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Development of an Audio-based Virtual Gaming Environment to Assist with Navigation Skills in the Blind
Published on: March 27, 2013
Video gaming experiences and accessıbılıty issues of visually disabled individuals with gaming skills
Ramazan Karataş1, Yunus Emre Demir2, Çiğdem Müge Haylı3
1Faculty of Education, Special Education, Department of Visually Impaired, Anadolu University, Eskişehir, Turkey.
Purpose:
This study aims to qualitatively investigate how existing accessibility solutions affect the video game experiences, accessibility challenges, and gaming skills of visually impaired individuals, as well as their independence, performance, and socio-emotional participation.
Materials And Methods:
The participant group consisted of 20 male individuals with varying levels of visual impairment, aged between 20 and 43, from the United States, the United Kingdom, and Türkiye. Data were collected through an open-ended questionnaire and a semi-structured online interview. The data were analysed using thematic analysis supported by qualitative analysis software (MAXQADA), resulting in the identification of four main themes and ten sub-themes.
Results:
Findings indicate that participants generally began gaming at an early age and experience a wide range of emotions, including enjoyment, excitement, frustration, and anxiety, during gameplay. They prefer complex and story-driven game genres across multiple platforms. Accessibility is primarily facilitated through screen readers, navigation and aim assist systems, audio cues, and game modifications, while peer and community support plays a complementary role for some participants.
Conclusion:
The study concludes that accessibility in video games is strongly shaped by both technological provisions and institutional and social awareness. It emphasises the need for inclusive design practices, the integration of accessibility standards into game development processes and stronger collaboration between game developers, policymakers, and individuals with disabilities to promote digital inclusion and equitable participation in gaming culture.