Towards a Low Cost Adaptation of Educational Games for People with Disabilities
In this paper we analyze how to increase the level of accessibility in videogames by adding support for it in game authoring software. This approach can reduce the effort required to make a game accessible for people with disabilities, resulting in significant savings. A case study is presented to s...
| Autores: | , , , , , |
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| Tipo de recurso: | artículo |
| Fecha de publicación: | 2014 |
| País: | España |
| Institución: | Universidad Complutense de Madrid (UCM) |
| Repositorio: | Docta Complutense |
| Idioma: | español |
| OAI Identifier: | oai:docta.ucm.es:20.500.14352/35018 |
| Acceso en línea: | https://hdl.handle.net/20.500.14352/35018 |
| Access Level: | acceso abierto |
| Palabra clave: | 004.928 004.94 Accessibility Educational games Serious games Universal design Informática (Informática) Inteligencia artificial (Informática) 1203.17 Informática 1203.04 Inteligencia Artificial |
| Sumario: | In this paper we analyze how to increase the level of accessibility in videogames by adding support for it in game authoring software. This approach can reduce the effort required to make a game accessible for people with disabilities, resulting in significant savings. A case study is presented to support the approach based on the eAdventure educational game authoring platform, which allows semi-automatic adaptation of the games. The game, "My First Day At Work", was made accessible for students with different disability profiles, mainly blindness, low vision and limited mobility, although hearing and cognitive disabilities are also considered. Results show that the effort needed to make the games accessible is moderate in comparison to the total effort dedicated to game development. Although the specific solutions proposed are optimized for educational games, they could be generalized to other game frameworks and purposes (e.g. entertainment, advertising, etc.). |
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