Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems 2021
DOI: 10.1145/3411764.3445494
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Exploring Asymmetric Roles in Mixed-Ability Gaming

Abstract: The landscape of digital games is segregated by player ability. For example, sighted players have a multitude of highly visual games at their disposal, while blind players may choose from a variety of audio games. Attempts at improving cross-ability access to any of those are often limited in the experience they provide, or disregard multiplayer experiences. We explore ability-based asymmetric roles as a design approach to create engaging and challenging mixedability play. Our team designed and developed two c… Show more

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Cited by 30 publications
(7 citation statements)
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“…Further, while age or abilities were not explored as asymmetry by any of the reviewed games, we acknowledge that these may exist as papers that do not use the keywords we employed in our review (see limitations, below). As discussed, asymmetries in these categories could constitute a valuable design space to engage underexplored (combinations of) demographics, such as young children and their parents, or caregivers/physical therapists and older adults with cognitive impairments, or users with varying visual abilities (Gonçalves et al, 2021). Kaye (2016)'s theoretical factors for social group play were surprisingly under-represented in our review, barring communication-which itself was reported, but often not clearly.…”
Section: Reflections On the Frameworkmentioning
confidence: 97%
“…Further, while age or abilities were not explored as asymmetry by any of the reviewed games, we acknowledge that these may exist as papers that do not use the keywords we employed in our review (see limitations, below). As discussed, asymmetries in these categories could constitute a valuable design space to engage underexplored (combinations of) demographics, such as young children and their parents, or caregivers/physical therapists and older adults with cognitive impairments, or users with varying visual abilities (Gonçalves et al, 2021). Kaye (2016)'s theoretical factors for social group play were surprisingly under-represented in our review, barring communication-which itself was reported, but often not clearly.…”
Section: Reflections On the Frameworkmentioning
confidence: 97%
“…Two papers, for example, dealt with multiplayer games where decisional and executional roles were split between players, with one directing and the other acting. In both cases there was some ambiguity in how these aspects differently supported or undermined agency and autonomy [62,88]. Karaosmanoglu et al, for example, stated both that "agency/control [was] transferred to the" player in charge of decision making [88, p. 10] and that in the executional role "agency increased as they had a way to noticeably affect the game world" [88, p. 12].…”
Section: Aspects Of Autonomy and Agencymentioning
confidence: 99%
“…Although audiogames provide a source of enjoyment and a means to engage with the broader cultural phenomenon of gaming, gamers with visual impairment have argued that many audiogames are rather simplistic, ofer low replayability value and are not suitable to be played together with sighted friends [3,33,99]. Moreover, Kirke [47] highlights the sequential nature of sound as a potential problem when designing audiogames.…”
Section: Audiogamesmentioning
confidence: 99%
“…However, this reliance and strong emphasis on visual content means that those who live with a visual impairment are frequently excluded from engaging with these contents [20,22,91]. There is, however, a strong desire on the part of people living with visual impairment to play digital games [3,33,99]. Despite games' reliance on graphics to convey information, people with visual impairment continue to develop creative strategies for engaging with such games [23,53].…”
Section: Introductionmentioning
confidence: 99%