Sunday, November 15, 2020

Evaluating the State of Accessibility Design in Video Games

Anderson, S. L.,, Johnson, M. R. (in submission). Gamer identities of video game live streamers with disabilities.
Google Scholar
Anderson, S. L.,, Schrier, K. (in submission). Disability and video games journalism: A discourse analysis of accessibility and gaming culture.
Google Scholar
Balan, O., Moldoveanu, A., Moldoveanu, F. (2015). Navigational audio games: An effective approach toward improving spatial contextual learning for blind people. International Journal on Disability and Human Development, 14(2), 109-118. doi:10.1515/ijdhd-2014-0018
Google Scholar | Crossref
Barnes, C. (1992). Disabling imagery and the media: An exploration of the principles for media representations of disabled people. London: British Council of Organisations of Disabled People.
Google Scholar
Bierre, K. J., Chetwynd, J., Ellis, B., Hinn, D. M., Ludi, S., Westin, T. (2005). Game not over: Accessibility issues in video games. Paper presented at International conference in human-computer interaction, HCII 2005, Las Vegas, NV, 22-27 July 2005.
Google Scholar
Cairns, P., Power, C., Barlet, M., Haynes, G., Kaufman, C., Beeston, J. (2019). Enabled players: The value of accessible digital games. Games and Culture, 1-21. doi:10.1177/1555412019893877
Google Scholar | SAGE Journals
Carr, D. (2014). Ability, disability and dead space. Game Studies, 14(2). Retrieved from http://gamestudies.org/1402/articles/carr
Google Scholar
Carr, D. (2019). Methodology, representation, and games. Games and Culture, 14(7-8), 707-723. doi:10.1177/1555412017728641
Google Scholar | SAGE Journals | ISI
Chang, Y.-J., Chen, S.-F., Huang, J.-D. (2011). A kinect-based system for physical rehabilitation: A pilot study for young adults with motor disabilities. Research in Developmental Disabilities, 32(6), 2566-2570. doi:10.1016/j.ridd.2011.07.002
Google Scholar | Crossref | Medline | ISI
Craven, C. (2019) Deaf game review: Resident evil 2. CanIPlayThat.com. Retrieved from https://caniplaythat.com/2019/06/16/deaf-game-review-resident-evil-2-2
Google Scholar
Derby, J. (2016). Virtual realities: The use of violent video games in U.S. military recruitment and treatment of mental disability caused by war. Disability Studies Quarterly, 36(1). Retrieved from http://dsq-sds.org/article/view/4704/4209
Google Scholar | Crossref
Ellcessor, E., Hagood, M., Kirkpatrick, B. (2017). Introduction: Toward a disability media studies. In Ellcessor, E., Kirkpatrick, B. (Eds.), Disability media studies (pp. 1-28). New York: NYU Press.
Google Scholar | Crossref
Ellcessor, E.,, Kirkpatrick, B. (Eds.). (2017). Disability media studies. New York: NYU Press.
Google Scholar | Crossref
Fairclough, N. (1992). Discourse and social change. Malden, MA: Polity Press.
Google Scholar
Garland-Thompson, R. (1997). Extraordinary bodies: Figuring physical disability in American culture and literature. New York: Columbia University Press.
Google Scholar
Garland-Thompson, R. (2001). Seeing the disabled: Visual rhetorics of disability in popular photography. In Longmore, P. K., Umansky, L. (Eds.), The new disability history: American perspectives pp. (355-374). New York: New York University Press.
Google Scholar
Grammenos, D., Savidis, A., Stephanidis, C. (2009). Designing universally accessible games. Human Factors and Ergonomics, 7(1), 1-12. doi:10.1145/1486508.1486516
Google Scholar | Crossref
Grant, C. D. (2016). How a gamer with a disability speedruns some of the world’s fastest games. Polygon.com. Retrieved from https://www.polygon.com/2016/1/6/10723150/agdq-2016-halfcoordinated-speedrun-disabled-gaming
Google Scholar
Marino, M. T., Beecher, C. C. (2010). Conceptualizing RTI in 21st-century secondary science classrooms: Video games’ potential to provide tiered support and progress monitoring for students with learning disabilities. Learning Disability Quarterly, 33, 299-311. doi:10.1177/073194871003300407
Google Scholar | SAGE Journals | ISI
Powers, G. M., Nguyen, V., Frieden, L. M. (2015). Video game accessibility: A legal approach. Disability Studies Quarterly, 35(1). Retrieved from http://dsq-sds.org/article/view/4513/3833
Google Scholar | Crossref | Medline
Shakespeare, T. (2014). The social model of disability. In Davis, L. J. (Ed.), The disability studies reader (4th ed., pp. 214-221). New York: Routledge.
Google Scholar
Snyder, S. L., Brueggemann, B. J., Garland-Thompson, R. (2002). Introduction: Integrating disability into teaching and scholarship. In Disability studies: Enabling the humanities (pp. 1-15). New York: The Modern Language Association of America.
Google Scholar
Snyder, S. L., Mitchell, D. T. (2006). Cultural locations of disability. Chicago: University of Chicago Press.
Google Scholar | Crossref
Stendal, K. (2012). How do people with disability use and experience virtual worlds and ICT: A literature review. Journal of Virtual Worlds Research, 5(1), 1-17. doi:10.4101/jvwr.v5i1.6173
Google Scholar | Crossref
Wästerfors, D. (2011). Stretching capabilities: Children with disabilities playing TV and computer games. Disability & Society, 26(3), 337-349. doi:10.1080/09687599.2011.560417
Google Scholar | Crossref
Wilde, T. (2013). Microsoft announces new controller for gamers with disabilities. Kotaku.com. Retrieved February 1, 2013 from https://kotaku.com/microsoft-announces-new-controller-for-disabled-gamers-1826095787
Google Scholar
Yuan, B., Folmer, E., Harris, F. C. (2011). Game accessibility: A survey. Universal Access in the Information Society, 10, 81-100. doi:10.1007/s10209-010-0189-5
Google Scholar | Crossref


from Hacker News https://ift.tt/2IFj0DS

No comments:

Post a Comment

Note: Only a member of this blog may post a comment.