CHI Conference on Human Factors in Computing Systems 2022
DOI: 10.1145/3491102.3501867
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Including the Experiences of Physically Disabled Players in Mainstream Guidelines for Movement-Based Games

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Cited by 6 publications
(3 citation statements)
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“…This finding echoes the findings from Mason et al (Mason et al, 2022), wherein they reported that wheelchair users had a keen interest in independently playing games using 5.2 Perceived Ease of Use of VR-ASTs…”
Section: Perceived Usefulness Of Vr-astssupporting
confidence: 84%
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“…This finding echoes the findings from Mason et al (Mason et al, 2022), wherein they reported that wheelchair users had a keen interest in independently playing games using 5.2 Perceived Ease of Use of VR-ASTs…”
Section: Perceived Usefulness Of Vr-astssupporting
confidence: 84%
“…This finding is in line with the findings from Gerling and Spiel (2021) and Mott et al (2020), wherein the authors found that wheelchair users had similar concerns about the mobility-related assumptions baked into the design of existing VR hardware. Given the consistency across multiple studies conducted with different groups of disabled players, one implication of this finding for VR accessibility is that accommodations such as stationary mounts, joystick inputs, and minimal button presses can help ensure better accessibility and usability for individuals with mobility impairments, which should be available in VR games as customizable settings by default rather than being considered an add-on feature (Mason et al, 2022).…”
Section: Perceived Usefulness Of Vr-astsmentioning
confidence: 93%
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