Video game accessibility in the top-level genres

被引:0
|
作者
Guzsvinecz, Tibor [1 ]
机构
[1] Univ Pannonia, Dept Informat Technol & Its Applicat, Gasparich M Utca 18-A, H-8900 Zalaegerszeg, Hungary
关键词
Accessibility features; Disability; Inclusivity; Top-level genres; Video games; KINECT; ADULTS;
D O I
10.1007/s10209-024-01154-7
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
This study aims to investigate the relationship between top-level game genres, release dates, game modes, and accessibility features in commercial video games. For this goal, datasets were created that included 25 games in 11 top-level genres except for experimental games. G-tests were used to examine differences in the proportions of accessibility features between genres, focusing on sensory, motor, and cognitive disabilities. Additionally, regression analyses were performed to assess the effect of genres, release dates, and single-player/multiplayer modes on the number of accessibility features. The results showed significant differences between the top-level genres and the number of all three types of accessibility features. Regression analyses showed significant effects of the top-level genres on the number of accessibility features, while release dates showed no significant influence. Game modes only had a significant effect on accessibility features regarding motor disabilities. In conclusion, the results of this study present genre-specific numbers of accessibility features in commercial video games. In other words, game developers create accessibility features differently depending on the genre. These findings have practical implications for both developers and players to enhance the inclusivity of the gaming experience. The results can also be used to increase awareness and commitment to the importance of accessibility features in the gaming industry, ultimately creating more inclusive commercial video games.
引用
收藏
页数:16
相关论文
共 50 条
  • [1] Length and sentiment analysis of reviews about top-level video game genres on the steam platform
    Guzsvinecz, Tibor
    Szucs, Judit
    COMPUTERS IN HUMAN BEHAVIOR, 2023, 149
  • [2] Why Video Game Genres Fail: A Classificatory Analysis
    Clarke, Rachel Ivy
    Lee, Jin Ha
    Clark, Neils
    GAMES AND CULTURE, 2017, 12 (05) : 445 - 465
  • [3] The Ground Floor Approach to Video Game Accessibility: Identifying Design Features Prioritized by Accessibility Reviews
    Anderson, Sky LaRell
    GAMES AND CULTURE, 2024,
  • [4] A scoping review on serious games as rehabilitation technologies for ankle rehabilitation: game genres, game accessibility, and game usability
    Mota-Martinez, M. Concepsion
    Rechy-Ramirez, Ericka Janet
    UNIVERSAL ACCESS IN THE INFORMATION SOCIETY, 2024,
  • [5] Neurogaming in Virtual Reality: A Review of Video Game Genres and Cognitive Impact
    GomezRomero-Borquez, Jesus
    Del-Valle-Soto, Carolina
    Del-Puerto-Flores, J. Alberto
    Briseno, Ramon A.
    Varela-Aldas, Jose
    ELECTRONICS, 2024, 13 (09)
  • [6] Just how expert are "expert" video-game players? Assessing the experience and expertise of video-game players across "action" video-game genres
    Latham, Andrew J.
    Patston, Lucy L. M.
    Tippett, Lynette J.
    FRONTIERS IN PSYCHOLOGY, 2013, 4
  • [7] Video Game Accessibility Defined Through Advocacy: How the Websites AbleGamers.org and CanIPlayThat.com Use the Word Accessibility
    Anderson, Sky LaRell
    GAMES AND CULTURE, 2024, 19 (05) : 571 - 586
  • [8] Power and nerves of steel or thrill of adventure and patience? An empirical study on the use of different video game genres
    Schumann, Christina
    Schultheiss, Daniel
    JOURNAL OF GAMING AND VIRTUAL WORLDS, 2009, 1 (01) : 39 - 56
  • [9] Game accessibility: a survey
    Yuan, Bei
    Folmer, Eelke
    Harris, Frederick C., Jr.
    UNIVERSAL ACCESS IN THE INFORMATION SOCIETY, 2011, 10 (01) : 81 - 100
  • [10] Game accessibility: a survey
    Bei Yuan
    Eelke Folmer
    Frederick C. Harris
    Universal Access in the Information Society, 2011, 10 : 81 - 100