaf and hearing-impaired gamers

  • This study explores the accessibility of games for deaf gamers as well as confirms what can be improved to avoid this issue

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Summary

Introduction

As video games are an ever-growing industry breaking down accessibility barriers to provide entertainment through this platform to as many people as possible allows for broader audiences and inclusion of more people into this medium. Previous literature within the field of disabilities and accessibilities have focused on establishing modern technologies to assist and bring forward successful ways of integrating tools to controllers, as a way of providing much needed engagement. It is this aspect of engagement, that individuals, who are disabled or have accessibility issues, will miss out on the full immersion and realism of the experience (Prates, and Chaimowicz, 2011; Dong, 2016; Beeston, Power, Cairns, and Barlet, 2018).

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