Literature Reviews
Reviewed research papers, articles, and publications relevant to digital accessibility.
37 results found tagged serious games.
-
Demonstrating InteractiSense: An Interactive Tool for Supporting Social Engagement for Children with ASD
InteractiSense is a sensing-integrated tangible prototype paired with a cooperative serious game called Treasure Hunters, designed to support social engagement for children with autism spectrum disorder (ASD). The authors argue that ASD-related diffe…
-
Beyond Prompt-Following: Empowering Social Agency in Autistic Children through Narrative Framing
NarraSocial is a Unity-based virtual environment for autistic children aged 6–10 that reframes social-skills interventions away from the prompt-and-response loop characteristic of Applied Behavior Analysis (ABA) and most VR-based social skills traini…
-
ATTENPlay: A Game-Based Attention Network Test for Autistic Children
This CHI 2026 paper addresses a long-standing methodological problem in autism research: the Attention Network Test (ANT) — the standard computerized tool for measuring alerting, orienting, and executive-control attention networks — is abstract, repe…
-
"It Depends": Re-Authoring Play Through Clinical Reasoning in Wearable AR Rehab Games
This CHI 2026 paper examines how lightweight, glasses-form-factor augmented reality (AR) rehabilitation games can be translated from laboratory prototypes into everyday physical therapy (PT) practice. The authors argue that most AR rehab research has…
-
Towards Understanding the Effect of Serious Games on Attention, Adherence, and Behavior for Children with ADHD
This paper investigates how serious games designed to help children with ADHD impact their attention, adherence, and daily behaviour in real-world home settings. Conducted in two stages, the study first involved nine educators working with children i…
-
AccessQuest: A Game-Based Approach to Digital Accessibility Education
Parthasarathy and Joshi present AccessQuest, a single-player, role-playing platformer that teaches five WCAG 2.1 Level A success criteria — text alternatives (1.1.1), captions for pre-recorded content (1.2.2), transcripts for audio-only content (1.2.…
-
Accessibility Education for Software Engineers: Evaluating the Impact of Game-Based Learning
Parthasarathy and Joshi address a persistent industry problem: despite 25 years of WCAG, only 5.2% of top web homepages fully conform, and organizations consistently report that staff lack accessibility skills. Academic curricula are slowly integrati…
-
Interactive Virtual Client for Teaching Occupational Therapy Evaluative Processes
This paper from Ithaca College describes a computer-based educational tool for occupational therapy (OT) students learning client evaluation techniques. The system uses a dialogue-based interface where students interact with a virtual client — a 3D c…
-
What is Wrong with This Word? Dyseggxia: A Game for Children with Dyslexia
This demonstration paper presents Dyseggxia, a free mobile game application for iOS and Android that provides word exercises designed specifically for Spanish-speaking children with dyslexia. The game's content design is grounded in two empirical fou…
-
Turning Off-The-Shelf Games into Biofeedback Games
This demonstration paper presents two systems that convert existing commercial off-the-shelf games into biofeedback (BF) training games for people with cognitive impairments. Biofeedback training — particularly neurofeedback using EEG — has been show…