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Playing Blind: Revealing the World of Gamers with Visual Impairment

Published: 02 May 2019 Publication History

Abstract

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.

Supplementary Material

ZIP File (pn4049.zip)
This zip file contains the questions used in the online survey as part of this research, and the available answers for the multiple-choice questions.

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cover image ACM Conferences
CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
May 2019
9077 pages
ISBN:9781450359702
DOI:10.1145/3290605
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Author Tags

  1. audiogames
  2. digital games
  3. empowerment
  4. visual impairment

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CHI '19 Paper Acceptance Rate 703 of 2,958 submissions, 24%;
Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

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CHI 2025
ACM CHI Conference on Human Factors in Computing Systems
April 26 - May 1, 2025
Yokohama , Japan

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