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Games 4 Health Conference, Boston
Game Accessibility Workshop
June 10th 2009


Game
Accessibility
Research @




Eelke Folmer
Overview
1.Introduction
2.Motivation for Research
3.Research Projects:


                    1       TextSL
4.Lessons Learned
5.Q&A
Eelke Folmer
Assistant Professor (2006)
Player-Game-Interaction Lab
2 MS. / 3 Ph.D / 1 PostDoc
Research Interests:             Dead Space
   Human Computer Interaction
   Software Engineering
   Games / Virtual Worlds
 http://www.eelke.com             Wii-Fit
 “You are what you play”:


                                 BioShock
Motivations
Games are pervasive




Education
Advertising
Politics
Military Simulations
Health
...
Diverse audience




More & more people are interested in playing games
Varying amounts of experience & abilities



Individuals with disabilities often face significant
 barriers to or are excluded from playing games
What are these barriers?
Illustrate with a Game Interaction Model
How do we play games?
   game           output   3 different
                           modalities




          input
                                         player
Detailed Steps
1.Game provides feedback {enemies/ gunfire/ sound}
2.Player decides what in-game response to provide:
   1.(a) Do nothing.
   2.(b) Move or reorient his/her character.
   3.(c) Fire his/her gun.
   4.(d) Change the weapon.
   5.(e) Change the camera viewpoint.
   6.(f) Reload, pause, or save the game.
3.The player must physically issue the chosen action(s)
through a physical device.

4.The internal state of the game may change and new
feedback may be provided
Synthesis




1. feedback    1. feedback         1. feedback
2. up/down     2. left/right/gas   2. left/right/shoot
3. button      3. wheel            3. button / mouse
Game Interaction model
Disability
Disability
Disability
Disability
Disability
Game Accessibility Stats
          ★Disability may affect ability to
          play to different extents
          ★Based on Census 2006 data &
          game interaction model we found
          that in the US:
            ★6.2 Million disabled are
            unable to play games at all
            ★25.9 Million disabled suffer
            from reduced game experience
            ★Elderly overly represented in
            our estimates.
            ★Nevertheless this will be a
            big problem in the future
Our research
★Understand exactly what barriers
individuals with disabilities face.
★Research alternative ways to play:
   ★Feedback from alternative
   modalities
   ★Reduced amounts of input.
   ★while retaining game experience
★Focus on game genres that are NOT
accessible
★More complex interaction models
★Provide examples & guidelines to
the game industry.
Guitar Hero




> 21M copies sold
Dominate sales charts
Not playable by
Viable strategies
                                    ?



VI accessible games Guitar Hero
 • Speech             • Interference with music
 • Earcons
 • Sonification       • Too many stimuli
 • Audio Cues
Haptic output
           5 Different “notes”
     !
           Varying note lengths
           Lookahead
           <3 notes simultaneously
!

    ? ?

           Glove
           Pager engines (# ? )
           “Haptic Cues”?
           Position?
Tradeoffs


               !
                            remove
                          lookahead




!


                   ★“whack a mole” gameplay
    Remove         ★retain “guitar playing” feeling
    1 button       ★Easy to learn
                   ★Fun!
Play testing
User Study
Participants
 8 sighted + 4 visually impaired
 age 20 - 41 (SD=4.5)
Groups
1 sighted   Blind Hero    first time players
2 blind     Blind Hero    first time players
3 sighted   Blind Hero    experts on Guitar Hero
4 sighted   Guitar Hero   first time players
Play 2 songs repeatedly (to measure
 increase) for 4 times
Results
           guitar Hero - novice




                     expert

                           VI

                                  novice




Haptic is a viable strategy for Music based games
Performance lower but could increase over time
Most important: participants enjoyed the game
one switch games
Problem

                   switch controller

                                          mouth controller




                     eye tracker        one handed joystick

     rely upon adapted controllers
Constrained (type/ amount)
Suitable for arcade/puzzle games
Not suitable for popular game genres (FPS, RTS,
 etc)
Research objective
less
           ?




               Find smallest amount of input.
               Preserve gameplay.
               Find the “core” of the game.
               What strategies can be used?
more
Experiences
less
           ✔
       ✔
       ✔
                Support all types of input
                Find minimum (may not be binary 1 switch)
                Identified the following mechanisms:
                   automation
                   reduction
more               scanning
                How do these change the gameplay?
Gordon’s Trigger Finger
                     Be able to respond fast
                     Scanning/automating/removing
                     Idea: player on top of a bot?
                     Evaluate alternatives




Scanning too slow   moving           user   automated
Multiplayer only    aiming           user   automated
                     fire             user     user
Railshooter
                     switch weapons   user    random
Balanced/ Fair      open doors       user   automated
FUN                 jump/crawl       user   removed
Video
One Switch Interfaces



                       Music
 Puzzle Games




                                       virtual world

 Sports Games   first person shooter
TextSL
Virtual Worlds
   Second Life / There / Active / Home
   Higher degree of interaction.
   Visually attractive
   Entirely driven by user generated
    content
   Virtual Economy
   Social Interaction most important
   Estimated: in 4 years 80% of
    internet users will have a VW
    account
Accessibility Problem
                                     ?
                                 ?       ?




Unlike Web, VW lack textual representation
Not Accessible with screen reader / tactile display
VW increasingly used as virtual classrooms /
 distance learning (Section 508)
Communities for Disabled in SL (Virtual ability)
Research how VW can be made accessible
   develop prototype interface
Analyze differences




    virtual worlds                       video games

 VW lack Combat/Storyline/Score
 No need for quick responses as you cannot die
 Everything is user generated (large amount of
  content you cannot change)
 Viewer offers large number of functions including
  creating objects. Many operations on objects. Objects
  define their own functionality through scripts.
 VW viewers is more like a browser.
Output Strategies



 VI games (TerraFormers, AudioQuake, Shades of Doom) with
  similar interaction mechanisms as VW.
 All use audio
 Levels have minimum number of objects
 Most strategies focus on being able to locate “enemies”
    Earcons & Audio Cues (too many objects in VW & you
      cannot augment objects )
    Sound Radar (not applicable)
    Speech (applicable, but requires augmentation)
Controls
 Controls the same as the original games (arrow keys)
 Player has to do the pathfinding which is useful for mental
  mapping (dungeons)
 Generic “use” command to interact with objects
 Design of levels accommodates limited interaction &
  manual pathfinding

 CS difficult to implement in Virtual worlds as
   Large amount of objects & avatars
   Large number of functions to support.
   Mental mapping impossible in VW
   Manual Pathfinding is very hard
Different approach




 Command based interface (TextSL):
   Inspired by multi user dungeon games (MUD)
   “chat interface” to support social interaction
   Iteratively extract texts that can be read with a screen
    reader
    Command based interaction supports interaction with large
     amounts of objects & Avatars (“give my flower to jane”, “sit
     on chair”)
TextSL features
 Commands in 3 categories:
   Exploration (move / fly / teleport / follow / describe /where)
   Communication (say / whisper / mute,.....)
   Interaction (sit, touch.....)
 Notable features:
   Natural language (go / travel / walk all map to “move” )
    increasing learnability. Interpreter allows for prepositions and
    adjectives “give my chair to...”
   Collision free navigation. e.g. “Move forward 100”
   Summarizer aims to minimize the amount of feedback
    provided to avoid overwhelming the user with feedback.
User Studies
                                   Compare TextSL with SL
                                   8 Sighted & 8 Screen
                                    reader users
                                   Tasks in 3 categories +
                                    tutorial
                                   Measure success rate &
                                    performance times


 TextSL has same succesrate as SL viewer for
  performing tasks (accessibility)
 Exploration & Interaction significantly slower (usability)
 Communication the same.
 Command based interface is a feasible approach
Lessons Learned
 Research contributions:
   Haptic feedback is a viable strategy for making music
    based games accessible to VI.
   Popular game genres can be made switch accessible
    by automating, reducing or making it switch accessible
    but it involves significant tradeoffs with regard to the
    gameplay. For a number of popular game genres we
    now understand these tradeoffs.
   Virtual worlds are different from Video games and
    require a different strategy to make them accessible to
    VI. A command-based interface is a feasible approach.
         lack of meta data for objects in SL
Questions?

A description of all research projects & media (video/
 downloads) can be found on http://www.eelke.com

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G4H: game accessibility research @ University of Nevada, Reno

  • 1. Games 4 Health Conference, Boston Game Accessibility Workshop June 10th 2009 Game Accessibility Research @ Eelke Folmer
  • 2. Overview 1.Introduction 2.Motivation for Research 3.Research Projects: 1 TextSL 4.Lessons Learned 5.Q&A
  • 3. Eelke Folmer Assistant Professor (2006) Player-Game-Interaction Lab 2 MS. / 3 Ph.D / 1 PostDoc Research Interests: Dead Space  Human Computer Interaction  Software Engineering  Games / Virtual Worlds  http://www.eelke.com Wii-Fit  “You are what you play”: BioShock
  • 6. Diverse audience More & more people are interested in playing games Varying amounts of experience & abilities Individuals with disabilities often face significant barriers to or are excluded from playing games What are these barriers? Illustrate with a Game Interaction Model
  • 7. How do we play games? game output 3 different modalities input player
  • 8. Detailed Steps 1.Game provides feedback {enemies/ gunfire/ sound} 2.Player decides what in-game response to provide: 1.(a) Do nothing. 2.(b) Move or reorient his/her character. 3.(c) Fire his/her gun. 4.(d) Change the weapon. 5.(e) Change the camera viewpoint. 6.(f) Reload, pause, or save the game. 3.The player must physically issue the chosen action(s) through a physical device. 4.The internal state of the game may change and new feedback may be provided
  • 9. Synthesis 1. feedback 1. feedback 1. feedback 2. up/down 2. left/right/gas 2. left/right/shoot 3. button 3. wheel 3. button / mouse
  • 16. Game Accessibility Stats ★Disability may affect ability to play to different extents ★Based on Census 2006 data & game interaction model we found that in the US: ★6.2 Million disabled are unable to play games at all ★25.9 Million disabled suffer from reduced game experience ★Elderly overly represented in our estimates. ★Nevertheless this will be a big problem in the future
  • 17. Our research ★Understand exactly what barriers individuals with disabilities face. ★Research alternative ways to play: ★Feedback from alternative modalities ★Reduced amounts of input. ★while retaining game experience ★Focus on game genres that are NOT accessible ★More complex interaction models ★Provide examples & guidelines to the game industry.
  • 18.
  • 19. Guitar Hero > 21M copies sold Dominate sales charts Not playable by
  • 20. Viable strategies ? VI accessible games Guitar Hero • Speech • Interference with music • Earcons • Sonification • Too many stimuli • Audio Cues
  • 21. Haptic output 5 Different “notes” ! Varying note lengths Lookahead <3 notes simultaneously ! ? ? Glove Pager engines (# ? ) “Haptic Cues”? Position?
  • 22. Tradeoffs ! remove lookahead ! ★“whack a mole” gameplay Remove ★retain “guitar playing” feeling 1 button ★Easy to learn ★Fun!
  • 24. User Study Participants 8 sighted + 4 visually impaired age 20 - 41 (SD=4.5) Groups 1 sighted Blind Hero first time players 2 blind Blind Hero first time players 3 sighted Blind Hero experts on Guitar Hero 4 sighted Guitar Hero first time players Play 2 songs repeatedly (to measure increase) for 4 times
  • 25. Results guitar Hero - novice expert VI novice Haptic is a viable strategy for Music based games Performance lower but could increase over time Most important: participants enjoyed the game
  • 27. Problem switch controller mouth controller eye tracker one handed joystick  rely upon adapted controllers Constrained (type/ amount) Suitable for arcade/puzzle games Not suitable for popular game genres (FPS, RTS, etc)
  • 28. Research objective less ? Find smallest amount of input. Preserve gameplay. Find the “core” of the game. What strategies can be used? more
  • 29. Experiences less ✔ ✔ ✔  Support all types of input  Find minimum (may not be binary 1 switch)  Identified the following mechanisms:  automation  reduction more  scanning  How do these change the gameplay?
  • 30. Gordon’s Trigger Finger Be able to respond fast Scanning/automating/removing Idea: player on top of a bot? Evaluate alternatives Scanning too slow moving user automated Multiplayer only aiming user automated fire user user Railshooter switch weapons user random Balanced/ Fair open doors user automated FUN jump/crawl user removed
  • 31. Video
  • 32. One Switch Interfaces Music Puzzle Games virtual world Sports Games first person shooter
  • 34. Virtual Worlds Second Life / There / Active / Home Higher degree of interaction. Visually attractive Entirely driven by user generated content Virtual Economy Social Interaction most important Estimated: in 4 years 80% of internet users will have a VW account
  • 35. Accessibility Problem ? ? ? Unlike Web, VW lack textual representation Not Accessible with screen reader / tactile display VW increasingly used as virtual classrooms / distance learning (Section 508) Communities for Disabled in SL (Virtual ability) Research how VW can be made accessible  develop prototype interface
  • 36. Analyze differences virtual worlds video games  VW lack Combat/Storyline/Score  No need for quick responses as you cannot die  Everything is user generated (large amount of content you cannot change)  Viewer offers large number of functions including creating objects. Many operations on objects. Objects define their own functionality through scripts.  VW viewers is more like a browser.
  • 37. Output Strategies  VI games (TerraFormers, AudioQuake, Shades of Doom) with similar interaction mechanisms as VW.  All use audio  Levels have minimum number of objects  Most strategies focus on being able to locate “enemies”  Earcons & Audio Cues (too many objects in VW & you cannot augment objects )  Sound Radar (not applicable)  Speech (applicable, but requires augmentation)
  • 38. Controls  Controls the same as the original games (arrow keys)  Player has to do the pathfinding which is useful for mental mapping (dungeons)  Generic “use” command to interact with objects  Design of levels accommodates limited interaction & manual pathfinding  CS difficult to implement in Virtual worlds as  Large amount of objects & avatars  Large number of functions to support.  Mental mapping impossible in VW  Manual Pathfinding is very hard
  • 39. Different approach  Command based interface (TextSL):  Inspired by multi user dungeon games (MUD)  “chat interface” to support social interaction  Iteratively extract texts that can be read with a screen reader  Command based interaction supports interaction with large amounts of objects & Avatars (“give my flower to jane”, “sit on chair”)
  • 40. TextSL features  Commands in 3 categories:  Exploration (move / fly / teleport / follow / describe /where)  Communication (say / whisper / mute,.....)  Interaction (sit, touch.....)  Notable features:  Natural language (go / travel / walk all map to “move” ) increasing learnability. Interpreter allows for prepositions and adjectives “give my chair to...”  Collision free navigation. e.g. “Move forward 100”  Summarizer aims to minimize the amount of feedback provided to avoid overwhelming the user with feedback.
  • 41. User Studies  Compare TextSL with SL  8 Sighted & 8 Screen reader users  Tasks in 3 categories + tutorial  Measure success rate & performance times  TextSL has same succesrate as SL viewer for performing tasks (accessibility)  Exploration & Interaction significantly slower (usability)  Communication the same.  Command based interface is a feasible approach
  • 42. Lessons Learned  Research contributions:  Haptic feedback is a viable strategy for making music based games accessible to VI.  Popular game genres can be made switch accessible by automating, reducing or making it switch accessible but it involves significant tradeoffs with regard to the gameplay. For a number of popular game genres we now understand these tradeoffs.  Virtual worlds are different from Video games and require a different strategy to make them accessible to VI. A command-based interface is a feasible approach.  lack of meta data for objects in SL
  • 43. Questions? A description of all research projects & media (video/ downloads) can be found on http://www.eelke.com