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Proceedings

Accessible Games SIG

Arnie Lund, Annuska Perkins, Sri Kurniawan, and Lennart E. Nacke. 2011. Accessible Games SIG. In Proceedings of CHI EA 2011. Vancouver, BC, Canada. ACM, 883-886. doi:10.1145/1979742.1979545
PDFDOIBibTeX
@inproceedings{lund2011accessible,
Abstract = {Video games are early adopters of emerging technologies and introduce them to the mainstream market. Increasingly work-related applications follow the lead of entertainment systems. Yet with the growing importance and complexity of 3D technologies and virtual worlds, motion and gesture interfaces, more barriers are being raised that prevent people with disabilities from using or fully enjoying them. These new gaming experiences often require more control than current assistive technologies can support, even when the architectures themselves are designed to be accessible. The Accessible Games SIG will provide an opportunity for people working in the area of accessible games and entertainment or who can bring value to the area to meet and network, and to discuss future community building activities. A goal is to stimulate more collaboration in the accessible games area. In addition to sharing current work and identifying areas of common interest, a scenario focused exercise will be held that imagines a fully accessible networked virtual world game in order to uncover opportunities for research and innovation.},
Address = {Vancouver, BC, Canada},
Author = {A. Lund, A. Perkins, S. Kurniawan, and L. E. Nacke},
Booktitle = {Proceedings of chi ea 2011},
Doi = {10.1145/1979742.1979545},
Organization = {ACM},
Pages = {883-886},
Publisher = {ACM},
Title = {Accessible Games SIG},
Url = {https://hcigames.com/download/accessible-games-sig},
Year = {2011},
BdskUrl1 = {https://hcigames.com/wp-content/uploads/2015/01/Accessible-Games-SIG.pdf},
BdskUrl2 = {http://dx.doi.org/10.1145/1979742.1979545}}

Abstract

Video games are early adopters of emerging technologies and introduce them to the mainstream market. Increasingly work-related applications follow the lead of entertainment systems. Yet with the growing importance and complexity of 3D technologies and virtual worlds, motion and gesture interfaces, more barriers are being raised that prevent people with disabilities from using or fully enjoying them. These new gaming experiences often require more control than current assistive technologies can support, even when the architectures themselves are designed to be accessible. The Accessible Games SIG will provide an opportunity for people working in the area of accessible games and entertainment or who can bring value to the area to meet and network, and to discuss future community building activities. A goal is to stimulate more collaboration in the accessible games area. In addition to sharing current work and identifying areas of common interest, a scenario focused exercise will be held that imagines a fully accessible networked virtual world game in order to uncover opportunities for research and innovation.

 

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