Abstract

Serious games have a great potential to help the population develop new skills or improve previously existing ones. However, part of the population does not have the means to play these games. Therefore, this article aims to discuss the use of serious games for deaf and blind people, as well as show the development of serious games inclusive, presenting specific concepts for each target audience. We used the cognitive model proposed by Mayer (2005) to describe some fundamental principles behind multimedia learning, defined from his theory and based on the evidences that are essential for the elaboration of serious games for deaf and blind people. We hope that the games developed, and guidelines provided will help game designers and game developers to achieve successful implementation in inclusive games.

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