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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: | , , , |
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Format: | Default Conference proceeding |
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2006
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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. |
format | Default Conference proceeding |
id | rr-article-9405440 |
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 |