Abstract

Nowadays, the use of mobile devices is increasingly frequent. In many occasions they are used as a means of entertainment for people through video games. Serious games is a category of video games used as teaching methods in different environments. They use fun as a strategy for the learning process. However, the vast majority do not focus on vulnerable groups such as people with cognitive disabilities, because they do not consider accessibility parameters in their design. Some video games development companies have proposed general guidelines for the implementation of accessible video games, but they have not been formalized as good practices or standards. This article presents a compilation and analysis of different accessibility guidelines for the development of mobile serious games for people with cognitive disabilities. It also proposes a model to evaluate the access of serious games for people with cognitive disabilities and applies it in a case study. Finally, an evaluation tool is proposed for mobile serious games developers focused on people with cognitive disabilities.

Highlights

  • Nowadays, video games offer a wide variety of entertainment through different platforms

  • We seek to contribute to the community of people with disabilities, especially cognitive, due to the difficulty they may have in video games due to their condition

  • Taking into account the growth of serious games and their contribution to the teaching process, the accessibility parameters must be considered in their design and implementation

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Summary

Introduction

Video games offer a wide variety of entertainment through different platforms. Serious games is a category of video games designed with the purpose of supporting the educational process (Michael & Chen, 2006) and enable learning through entertainment (Koster, 2013). The development of serious games has increased for mobile platforms giving positive results. Mobile devices offer a variety of ways to learn, communicate and collaborate (Gikas & Grant, 2013) The use of this kind of technology has become necessary in the daily lives of all people, including people with disabilities. His favorite genres to play are role-playing and action adventure games He could not play if there were no video games that were accessible to people with different disabilities.

Accessibility Parameters
Guidelines Analysis Method
Objectives reminder during gameplay
Serious Games Accessibility Assessment
Conclusions and Future Work
Findings
Objectives
Full Text
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