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Universal design in video games : active participation through accessible play / Adam Palmquist, Izabella Jedel, Ole Goethe.

Springer Nature - Springer Computer Science eBooks 2024 English International Available online

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Format:
Book
Author/Creator:
Palmquist, Adam, author.
Jedel, Izabella, author.
Goethe, Ole, author.
Series:
Human-computer interaction series.
Human–Computer Interaction Series, 2524-4477
Language:
English
Subjects (All):
Video games--Design.
Video games.
Universal design.
Physical Description:
1 online resource (xvii, 299 pages) : illustrations (some color).
Edition:
1st ed. 2024.
Place of Publication:
Cham, Switzerland : Springer, [2024]
Summary:
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. Developing a universal designed game involves more than adding a cast of diverse characters. Games with universal design, at their core, are experiences that are designed from the ground up to be accessible to everyone – through mechanics, options, and user experience. This book explains the meaning and need for universal design in video games and sheds light on important disciplines. Researchers define a universal designed game as a video game that actively welcomes all players. When players connect authentically with a video game, they’re much more likely to engage with the content. Conversely, when players can’t physically play a game, or don’t see characters that look like them, they feel isolated and miss out on beneficial opportunities to learn and collaborate. Universal design maximizes the impact of playing games, for instance, by ensuring that they’re accessible, empowering and representative for every participant. .
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 .
Notes:
Includes bibliographical references and index.
ISBN:
3-031-30595-7
OCLC:
1432331573

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