Literature Reviews
Reviewed research papers, articles, and publications relevant to digital accessibility.
65 results found tagged game accessibility.
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MYOLINK esports: Exploring EMG-based Control Interface through Muscle Activation and Inhibition to Enable Common Gameplay Mechanics among Players with and without Physical Disabilities
Shindo, Takano, Sako, Miyata, and Aoki (NTT and Nihon University) propose MYOLINK esports, a paradigm for inclusive competitive gaming that shifts game control from kinematic inputs (body position and posture) to kinetic inputs (muscle force). Four s…
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MoveTogether: Exploring Physical Co-op Gameplay in Mixed-Reality
This CHI 2026 paper introduces MoveTogether, a mixed-reality (MR) co-op gameplay mechanic in which two co-located players jointly operate a single tracked physical prop that is virtually transformed inside a Meta Quest 3 MR scene (a ring, a trampolin…
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Shared Control for Game Accessibility: Understanding Current Human Cooperation Practices to Inform the Design of Partial Automation Solutions
This CHI 2026 paper investigates 'shared control' in video games — an accessibility practice in which a player with a disability (the 'pilot') delegates inaccessible game actions to another agent (the 'copilot') so the pair jointly drive a single cha…
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How Well Can 3D Accessibility Guidelines Support XR Development? An Interview Study with XR Practitioners in Industry
This study is the first systematic evaluation of how well existing 3D accessibility (a11y) guidelines transfer to extended reality (XR) development in industry. The authors conducted 25 semi-structured interviews (1.5–3 hours each) with XR practition…
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RAVEN: Realtime Accessibility in Virtual ENvironments for Blind and Low-Vision People
RAVEN is a GenAI-powered system enabling blind and low-vision (BLV) users to query and modify 3D virtual environments in real time through natural language. Rather than relying on developer-defined static accessibility features (such as fixed audio d…
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Towards Handicapping for Online Competitive Video Games: A Taxonomical Review of Intervention Studies
The paper addresses how skill disparities in online competitive video games create a "playerbase-diminishing feedback effect": weaker players suffer repeated defeats and quit, leaving the next tier to become the new bottom — a cycle that ultimately r…
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Finger Dance: A Sound Game for Blind People
This paper from the University of Oregon presents Finger Dance, an original audio-based rhythm-action game designed specifically for visually impaired players. The authors take a different approach from the usual sensory substitution strategy (replac…
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Non-speech Input and Speech Recognition for Real-time Control of Computer Games
This paper compares two acoustic input methods — speech recognition and non-speech humming — for controlling the arcade game Tetris in real time. The motivation is that while turn-based and strategic games are not greatly affected by motor impairment…
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3D Sound Interactive Environments for Problem Solving
This paper from the University of Chile presents AudioChile, a 3D sound virtual environment designed to help children with visual disabilities develop problem-solving skills through interactive exploration of Chilean geography and culture. AudioChile…
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A Virtual Reality-Based Exercise Program for Stroke Rehabilitation
This paper from Rutgers University presents a PC-based desktop virtual reality system designed to rehabilitate hand function in stroke patients. Stroke is identified as the leading cause of adult disability, with 65% of the nearly four million stroke…