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AudiOdyssey: an accessible video game for both sighted and non-sighted gamers
Full text PdfPdf (229 KB)
Source Future Play archive
Proceedings of the 2007 conference on Future Play table of contents
Toronto, Canada
POSTER SESSION: Posters table of contents
Pages 251-252  
Year of Publication: 2007
ISBN:978-1-59593-943-2
Authors
Eitan Glinert  Cambridge Center, Cambridge, MA
Lonce Wyse  National University of Singapore, Singapore
Sponsors
: SchoolFinder
: Microsoft User Research Group
: Bug-Tracker.Com
: Algoma University College
: Government of Canada, FedNor
: Garage Games
: University of Ontario Institute of Technology
: Province of Ontario, Ministry of Economic Development and Trade
: Visualization Design Institute, Sheridan Institute of Technology and Advanced Learning
: Sault Ste. Marie Innovation Centre
: Arcademy Games Awards Festival Arcadia
Publisher
ACM  New York, NY, USA
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ABSTRACT

Despite the growing number and demographics of video game players, most games are still completely inaccessible to disabled populations. To study the issue of gaming accessibility, we created AudiOdyssey, a prototype video game designed to be usable by both sighted and non-sighted audiences. Featuring multiple input control schemes, rhythm based game play, and fully accessible menus and play levels, the prototype allows all individuals to share a common gaming experience, regardless of level of vision.


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.

 
1
Winegarner, Beth. 2005. Game sales hit record highs. Gamespot Article. http://www.gamespot.com/news/2005/01/28/news_611743 8.html
 
2
Essential Facts about the Computer and Game Industry. 2006. Sales, Demographic and Usage Data. Entertainment Software Association. http://www.theesa.com/archives/files/Essential%20Facts% 202006.pdf
 
3
United States Census Disabilities Information. 2000. http://www.census.gov/hhes/www/disability/disabstat2k/ta ble2.html
 
4
American Legislation Section 508 Standards. http://www.section508.gov/
 
5
Grammenos D., A. Savidis, C. Stephandis. 2004. UA-Chess: A Universally Accessible Board Game. http://dmt.fh-joanneum.at/kd3/objects/application_pdf/1650_UA_accessible_chess_game.pdf
 
6
The Eye Diseases Prevalence Research Group. 2004. Causes and Prevalence of Visual Impairment Among Adults in the United States. http://archopht.ama-assn.org/cgi/content/abstract/122/4/477
 
7
Klopfer, E. and A. Begel. 2005. StarLogo TNG. An Introduction to Game Development. In Press for the Journal of E-Learning.
 
8
Klopfer, E. and K. Squire. 2005. Environmental Detectives - The Development of an Augmented Reality Platform for Environmental Simulations. In Press for Educational Technology Research and Development.
 
9
Wyse, L. 2003. A Sound Modeling and Synthesis System Designed for Maximum Usability. International Computer Music Conference. http://www.zwhome.org/~lonce/Publications/Publications_files/WyseICMC2003Paper.zip
 
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Collaborative Colleagues:
Eitan Glinert: colleagues
Lonce Wyse: colleagues