Overview
- Presents how universal video game design enhances learning outcomes
- Explains how universal design, inclusive design and accessible design can make games accessible for all
- Discusses the role and importance of onboarding in the design of universal video games
Part of the book series: Human–Computer Interaction Series (HCIS)
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Table of contents (9 chapters)
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Universal Design Foundations for More Attainable Game Experiences
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Strategies for Enhancing the Attainability of the Video Game Experience
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Expanding the AGE Horizons Across Multiple Game Modalities
Keywords
About this book
As participation in game related activities increases around the world and across a larger part of the population, it is obvious that games are not just an entertainment medium for children or young people. Games can be used to accomplish different purposes for different groups of people in society.
Developing a universal designed game involves more than adding a cast of diverse characters. Games with universal design, at their core, are experiences that are designed from the ground up to be accessible to everyone – through mechanics, options, and user experience.
This book explains the meaning and need for universal design in video games and sheds light on important disciplines. Researchers define a universal designed game as a video game that actively welcomes all players. When players connect authentically with a video game, they’re much more likely to engage with the content. Conversely, when players can’t physically play a game, or don’t see characters that look like them, they feel isolated and miss out on beneficial opportunities to learn and collaborate. Universal design maximizes the impact of playing games, for instance, by ensuring that they’re accessible, empowering and representative for every participant.
Authors and Affiliations
Bibliographic Information
Book Title: Universal Design in Video Games
Book Subtitle: Active Participation Through Accessible Play
Authors: Adam Palmquist, Izabella Jedel, Ole Goethe
Series Title: Human–Computer Interaction Series
DOI: https://doi.org/10.1007/978-3-031-30595-5
Publisher: Springer Cham
eBook Packages: Computer Science, Computer Science (R0)
Copyright Information: The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2024
Hardcover ISBN: 978-3-031-30594-8Published: 23 April 2024
Softcover ISBN: 978-3-031-30597-9Due: 24 May 2024
eBook ISBN: 978-3-031-30595-5Published: 22 April 2024
Series ISSN: 1571-5035
Series E-ISSN: 2524-4477
Edition Number: 1
Number of Pages: XVII, 299
Number of Illustrations: 34 b/w illustrations, 7 illustrations in colour
Topics: User Interfaces and Human Computer Interaction, Interaction Design, Game Development