Universal Design in Video Games Active Participation Through Accessible Play

As participation in game related activities increases around the world and across a larger part of the population, it is obvious that games are not just an entertainment medium for children or young people. Games can be used to accomplish different purposes for different groups of people in society....

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Bibliographic Details
Main Authors: Palmquist, Adam, Jedel, Izabella (Author), Goethe, Ole (Author)
Format: eBook
Language:English
Published: Cham Springer International Publishing 2024, 2024
Edition:1st ed. 2024
Series:Human–Computer Interaction Series
Subjects:
Online Access:
Collection: Springer eBooks 2005- - Collection details see MPG.ReNa
Table of Contents:
  • Introduction
  • Part 1: Universal Design Foundations for More Attainable Game Experiences
  • From Universal Design to Attainable Game Experiences
  • The Attainable Game Experience Framework
  • Design Implications and Processes for an Attainable Game Experience
  • Part II: Strategies for Enhancing the Attainability of the Video Game Experience
  • Assistive Technologies for Attainable Gaming Experiences
  • Design Elements and Design Spaces for Attainable Game Experiences
  • Assessing the Attainability of Video Game Experiences
  • Part III: Expanding the Age Horizons Across Multiple Game Modalities
  • Attainable Game-Based Artifacts - An Introspection of the Intersection of Fun and Function
  • Universal Design in Extended Realities
  • Universal Design in Exergames
  • Concluding Remarks