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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| Päätekijät: | , , |
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| Yhteisötekijä: | |
| Aineistotyyppi: | Elektroninen E-kirja |
| Kieli: | englanti |
| Julkaistu: |
Cham :
Springer International Publishing : Imprint: Springer,
2024.
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| Painos: | 1st ed. 2024. |
| Sarja: | Human–Computer Interaction Series,
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| Aiheet: | |
| Linkit: | https://doi.org/10.1007/978-3-031-30595-5 |
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Sisällysluettelo:
- 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 .