Computer Entertainment Technologies for the Visually ImpairedAn Overview

  1. Manuel López Ibáñez 1
  2. Alejandro Romero-Hernández 1
  3. Borja Manero 1
  4. María Guijarro 1
  1. 1 Universidad Complutense de Madrid
    info

    Universidad Complutense de Madrid

    Madrid, España

    ROR 02p0gd045

Revista:
IJIMAI

ISSN: 1989-1660

Año de publicación: 2022

Volumen: 7

Número: 4

Páginas: 53-68

Tipo: Artículo

DOI: 10.9781/IJIMAI.2021.04.008 DIALNET GOOGLE SCHOLAR lock_openDialnet editor

Otras publicaciones en: IJIMAI

Resumen

Over the last years, works related to accessible technologies have increased both in number and in quality. This work presents a series of articles which explore different trends in the field of accessible video games for the blind or visually impaired. Reviewed articles are distributed in four categories covering the following subjects: (1) video game design and architecture, (2) video game adaptations, (3) accessible games as learning tools or treatments and (4) navigation and interaction in virtual environments. Current trends in accessible game design are also analysed, and data is presented regarding keyword use and thematic evolution over time. As a conclusion, a relative stagnation in the field of human-computer interaction for the blind is detected. However, as the video game industry is becoming increasingly interested in accessibility, new research opportunities are starting to appear.

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