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Making the mainstream accessible: more than a game

Accessible gaming provides a means of social integration for disabled people. As the gameplay and technology gap with the mainstream narrows, more complex forms of interaction between players are supported. Some important challenges in providing accessible communication and coordination between play...

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Main Authors: Matthew T. Atkinson, Sabahattin Gucukoglu, Colin Machin, Adrian E. Lawrence
Format: Default Conference proceeding
Published: 2006
Subjects:
Online Access:https://hdl.handle.net/2134/4462
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author Matthew T. Atkinson
Sabahattin Gucukoglu
Colin Machin
Adrian E. Lawrence
author_facet Matthew T. Atkinson
Sabahattin Gucukoglu
Colin Machin
Adrian E. Lawrence
author_sort Matthew T. Atkinson (7167695)
collection Figshare
description Accessible gaming provides a means of social integration for disabled people. As the gameplay and technology gap with the mainstream narrows, more complex forms of interaction between players are supported. Some important challenges in providing accessible communication and coordination between players in multiplayer settings are discussed, as well as a number of fringe issues such as integration with online gaming communities. We also demonstrate the potential benefits of using the techniques developed for use in areas use in areas including education covering the potential benefits to both disabled and non-disabled users. The work is discussed within the context of other projects in this and related areas.
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Conference proceeding
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institution Loughborough University
publishDate 2006
record_format Figshare
spelling rr-article-94054402006-01-01T00:00:00Z Making the mainstream accessible: more than a game Matthew T. Atkinson (7167695) Sabahattin Gucukoglu (7169420) Colin Machin (1257612) Adrian E. Lawrence (7169423) Other information and computing sciences not elsewhere classified untagged Information and Computing Sciences not elsewhere classified Accessible gaming provides a means of social integration for disabled people. As the gameplay and technology gap with the mainstream narrows, more complex forms of interaction between players are supported. Some important challenges in providing accessible communication and coordination between players in multiplayer settings are discussed, as well as a number of fringe issues such as integration with online gaming communities. We also demonstrate the potential benefits of using the techniques developed for use in areas use in areas including education covering the potential benefits to both disabled and non-disabled users. The work is discussed within the context of other projects in this and related areas. 2006-01-01T00:00:00Z Text Conference contribution 2134/4462 https://figshare.com/articles/conference_contribution/Making_the_mainstream_accessible_more_than_a_game/9405440 CC BY-NC-ND 4.0
spellingShingle Other information and computing sciences not elsewhere classified
untagged
Information and Computing Sciences not elsewhere classified
Matthew T. Atkinson
Sabahattin Gucukoglu
Colin Machin
Adrian E. Lawrence
Making the mainstream accessible: more than a game
title Making the mainstream accessible: more than a game
title_full Making the mainstream accessible: more than a game
title_fullStr Making the mainstream accessible: more than a game
title_full_unstemmed Making the mainstream accessible: more than a game
title_short Making the mainstream accessible: more than a game
title_sort making the mainstream accessible: more than a game
topic Other information and computing sciences not elsewhere classified
untagged
Information and Computing Sciences not elsewhere classified
url https://hdl.handle.net/2134/4462