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Item Computer supported accessible dexterity-based board games(Lusofona University, 2023) Heron, Michael James; Escola de Comunicação, Arquitetura, Artes e Tecnologias da InformaçãoBoard game accessibility analyses conducted by the Meeple Centred Design project have identified a number of problem areas where there exist no accessible intersection of disability and game design paradigm. While there exist fun and innovative board games for most players, making use of most game mechanisms, there exists no identified dexterity game accessible to those with physical impairments. Indeed, it is hard to imagine what form a game of that nature might take. In this paper, we outline a technological solution making use of computer vision, digital representation, and accessible game design. In its proof of concept form, it serves as a way of making the game Crokinole playable by mixed-needs groups. Future work will generalise this solution to work for a wide array of flicking and pushing based dexterity games, along with investigating how existing digital accessibility support tools can be leveraged to expand the demographic that can benefit from this approach.Item Current accessibility challenges and perspectives for people with visual impairments in tabletop games(Lusofona University, 2023) Léste, João; Farbiarz, Jackeline; Escola de Comunicação, Arquitetura, Artes e Tecnologias da InformaçãoMuch has already been discussed about the educational benefits of playing Tabletop games. However, as United Nations’ Sustainable Development Goal (SDG) 4.5 points out, there still exist many disparities in the access to quality education by vulnerable groups. This paper aims to address some of the factors that contribute to this disparity in regard to people with visual impairments in Brazil. Beyond that, there is a much more dire barrier of access to: the majority of information about the games is presented visually. In practice, people with visual impairments have to rely on the “goodwill” of other people to try and adapt the games for them, who are generally their teachers, friends or relatives. Lastly, this paper presents some accessibility criteria to be considered when designing board games for people with visual impairments, as well as present the Design in Partnership approach as a viable method to design more meaningful games for this context.Item Empowerment and ownership in intellectual disability gaming : review and reflections towards an able gaming perspective (2010-2020)(Lusofona University, 2020) Sousa, Carla Patrícia Gonçalves e; Escola de Comunicação, Arquitetura, Artes e Tecnologias da InformaçãoAs with other populations, the usage of games by people with Intellectual Disability (ID) has been increasingly approached by research. Notwithstanding, the role of games in the lives of people with disabilities tends to be studied through a categorical picture that emphasizes its therapeutic characteristics and neglects games as recreation and as a form of cultural expression. The present work aims to review the main research outcomes of the last 10 years in the field of gaming and ID. It presents an analysis of the main research objectives, and approaches to gaming adopted in the analysed studies, as a path to reflect on two specific concepts: empowerment and ownership. Therefore, a Systematic Literature Review (SLR) methodology, accompanied by statistical and content analysis procedures, was adopted to analyse a sample of 61 peer-reviewed research papers (2010-2020) in this field. The obtained results emphasize the passive role of individuals with ID in games research, with gaming mainly seen through therapeutic our game-based learning approaches. The presented reflection on inclusive research, through the parallelism between game studies and critical disability studies, also highlights that the access to games, as a cultural expression, for people with ID could foster the inclusion of these individuals in the public sphere, both in media and in the democratic civic structures. The produced insights intend to frame future approaches that situate the potential of games and their accessibility as strategies to decrease environmental barriers and hindrances that people with ID face in their specific contexts and foster inclusion.