An Empirical Study of Issues and Barriers to Mainstream Video Game Accessibility
John R. Porter, Julie A. Kientz · 2013 · Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)
This paper investigates the real-world state of video game accessibility through two complementary empirical studies. The first is an online survey of 55 gamers with disabilities, exploring their gaming habits, the platforms they use, the types of games they play, and the…
game accessibility · video games · assistive technology · motor impairment · visual impairment