Invited talk at the Games for Health Conference workshop on game accessibility. This deck of slides discusses some of our research projects at the university of nevada in Reno such as a version of guitar hero that visually impaired can play. Interfaces to popular game genres for severe motor impaired and a virtual world interface that can be accessed with a screen reader.
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
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.
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
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