Computer supported accessible dexterity-based board games
dc.contributor.author | Heron, Michael James | |
dc.contributor.institution | HEI-LAB - Human Environment Interaction Lab | |
dc.date.issued | 2023 | |
dc.description | International Journal of Games and Social Impact | |
dc.description.abstract | Board 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. | pt |
dc.description.abstract | Board 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. Keywords board games, tabletop games, crokinole, accessibility, computer vision, meeple like us | en |
dc.format | application/pdf | |
dc.identifier.citation | Heron, M J 2023, 'Computer supported accessible dexterity-based board games', International Journal of Games and Social Impact, vol. 1, no. 2, pp. 98-118. https://doi.org/10.24140/ijgsi.v1.n2.05 | |
dc.identifier.doi | https://doi.org/10.24140/ijgsi.v1.n2.05 | |
dc.identifier.issn | 2975-8386 | |
dc.language.iso | eng | |
dc.peerreviewed | yes | |
dc.publisher | Lusofona University | |
dc.relation.ispartof | International Journal of Games and Social Impact | |
dc.rights | openAccess | |
dc.subject | AUDIOVISUAL | |
dc.subject | JOGOS | |
dc.subject | JOGOS DE TABULEIRO | |
dc.subject | ESTIMULAÇÃO COGNITIVA | |
dc.subject | JOGOS LÚDICOS | |
dc.subject | ATIVIDADES LÚDICAS | |
dc.subject | ACESSIBILIDADE | |
dc.subject | IMPACTO SOCIAL | |
dc.subject | GAMES | |
dc.subject | BOARD GAMES | |
dc.subject | COGNITIVE STIMULATION | |
dc.subject | RECREATIONAL GAMES | |
dc.subject | RECREATIONAL ACTIVITIES | |
dc.subject | ACCESSIBILITY | |
dc.subject | SOCIAL IMPACT | |
dc.title | Computer supported accessible dexterity-based board games | en |
dc.type | article |