Including the Experiences of Physically Disabled Players in Mainstream Guidelines for Movement-Based Games

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Serious & Functional GamesGame AccessibilityDisability Service ProvidersHCI Researchers

Title of the Paper

Incorporating the Experiences of Physically Disabled Players into Mainstream Design Guidelines for Motion-Based Games

Bibliographic Information

  • Subject Area: Game Design and Accessibility
  • Keywords: Accessibility Design, Game Design, Motion-Based Games, Wheelchair Users, Inclusivity, User Experience, Human-Computer Interaction, Game Mechanics, Physical Disability, Social Gaming

Research Background and Issues

  • Problems and Challenges:

    • Current design guidelines for motion-based video games primarily target non-disabled players, neglecting the experiences and needs of physically disabled players.
    • Existing research often focuses on case studies of specific scenarios or user groups, lacking universally applicable design recommendations.
    • For physically disabled players, motion-based games are often viewed as therapeutic tools, overlooking their potential as recreational activities.
  • Significance:

    • Motion-based games not only offer entertainment but also stimulate physical activity, which can help alleviate social isolation for physically disabled players.
    • Developing specific design recommendations for physically disabled users can enhance inclusivity in social gaming and promote the simultaneous development of health and entertainment experiences.
  • Research Motivation and Related Work:

    • Previous studies have explored the role of motion-based games in improving physical performance for specific disabled groups but lack broadly supported design guidelines.
    • Influential design guidelines by Mueller and Isbister focus on non-disabled players, failing to account for how physical differences impact game experiences.

Solution

  • Research Methods:

    • A survey framework based on the experiences of wheelchair users was proposed, combining semi-structured interviews (N=6) and online surveys (N=21) using a mixed-methods approach.
    • "Interpretative Phenomenological Analysis" (IPA) and Thematic Analysis were employed to deeply investigate the perspectives of physically disabled players on motion-based games.
  • Innovations:

    • For the first time, the viewpoints of physically disabled players were linked to mainstream design guidelines, creating extended design strategies.
    • The study moves beyond the therapeutic focus of previous research, emphasizing "meaningful and positive gaming experiences."
  • Implementation Steps and Techniques:

    1. Eight game concepts were designed as discussion cases, covering game mechanics, interaction controls, and physical motion requirements.
    2. Player feedback on movement and gaming experiences was collected through interviews.
    3. Online surveys were used to further validate and supplement the feedback, ensuring the broad applicability of the findings.
    4. Based on the analysis results, Mueller and Isbister's design guidelines were reconstructed and expanded.

Research Outcomes

  • Specific Results:

    • Key points for game design targeting physically disabled players were proposed, including personalized adaptations (interaction paradigms, game mechanics), optimization of social gameplay, and enhancement of game appeal.
    • New guidelines for designing motion-based games for physically disabled players were distilled:
      • Reduce Physical Focus: Contrary to the guideline emphasizing "attention to bodily feedback," participants generally preferred games that de-emphasize physical focus.
      • Optimize Social Experiences: Avoid framing physical disability as "performance"; instead, recommend designs based on light social or asynchronous social gameplay.
      • Prioritize Gameplay: Participants desired games to focus primarily on entertainment, with physical activity "embedded" within the gameplay.
  • Advantages Over Existing Solutions:

    • Reassessed individual differences among players with various physical disabilities, providing directions for designing more adaptable mainstream games.
    • Surpassed the limitations of therapeutic-focused designs, offering new perspectives for inclusive design in general gaming experiences.
  • Experimental or Evaluation Results:

    • Survey data showed that participants generally expressed high interest in motion-based games but emphasized the need for broader personalization, particularly in terms of motion intensity, simplified input devices, and adaptable social gameplay designs.
  • Limitations and Future Directions:

    • Limitations:
      • Participants were primarily wheelchair users, excluding users with other physical limitations or mobility aids.
      • Game concepts rather than complete game prototypes were used, potentially limiting the authenticity of the experience.
    • Future Research Directions:
      • Explore user groups with diverse types of disabilities and their unique experience characteristics.
      • Further develop and validate complete prototype systems to test the practical application of the design guidelines.
      • Consider diverse sensory and cognitive needs to expand game design for non-physical disabilities.

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https://hci.top/en/papers/chi/68793/2022

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DOI: https://dl.acm.org/doi/abs/10.1145/3491102.3501867
At a Glance

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Source
CHI
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Year
2022
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Best Paper
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6 authors
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Subtopics
Serious & Functional Games, Game Accessibility
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Disability Service Providers, HCI Researchers
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