TY - GEN
T1 - A Developer-Oriented Framework Proposal for Evaluating the Accessibility of Video Games
AU - Shimabukuro, José
AU - Moquillaza, Arturo
AU - Baldeón, Johan
N1 - Publisher Copyright:
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.
PY - 2025
Y1 - 2025
N2 - Despite advancements, the gaming industry often overlooks accessibility, excluding individuals with disabilities. This paper proposes a novel framework to address this gap. The framework empowers developers through a categorized accessibility guideline catalog validated by experts, providing clear guidance for various disabilities (motor, visual, auditory, and cognitive) with real-world examples. Validated evaluation tools and techniques: These tools address scenarios where developers use non-configurable default values, potentially creating accessibility barriers. A well-defined evaluation process: This process, outlined using established methods, ensures a structured and efficient evaluation. In addition, this proposal allows for the acquisition of a quantitative value that allows comparisons between designs and between different video games, as well as the establishment of KPIs in improvement projects. The framework was rigorously validated by HCI and gaming experts and successfully applied to assess the accessibility of action-based third-person games. This application yielded valuable insights, enabling comparisons between games and identifying accessibility strengths and weaknesses for different disabilities. This framework empowers developers to integrate accessibility throughout development, fostering a more inclusive gaming environment for all.
AB - Despite advancements, the gaming industry often overlooks accessibility, excluding individuals with disabilities. This paper proposes a novel framework to address this gap. The framework empowers developers through a categorized accessibility guideline catalog validated by experts, providing clear guidance for various disabilities (motor, visual, auditory, and cognitive) with real-world examples. Validated evaluation tools and techniques: These tools address scenarios where developers use non-configurable default values, potentially creating accessibility barriers. A well-defined evaluation process: This process, outlined using established methods, ensures a structured and efficient evaluation. In addition, this proposal allows for the acquisition of a quantitative value that allows comparisons between designs and between different video games, as well as the establishment of KPIs in improvement projects. The framework was rigorously validated by HCI and gaming experts and successfully applied to assess the accessibility of action-based third-person games. This application yielded valuable insights, enabling comparisons between games and identifying accessibility strengths and weaknesses for different disabilities. This framework empowers developers to integrate accessibility throughout development, fostering a more inclusive gaming environment for all.
KW - accessibility assessment
KW - Accessibility evaluation
KW - accessibility framework
KW - accessibility guidelines
KW - accessibility tools
KW - developer-oriented framework
KW - game accessibility
KW - video games
UR - http://www.scopus.com/inward/record.url?scp=85212926632&partnerID=8YFLogxK
U2 - 10.1007/978-3-031-76818-7_7
DO - 10.1007/978-3-031-76818-7_7
M3 - Conference contribution
AN - SCOPUS:85212926632
SN - 9783031768170
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 83
EP - 102
BT - HCI International 2024 – Late Breaking Papers - 26th International Conference on Human-Computer Interaction, HCII 2024, Proceedings
A2 - Antona, Margherita
A2 - Stephanidis, Constantine
A2 - Gao, Qin
A2 - Zhou, Jia
PB - Springer Science and Business Media Deutschland GmbH
T2 - 26th International Conference on Human-Computer Interaction, HCII 2024
Y2 - 29 June 2024 through 4 July 2024
ER -