Glossary
Searchable terminology from accessibility, web standards, and related fields.
24 results found in game accessibility.
- 3D Audio (Three-Dimensional Audio, Binaural Audio, Immersive Audio)
- Audio technology that creates the perception of sound sources positioned in three-dimensional space around the listener, including above, below, and at varying distances. 3D audio uses head-related tr…
- Ability-based calibration (Adaptive calibration, Movement range calibration)
- The process of adjusting a technology system's input sensitivity and thresholds to match an individual user's physical capabilities and range of motion, rather than assuming a normative body. In motio…
- Adaptive Gameplay (Adaptive Difficulty, Dynamic Difficulty Adjustment)
- A game design approach in which the system automatically adjusts difficulty, pacing, or content based on the player's real-time performance and behaviour. In accessibility and therapeutic contexts, ad…
- Asymmetric Gameplay (Asymmetric Game Design, Asymmetric Multiplayer)
- A game design approach where different players have different roles, abilities, information, or challenges within the same game. In the context of accessibility, asymmetric gameplay is a promising str…
- Audio Game (Audiogame, Audio-Based Game, Accessible Game)
- A video game designed primarily or entirely around audio output rather than visual graphics, making it accessible to players who are blind or have visual impairments. Audio games use techniques such a…
- Audio game (Audiogame, Sound-based game, Accessible game)
- A digital game designed to be played primarily or entirely through audio, without requiring visual information. Audio games use spatial sound, earcons, music, voice narration, and other auditory cues …
- Board Game Accessibility (Tabletop Game Accessibility)
- The practice of making physical board games, card games, and tabletop games playable by people with disabilities. Most commercial board games rely heavily on visual information — printed text, colors,…
- Diegetic Sound (In-World Sound, Source Sound)
- Sound that originates from a source within the narrative world of a game, film, or virtual reality environment — meaning the characters or inhabitants of that world could theoretically hear it. Exampl…
- Exergame (Exercise game, Active video game, Fitness game)
- A video game that requires physical movement or exercise as the primary interaction mechanism, combining gameplay elements like scoring, levels, and achievements with physical activity. Accessible exe…
- Exergaming (Exercise Gaming, Active Gaming, Exergames)
- A category of digital games that require physical movement or exercise as the primary means of interaction, combining gameplay with physical activity. Exergames use motion sensors, pressure pads, came…
- Game Accessibility (Accessible Gaming, Inclusive Game Design)
- The practice of designing video games so they can be enjoyed by players with disabilities, including visual, hearing, motor, and cognitive impairments. Game accessibility encompasses a wide range of c…
- Game Captioning (Video Game Captions, Gaming Subtitles, In-Game Captions)
- The practice of displaying text representations of dialogue, sound effects, and other audio content within video games for deaf and hard-of-hearing players. Game captioning differs from film or televi…
- Gamified evaluation (Game-based assessment, Gamified testing)
- A research methodology that incorporates game design elements — such as challenges, scoring, progressive difficulty, and rewards — into the evaluation of technology or user performance, to increase pa…
- Mixed-Ability Interaction (Mixed-Ability Play, Mixed-Visual-Ability, Cross-Ability Interaction)
- Social interactions, activities, or collaborative experiences involving people with different levels of ability, such as sighted and visually impaired people playing a game together, or wheelchair use…
- Mixed-ability play (Inclusive play, Mixed-ability gaming)
- Game design that enables meaningful shared play experiences between people with and without disabilities, ensuring that ability differences do not prevent enjoyable social interaction. Mixed-ability p…
- Motion Gaming (Motion-Based Gaming, Gesture-Based Gaming)
- Video games that use body movements as input, typically through motion-sensing controllers (Nintendo Wii) or depth cameras (Microsoft Kinect) rather than traditional button-based controllers. Motion g…
- Motion-based game accessibility (Movement game accessibility, Exergame accessibility)
- The design and adaptation of video games that use physical movement as the primary input — such as Kinect, Wii, and VR games — to be playable by people with motor impairments including wheelchair user…
- Partial Automation (Adaptive Automation)
- An accessibility technique in digital games and interactive systems where the system automatically performs actions or controls mechanics that a user cannot execute due to a disability, while leaving …
- Rehabilitation Gaming (Rehab Gaming, Therapeutic Gaming)
- The use of digital games that incorporate physical rehabilitation exercises into gameplay, transforming repetitive therapeutic movements into engaging interactive experiences. Rehabilitation games map…
- Serious Games (Applied Games, Games for Health, Therapeutic Games)
- Games designed with a primary purpose beyond entertainment, such as education, training, therapy, or rehabilitation. In accessibility contexts, serious games are increasingly used for vision therapy, …