Skip to main content

Universal Design in Video Games

Active Participation Through Accessible Play

  • Book
  • © 2024

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)

  • 72 Accesses

This is a preview of subscription content, log in via an institution to check access.

Access this book

eBook USD 139.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Hardcover Book USD 179.99
Price excludes VAT (USA)
This title has not yet been released. You may pre-order it now and we will ship your order when it is published on 24 May 2024.
  • Durable hardcover edition
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access

Licence this eBook for your library

Institutional subscriptions

Table of contents (9 chapters)

  1. Universal Design Foundations for More Attainable Game Experiences

  2. Strategies for Enhancing the Attainability of the Video Game Experience

  3. 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

  • Faculty of Social Sciences, Nord University, Levanger, Norway

    Adam Palmquist

  • Faculty of Education and Arts, Nord University, Levanger, Norway

    Izabella Jedel

  • Faculty of Social Sciences, Nord University, Bodo, Norway

    Ole Goethe

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

Publish with us