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
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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.
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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.
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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
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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.
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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."
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Implementation Steps and Techniques:
- Eight game concepts were designed as discussion cases, covering game mechanics, interaction controls, and physical motion requirements.
- Player feedback on movement and gaming experiences was collected through interviews.
- Online surveys were used to further validate and supplement the feedback, ensuring the broad applicability of the findings.
- Based on the analysis results, Mueller and Isbister's design guidelines were reconstructed and expanded.
Research Outcomes
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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.
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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.
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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.
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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.
- Limitations:
Research Questions / Practical Problems
Question signals indexed for this paper.
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Research Questions
3- How do mainstream exergame design guidelines neglect the experiences of players with physical disabilities?Category: Physical, Motor, and Cognitive Disability Group SupportSimilar questionsarrow_forward
- How can exergame design guidelines be constructed for players with physical disabilities?Category: Physical, Motor, and Cognitive Disability Group SupportSimilar questionsarrow_forward
- How can entertainment and physical activity requirements be balanced in exergame design?Category: Physical, Motor, and Cognitive Disability Group SupportSimilar questionsarrow_forward
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Practical Problems
1- Players with physical disabilities are often overlooked in exergame design and lack inclusive design.Category: Physical, Motor, and Cognitive Disability Group SupportSimilar questionsarrow_forward
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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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Authors
6 authors
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Subtopics
Serious & Functional Games, Game Accessibility
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Professions
Disability Service Providers, HCI Researchers
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