Inclusão Através da Voz: Acessibilidade em Jogos Educativos Estilo Quiz com Reconhecimento de Voz
Resumo
A acessibilidade em jogos digitais ainda é limitada, especialmente para pessoas com deficiência visual ou motora, restringindo sua participação em experiências interativas gamificadas. Este trabalho propõe a integração de reconhecimento de voz e leitura de tela na plataforma AsKME, visando promover interação inclusiva em jogos estilo quiz produzidos. Para tal, foi desenvolvida uma arquitetura híbrida combinando Web Speech API, SpeechSynthesis e um módulo complementar com FastAPI e Google Speech-to-Text, permitindo entrada por voz e feedback em áudio para jogos configurados na plataforma AsKME. A solução permite que usuários interajam com jogos de forma autônoma por meio de comandos de voz, fornecendo acessibilidade em diferentes ambientes e contribuindo para a inclusão digital em jogos estilo quiz capazes de serem produzidos em larga escala.Referências
Cairns, P. and Cox, A. L. (2008). Research methods for human-computer interaction, volume 10. Cambridge University Press Cambridge.
Clements, P. and Northrop, L. (2002). Software product lines, volume 1. Addison-wesley Boston.
Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011). From game design elements to gamefulness: defining”gamification”. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, pages 9–15.
Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in entertainment (CIE), 1(1):20–20.
Hamari, J., Koivisto, J., and Sarsa, H. (2014). Does gamification work?–a literature review of empirical studies on gamification. In 2014 47th Hawaii international conference on system sciences, pages 3025–3034. Ieee.
Pohl, K., Böckle, G., and Van Der Linden, F. (2005). Software product line engineering: foundations, principles, and techniques, volume 1. Springer.
Porcheron, M., Fischer, J. E., Reeves, S., and Sharples, S. (2018). Voice interfaces in everyday life. In proceedings of the 2018 CHI conference on human factors in computing systems, pages 1–12.
Prensky, M. (2003). Digital game-based learning. Computers in entertainment (CIE), 1(1):21–21.
Sarinho, V. T., de Azevedo, G. S., and Boaventura, F. M. (2018). Askme: A feature-based approach to develop multiplatform quiz games. In 2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames), pages 38–3809. IEEE.
Schwartz, R., Monge Roffarello, A., and De Russis, L. (2025). Bridging digital wellbeing and accessibility: An analysis of the w3c web content accessibility guidelines. In Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, pages 1–7.
Yuan, B., Folmer, E., and Harris Jr, F. C. (2011). Game accessibility: a survey. Universal Access in the information Society, 10(1):81–100.
Clements, P. and Northrop, L. (2002). Software product lines, volume 1. Addison-wesley Boston.
Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011). From game design elements to gamefulness: defining”gamification”. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, pages 9–15.
Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in entertainment (CIE), 1(1):20–20.
Hamari, J., Koivisto, J., and Sarsa, H. (2014). Does gamification work?–a literature review of empirical studies on gamification. In 2014 47th Hawaii international conference on system sciences, pages 3025–3034. Ieee.
Pohl, K., Böckle, G., and Van Der Linden, F. (2005). Software product line engineering: foundations, principles, and techniques, volume 1. Springer.
Porcheron, M., Fischer, J. E., Reeves, S., and Sharples, S. (2018). Voice interfaces in everyday life. In proceedings of the 2018 CHI conference on human factors in computing systems, pages 1–12.
Prensky, M. (2003). Digital game-based learning. Computers in entertainment (CIE), 1(1):21–21.
Sarinho, V. T., de Azevedo, G. S., and Boaventura, F. M. (2018). Askme: A feature-based approach to develop multiplatform quiz games. In 2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames), pages 38–3809. IEEE.
Schwartz, R., Monge Roffarello, A., and De Russis, L. (2025). Bridging digital wellbeing and accessibility: An analysis of the w3c web content accessibility guidelines. In Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, pages 1–7.
Yuan, B., Folmer, E., and Harris Jr, F. C. (2011). Game accessibility: a survey. Universal Access in the information Society, 10(1):81–100.
Publicado
23/09/2026
Como Citar
CERQUEIRA, João Victor Alves; SARINHO, Victor Travassos.
Inclusão Através da Voz: Acessibilidade em Jogos Educativos Estilo Quiz com Reconhecimento de Voz. In: ESCOLA REGIONAL DE COMPUTAÇÃO BAHIA, ALAGOAS E SERGIPE (ERBASE), 26. , 2026, Maragogi/AL.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2026
.
p. 372-381.
DOI: https://doi.org/10.5753/erbase.2026.32012.
