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How to make games for visually impaired children

Published: 15 June 2005 Publication History

Abstract

This paper discusses the principal constraints encountered when adapting computer game so they work for visually impaired children. A game platform, the blindstation, was developed to answer to the technical problem. It allows to adapt existing content or create some new games. It provides a set of Python functions to describe those games in an way, independent from their representation. The platform can then render the game in a multi-modal way using the screen, keyboard, mouse and joystick, but also using some specific devices like a Braille terminal, 3D sound, a tactile board or a speech synthesiser. The rendering is done according to an XML style sheet which describes the available resources. It can be customised depending on the available devices but also on the user's choices and disabilities. Our experience is based on the TiM project intends to develop and to adapt computer games for visually impaired children. Several games specially adapted for blind children (from 3 to 10 years old) were designed, involving blind children to evaluate and improve the games. We have established that this is more than games that are strictly accessible, that is games in which all contents can be accessed (directly or via an alternative), but games that are still considered as games by the targeted users.

References

[1]
D. Archambault. The TiM Project: Overview of Results. In K. Miesenberger, J. Klaus, W. Zagler, and D. Burger, editors, Proc. ICCHP 2004 (9th International Conference on Computers Helping People with Special Needs), Lectures Notes in Computer Science 3118, pages 248--256, Berlin, July 2004. Springer.
[2]
D. Archambault and D. Burger. TIM (Tactile Interactive Multimedia): Development and adaptation of computer games for young blind children. In Proc. ERCIM WG U14ALL & i3 Spring Days 2000 Joint workshop, Interactive Learning Environments for Children, Athens, Greece, Mar. 2000.
[3]
D. Archambault, D. Burger, and S. Sablé. The TiM Project: Tactile Interactive Multimedia computer games for blind and visually impaired children. In Črt Marinček, C. Bühler, H. Knops, and R. Andrich, editors, Assistive Technology - Added Value to the Quality of Life, Proceedings of the AAATE'01 Conference, Ljubljana, Slovenia, pages 359--363, Amsterdam, The Netherlands, Sept. 2001. IOS Press.
[4]
A. Buaud, H. Svensson, D. Archambault, and D. Burger. Multimedia games for visually impaired children. In K. Miesenberger, J. Klaus, and W. Zagler, editors, Proc. ICCHP 2002 (International Conference on Computers Helping People with Special Needs), volume 2398 of LNCS, pages 173--180, Linz, Austria, July 2002. Springer.
[5]
A. Hildén and H. Svensson. Can All Young Disabled Children Play at the Computer. In K. Miesenberger, J. Klaus, and W. Zagler, editors, Proc. ICCHP 2002 (International Conference on Computers Helping People with Special Needs), volume 2398 of LNCS, Linz, Austria, July 2002. Springer.

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  • (2024)Technologies to Support Adaptable Game Design: A Systematic Mapping StudyJournal of the Brazilian Computer Society10.5753/jbcs.2024.309030:1(69-101)Online publication date: 26-Apr-2024
  • (2024)Playing with CAR: Cards with Adaptation Recommendations to make games playable for a broader audienceProceedings of the XXIII Brazilian Symposium on Human Factors in Computing Systems10.1145/3702038.3702102(1-15)Online publication date: 7-Oct-2024
  • (2024)Virtual Reality Audio Game for Entertainment and Sound Localization TrainingACM Transactions on Applied Perception10.1145/367655722:1(1-24)Online publication date: 28-Nov-2024
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cover image ACM Other conferences
ACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
June 2005
511 pages
ISBN:1595931104
DOI:10.1145/1178477
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 15 June 2005

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Author Tags

  1. computer games
  2. multi modality
  3. multimedia
  4. visually impaired

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ACE05

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Overall Acceptance Rate 36 of 90 submissions, 40%

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Cited By

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  • (2024)Technologies to Support Adaptable Game Design: A Systematic Mapping StudyJournal of the Brazilian Computer Society10.5753/jbcs.2024.309030:1(69-101)Online publication date: 26-Apr-2024
  • (2024)Playing with CAR: Cards with Adaptation Recommendations to make games playable for a broader audienceProceedings of the XXIII Brazilian Symposium on Human Factors in Computing Systems10.1145/3702038.3702102(1-15)Online publication date: 7-Oct-2024
  • (2024)Virtual Reality Audio Game for Entertainment and Sound Localization TrainingACM Transactions on Applied Perception10.1145/367655722:1(1-24)Online publication date: 28-Nov-2024
  • (2024)Low Vision Boxing: Participatory Design of Adaptive Kickboxing Experiences with Low Vision PersonProceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3663548.3675619(1-18)Online publication date: 27-Oct-2024
  • (2022)A systematic mapping study on digital game adaptation dimensionsProceedings of the 21st Brazilian Symposium on Human Factors in Computing Systems10.1145/3554364.3559122(1-14)Online publication date: 17-Oct-2022
  • (2022)Understanding Tabletop Games Accessibility: Exploring Board and Card Gaming Experiences of People who are Blind and Low VisionProceedings of the Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3490149.3501327(1-17)Online publication date: 13-Feb-2022
  • (2022)Validation and Prioritization of Design Options for Accessible Player ExperiencesInteracting with Computers10.1093/iwc/iwac01733:6(641-656)Online publication date: 20-Jun-2022
  • (2022)Understanding the perceptions and experiences of the deafblind community about digital gamesDisability and Rehabilitation: Assistive Technology10.1080/17483107.2021.200802618:8(1347-1356)Online publication date: 19-Jan-2022
  • (2022)Co-designed mini-games for children with visual impairment: a pilot study on their usabilityMultimedia Tools and Applications10.1007/s11042-022-13665-782:4(5291-5313)Online publication date: 9-Sep-2022
  • (2022)Design Considerations of Learning Resources: Improving Learning and Engagement of Students with Visual ImpairmentsSerious Games10.1007/978-3-031-15325-9_7(75-83)Online publication date: 22-Sep-2022
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