Glossary
Terms used in accessibility research and practice. Each entry has a definition, common aliases, and category tags.
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- Ability-based calibration(also: Adaptive calibration, Movement range calibration)
- The process of adjusting a technology system's input sensitivity and thresholds to match an individual user's physical capabilities and range of motion, rather than assuming a normative body. In motion-based gaming and rehabilitation, ability-based calibration typically involves…
- Adaptive Gameplay(also: Adaptive Difficulty, Dynamic Difficulty Adjustment)
- A game design approach in which the system automatically adjusts difficulty, pacing, or content based on the player's real-time performance and behaviour. In accessibility and therapeutic contexts, adaptive gameplay is used to create personalized experiences for users with…
- Aim Assist(also: Aim Assistance, Auto-Aim, Bullet Magnetism)
- A category of input-assistance features in shooter games that help a player acquire or track targets, for example by enlarging the effective cursor area, bending projectile paths toward enemies, or slowing the aim reticle when it is near a target. Aim assist is widely used to…
- Asymmetric Gameplay(also: Asymmetric Game Design, Asymmetric Multiplayer)
- A game design approach where different players have different roles, abilities, information, or challenges within the same game. In the context of accessibility, asymmetric gameplay is a promising strategy for mixed-ability gaming because it allows each player's role and…
- Audio Game(also: Audiogame, Audio-Based Game, Accessible Game)
- A video game designed primarily or entirely around audio output rather than visual graphics, making it accessible to players who are blind or have visual impairments. Audio games use techniques such as 3D spatial audio, sound effects, text-to-speech, and musical cues to convey…
- Audio game(also: Audiogame, Sound-based game, Accessible game)
- A digital game designed to be played primarily or entirely through audio, without requiring visual information. Audio games use spatial sound, earcons, music, voice narration, and other auditory cues to convey gameplay information, environments, and interactions. They range from…
- Audio-Based Virtual Environment(also: Audio Virtual Environment, Sound-Based Virtual World, Auditory Virtual Environment)
- An audio-based virtual environment is a computer-generated interactive space that uses sound — including 3D spatial audio, stereo effects, and environmental audio cues — as the primary channel for conveying information about the virtual world, enabling navigation, orientation,…
- Auto-Aim(also: Lock-On Targeting, Target Assist, Aim Assist)
- An accessibility feature in games and virtual environments that helps users locate and track targets without requiring precise manual aiming. Auto-aim typically scans the environment for objects of interest and automatically adjusts the user's view or cursor to face or track the…
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