Abstract

Text-based games offer a compelling opportunity for sighted and non-sighted players to interact. Studies on navigation show that spatial mental models are encoded differently across both groups of players. While sighted people tend to view the environment from an overview representation (allocentric), non-sighted people more frequently do so from an egocentric perspective. We investigate whether a text-based game’s navigation system should be presented using both perspectives to support immersion for sighted and non-sighted players alike. An evaluation of the fit of both systems using a between-subject user study supports the hypothesis that egocentric directions are easier to use and more immersive for non-sighted players, while sighted players perform better with allocentric directions. The discussion offers insights into how these results can be interpreted and operationalised for the design of text-based games or other inclusive software.

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