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Making the mainstream accessible: redefining the game
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Source ACM Siggraph Video Game Symposium archive
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames table of contents
Boston, Massachusetts
Pages: 21 - 28  
Year of Publication: 2006
ISBN:1-59593-386-7
Authors
Matthew T. Atkinson  Loughborough University
Sabahattin Gucukoglu  The AGRIP Project
Colin H. C. Machin  Loughborough University
Adrian E. Lawrence  Loughborough University
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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ABSTRACT

Research into improving the accessibility of computer games can enable us to better understand what makes a good gaming experience for all users. We discuss work carried out in developing AudioQuake (an adaption of Quake for blind gamers); specifically the techniques used for rendering information and the nature of this work in contrast to other accessible games (both research and commercial). Based on user feedback regarding the effectiveness of the methods employed in AudioQuake, techniques for not only imparting but allowing vision-impaired users to edit 3D structures are proposed. Taking into account the progress made so far, we make the case for future research work, which could benefit many different types of users and help increase accessibility in other areas such as education.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Atkinson, M. T., Gucukoglu, S., Machin, C. H. C., and Lawrence, A. E. 2006. Making the mainstream accessible: More than a game. In Proceedings of the 1st World Conference for Fun 'n Games (in press), 39--46.
 
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Collaborative Colleagues:
Matthew T. Atkinson: colleagues
Sabahattin Gucukoglu: colleagues
Colin H. C. Machin: colleagues
Adrian E. Lawrence: colleagues