Analysis of the technologies and techniques in accessibility features of video games
Fedorenko, Iurii (2024)
Fedorenko, Iurii
2024
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2024051712946
https://urn.fi/URN:NBN:fi:amk-2024051712946
Tiivistelmä
Since the popularity of video games has been increasing, more players with disabilities have been joining the community, making the developers think about designing and developing necessary accessibility features for those players. However, two significant issues stand out: a lack of easily available information regarding what techniques and technologies are employed in various accessibility features and differences that must be considered when developing accessibility features across multiple gaming platforms.
This study aims to identify the techniques and technologies that are used for features that enable players at least to be able to interact with the game and the game interfaces, as well as how these features work across various gaming platforms. Additionally, the study aims to highlight the limitations and challenges impacting the implementation of the accessibility features. Thus, a qualitative approach to the research was used along with thematic analysis as the primary method for data analysis, which consists of available accessibility guidelines, literature, and publicly available videos and articles of developers about accessibility features in games.
Results from the thematic analysis reveal what techniques and technologies are used in accessibility features, for example, eye tracking, spatial audio, post-processing color filters, and letterboxing. The main nuances that developers should consider when developing accessibility features for various platforms are also revealed, such as differences in controls, screen resolution, input devices, and availability of technologies on the platforms. Moreover, results indicate that developers face common challenges, such as time and budget constraints, as well as inconsistencies in the availability of features across games that are released by the same company. Additionally, the considered laws that oblige developers to make accessibility features for the communication part of the game do not foster the implementation of more accessible games, especially for companies that have the budget for their implementation, because of the fragmented accessibility standards that are required for implementation since most of the games do not have any communication features in the game like voice chat.
This study contributes to the discourse and advancement of accessibility in video games by providing developers, especially indie developers, with a starting point for creating accessibility features in their games.
This study aims to identify the techniques and technologies that are used for features that enable players at least to be able to interact with the game and the game interfaces, as well as how these features work across various gaming platforms. Additionally, the study aims to highlight the limitations and challenges impacting the implementation of the accessibility features. Thus, a qualitative approach to the research was used along with thematic analysis as the primary method for data analysis, which consists of available accessibility guidelines, literature, and publicly available videos and articles of developers about accessibility features in games.
Results from the thematic analysis reveal what techniques and technologies are used in accessibility features, for example, eye tracking, spatial audio, post-processing color filters, and letterboxing. The main nuances that developers should consider when developing accessibility features for various platforms are also revealed, such as differences in controls, screen resolution, input devices, and availability of technologies on the platforms. Moreover, results indicate that developers face common challenges, such as time and budget constraints, as well as inconsistencies in the availability of features across games that are released by the same company. Additionally, the considered laws that oblige developers to make accessibility features for the communication part of the game do not foster the implementation of more accessible games, especially for companies that have the budget for their implementation, because of the fragmented accessibility standards that are required for implementation since most of the games do not have any communication features in the game like voice chat.
This study contributes to the discourse and advancement of accessibility in video games by providing developers, especially indie developers, with a starting point for creating accessibility features in their games.