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Playing Blind: Revealing the World of Gamers with Visual Impairment

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Previous research on games for people with visual impairment (PVI) has focused on co-designing or evaluating specific games - mostly under controlled conditions. In this research, we follow a game-agnostic, "in-the-wild" approach, investigating the habits, opinions and concerns of PVI regarding digital games. To explore these issues, we conducted an online survey and follow-up interviews with gamers with VI (GVI). Dominant themes from our analysis include the particular appeal of digital games to GVI, the importance of social trajectories and histories of gameplay, the need to balance complexity and accessibility in both games targeted to PVI and mainstream games, opinions about the state of the gaming industry, and accessibility concerns around new and emerging technologies such as VR and AR. Our study gives voice to an underrepresented group in the gaming community. Understanding the practices, experiences and motivations of GVI provides a valuable foundation for informing development of more inclusive games.
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Playing Blind: Revealing the World of Gamers with
Visual Impairment
Ronny Andrade
The University of Melbourne
Melbourne, VIC, Australia
andrader@unimelb.edu.au
Melissa J. Rogerson
The University of Melbourne
Melbourne, VIC, Australia
melissa.rogerson@unimelb.edu.au
Jenny Waycott
The University of Melbourne
Melbourne, VIC, Australia
jwaycott@unimelb.edu.au
Steven Baker
The University of Melbourne
Melbourne, VIC, Australia
steven.baker@unimelb.edu.au
Frank Vetere
The University of Melbourne
Melbourne, VIC, Australia
f.vetere@unimelb.edu.au
ABSTRACT
Previous research on games for people with visual impair-
ment (PVI) has focused on co-designing or evaluating spe-
cic games - mostly under controlled conditions. In this
research, we follow a game-agnostic, "in-the-wild" approach,
investigating the habits, opinions and concerns of PVI re-
garding digital games. To explore these issues, we conducted
an online survey and follow-up interviews with gamers with
VI (GVI). Dominant themes from our analysis include the
particular appeal of digital games to GVI, the importance
of social trajectories and histories of gameplay, the need
to balance complexity and accessibility in both games tar-
geted to PVI and mainstream games, opinions about the state
of the gaming industry, and accessibility concerns around
new and emerging technologies such as VR and AR. Our
study gives voice to an underrepresented group in the gam-
ing community. Understanding the practices, experiences
and motivations of GVI provides a valuable foundation for
informing development of more inclusive games.
CCS CONCEPTS
Social and professional topics People with disabil-
ities;Applied computing Computer games;
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CHI 2019, May 4–9, 2019, Glasgow, Scotland Uk
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ACM ISBN 978-1-4503-5970-2/19/05.. .$15.00
https://doi.org/10.1145/3290605.3300346
KEYWORDS
visual impairment, digital games, audiogames, empowerment
ACM Reference Format:
Ronny Andrade, Melissa J. Rogerson, Jenny Waycott, Steven Baker,
and Frank Vetere. 2019. Playing Blind: Revealing the World of
Gamers with Visual Impairment. In CHI Conference on Human
Factors in Computing Systems Proceedings (CHI 2019), May 4–9,
2019, Glasgow, Scotland Uk. ACM, New York, NY, USA, 14 pages.
https://doi.org/10.1145/3290605.3300346
1 INTRODUCTION
When designing technology for people with visual impair-
ment (PVI), there has been a strong focus on the design of
tools for navigation and waynding [
2
,
44
,
60
,
63
,
76
,
82
,
85
],
for mobility training [
122
], and tools for creating, communi-
cating and rendering graphical information [
3
,
17
,
75
], with
less attention being placed on leisure activities such as creat-
ing art [
52
], travel [
104
], dating [
65
], participating in sport or
physical activity [
31
,
56
,
73
], making music [
30
], and playing
games.
Games in general, and digital games in particular, rely
heavily on visual stimuli to present information to players. In-
deed, digital games are commonly referred to as videogames,
a name which emphasises their visual, "video" content. This
reliance on visual information excludes PVI, as games de-
mand sensory capabilities that exceed those of PVI [
29
,
118
].
With digital games becoming an ubiquitous cultural phenom-
enon [20, 42], exclusion of PVI needs to be addressed.
Many digital games have been designed to address exclu-
sion of PVI. Some may include a graphical interface, and can
therefore be categorised as videogames. Some games have
focused on assisting PVI to navigate physical locations by re-
producing these locations in a virtual environment, obtaining
improved orientation and mobility outcomes [
32
,
94
,
95
]. Oth-
ers have focused on the use of videogames for educational
purposes, designing interesting interaction mechanisms such
as compass, radar, and musical metaphors [
66
,
103
]. Others
CHI 2019, May 4–9, 2019, Glasgow, Scotland Uk R. Andrade et al.
have argued for the need of equitably accessible games, and
designed videogames for PVI for hedonic purposes [100].
Apart from research-driven initiatives, gamers with vi-
sual impairment (GVI) have responded to the challenge of
interacting with visually rich videogames by engaging with
Multi-User Dungeons (MUDs), audiogames, and mainstream
games to an extent. MUDs are text-based adventures and its
origin dates back to the 70s [
12
]. By being text-based, MUDs
are accessible to existing accessibility software. Audiogames
are a type of digital game that includes an entirely auditory
interface and may or may not include a graphical interface
[
45
,
66
]. The engagement of GVI with mainstream games
depends on their remaining sensory capabilities.
Unlike previous studies, we have not designed a game es-
pecially for PVI. Rather, we present ndings from a study that
investigated the current experiences and preferences of GVI.
We have followed a game-agnostic, "in the wild" approach
that privileges the views of GVI. In doing so, we aim to under-
stand the habits, opinions and concerns of GVI in regard to
videogames. By giving voice to this under-represented group
in the videogames literature, we seek to move towards an ap-
proach that empowers PVI and encourage their engagement
with fun and inclusive gaming experiences [91].
2 RELATED LITERATURE
This study is concerned primarily with the habits and prac-
tices of GVI. Our work is informed by literature that con-
siders broader issues of VI as well as by our understanding
of games and more specically, of audiogames and of other
assistive technologies that have been deployed for PVI
1
both
within and outside game settings. It reects our belief that
research into VI should focus not only on the instrumental
supports and aids that PVI require but also on the "beauty"
and the "wonder" of play purely for play’s sake [122].
HCI and people with visual impairment
There is a signicant body of research that considers the spe-
cic diculties experienced by PVI in using social media and
crowdsourcing tools [
105
,
106
] as well as issues related to
employment and participation. PVI experience higher rates
of unemployment and of underemployment than are found
in the general population [
53
,
83
,
107
]. To date, much of
this research has been focused on everyday participation,
including key workplace issues such as accessibility and the
education of sighted colleagues [
109
]. Dobransky and Har-
gittai [
36
] have explored internet adoption by people with
disabilities in the US and argue that technology has a tremen-
dous potential to include these individuals in an inaccessible
1
Although we consider it to be insensitive to use an acronym to refer to a
group of people, we have used PVI and GVI to refer to people/gamers with
visual impairment to improve clarity of expression in this article.
society. With the focus of accessibility research on workplace
accessibility, PVI may feel excluded from creative and leisure
activities [118].
There has been little work done in HCI to explore VI play-
ers’ own practices and experience, although there are isolated
examples of participatory design work with VI participants
in HCI [
52
] as well as other work which examines workplace
practices [
21
]. Harris [
57
] suggests that while people with
disabilities are initially excited by new technology, many
devices end up unused and forgotten. Similarly, Macdonald
and Clayton [
74
], and Moser [
79
] argue that digital technolo-
gies seem to construct new disabling barriers. Rather than
proposing new technologies, our research examines how PVI
choose to engage with games as a leisure activity, and what
accommodations they use and require.
Games for PVI
There is a growing body of research into making gaming
accessible for PVI [
6
8
,
14
,
59
,
108
,
112
,
118
], allowing them
to "experience some of the more advanced types of computer
game technology and enjoyment that sighted gamers have
taken for granted for many years" [
10
]. Like research into
real-world navigation tools, responses to this have consid-
ered the accessibility of virtual environments [
69
,
113
] as
well as waynding [
19
] and sensory substitution [
11
,
77
].
For example, some games have focused on assisting PVI to
navigate physical locations by reproducing these locations
in a virtual environment, obtaining improved orientation
and mobility outcomes [
34
,
94
,
95
]. Some videogames have
been designed for use in formal educational settings, util-
ising interesting interaction mechanisms which have been
replicated in audiogames, such as compass, radar, and mu-
sical metaphors [
66
,
103
]. Other researchers have argued
for the need for equitably accessible games, and designed
videogames for PVI for hedonic purposes [100].
Games specically designed for players with VI include
memory games [
88
], action games including rst-person
shooters [
54
,
66
], platformers and racing games [
66
], boardgames
[
55
], exergames [
89
], games with tactile interfaces [
97
], mu-
sic games [
66
] including Blind Hero [
117
], interactive text-
based games and MUDs [
66
], directional games [
66
], and
games based on exploring 3D virtual worlds [
47
,
103
], includ-
ing Terraformers [
111
], Swamp [
64
], Shades of Doom [
46
,
115
],
and others. Games are also used instrumentally, for example
to improve accessibility of the World Wide Web [
108
], as
teaching aids [
66
,
93
,
120
], or to specically address issues
of game level creation [10].
Common to this research –which may include participa-
tory designs with VI players– is a focus on what studios or
designers can do to improve the experience of gaming with
a VI; a primarily decit-driven approach. Accessibility is de-
signed into games and is presented to VI players. It has been
Playing Blind: Revealing the World of Gamers with Visual Impairment CHI 2019, May 4–9, 2019, Glasgow, Scotland Uk
suggested that this may be seen as normalising the discourse
of disability by presenting PVI as dependent on technology
[78].
Whilst decit-driven approaches have led to valuable in-
novation to improve quality of life for PVI, recent work has
called for a more positive approach which recognises the
skills, competencies and knowledge of PVI [
27
,
119
]. Gerling
et al. point to the need to involve players with disabilities in
development of both entertainment and education-oriented
games, and provide recommendations for working with these
players [
50
]. Sighted individuals wearing blindfolds are not a
suitable proxy for participants living with VI [
98
,
100
]. Inac-
cessible games, it is suggested, may be due more to oversight
or omission than to a conscious design decision [
58
]. Audi-
ences with a need for "multisensory types of feedback" are
recognised as a "agship context" for games user research
[37].
It is perhaps ironic that more attention has been paid to
obscuring in-game information for all players than to tech-
niques for revealing information to PVI. For example the
"Fog of War" technique, whereby the game intentionally oc-
cludes or reveals terrain information to the player based on
their location or line of sight [
18
,
84
] is a popular mechanism
to reect the "limitations of game characters’ ability to per-
ceive and monitor the world around them" [
72
]. In contrast,
gamers with VI are already restricted in their ability to per-
ceive objects and events and require mechanisms that reveal
features that are obscured to them. A notable approach to
inclusion of PVI –although not in the digital game space– is
the work of the Meeple Like Us project [
59
], which provides
an accessibility analysis for popular boardgames across eight
factors which include visual accessibility. Boardgames pro-
vide not only visual but also tactile, "sensuous" appeal [
92
]
and are an increasingly popular leisure activity.
Audiogames
Audiogames [
66
,
90
] are a specic form of digital game devel-
oped for PVI, featuring "complete auditory interfaces, so that
they can be played without the use of graphics" [
45
]. These
games use auditory cues such as speech, auditory icons (rep-
resentational natural sounds e.g. the sound of a car crash or
of a bleating sheep), and earcons (articial sounds e.g. beeps,
musical tones or sound patterns) to convey information to
players [
16
,
35
,
48
]. There is no consistent set of earcons that
is used across dierent games [
113
]; players must learn a new
set of arbitrary sounds for each game that they play [
45
].
Audio mappings with greater articulatory directness [
61
]
may be easier to learn than those which are purely symbolic
[
48
]. In other words, the more a sound is like the sounds
experienced in a comparable situation in the real world, the
easier it is to learn and remember. Accordingly, a game or
setting with a large number of earcons creates additional
cognitive load on players’ memories [
16
]. Unlike a visual
scene, sound is temporary rather than persistent; it must be
repeated if it is to remain salient [
66
]. Excessive amounts
of audio content may create overload, thereby complicating,
rather than simplifying, gameplay [
68
]. Yet a lack of descrip-
tive audio information was identied by one study as "the
biggest deal-breaker for our blind respondents" [47].
Kirke [
66
] summarises the dierent types of audiogames,
which are indexed at the website www.audiogames.net. Com-
mon interaction mechanisms in these games include verbal
information, where players are provided with oral instruc-
tions on what to do; time-based mechanisms, where earcons
indicate when to perform an action; and constrained naviga-
tion, where the player’s character is limited to moving on a
coordinate-based grid-like system [51].
Audiogames have been criticised for failing to oer the full
range of gameplay experiences. In a call for positive design
[
119
], Smith and Nayar compare blind-accessible videogames
to a wheelchair ramp-enabled library that is lled only with
digests of the original books, suggesting that "accessibility
alone is not enough" and arguing for what they term equiva-
lent accessibility —allowing people with disabilities to expe-
rience the world as others do, "with a similar sense of control
(intention) and eciency as sighted players can" [
100
]. They
identify complexity as a critical element of gameplay that is
poorly served by existing approaches to accessibility.
Binaural 3D sound may be used in games to provide di-
rectional cues for players [
66
]. This technique embeds di-
rectionality into sound recordings through the use of two
high-delity microphones which are typically embedded in
a dummy head, to emulate "the physical eects of the dirac-
tion of sound waves by the human torso, shoulders, head and
outer ears" [
23
]. Thus, binaural 3D sound allows "simulation
of three-dimensional sound of the real source" [67].
More recently, echolocation has been proposed as a navi-
gational tool in virtual environments [
4
]. Research over the
past seventy years has shown that echolocation –using self-
emitted noises such as mouth-clicks as well as the ambient
sounds generated by a person’s cane or shoes– is an eective
tool for human navigation [
96
]. The prospect of supporting
echolocation in virtual environments promises an additional
tool for PVI, who already use a range of strategies in negoti-
ating in-game virtual environments [4, 103].
3 AIMS AND CONTRIBUTIONS
Previous literature has generally explored games for PVI on
a game-by-game basis, with the exception of Kirke [
66
], who
provides a comprehensive list of the most common audio-
games played by GVI. In this paper, we set out to explore
the habits, opinions and concerns of GVI through a game-
agnostic, "in the wild" methodology. We aim to understand
the lived experience and practices of GVI in their interactions
CHI 2019, May 4–9, 2019, Glasgow, Scotland Uk R. Andrade et al.
with games and play. This research redirects the dialogue
of disability surrounding GVI, moving away from an ap-
proach of compassion, where design is driven by a perceived
decit. Instead, we orient this research towards a positive,
empowering approach, where we make explicit the needs
and concerns expressed by GVI [
27
,
119
]. This approach will
inform the development of more accessible games through
an understanding of the trajectories and practices of GVI.
4 METHODS
Our research comprised an online survey and semi-structured
interviews. The participants were PVI who are part of an
online audiogame community. The study was approved by
the University of Melbourne Ethics Committee (Ethics ID
1851274).
Online Survey
The survey aimed to understand respondents’ existing gam-
ing habits, their perception of interaction patterns in their
favourite games, and their views on emerging gaming tech-
nology, such as VR and AR. The survey was advertised on
the website forum.audiogames.net, as the site specialises in
audiogames and attracts GVI and game developers.
As someone with a visual impairment, the rst author
strived to establish a bona-de relationship with members
of the forum by providing answers to technology-related
questions. This positioned him as both an insider within the
PVI community [
15
] and an expert in the subject matter,
developing credibility within the community for him and,
by extension, for the research project.
The survey consisted of 24 questions. A copy of the survey
is included in the supplementary material for this paper. The
survey contained a series of single-choice, multiple-choice
and open-ended questions. Some of the questions regard-
ing participants’ gaming habits were adapted from larger
surveys by The Entertainment Software Association [
42
] and
Digital Australia [
20
]. The survey was built using Google
Forms and was tested for accessibility using Firefox 60.0 and
the screen reader NVDA version 2018.1. Because PVI may
experience diculties lling in online surveys even when
these are accessibility compliant [
70
,
71
], we decided not to
make questions mandatory. The survey was piloted with the
University of Melbourne Web Accessibility lead, who has
extensive experience working with people with disabilities.
The survey was available for four weeks and was advertised
on the forum on two separate occasions.
Interviews
At the conclusion of the survey, respondents were invited
to volunteer for a semi-structured interview. Six people en-
gaged in the interview, which was conducted in English. The
interviews aimed to get in-depth knowledge about intervie-
wees’ experiences and perceptions of gaming. The interviews
explored interviewees’ relationship with digital games, their
thoughts on accessibility and games, and the factors that
keep them engaged with games. Space was also allocated to
allow interviewees to discuss any other topics they felt were
important. The interviews were conducted via a medium that
was preferred by the interviewees, allowing them to engage
in a space where they felt most comfortable. Five intervie-
wees preferred the video-conferencing software Skype and
one preferred the audio-conferencing software TeamTalk.
However, cameras were not enabled in any interview. While
the interviews were scheduled to last around 20 minutes,
participants were happy to go over the pre-established time
to share their views. We obtained 186 minutes of interview
recording in total.
Participants
Participation in both the online survey and the follow-up
interview was voluntary; there was no compensation for
participation. We received seventeen valid responses to the
online survey and were able to contact six out of eight in-
terested participants to take part in the follow-up interview.
Participants were 18 years of age or more, spoke English as
a rst or second language, and had a self-reported degree of
visual impairment that could not be corrected with glasses,
including low visual acuity (mostly colour perception), loss
of central vision, loss of peripheral vision, blindness (some
light perception) or full blindness (no light perception). Ta-
ble 1 shows demographic information of all our participants.
Participants 1 through 11 participated in the survey only, and
participants 12 through 17 participated in both the survey
and the follow-up interview.
As shown in Table 1, participants came from North and
South America, Europe, Asia and the Middle East. Only one
of our participants was aged between 36 and 45 years while
the other sixteen participants’ ages fell between the range
of 18 to 35 years. Twelve participants were male, four were
female and one preferred not to disclose their gender. Ten of
the seventeen participants declared the state of their vision
as blind with light perception, four are blind with no light
perception, and three self-identied as having low visual acu-
ity, relying mostly on colour perception. In order to protect
participants’ privacy, they are referred to by pseudonyms.
Data Analysis
We analysed the multiple-choice answers from the survey by
tabulating responses to individual questions. These results
are presented in the section Quantitative data from the online
survey.
Playing Blind: Revealing the World of Gamers with Visual Impairment CHI 2019, May 4–9, 2019, Glasgow, Scotland Uk
Table 1: Demographic information of participants. All participants completed the survey. Participants 12-17 con-
tinued to the semi-structured interview
N Age range Name Gender Country Impairment (and onset)
1 26 to 35 P1 Male No answer Low visual acuity. Colour perception.
2 36 to 45 P2 Male No answer Blind, light perception
3 18 to 25 P3 Female Slovenia Blind, light perception
4 18 to 25 P4 Male United Kingdom Blind, light perception
5 18 to 25 P5 Male Turkey Blind, no light perception
6 18 to 25 P6 Male United Arab Emirates Low visual acuity. Colour perception.
7 18 to 25 P7 Female USA Blind, light perception
8 26 to 35 P8 Female No answer Blind, light perception
9 18 to 25 P9 Male USA Blind, light perception
10 18 to 25 P10 Male USA Blind, light perception
11 18 to 25 P11 Male USA Blind, light perception
12 18 to 25 Juan Male Canada Blind, no light perception (from birth)
13 18 to 25 Marcela Female Philippines Blind, light perception (early childhood)
14 26 to 35 Alberto Male Brazil Blind, no light perception (early childhood)
15 26 to 35 CJ Prefer not to say USA Blind, no light perception (10 years old)
16 18 to 25 Carlos Male Austria Blind, light perception (from birth)
17 26 to 35 Jose Male USA Low visual acuity. Colour perception.
Loss of peripheral vision (from birth)
Extended answers from the open-ended questions in the
survey and the follow-up interviews were analysed sepa-
rately with the aid of the software NVivo 11, using thematic
analysis and the step-by-step method proposed by Braun and
Clarke [
22
]. Following Braun and Clarke, our rst step was
to transcribe, read and re-read our interviews [
22
]. We then
followed an inductive approach, whereby codes were driven
by the content of the data. Once the data had been coded,
we proceeded to search for and identify trends or themes
among the codes. These initial themes were then revised,
formally dened and given a name. The rst author coded all
the interviews while two other researchers coded specic in-
terviews in an attempt to ensure consistency and identify all
relevant themes. While the individual themes identied by
each researcher were worded dierently, they encompassed
similar ideas, with minor dierences in emphasis based upon
the framework of expertise of each researcher [9].
5 FINDINGS
The results from the online survey oered a snapshot of
demographic information of GVI, frequency and duration
of gameplay, preferred gaming device, and preferred types
and genres of games. Moreover, responses to the open-ended
questions in the survey showed some of the reasons why
GVI engage with videogames, and their concerns regarding
new gaming technologies, such as AR and VR. The follow-up
interviews provided rich insights into the habits, opinions
and concerns of GVI. The themes derived from our analysis
included: engagement with games and narratives, tensions of
building games that are complex but accessible and appealing
to the mainstream, the importance of social trajectories for
gameplay, ideas around self-representation in digital games,
opinions about accessibility in mainstream digital games,
and concerns surrounding emerging technologies, such as
AR and VR.
antitative data from the online survey
Summary survey results are presented in Table 2. The results
in this table correspond to questions that had single choice
answers. The relatively high no answer rate to the rst two
questions may be explained by our decision not to enforce
mandatory answering of all questions.
Table 2 shows that more than half of our respondents
played videogames at least every other day. Duration of play
was mostly more than two hours at a time. The table shows
that while six respondents mostly played with others, the
remaining respondents said they mostly played on their own.
Most respondents reported to use the free and open-source
screen-reader NVDA for Windows while playing.
Our respondents played games on computer (16), mobile
phone (14), dedicated console (7), and handheld console (2).
When asked about the genre of game they played, partici-
pants responded: role-playing games (RPGs) (15), platformers
(10), ghting games (10), strategy games (10), shooters (9),
CHI 2019, May 4–9, 2019, Glasgow, Scotland Uk R. Andrade et al.
Table 2: Responses to single-answer questions from
the online survey
Question Answer Count
How often do you
play videogames?
Every day 6
Every other day 6
Once a fortnight 1
[no answer] 4
When you play, for
how long do you
usually do it?
30 minutes to 1 hour 1
1 to 2 hours 4
2 to 3 hours 2
3 to 4 hours 3
4 or more hours 3
[no answer] 4
With whom do you
play videogames
most often?
By myself 11
With family members 2
With online friends 4
What type of game
do you play most
often?
Text-based games (MUDs) 3
Audiogames 11
Mainstream games 3
What assistive
technology do you
use when playing
videogames?
NVDA screen reader 13
Other PC screen reader 1
In-console screen reader 2
None 2
puzzle games (4), trivia games (3), educational games (3),
racing games (1), and horror games (1).
alitative data from the online survey
Our analysis identied dierent aspects of the gaming experi-
ence that respondents enjoy. Two respondents referred to the
narrative of the game: "the great narration and stories you’re
able to nd, plus the regular updates" (Carlos), "Story and ac-
tions" (P2), Others highlighted the level of complexity of the
game: "The combination of exploration/discovery with the
challenge of survival" (CJ), "Plenty of areas to explore, with
new ones being added regularly" (P3), "Complexity, attention
to details, and replayability" (P6), and "The mainstream-like
feel" (P4). These answers foreshadow some of the themes
that reappeared in the follow-up interviews.
Respondents were asked about the cues that games use
to convey information. Our analysis identied three modes:
text, sounds and radar. Text referred to the ability of the
digital game to present information in such a way that is
compatible with screen-reader software. Sounds referred to
the use of auditory icons and earcons across digital games,
and radar, as explained by P4: "functions like a cane, playing
dierent sounds if it nds open space, walls, or other objects".
Respondents were asked about their experience with AR
and VR. None of our respondents had experienced VR be-
fore; however, P7 said they "would be open to it if it could
even work for me" and Juan "would really like to [try VR]!".
When asked if they had tried AR experiences, four respon-
dents claimed to have tried the popular Pokémon Go game
and found it completely inaccessible. In the words of one of
our respondents: "of course the development team had not
considered the fact that a blind person may be able to play".
Follow-up interviews
The semi-structured follow-up interviews allowed us to ex-
plore in more depth the opinions and concerns of GVI. Key
themes related to: the personal appeal of games —what par-
ticipants found engaging, or the story elements that they
preferred; the social and gaming trajectories and relation-
ships that bring them into and keep them in the gaming
hobby; the way that they are represented in games; the per-
ceived tensions around complexity and accessibility; and the
challenges and promise associated with new technologies.
Engagement in games. Analysis revealed there were several
factors that attracted GVI to games, namely curiosity, en-
gagement, and ability to aect the game narrative. Marcela
was driven to digital games by curiosity: "I was just curious
about playing games, because I know there’s a lot of games
for sighted people and I was curious about how about us?
How can visually impaired play computer game?". CJ was
attracted to games because of the "engagement" games pro-
vide: "It’s kind of hard to explain I guess. It isn’t necessarily
how complex, or intuitive, or anything like that so much as
how engaging the game is". On a similar note, Juan linked en-
gagement to the opportunity to direct the game’s narrative,
commenting that "aecting the story" keeps him engaged: "I
don’t even need a massive world, or anything like that, just
something that feels important, like I’m doing something,
like I’m aecting the story, you know?".
Engaging both GVI and sighted players was a challenge
recognised by Juan: "[An audiogame] won’t appeal as much
to sighted people, there’s almost no way to please both, which
kind of sucks". Alberto, however, had a dierent opinion:
"let’s use Swamp as a good example. Again, because Swamp
has minimal, but still it has graphics. And, I have lots of
friends, and nephews, and a bunch of sighted players playing
alongside us".
Analysis revealed that engagement changed over time as
the visual capabilities of players changed. CJ explained that
they "got better at Mortal Kombat 4 after I lost my remaining
vision, because I wasn’t distracted by how dicult it was to
tell things apart". This range of dierent forms of engagement
that GVI enjoy in games highlights the need for a diversity
of game styles and interaction methods.
Playing Blind: Revealing the World of Gamers with Visual Impairment CHI 2019, May 4–9, 2019, Glasgow, Scotland Uk
Stories and narrative. Some of our participants considered
the story a key element for videogame engagement. For Juan,
games where he aects the story were "the kind of genre I
would like the most", but "there’s very few audiogames that
really have a story". Juan commented that he particularly en-
joys MUDs because "they’ve got lots of story". Carlos shared
this sentiment:
"the more story there is and the more control you
have over it, the better it is in my opinion. So, I
really like story driven games. There aren’t that
many audiogames that change based on your
decision unfortunately, but the ones there are, I
enjoy a lot".
On a similar note, Jose said: "in audiogames so far, we
haven’t really had much story stu. It’s usually just game-
play elements or it’s a very minimal story". For these players,
the game narrative supports and extends the gameplay ex-
perience.
The tension of complexity vs accessibility. Participants de-
scribed a tension between a game’s complexity and its acces-
sibility. According to Juan, "You’ve got to make a game more
crap if you really want to make it easier for blind people.
You’ve got to make it more simplistic." In his opinion:
"Most games for blind people are made by some-
one else that isn’t blind or hasn’t been a gamer
for a long time. [Games for PVI] are just really
easy and simplistic when you actually get down
to the action elements. They... are usually quite
easy and don’t have much challenge or replaya-
bility to them."
Alberto, on the other hand, noted: "You don’t have to
force a downgrade on a game just for it to be accessible".
CJ cited a dierent issue when handling complexity, noting
that "There are like some types of games where they use
challenges that don’t really map very well to audio in terms
of their complexity and their speed."
Juan and Alberto both provide examples to support their
opinion. For Juan:
"AHC [A Hero’s Call], no sighted person would
give a damn about that game. They’d be like,
’Oh, that’s cool, it’s playable for blind people’,
but no sighted person would be like, ’I want to
play a game that basically uses modern sounds
but has the whole game systems and story and
stu from the nineties’".
Referring to Swamp, a game with minimal graphics, Al-
berto said: ’So, it’s basically everyone on the same ground,
there are no advantage for being sighted, or for being visually
impaired in the game."
Older games were perceived as simpler by CJ, although
this perception may be coloured by deterioration in vision:
"there was a period where I had some vision.
It was still really limited... but I could see well
enough to play Mario and games like that where
they were not necessarily too deep, where the
graphics were simple with the cartoonish colours
and the not overly complex".
Players’ perceptions of the relationship between game
complexity and accessibility are clearly linked to the types
of games that they play as well as to the situation of play.
Social trajectories and gameplay. Interviewees were intro-
duced to dierent types of games by dierent people. In the
case of Juan, "My dad [who is also blind] played [audiogames]
a bit... sometimes I’d watch him play something". However,
a dierent person introduced Juan to mainstream games:
"I have a very good [sighted] friend but I barely ever see
him anymore... he’s basically my only access to mainstream
games... and we would play Super Street Fighter, which I
was never very good at, and Mortal Kombat, and Injustice".
Marcela was introduced to audiogames by a friend: "at the
end of year 2016, I was invited by my friend ..., and from
there, I learned lots of games". It was similar for Alberto: "We
tended to watch our friends, and family play when we were
younger, like Resident Evil, Silent Hill, and stu like that",
and for Jose "I was over at a friend’s house and he told me
about [MUDs]". CJ, however, was introduced to games by a
professional worker: "My braillist at the time introduced me
to audiogames. The person who would translate my school
work assignments into braille, had a bunch of kind of random
software that they gave me".
According to Juan, the community of GVI is quite close.
In his words:
"there’s three or four games that blind people re-
ally tend to gravitate towards right now. Swamp,
Redspot, STW [Survive the Wild], those three.
You’re almost guaranteed to nd people that
you nd on audiogames.net and that you email
or Skype with. It’s a close-knit community. Ev-
erybody pretty much knows everybody or can
remember them if they talk to them for a little
bit".
Marcela said that when online, she "plays with her friends"
and "has no experience playing with strangers". Similarly,
Carlos plays with online friends, but he also plays "with a
couple of people I know, IRL [in real life]". Marcela added that
"we play together [with online friends] and sometimes just
talk about random things". In these comments, interviewees
have shown the value of social relationships in gameplay,
the need for a gate-keeper, and a sense of community.
CHI 2019, May 4–9, 2019, Glasgow, Scotland Uk R. Andrade et al.
Self-representation in games. Participants had dierent atti-
tudes regarding self-representation in videogames. In Juan’s
opinion, "I’m not into role players, so I don’t really care about
avatars. I just choose a username that I use on other stu
so that people know who I am, and I can nd friends easier
that I already know". Similarly, Carlos explained that in the
game Crazy Party, "The name is the only way [to identify
other players]". Referring to a rst-person RPG called Dark
Passenger, Alberto mentioned: "[the experience] is more im-
mersive, because you are from the character’s perspective.
You are on the character’s skin".
CJ highlighted the limitations for self-representation pro-
vided in audiogames:
"Something that I kind of wanted to see, but
I’m pretty sure it isn’t actually never going to
happen is that there’s a bunch of dierent types
of armour in the game. It would be things that
can have really distinct sounds when the players
are moving. There’s a leather jacket versus plate
armor versus a SWAT armour. They’re all like
really dierent. If you were to have the sounds
of that with the players’ movements, I think that
would make it a lot more interesting because you
could hear people sound quite distinct... But it’s
still something that I think would help a lot with
distinguishing characters, keeping them unique."
In this way, GVI could be identied by personalized audio
icons or avatars.
Accessibility in mainstream platforms. Overall, participants
showed positive attitudes towards accessibility in mainstream
platforms. Carlos noted, "I love the fact that things are hap-
pening now. There has been a large step forward in accessi-
bility in the last year and a half. We still have a long way to
go, but it’s like what’s there is already great". Alberto felt the
same way: "It’s improving slowly, but it’s better than nothing,
I guess", and so did Jose: "I think it’s getting better, but, of
course, there’s still room for a lot of improvement." Juan and
Carlos both cited the Xbox as example of good accessibility
decisions from mainstream companies. Carlos highlighted
the following: "Just recently, the rst TTS (text-to-speech)
game for Xbox got released... Even if it’s just a Solitaire game,
it’ll show other developers that this is possible, and they can
do this". Juan praised the Xbox Accessibility Controller for
its mainstream-like implementation and aesthetic:
"They took time to make it cheaper and also gave
it a lot of ports. They made it not insulting in its
branding or its marketingâĂę and they made it
cool looking, which is pretty big. I thought, ’hey
these guys took a lot of time to do that, that’s
awesome’."
Alberto talked about EA as a company that was concerned
about accessibility: "We have big companies like EA. They
are very concerned about how the games they are producing
are getting to the public. So, a few games like UFC [Ultimate
Fighting Championship] are getting accessibility treatment".
CJ, Alberto, Carlos and Jose agreed that ghting games
"are very accessible from out of the box" (Alberto). Jose ex-
plained how these games were made accessible: "The menus
are now read out loud... I was listening to other people play-
ing the latest Mortal Kombat games and they have dierent
sound cues to let you know when certain things happen".
Our participants also acknowledged platforms that are not
as accessible. Juan noted that "Steam is a nightmare to get
around". Regarding the game development platform Unity,
which is not accessible to screen-reader users, Carlos said "If
we had a language as powerful as Unity without the accessi-
bility problems, we could have some really good games out
there already". Our analysis showed that participants were
well aware of the steps towards accessibility that the gaming
industry is taking, as well as particular environments that
were problematic for GVI.
Experience with virtual and augmented reality. Our analysis
revealed that, while our participants have not had any ex-
periences with VR, some yearned to try these technologies.
Marcela expressed her desire to participate in VR experiences.
She said, "I really wish there was a game like that", referring
to the combination of head-tracking and 3D binaural sound.
"3D sound is more fun so that you can imagine you’re 3D
playing on reality and not just computer". CJ saw potential
in the ability of VR headsets to track a person’s head: "I have
gured if you actually have head tracking, it would be easier
to keep track of how you’re oriented, so that would probably
help."
Carlos had experience with the popular AR game Pokémon
Go. He described the experience as follows: "With VoiceOver
[the default screen-reader in iOS], it is completely inaccessi-
ble, so you have to have someone else there. And they just
played, and I just watched and went with them... It would
be something I would really love to play if I could". His nal
comment on the issue was this: "My main concern with VR
and AR is that it will leave blind gamers in the dust even
more, as things transition to very VR-based games and simple
graphical games aren’t enough anymore".
6 DISCUSSION
Technology is often seen as a means to ’normalise’ indi-
viduals with an impairment by compensating for what are
presented as decits [
78
,
79
]. Rogers and Marsden have ar-
gued that the rhetoric of compassion that underpins this
approach to research can lead researchers to design tech-
nologies which they think the disabled person needs [
91
].
Playing Blind: Revealing the World of Gamers with Visual Impairment CHI 2019, May 4–9, 2019, Glasgow, Scotland Uk
This worldview can alienate the person with a disability,
making their true desires and aspirations secondary to their
bodily limitations. Instead, researchers have recommended
that the HCI community should follow a rhetoric of engage-
ment and discourse of passion, and design for empowerment
rather than compassion [
79
,
91
]. Following this path could
enable relationships with technology that are "neither mas-
tery and control nor passive acceptance, but an experience
of being immersed in intimate interactions" [
79
]. Indeed, our
participants demonstrated a passionate relationship with
their games, playing from a very early age, some dedicating
more than four hours a day to playing videogames or, in
the case of Carlos, playing the same MUD for over thirteen
years.
The importance of games to PVI
Our participants rely heavily on audiogames, which oer an
accessible, familiar, and enjoyable interface for their gaming.
They describe their engagement with games and can recount
their personal histories of gameplay. Survey respondents
invest considerable time in gaming, with two thirds of re-
spondents playing games at least every other day and eight
of thirteen respondents playing for two or more hours at a
time.
Playing games is a goal-directed leisure activity [
81
]. Stud-
ies of "Gamer Identity" have found that needs for competence,
autonomy and relatedness are closely correlated with the
individual’s social identity as a gamer, and that enjoyment
and connectedness are important to both casual and heavy
gamers [
81
]. This is echoed in our interview data through
the discussion of the particular activities and game elements
that participants found engaging, as well as in the way that
they described their experience of sociality.
One topic that did not appear in our ndings was any
desire on the part of the interviewees to present themselves
as a blind character in-game, although Carlos commented
that there are stereotypical blind characters in AHC and Blind
Legend. It was unclear whether this was due to the desire to
present an idealized self (as shown by some older adults [
26
]),
whether it was an oversight, or whether it was due to a lack of
in-game supports for blind characters. Research with young
people using powered wheelchairs suggests that although
users with a disability might not prioritise representation of
that disability in an interface, they may nevertheless value
that representation if it exists [49].
Social play
Gaming is known to be a highly social activity [
41
]. There is
a considerable body of research that explores the dynamics
of groups on MMOs and argues that multiplayer capabilities
improve or extend the gaming experience [
28
,
39
,
101
,
114
].
Moreover, others have argued that social interactions in dig-
ital games are benecial to gamers’ social networks in the
virtual world, as people establish and maintain social ties
[
103
,
121
]. Game acionados frequently get to know oth-
ers in-game [
40
,
101
], accruing social capital through group
membership [
33
,
110
]. Comments such as Marcela’s obser-
vation in the section Social trajectories and gameplay that
sometimes she gets together with friends to play but instead
talks "about random things" echo similar reports stressing the
sociality of gaming, describing face-to-face gaming evenings
"where no actual gaming took place because we just started
talking and had a fun evening." [92].
Participants described the trajectories of their involvement
in gaming. Many talked about the people —friends, family
or professionals, who introduced them to games and who
played with them. Juan, for example, described a sighted
friend, who he no longer sees regularly, as having provided
his "only access" to mainstream games.
Many of the games our participants engage with have
multiplayer capabilities. With one of our participants den-
ing the community of GVI as "close-knit", future research
could explore in more detail the types of social interactions
that are targeted to GVI. For example, research on streaming
play typically focuses on the technology [
1
,
116
], the selec-
tion of games [
34
], the visual spectacle [
102
], and on chat
interactions [
99
]. In our interviews, however, Jose described
listening to other players playing Mortal Kombat, observing
that sound cues may help provide an even ground for players
with dierent physical abilities.
Mixed-ability players
Although we found some research interest in audiogames
[
66
,
90
], there is little to no research that examined the in-
volvement of sighted players in audiogames, or of players
who also experience another form of impairment such as
hearing loss. Both of these groups are identied in a post to
the audiogames.net forums by the designer of Swamp, who
notes the additional accommodations that he has designed
for blind players with hearing loss, and that he has made
changes to improve accessibility "for our minority player-
base, and by that I mean those silly sighted players" [5].
We found disparate views from our participants about
whether games can be designed to be both accessible to GVI
and challenging for sighted players. Given this, it would
be valuable for future research to explore the thoughts of
sighted players regarding audiogames. Games like Musicraft
demonstrate that it is possible to design audiogames for
both VI and sighted players [
66
], although these have yet
to become mainstream. Moreover, it would be interesting to
explore the interactions between sighted players and GVI,
as well as the experience and needs of players with multiple
impairments.
CHI 2019, May 4–9, 2019, Glasgow, Scotland Uk R. Andrade et al.
Two recent industry reports [
20
,
42
] found that a large
percentage of gamers are children and teenagers. This points
to a need for further research on this group of players, which
could explore the dynamics and needs of younger GVI. More-
over, we received ve responses from GVI aged under 18.
Because of constraints around our ethics approval, these re-
spondents were not allowed to answer the questions of the
survey once they identied their age, but this interest shows
the eagerness of younger GVIs to share their views on digital
games and accessibility.
Reducing barriers to play
Tensions of PVI integrating to mainstream activities such as
regular employment, and the workarounds they rely on have
been explored in depth [
109
]. Additionally, projects have pro-
posed both general guidelines for accessible game design [
58
]
and more specic guidelines, for example the Meeple Like Us
guidelines to accommodate PVI playing tabletop games [
59
].
These eorts show that with the right support and adapta-
tions PVI can participate in any gaming activity regardless of
their impairment. As Alberto puts it, with the right support
"basically everyone [is] on the same ground, there are no
advantages for being sighted, or for being visually impaired".
This equal footing may enable PVI to experience the immer-
sive interactions associated with the discourse of passion
[
79
] in the same way a fully able-bodied player engages with
games.
While the research community has made many eorts to
address the gap of inaccessible games, with examples such
as PowerUp [
103
] or Blind Hero [
117
], these usually fail to
reach the mainstream [
86
]. Given the renewed interest of the
game development industry in producing accessible games,
as explained by our participants, there is an opportunity for
industry and research to nd new and imaginative ways to
reducing barriers to play.
Realistic auditory representations
Extensive research has explored the role of avatars as media-
tors of interactions with virtual worlds [
25
,
26
,
62
,
87
]. Visual
aspects of avatars have driven much of this research [
38
].
Studies have explored the use of photorealistic avatars [
87
],
avatars with expressive facial animations and real-time hair
simulation [
24
], and avatars with customisable walking gait
[
80
]. However, little to no attention has been placed to the
aural customisation of avatars. As CJ explained, providing
unique sounds to players based on specic game elements
such as armour "would make it a lot more interesting because
you could hear people sound quite distinct". We believe there
is an opportunity to explore the impact of providing aural
customisation of avatars to both sighted and VI gamers.
Lack of complexity
Our participants valued complexity in games, although some
felt that games for PVI tend to be overly simplistic. A possible
reason for this perceived simplicity could be the tendency
for sighted individuals simulating VI to consistently under-
estimate the capability of players living with VI [98, 100].
One diculty in extending complexity is the fact that
images are persistent, where sound has a distinct beginning
and end. In order for a sound to persist, it must be repeated.
This adds to audible clutter and, thus, to the cognitive load
required to understand and play the game. Further work
is required to understand the balance between providing
enough sound to support GVI and over complicating the
process required to understand the game state [68].
Concern about emerging trends
Two recent surveys [
20
,
42
] provide a detailed analysis of
gaming trends in the US and Australia, highlighting trends
within the broader gaming community which may aect
GVI. Both reports note a growth in the use of VR devices,
with one report suggesting that "1 in 3 of the most frequent
gamers said they were likely to buy VR in the next year" [
42
].
This contrasts with the attitudes and thoughts of our partic-
ipants, who have had no experience with VR and fear that
this technology would "leave blind gamers in the dust even
more". This suggests that accessibility features are not keep-
ing pace with the speed of technological change, aligning
with concerns that even existing accessibility technologies
fail to capture the broad range of experiences and interac-
tions available to sighted players [100].
Longevity of older technologies
The rst MUD is documented to have appeared in 1978,
as networked computing became popular [
13
]. Through
the 1980s and 1990s, MUDs were associated with techni-
cal prowess and unruly university students misusing valu-
able network resources [
12
,
43
]. However, as computing
moved towards graphical user interfaces, MUDs evolved
into MMORPGs [
13
]. While it is hard to imagine sighted
players engaging with text-based games that are built on
forty-year-old technology, MUDs have found a new player
base in the community of GVI.
Reecting the importance of narrative to these players,
Carlos, Juan, and Jose agree that MUDs allow for the cre-
ation of richer stories than most audiogames. This highlights
the importance of applying a multi-modal approach to com-
municating the state of the game world and the available
options. The text-based interface, which is compatible with
the screenreading technology that PVI are already using
in other aspects of their lives, is particularly well-suited to
the audiogame format and allows interesting narrative and
Playing Blind: Revealing the World of Gamers with Visual Impairment CHI 2019, May 4–9, 2019, Glasgow, Scotland Uk
gameplay without restricting the complexity of the story and
interactions.
7 CONCLUSIONS
In this paper, we have exposed the habits, opinions and con-
cerns of a group of gamers with visual impairment (GVI).
We have found that, just like their sighted counterparts, GVI
build diverse histories and social trajectories through game-
play. However, unlike their sighted counterparts, GVI must
confront a series of barriers to gameplay: limited options of
self-representation, a perceived lack of complexity in games,
the necessity for engagement with decades-old text-based
technologies, and fears of being "left in the dust" by new and
emerging technologies such as VR and AR.
By exposing these concerns, we hope to inspire future
work that pays closer attention to the needs of diverse groups
of players. We expect that this work will create awareness
of the need for a rhetoric of passion, where decit-driven de-
sign is tempered by a positive-design approach that focuses
on empowering immersive and enjoyable interactions that
are equivalently accessible to both PVI and sighted players.
Rather than seeing disability as something that needs to be
normalised, this approach recognises the skills and knowl-
edge of PVI and demonstrates the practices and opportunities
that GVI communities are already embracing.
ACKNOWLEDGMENTS
The work of Ronny Andrade was supported by a Melbourne
Research Scholarship. The work of Melissa Rogerson was
supported by the Australian Research Training Program. The
authors would like to thank their participants for their time
and rich insights.
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... As BLV players increasingly engage with video games [24,68], there has been a rise in the development of non-visual games (e.g., audio games) [7,12,85], alongside the integration of accessibility features in many mainstream games. ...
... Ensuring widespread, easy access to mainstream games for the BLV community remains a significant challenge. As a common form of gaming, tabletop games often rely on visual elements for communication, posing accessibility barriers for BLV players [7,31]. Similarly, modern digital games frequently emphasize 3D concepts and visual elements, which are often incompatible with assistive technologies, creating challenges for BLV players during gameplay [8,19,97]. ...
... However, these accessibility features have proven to be effective for desktop applications, but remain challenging to implement effectively for computer games [12]. Andrade et al. highlighted in their study of BLV gaming experiences that PC gaming platforms (e.g., Steam) are often difficult to navigate due to insufficient accessibility features [7]. ...
Preprint
As blind and low-vision (BLV) players engage more deeply with games, accessibility features have become essential. While some research has explored tools and strategies to enhance game accessibility, the specific experiences of these players with mobile games remain underexamined. This study addresses this gap by investigating how BLV users experience mobile games with varying accessibility levels. Through interviews with 32 experienced BLV mobile players, we explore their perceptions, challenges, and strategies for engaging with mobile games. Our findings reveal that BLV players turn to mobile games to alleviate boredom, achieve a sense of accomplishment, and build social connections, but face barriers depending on the game's accessibility level. We also compare mobile games to other forms of gaming, highlighting the relative advantages of mobile games, such as the inherent accessibility of smartphones. This study contributes to understanding BLV mobile gaming experiences and provides insights for enhancing accessible mobile game design.
... From digital gaming [67] to virtual workspaces [58], experiencing virtual environments (VEs) is becoming a common activity. For all the constraints that these applications alleviate by being virtual (e.g., space, travel, social) [44,57], their primary focus on visual feedback poses significant challenges for people with visual impairments [3,25,40,73]. ...
... Blind people's desire to experience more complex and immersive experiences [3,64] alongside the technological advances of VR have enabled exploring more complex sports and applications. Boxing has been previously explored but in a simplified scenario that only conveyed collision sounds and the location of the opponent's hands [26]. ...
... The lack of standardisation for defining how to implement nonvisual feedback for users with sensory impairments has resulted in both the creation of oversimplified specialised immersive experiences [69], as well as the feeling of exclusion from mainstream applications [7]. Non-visual sensory augmentation or substitution with haptic feedback may prove vital in addressing this concern [163,195,204], with vibrotactile cues demonstrating promising guidance results in VR for d/Deaf [137] and BVI users [194], including successfully conveying spatial information in VR [106], mapping sounds [99], and assisting with locomotion [46,105], such as with a physical white cane [103,163,204]. ...
... • Explore Alternative Inputs: Investigate how VR interactions can support a broader range of input devices, such as switch-based [39,68,73], unimanual [50,202], and multimodal devices [36,68,197]. • Investigate the Impact of Limited Output Customisation: Research is needed to understand how HMD characteristics, such as the large display coverage and limited horizontal FoV, impacts spatial UI and output requirements, particularly for users with sensory impairments [7]. ...
Preprint
Full-text available
Prior research has highlighted numerous accessibility barriers within virtual reality software, with guidelines emerging to address the requirements of diverse audiences. However, an empirical understanding of industry practitioner implementation of accessible guidelines within mainstream commercial applications is currently lacking. This review addresses this gap by categorising all accessibility features presented at a software-level in 330 of the most used virtual reality applications released between 2016 to 2023 on the Steam, Meta, Oculus, Viveport, and SideQuest platforms. Results suggest a growing lack of interaction customisation, with the number of applications allowing for alternative inputs and physical posture flexibility decreasing. Meanwhile, display output settings, such as text font resizing and colourblind alterations, are almost completely absent. Our findings highlight the evolution in the implementation of accessible features in virtual reality software, contributing to a representative overview of practitioner decisions, and acting as a catalyst towards the establishment of industry-wide guidelines.
... Research on video games for BVI players focuses on creating adapted frameworks and tools to enhance accessibility, modifying existing games, or designing audio games specifically tailored to their needs [5]. However, audio games mostly appeal to BVI players, which contrasts with the wishes expressed by the disabled gaming community to participate in the same activities as sighted gamers [1]. ...
... Blind and low-vision individuals are, also, significantly underrepresented in the gaming community, and visual accessibility remains a critical challenge (Andrade et al., 2019). Ensuring that games are accessible to these players involves addressing various visual aspects, such as colour choice, contrast, font readability and tactile differentiation of components (Léste, & Farbiarz, 2023). ...
Chapter
There is already plenty of evidence of the feasibility and positive outcomes of analogue Game-Based Learning (GBL). However, its ability to pass on knowledge and values could result in further social exclusion for diverse voices and narratives if game design practices are not rethought in terms of accessibility and representation. To set a conceptual framework, the chapter explains key concepts such as inclusion, inclusivity, access, accessibility, representation and representativeness. It establishes that inclusion involves actively participating and appreciating individuals from diverse backgrounds, while inclusivity refers to the broader cultural ethos that promotes such inclusion. Access is the capacity to obtain information or engage in activities, whereas accessibility is the degree to which all people can do so. Furthermore, representation addresses how diverse groups are portrayed in media, including games and representativeness evaluates how accurately these portrayals reflect actual diversity. The chapter addresses various types of accessibility: sensory (visual and auditory), cognitive, motor, psychological and socioeconomic, as well as an intersectional lens to look into different player needs. It proposes modifications to improve accessibility, incorporating principles of inclusive game design and implementing community engagement in creative processes. In conclusion, this chapter promotes the adoption of proactive accessibility initiatives in game design, intending to consider the diverse needs of players from the very start. Continuous research and the implementation of inclusive strategies are necessary for the gaming industry and educational institutions to create games that accurately represent the diverse society we inhabit.
Article
Visual impairments significantly impact individuals' ability to perceive their surroundings, affecting everyday tasks and spatial navigation. This study explores SEEK VR,s a multi-modal virtual reality game designed to foster empathy and raise awareness about the challenges faced by visually impaired individuals. By integrating visual feedback, 3D spatial audio, and haptic feedback, the game provides an immersive experience that helps participants understand the physical and emotional struggles of visual impairment. The paper includes a review of related work on empathy-driven VR games, a detailed description of the design and implementation of SEEK VR, and the technical aspects of its multimodal interactions. A user study with 24 participants demonstrated significant increases in empathy, particularly in empathy and willingness to help visually impaired individuals in realworld scenarios. These findings highlight the potential of VR serious games to promote social awareness and empathy through immersive, multi-modal interactions.
Article
Aiming tasks are common in VR, but are challenging to perform without vision. They require identifying a target's location and then precisely aiming and selecting it. In this paper, we explore how to support blind people in aiming tasks using a VR Archery scenario. We implemented three techniques: 1) Spatialized Audio, a baseline where the target emits a specific 3D sound to convey its location; 2) Target Confirmation, where the previous condition is augmented with secondary Beep sounds to indicate proximity to the target; and 3) Reticle-Target perspective, where the auditory feedback conveys the relation between the target and the user's aiming reticle. A study with 15 blind participants compared the three techniques under two scenarios: stationary and moving targets. Target Confirmation and Reticle-Target Perspective clearly outperformed Spatialized Audio, but user preferences were evenly split between these two techniques. We discuss how our findings may support the development of VR experiences that are more accessible and enjoyable to a broader range of users
Conference Paper
Full-text available
The graphics-intensive nature of most virtual environments (VEs) prevents many people with visual impairment from being able to successfully explore them. A percentage of the population of people with visual impairment are known to use echolocation -sound waves and their reflections- to better explore their surroundings. In this paper, we describe the development of an echolocation-enabled VE (Echo-House) and evaluate the feasibility of using echolocation as a novel technique to explore this environment. Results showed that echolocation gave participants an improved sense of space in the VE. However, the evaluation also identified a range of orientation and mobility issues and found that participants needed additional support to gain confidence in their use of echolocation in the VE. Our findings suggest that with proper support, echolocation has the potential to improve access to VEs for people who are blind or visually impaired by revealing features that would be otherwise inaccessible.
Conference Paper
We present the first analysis of the use and non-use of social media platforms by low-income blind users in rural and peri-urban India. Using a mixed-methods approach of semi-structured interviews and observations, we examine the benefits received by low-income blind people from Facebook, Twitter and WhatsApp and investigate constraints that impede their social media participation. We also present a detailed analysis of how low-income blind people used a voice-based social media platform deployed in India that received significant traction from low-income people in rural and peri-urban areas. In eleven-weeks of deployment, fifty-three blind participants in our sample collectively placed 4784 voice calls, contributed 1312 voice messages, cast 33,909 votes and listened to the messages 46,090 times. Using a mixed-methods analysis of call logs, qualitative interviews, and phone surveys, we evaluate the strengths and weaknesses of the platform and benefits it offered to low-income blind people.
Conference Paper
There are many barriers to employment for people with visual impairments. Assistive technologies (ATs), such as computer screen readers and enlarging software, are commonly used to help overcome employment barriers and enable people with visual impairments to contribute to, and participate in, the workforce. However, recent research suggests it can be difficult for people with visual impairments to effectively adopt and implement ATs in the workplace. This paper reports insights from interviews with five professional workers with visual impairments. The interviews revealed that each participant had adopted different configurations of ATs, which they used in various ways to support their work. In addition, all participants followed a complex process to successfully select, learn, and integrate these tools into their work activities. During this process, they faced challenges, such as the need to educate colleagues to make shared documents more accessible. We conclude that despite progress in the development and use of ATs, there remains a need for future work that addresses these accessibility issues to support collaborative work between people with visual impairments and their sighted colleagues.
Article
Introduction Standards are available to guide tourism facilities in providing barrier-free environments for the independence, convenience, and safety of people with disabilities. These standards can be especially beneficial to individuals who face many barriers in daily life and tourism activities, such as those with visual impairments. On the other hand, some barriers faced by individuals with visual impairments in this arena are specific and may not be improved by only these regulations. Purpose The purpose of this study was to find the main barriers in hotels and evaluate the accessibility of hotels for people with visual impairments. Methods Qualitative research methods were used to explore determinants of barriers to the accessibility of tourism facilities for people with visual impairments. Semi-structured, open-ended questions were distributed to individuals with visual impairments. Results Sixty-six participants with visual impairments shared their experiences with hotels. Themes that emerged from the data were categorized into three settings: entrance, guest rooms, and other hotel settings. People with visual impairments discussed all hotel settings with regard to signage; braille; lighting, color, and contrast; and layout. Discussion Those with visual impairments expressed needs that related specifically to their own disabilities. Their problems are clear and can be solved if hotel managers focus on their needs. Standards and checklists can be helpful to solve many problems, but they are not meaningful without real audits. The needs of people with visual impairments do not require considerable investments but rather a transformation in existing attitudes and policies. Implications for practitioners From the findings, an accessibility checklist was developed for hotel managers to address barriers for people with visual impairments.
Chapter
This chapter provides an overview of challenges that emerge from the involvement of players with special needs in game development, focusing on user involvement in early design stages and challenges that emerge during playtesting. Through three case studies focusing on young children, people with disabilities, and older adults, we offer insights into appropriate methodology for GUR with diverse audiences. Additionally, we discuss strategies to establish a respectful and empowering process for user involvement.
Chapter
Games User Research (GUR) methods and principles are evolving rapidly in keeping pace with the innovation rates in games. Every day brings new insights and practices, and new technologies keep expanding the boundaries of GUR. In this conclusion, we briefly outline some of the areas where innovations are being made or the front lines expanding in GUR, from new contexts to special topics such as telemetry, virtual reality, and physiological measures.
Conference Paper
Older adults are increasingly engaging in online activities, including games, with other people. Many online environments require the user to create some form of self-representation, ranging from a simple user name through to a full body avatar. These self-representations not only enable access to online activities, but also provide an opportunity for expressing both the real and ideal identity. We wanted to better understand the impacts of later life on the construction of self-representations when playing online games. Our study used gameplay observations and semi-structured interviews with 10 older adult gamers aged from 65 to 95 years. We found they designed their player self-representations to project aspects of their lost (former) self and to embrace their present older selves. This engagement with self-representations as a form of self-expression suggests that designers need to consider older gamers, and their diverse preferences, when creating tools for customizable self-representations in online games.