International Journal of Games and Social Impact
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Percorrer International Journal of Games and Social Impact por assunto "ACCESSIBILITY"
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Item Computer supported accessible dexterity-based board games(Lusofona University, 2023) Heron, Michael James; HEI-LAB - Human Environment Interaction LabBoard 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; HEI-LAB - Human Environment Interaction LabMuch 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 "Meeple-Centred Design" to assess collaborative play : the case of team3(Lusofona University, 2024-01-01) Barros, Joana Mourato Sardinha Figueiredo de; Casimiro, Cátia Sofia Fernandes; HEI-LAB - Human Environment Interaction Lab; CICANT - Centre for Research in Applied Communication, Culture, and New TechnologiesThe social model of disability refers to the fact that disabilities occur when the surrounding environment isn’t prepared to accommodate the needs of People with Disabilities. Since accessibility has been given more importance in several areas of social life, we argue here that board games can also contribute to promoting the social life of People with Disabilities, since they can help combat their social isolation. As such, we will be doing an analysis of a game based on its accessibility.Keywords: Board game accessibility; Team3; Accessibility guidelines; Accessibility evaluation; InclusionItem Playful by design : a third space community of practice for game studies & design(Lusofona University, 2024-01-01) Pitar, Judith; Bievenue, Lisa; HEI-LAB - Human Environment Interaction LabThis paper traces the history and development of Playful by Design, a cross-campus initiative at the University of Illinois Urba-na-Champaign from which the interdisciplinary Game Studies & Design program emerged. Interdisciplinary collaborations bridge differences between academic cultures and can spur innovative research and new programs and initiatives. Games, under-stood both as objects of study and as a methodology for conducting research on topics other than games, are moving into the mainstream within multiple academic disciplines; that doesn't mean that interdisciplinary game studies must disappear as an intellectual endeavor. Playful by Design has become a local and global community of practice in which shared and overlapping interests in game-relevant research of all kinds, but also in design, pedagogy, and technology, provide a durable interdiscipli-nary third space. As a network, it can welcome multidisciplinary activities pursued by teachers, scholars, artists, and designers within their own disciplines and in their own ways. Through creative collaborations, the sharing of resources, and the growth of team-based studio work and other experiential learning, this approach facilitates the emergence of transdisciplinary and glocal aspirations. These include shared values of accessibility and inclusion, reflected in how we teach and conduct research, and in the design and creation of games, simulations, and other interactive and immersive experiences that address the critical shared challenges of our times.Keywords: Game Studies, Game Design, Game Development, Community of Practice, Third Space, Glocal, Collaboration, Accessi-bility, Emerging Technologies, Playful by Design