International Journal of Games and Social Impact, Vol. 1, Nº. 2 (2023)
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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.