Game accessibility: Adaptation of a digital escape room game to improve spatial cognitive skills on blind people
Resumo
There is a concept called "Universal Accessible Games" that promotes the creation of games for everybody. To be more precise, games should be accessible for all gamers through inclusive design. Therefore, this work has the intention to adapt an Escape-the-room game to be accessible for completely blind people using game accessibility guidelines obtained in a Systematic Mapping. In addition to adapting a game, the work also aims to show a connection between playing an accessible escape-the-room game and enhancing the spatial cognitive skills of blind people. Finally, the work presents 35 accessibility guidelines from the literature for adapting a video game; and after user testing, it shows the potential value of an escape-the-room game for reaching accessibility and also training spatial cognitive skills.
Palavras-chave:
accessibility, blind, visual impairment, video game, audio game, spatial cognition, escape room
Referências
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Ronny Andrade, Melissa J. Rogerson, Jenny Waycott, Steven Baker, and Frank Vetere. 2019. Playing Blind: Revealing the World of Gamers with Visual Impairment. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (Glasgow, Scotland Uk) (CHI ’19). Association for Computing Machinery, New York, NY, USA, 1–14. https://doi.org/10.1145/3290605.3300346
Maria CC Araújo, Agebson R Façanha, Ticianne GR Darin, Jaime Sánchez, Rossana MC Andrade, and Windson Viana. 2017. Mobile audio games accessibility evaluation for users who are blind. In Universal Access in Human–Computer Interaction. Designing Novel Interactions: 11th International Conference, UAHCI 2017, Held as Part of HCI International 2017, Vancouver, BC, Canada, July 9–14, 2017, Proceedings, Part II 11. Springer, 242–259.
Oana Balan, Alin Moldoveanu, and Florica Moldoveanu. 2015. Navigational audio games: an effective approach toward improving spatial contextual learning for blind people. International Journal on Disability and Human Development 14, 2 (2015), 109–118.
Claudio Gonçalves Bernardo, Alexandre Mori, Tomás Roberto Cotta Orlandi, and Claudio Gottschalg Duque. 2016. Multimodality by electronic games as assistive technology for visual disabilities. In 2016 1st international conference on technology and innovation in sports, health and wellbeing (TISHW). IEEE, 1–8.
Luciana de Oliveira Berretta et al. 2015. Ambientes virtuais para auxiliar o desenvolvimetno da cognição espacial em cegos: uma abordagem com interação natural. (2015).
Olimar Teixeira Borges and Marcia de Borba Campos. 2017. " I’m Blind, Can I Play?" Recommendations for the Development of Audiogames.. In HCI (8). 351–365.
Joyram Chakraborty, Suranjan Chakraborty, Josh Dehlinger, and Joseph Hritz. 2017. Designing video games for the blind: results of an empirical study. Universal Access in the Information Society 16 (2017), 809–818.
Erin C Connors, Elizabeth R Chrastil, Jaime Sánchez, and Lotfi B Merabet. 2014. Action video game play and transfer of navigation and spatial cognition skills in adolescents who are blind. Frontiers in human neuroscience 8 (2014), 133.
Taynara Cerigueli Dutra, Daniel Felipe, Isabela Gasparini, and Eleandro Maschio. 2021. A Systematic Mapping of Guidelines for the Development of Accessible Digital Games to People with Disabilities. In Universal Access in Human-Computer Interaction. Design Methods and User Experience, Margherita Antona and Constantine Stephanidis (Eds.). Springer International Publishing, Cham, 53–70.
Sonia Fizek, Julie D Woletz, and Jaroslaw Beksa. 2015. Playing with sound and gesture in digital audio games.. In Mensch & Computer Workshopband. 423–429.
Panagiotis Fotaris and Theodoros Mastoras. 2019. Escape rooms for learning: A systematic review. In Proceedings of the European Conference on Games Based Learning. 235–243.
Christian Freksa, Nora S Newcombe, Peter Gärdenfors, and Stefan Wölfl. 2008. Spatial Cognition VI. Learning, Reasoning, and Talking about Space: International Conference Spatial Cognition 2008, Freiburg, Germany, September 15-19, 2008. Proceedings. Vol. 5248. Springer.
Andreas Grabski, Toni Toni, Tom Zigrand, Rene Weller, and Gabriel Zachmann. 2016. Kinaptic-Techniques and insights for creating competitive accessible 3D games for sighted and visually impaired users. In 2016 IEEE Haptics Symposium (HAPTICS). IEEE, 325–331.
Dimitris Grammenos, Anthony Savidis, and Constantine Stephanidis. 2009. Designing universally accessible games. Computers in Entertainment (CIE) 7, 1 (2009), 1–29.
Georgina Guillen, Henrietta Jylhä, and Lobna Hassan. 2021. The role sound plays in games: a thematic literature study on immersion, inclusivity and accessibility in game sound research. In Proceedings of the 24th International Academic Mindtrek Conference. 12–20.
William Henry Jacobson. 1993. The art and science of teaching orientation and mobility to persons with visual impairments. American Foundation for the Blind.
Angel Jaramillo-Alcázar and Sergio Luján-Mora. 2017. Mobile serious games: An accessibility assessment for people with visual impairments. In Proceedings of the 5th International Conference on Technological Ecosystems for Enhancing Multiculturality. 1–6.
Charlene Jennett, Anna L. Cox, Paul Cairns, Samira Dhoparee, Andrew Epps, Tim Tijs, and Alison Walton. 2008. Measuring and defining the experience of immersion in games. International Journal of Human-Computer Studies 66, 9 (2008), 641–661. https://doi.org/10.1016/j.ijhcs.2008.04.004
Patricia da Silva Leite and Leonelo Dell Anhol Almeida. 2021. Extended Analysis Procedure for Inclusive Game Elements: Accessibility Features in the Last of Us Part 2. In Universal Access in Human-Computer Interaction. Design Methods and User Experience, Margherita Antona and Constantine Stephanidis (Eds.). Springer International Publishing, Cham, 166–185.
Clayton Lewis and John Rieman. 1993. Task-centered user interface design. A practical introduction (1993).
Charlotte Magnusson, Annika Waern, Kirsten Rassmus Gröhn, Åse Bjernryd, Helen Bernhardsson, Ann Jakobsson, Johan Salo, Magnus Wallon, and Per-Olof Hedvall. 2011. Navigating the world and learning to like it: mobility training through a pervasive game. In Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services. 285–294.
Lazaros Michailidis, Emili Balaguer-Ballester, and Xun He. 2018. Flow and immersion in video games: The aftermath of a conceptual challenge. Frontiers in psychology 9 (2018), 1682.
Vishnu Nair, Jay L Karp, Samuel Silverman, Mohar Kalra, Hollis Lehv, Faizan Jamil, and Brian A. Smith. 2021. NavStick: Making Video Games Blind-Accessible via the Ability to Look Around. In The 34th Annual ACM Symposium on User Interface Software and Technology (Virtual Event, USA) (UIST ’21). Association for Computing Machinery, New York, NY, USA, 538–551. https://doi.org/10.1145/3472749.3474768
Luiz Valério Neto, Paulo HF Fontoura Junior, Rogério A Bordini, Joice L Otsuka, and Delano M Beder. 2019. Details on the design and evaluation process of an educational game considering issues for visually impaired people inclusion. Journal of Educational Technology & Society 22, 3 (2019), 4–18.
Barbara M Newman and Philip R Newman. 2022. Theories of human development. Taylor & Francis.
Amanda F Pereira, Jonathan Silva, Henrique Hideki, Miguel Rodrigues, Luiza Souza, Michel Martins, Ismael S SilvaMichel, Glívia AR Barbosa, and Flávio RS Coutinho. 2018. Game accessibility guidelines for people with sequelae from macular chorioretinitis. Entertainment Computing 28 (2018), 49–58.
Jean Piaget. 1986. O nascimento da inteligência na criança. mental 258 (1986), 259.
Carlos Henrique Rorato Souza and Luciana de Oliveira Berretta. 2019. Infvr: Um serious game em realidade virtual para auxiliar o desenvolvimento da cogniçao espacial. In Anais da VII Escola Regional de Informática de Goiás. SBC, 75–88.
Tarja Susi, Mikael Johannesson, and Per Backlund. 2007. Serious games: An overview. (2007).
Olimar Teixeira Borges, Juliana Damasio Oliveira, Marcia de Borba Campos, and Sabrina Marczak. 2018. Fair play: A guidelines proposal for the development of accessible audiogames for visually impaired users. In Universal Access in Human-Computer Interaction. Methods, Technologies, and Users: 12th International Conference, UAHCI 2018, Held as Part of HCI International 2018, Las Vegas, NV, USA, July 15-20, 2018, Proceedings, Part I 12. Springer, 401–419.
Alice Veldkamp, Liesbeth van de Grint, Marie-Christine PJ Knippels, and Wouter R van Joolingen. 2020. Escape education: A systematic review on escape rooms in education. Educational Research Review 31 (2020), 100364.
Hava E Vidergor. 2021. Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students. Computers & Education 166 (2021), 104156.
Harald Warmelink, Igor Mayer, Jessika Weber, Bram Heijligers, Mata Haggis, Erwin Peters, and Max Louwerse. 2017. AMELIO: Evaluating the team-building potential of a mixed reality escape room game. In Extended abstracts publication of the annual symposium on computer-human interaction in play. 111–123.
Chen Yufen. 2001. MAP SPATIAL COGNITION THEORY——THE INTERFACE OF CARTOGRAPHY AND COGNITIVE SCIENCE. In Proceedings of the 21th International Cartographic Conference. Pequin, China.
Ronny Andrade, Melissa J. Rogerson, Jenny Waycott, Steven Baker, and Frank Vetere. 2019. Playing Blind: Revealing the World of Gamers with Visual Impairment. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (Glasgow, Scotland Uk) (CHI ’19). Association for Computing Machinery, New York, NY, USA, 1–14. https://doi.org/10.1145/3290605.3300346
Maria CC Araújo, Agebson R Façanha, Ticianne GR Darin, Jaime Sánchez, Rossana MC Andrade, and Windson Viana. 2017. Mobile audio games accessibility evaluation for users who are blind. In Universal Access in Human–Computer Interaction. Designing Novel Interactions: 11th International Conference, UAHCI 2017, Held as Part of HCI International 2017, Vancouver, BC, Canada, July 9–14, 2017, Proceedings, Part II 11. Springer, 242–259.
Oana Balan, Alin Moldoveanu, and Florica Moldoveanu. 2015. Navigational audio games: an effective approach toward improving spatial contextual learning for blind people. International Journal on Disability and Human Development 14, 2 (2015), 109–118.
Claudio Gonçalves Bernardo, Alexandre Mori, Tomás Roberto Cotta Orlandi, and Claudio Gottschalg Duque. 2016. Multimodality by electronic games as assistive technology for visual disabilities. In 2016 1st international conference on technology and innovation in sports, health and wellbeing (TISHW). IEEE, 1–8.
Luciana de Oliveira Berretta et al. 2015. Ambientes virtuais para auxiliar o desenvolvimetno da cognição espacial em cegos: uma abordagem com interação natural. (2015).
Olimar Teixeira Borges and Marcia de Borba Campos. 2017. " I’m Blind, Can I Play?" Recommendations for the Development of Audiogames.. In HCI (8). 351–365.
Joyram Chakraborty, Suranjan Chakraborty, Josh Dehlinger, and Joseph Hritz. 2017. Designing video games for the blind: results of an empirical study. Universal Access in the Information Society 16 (2017), 809–818.
Erin C Connors, Elizabeth R Chrastil, Jaime Sánchez, and Lotfi B Merabet. 2014. Action video game play and transfer of navigation and spatial cognition skills in adolescents who are blind. Frontiers in human neuroscience 8 (2014), 133.
Taynara Cerigueli Dutra, Daniel Felipe, Isabela Gasparini, and Eleandro Maschio. 2021. A Systematic Mapping of Guidelines for the Development of Accessible Digital Games to People with Disabilities. In Universal Access in Human-Computer Interaction. Design Methods and User Experience, Margherita Antona and Constantine Stephanidis (Eds.). Springer International Publishing, Cham, 53–70.
Sonia Fizek, Julie D Woletz, and Jaroslaw Beksa. 2015. Playing with sound and gesture in digital audio games.. In Mensch & Computer Workshopband. 423–429.
Panagiotis Fotaris and Theodoros Mastoras. 2019. Escape rooms for learning: A systematic review. In Proceedings of the European Conference on Games Based Learning. 235–243.
Christian Freksa, Nora S Newcombe, Peter Gärdenfors, and Stefan Wölfl. 2008. Spatial Cognition VI. Learning, Reasoning, and Talking about Space: International Conference Spatial Cognition 2008, Freiburg, Germany, September 15-19, 2008. Proceedings. Vol. 5248. Springer.
Andreas Grabski, Toni Toni, Tom Zigrand, Rene Weller, and Gabriel Zachmann. 2016. Kinaptic-Techniques and insights for creating competitive accessible 3D games for sighted and visually impaired users. In 2016 IEEE Haptics Symposium (HAPTICS). IEEE, 325–331.
Dimitris Grammenos, Anthony Savidis, and Constantine Stephanidis. 2009. Designing universally accessible games. Computers in Entertainment (CIE) 7, 1 (2009), 1–29.
Georgina Guillen, Henrietta Jylhä, and Lobna Hassan. 2021. The role sound plays in games: a thematic literature study on immersion, inclusivity and accessibility in game sound research. In Proceedings of the 24th International Academic Mindtrek Conference. 12–20.
William Henry Jacobson. 1993. The art and science of teaching orientation and mobility to persons with visual impairments. American Foundation for the Blind.
Angel Jaramillo-Alcázar and Sergio Luján-Mora. 2017. Mobile serious games: An accessibility assessment for people with visual impairments. In Proceedings of the 5th International Conference on Technological Ecosystems for Enhancing Multiculturality. 1–6.
Charlene Jennett, Anna L. Cox, Paul Cairns, Samira Dhoparee, Andrew Epps, Tim Tijs, and Alison Walton. 2008. Measuring and defining the experience of immersion in games. International Journal of Human-Computer Studies 66, 9 (2008), 641–661. https://doi.org/10.1016/j.ijhcs.2008.04.004
Patricia da Silva Leite and Leonelo Dell Anhol Almeida. 2021. Extended Analysis Procedure for Inclusive Game Elements: Accessibility Features in the Last of Us Part 2. In Universal Access in Human-Computer Interaction. Design Methods and User Experience, Margherita Antona and Constantine Stephanidis (Eds.). Springer International Publishing, Cham, 166–185.
Clayton Lewis and John Rieman. 1993. Task-centered user interface design. A practical introduction (1993).
Charlotte Magnusson, Annika Waern, Kirsten Rassmus Gröhn, Åse Bjernryd, Helen Bernhardsson, Ann Jakobsson, Johan Salo, Magnus Wallon, and Per-Olof Hedvall. 2011. Navigating the world and learning to like it: mobility training through a pervasive game. In Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services. 285–294.
Lazaros Michailidis, Emili Balaguer-Ballester, and Xun He. 2018. Flow and immersion in video games: The aftermath of a conceptual challenge. Frontiers in psychology 9 (2018), 1682.
Vishnu Nair, Jay L Karp, Samuel Silverman, Mohar Kalra, Hollis Lehv, Faizan Jamil, and Brian A. Smith. 2021. NavStick: Making Video Games Blind-Accessible via the Ability to Look Around. In The 34th Annual ACM Symposium on User Interface Software and Technology (Virtual Event, USA) (UIST ’21). Association for Computing Machinery, New York, NY, USA, 538–551. https://doi.org/10.1145/3472749.3474768
Luiz Valério Neto, Paulo HF Fontoura Junior, Rogério A Bordini, Joice L Otsuka, and Delano M Beder. 2019. Details on the design and evaluation process of an educational game considering issues for visually impaired people inclusion. Journal of Educational Technology & Society 22, 3 (2019), 4–18.
Barbara M Newman and Philip R Newman. 2022. Theories of human development. Taylor & Francis.
Amanda F Pereira, Jonathan Silva, Henrique Hideki, Miguel Rodrigues, Luiza Souza, Michel Martins, Ismael S SilvaMichel, Glívia AR Barbosa, and Flávio RS Coutinho. 2018. Game accessibility guidelines for people with sequelae from macular chorioretinitis. Entertainment Computing 28 (2018), 49–58.
Jean Piaget. 1986. O nascimento da inteligência na criança. mental 258 (1986), 259.
Carlos Henrique Rorato Souza and Luciana de Oliveira Berretta. 2019. Infvr: Um serious game em realidade virtual para auxiliar o desenvolvimento da cogniçao espacial. In Anais da VII Escola Regional de Informática de Goiás. SBC, 75–88.
Tarja Susi, Mikael Johannesson, and Per Backlund. 2007. Serious games: An overview. (2007).
Olimar Teixeira Borges, Juliana Damasio Oliveira, Marcia de Borba Campos, and Sabrina Marczak. 2018. Fair play: A guidelines proposal for the development of accessible audiogames for visually impaired users. In Universal Access in Human-Computer Interaction. Methods, Technologies, and Users: 12th International Conference, UAHCI 2018, Held as Part of HCI International 2018, Las Vegas, NV, USA, July 15-20, 2018, Proceedings, Part I 12. Springer, 401–419.
Alice Veldkamp, Liesbeth van de Grint, Marie-Christine PJ Knippels, and Wouter R van Joolingen. 2020. Escape education: A systematic review on escape rooms in education. Educational Research Review 31 (2020), 100364.
Hava E Vidergor. 2021. Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students. Computers & Education 166 (2021), 104156.
Harald Warmelink, Igor Mayer, Jessika Weber, Bram Heijligers, Mata Haggis, Erwin Peters, and Max Louwerse. 2017. AMELIO: Evaluating the team-building potential of a mixed reality escape room game. In Extended abstracts publication of the annual symposium on computer-human interaction in play. 111–123.
Chen Yufen. 2001. MAP SPATIAL COGNITION THEORY——THE INTERFACE OF CARTOGRAPHY AND COGNITIVE SCIENCE. In Proceedings of the 21th International Cartographic Conference. Pequin, China.
Publicado
06/11/2023
Como Citar
CORONADO, Angelo; CARVALHO, Sergio; BERRETTA, Luciana.
Game accessibility: Adaptation of a digital escape room game to improve spatial cognitive skills on blind people. In: SIMPÓSIO DE REALIDADE VIRTUAL E AUMENTADA (SVR), 25. , 2023, Rio Grande/RS.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2023
.
p. 174–182.