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practice Universally Accessible Games

Universally Accessible Games

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Web address of the case:

Country of the case:

Greece

Posting Date:

20 November 2007

Last Edited Date:

15 September 2008

Author:

Iosif Klironomos (FORTH-ICS)
Universally Accessible Games LogoIosif's picture

Type of initiative

  • Project or service-imgProject or service
  • Promotion/awareness campaign-imgPromotion/awareness campaign

Case Abstract

The concept of UA-Games has been proposed as a means to overcome the limitations of previous approaches to game accessibility, and as an effective technical approach to achieve game accessibility coupled with high interaction quality. In other words, a universally accessible game is a game that can adapt its interface and content to best serve the requirements of a specific gamer under specific gaming conditions. Imagine having a palette comprising all of the game elements and their attributes that you can use in order to render a fully customized, personalized, version of the game for each distinct player. Universally Accessible Games (UA–Games) constitute a research activity of the Human–Computer Interaction Laboratory of ICS–FORTH.

Description of the case

Domain
Start date - End date
January 2004 (Ongoing)
Date operational
January 2004
Target Users
Any citizen
Target Users Description
Scope
International
Status
Research
Language(s)
Greek | English

Policy Context and Legal Framework

Project Size and Implementation

Type of initiative
IT infrastructures and products
Overall Implementation approach
Public administration
Technology choice
Accessibility-compliant (minimum WAI AA)
Project size
Implementation: Not applicable/not available

Impact, innovation and results

Impact

Following the principles of Universal Access and Design for All, this research direction pursues the fusion of inclusive interaction, e-Learning and e-Entertainment towards the creation of software applications that support learning while having fun, are proactively designed to optimally fit and adapt to different individual user characteristics without the need of further adjustments or developments, can be concurrently shared among people with different (dis)abilities even when using the same computer and can be used on alternative technological platforms and contexts of use using a large variety of devices (including assistive technologies).

The underlying vision is that through inclusive games for learning, people will be able to learn while having fun, on an equal basis, while interacting easily and effectively, irrespective of individual requirements, skills and preferences, the technology used and their current location. Conducted activities:
a) Development of processes, methods and tools for developing inclusive games for learning.
b) Elaboration of case studies and design guidance and rationale for developing inclusive games for learning.
c) Development of playable interactive inclusive games:
- UA-Chess (2004): a universally accessible multi-modal chess game, which can be played between two players, including people with disabilities (low-vision, blind and hand-motor impaired), either locally on the same computer, or remotely over the Internet. For more information, see the leaflet about the UA-Chess.
- Access Invaders (2005): a universally accessible version of the popular classic "Space Invaders" action game.
- Game Over!: the world's first universally inaccessible game, meant to be used as a game accessibility educational tool

UA-Games are interactive computer games that:
- Follow the principles of Design for All, being proactively designed to optimally fit and dynamically adapt to different individual gamer characteristics without the need of further adjustments via additional developments.
- Can be concurrently played among people with different abilities, ideally also while sharing the same computer.
- May be played on various hardware and software platforms, and within alternative environments of use, utilizing the currently available devices, while appropriately interoperating with assistive technology add-ons.


Lessons learnt

Lesson 1 - A design method: Unified Design for UA-Games
The systematic design approach that we have followed in order to create our UA-Games reflects a process-oriented discipline emphasizing abstract task definition with incremental polymorphic physical specialization.

Lesson 2 - A novel concept: Parallel Game Universes
This theory aims to provide a way for creating multiplayer games where people with diverse abilities can play cooperatively, or against each other, while at the same time experiencing the game in an optimally adapted way.

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