Abstract

Video games are not being designed to address the needs of the disabled user. As a result, people with mobility disabilities are being left out of game play experiences. As the population ages, more and more people will require mobility devices such as powered wheelchairs and scooters to support their mobility needs. This thesis explores the types of games mobility device users would like to play using their input to influence game development. Past gaming and play experiences are explored as a component useful to the production of a new game design. A Crowdsourcing technique called, an Idea Jam, is used to collect the data relevant to the game design. The Idea Jam for mobility games explores the type of game genres and functionality (game objectives, characters, input/output, audience integration and rewards) mobility device users would be willing to consider in a game and why. It also explores the impact of having users participate at early stages of game design on the actual functionality and development of an actual mobility game. The main findings show that Crowdsourcing is a viable method for collecting data on game development that mobility device embodiment plays a role in the way people view games and that people with mobility devices can impact game design at the beginning stages of development.

Highlights

  • It includes a section providing background information pertaining to powered mobility devices (PMD) usage, such as the way PMDs are used by their users and the different types of PMDs available to people

  • We provide the quantitative and qualitative data analysis derived from the Idea Jams carried out for my research

  • The findings of the Idea Jam and the resulting game development process are discussed in relation to the research questions posed in this thesis where the research questions are: 1) What game genres and functionality would PMD participants be willing to consider using while driving their mobility device in indoor/outdoor spaces?

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Summary

Introduction

Part of living life to the fullest includes enjoyment and entertainment, and games can be one avenue towards this goal. While many people have physical, intellectual or psychological limitations or impairments, the impairments themselves do not lead to a disability unless there are barriers within a society that prevent these individuals from participating because of these limitations (Carleton & Michalko 2000). These barriers could be attitudinal, physical, sensory, systemic, social, etc. We present the literature explaining the background information regarding the theoretical framework of Powered to Play's development process It includes a section providing background information pertaining to PMD usage, such as the way PMDs are used by their users and the different types of PMDs available to people. How Entertainment theory and Flow theory play a role in why people play games and some of the underlying reasons Idea Jam participants were motivated to express their ideas for game play are examined here

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