Literature Reviews
Reviewed research papers, articles, and publications relevant to digital accessibility.
65 results found tagged game accessibility.
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An Immersive Physical Therapy Game for Stroke Survivors
This demo paper presents an immersive 3D game system designed to gamify physical therapy exercises for stroke survivors, enabling home-based rehabilitation that is both more engaging and capable of recording therapy progress. Stroke is identified as …
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Design and Evaluation of a Networked Game to Support Social Connection of Youth with Cerebral Palsy
This paper presents Liberi, a networked video game custom-designed to foster social interaction among youth with cerebral palsy (CP). Youth with CP—particularly those classified at GMFCS level III who require mobility aids—experience social isolation…
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Exploring Visual and Motor Accessibility in Navigating a Virtual World
This paper explores accessibility requirements for 3D virtual worlds, using PowerUp—an educational multiplayer game teaching middle schoolers about renewable energy—as a testbed. Virtual worlds present unique accessibility challenges: they rely on vi…
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Performing Locomotion Tasks in Immersive Computer Games with an Adapted Eye-Tracking Interface
This paper presents an approach to designing and adapting eye-gaze interaction techniques for locomotion tasks in immersive 3D games, specifically targeting young people with severe physical disabilities. The researchers developed a "transparent over…
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Echolocation as a Means for People with Visual Impairment (PVI) to Acquire Spatial Knowledge of Virtual Space
This study investigates whether echolocation—the use of sound reflections to perceive spatial information—can enable people with visual impairment (PVI) to acquire spatial knowledge of virtual environments. The researchers built a virtual world using…
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Two-In-One: A Design Space for Mapping Unimanual Input into Bimanual Interactions in VR for Users with Limited Movement
This paper addresses a significant accessibility barrier in virtual reality: the requirement to use two motion controllers simultaneously for bimanual interactions. Many VR applications assume users can hold and manipulate two controllers, excluding …
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A Participatory Design Approach to Creating Echolocation-Enabled Virtual Environments
This participatory design study investigates how echolocation can be implemented in virtual environments to make them accessible to people with visual impairment. The researchers worked with three expert echolocators—people who have developed the abi…
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Sensory Substitution Training for Users Who Are Blind with Dynamic Stimuli, Games and Virtual Environments
This paper explores whether gamification and dynamic training can address one of the major barriers to sensory substitution device (SSD) adoption: the long, arduous learning process. SSDs like EyeMusic convert visual information into sound, enabling …
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Can We Make Dynamic, Accessible and Fun One-Switch Video Games?
This demonstration paper tackles a significant gap in accessible gaming: children with severe motor disabilities who rely on single-switch input are typically limited to static, time-independent games that lack the dynamic engagement of mainstream vi…
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Would You Be Mine: Appropriating Minecraft as an Assistive Technology for Youth with Autism
This paper presents findings from a 24-month digital ethnography of Autcraft, a semi-private Minecraft server created for children with autism and their allies, examining how this community has appropriated the game into a variety of assistive techno…