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Collaborative
Accessible
Gameplay with
One-Switch
Interfaces
Daniela Bulgarelli
Università degli Studi diTorino
Dept. Psychology
Fulvio Corno, Luigi De Russis
Politecnico diTorino
Dept. Computer Engineering
Goal
• Enable children with severe motor disorders to access dynamic
videogames
• Colorful, fun, action-filled, captivating, dynamic, …
• Accessible with one-switch control interface
• Enable multi-player games
• Socialization
• Have fun with family, siblings, parents
• Inclusive activities at school
• Enable collaborative gameplay
• Fight isolation
• Avoid unfair competitive relationships
2 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
Outline
• Motivation
• Background (GNomon)
• Game Design
• Evaluation
• Conclusions
3 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
Motivation
CollaborativeAccessible Gameplay with One-Switch Interfaces
Accessible games
• Playing games is essential for the development of
cognitive, motivational, emotional, and social competence
• Most off-the-shelf video games do not meet the needs of
children with sensory, cognitive, or motor disabilities
• Traditional inputs (keyboard, mouse, controller) are not
usable by users with motor impairments
• One-switch inputs are used
• In previous research, we developed GNomon as an
accessible one-switch interaction modality for dynamic
video games
5 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
Industry awareness is increasing
6 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
Controllers Game makers Devices
Multiplayer & accessible games
• Playing with peers or family improves social &
communication abilities
• When one of the players has disabilities:
• Ensure both players are having fun
• Ensure the experience is challenging (not too easy, not too hard) for
both players
• Collaborative games are a viable option
• The contribution of both players is needed to reach the objective
• Communication and coordination between the players is required
• The split of game responsibility can be adapted to players’ abilities
7 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
Background
(GNomon)
CollaborativeAccessible Gameplay with One-Switch Interfaces
GNomon ACMTransactions on Accessible
Computing, 2017
Design and Development of One-
SwitchVideo Games for Children
with Severe Motor Disabilities
Game Design
CollaborativeAccessible Gameplay with One-Switch Interfaces
Requirements elicitation
• Participatory design method, multidisciplinary team
• Focus group for game design
• HCI researchers, game programmers, psychology researchers, speech therapists
• Identification of target group
• Children able to use a one-switch interface
• Minimum mental age 5-6 years
• Identification of game type
• Collaborative
• Two-players
• Single computer
• One player using the accessible switch
12 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
Gameplay – Monster’s Labyrinth (1/2)
• 2-player, 1-computer game
• Multi-level labyrinth
• 6 stages of 10 levels each  60 levels
• Each player is associated to a character
(monster) in the game
• The two monsters are present at the same
time in the level
• Each monster must reach an ending position
(marked by the monster’s color)
• The level is completed when both monsters
reach their ending spot
14 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
Gameplay – Monster’s Labyrinth (2/2)
• There are no turns, each player moves freely
when he/she wants
• In each move a direction (NSEW) is selected
• The monster moves all the way in that
direction, until it reaches a wall, an obstacle,
another monster, …
• Levels contain points to be collected (bananas)
• Levels contain special elements
15 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
Game Accessibility
• The monster associated to the one-switch control is
driven through the GNomon interaction method
• Arrows are painted next to the monster, in all the
allowed directions
• GNomon clocks are placed besides each arrow
• All game elements (including controls: pause, level
selection, music control, …) are also GNomon-
controllable
16 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
Game levels
• In each new stage (10 levels) new special
elements are introduced
• The number of special elements increases in
later stages
• Some levels might lead to stall situations
(need to restart the level)
• Some levels have a shared labyrinth, some
separated
• Some levels require the collaboration of
players to be solved
17 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
Evaluation
CollaborativeAccessible Gameplay with One-Switch Interfaces
Evaluation
Goals
• Validating the characteristics of the
game
• Playability
• Fun
• Collaboration
• Understanding its applicability
• Suitable mental age
• Required cognitive capabilities
Method
• 2-steps
1. Analysis by a group of experts
2. Study with pairs of players of
various ages
19 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
1. Analysis by experts
Experts group
• 3 speech therapists (1 new)
• 2 psychologists (1 new)
• Analyzed the game design
• Analyzed the control methods
• Tested its implementation by playing
Analysis results
• Successful gameplay requires:
• Cognitive flexibility
• Working memory
• Strategic thinking
• Ability to handle multiple information
• Planning
• Collaboration
• Suitable for children with physical
disabilities whose cognitive
functioning can meet the described
abilities
• Can also be a fun activity to improve
these competences and skills while
interacting with peers
20 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
2. Experiment with players
21 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
• 5 player pairs
• Some children, some adults, no disabilities
• In-family settings
• One experimenter observing the players
• Players were free to switch roles
• Game duration was up to the players
• Logged actions
Comments
• After a few levels, a collaboration strategy was always developed
• Some discussing and agreeing, then moving the monsters
• Some with a ‘leader’ and an ‘executor’ (especially when age difference was
significant): collaboration suffers
• One verbal fight event was observed
• Game is playable for children with a mental functioning of 5-6 years
• For stages 3 and above, a mental age of at least 8-10 years is required
• Some levels were found too difficult for the younger children, requiring
external hints
• Players generally enjoyed the game, found it challenging and
engaging, and endured a long play time without problems
22 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
Conclusions
CollaborativeAccessible Gameplay with One-Switch Interfaces
Conclusions
• Games are a powerful tool for stimulating
children abilities and socialization
• Control interfaces must be accessible, and
game design must take into account special
needs
• Multi-player collaborative games enhance
socialization and collaboration
• May offer relaxing and fun moments at home
and in the classroom
• Next step: experimentation with children with
disabilities
24 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
http://bit.ly/gnomon-games
GNomon games are
free to download

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Collaborative Accessible Gameplay with One-Switch Interfaces

  • 1. Collaborative Accessible Gameplay with One-Switch Interfaces Daniela Bulgarelli Università degli Studi diTorino Dept. Psychology Fulvio Corno, Luigi De Russis Politecnico diTorino Dept. Computer Engineering
  • 2. Goal • Enable children with severe motor disorders to access dynamic videogames • Colorful, fun, action-filled, captivating, dynamic, … • Accessible with one-switch control interface • Enable multi-player games • Socialization • Have fun with family, siblings, parents • Inclusive activities at school • Enable collaborative gameplay • Fight isolation • Avoid unfair competitive relationships 2 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
  • 3. Outline • Motivation • Background (GNomon) • Game Design • Evaluation • Conclusions 3 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
  • 5. Accessible games • Playing games is essential for the development of cognitive, motivational, emotional, and social competence • Most off-the-shelf video games do not meet the needs of children with sensory, cognitive, or motor disabilities • Traditional inputs (keyboard, mouse, controller) are not usable by users with motor impairments • One-switch inputs are used • In previous research, we developed GNomon as an accessible one-switch interaction modality for dynamic video games 5 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
  • 6. Industry awareness is increasing 6 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it Controllers Game makers Devices
  • 7. Multiplayer & accessible games • Playing with peers or family improves social & communication abilities • When one of the players has disabilities: • Ensure both players are having fun • Ensure the experience is challenging (not too easy, not too hard) for both players • Collaborative games are a viable option • The contribution of both players is needed to reach the objective • Communication and coordination between the players is required • The split of game responsibility can be adapted to players’ abilities 7 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
  • 9. GNomon ACMTransactions on Accessible Computing, 2017 Design and Development of One- SwitchVideo Games for Children with Severe Motor Disabilities
  • 10. Game Design CollaborativeAccessible Gameplay with One-Switch Interfaces
  • 11. Requirements elicitation • Participatory design method, multidisciplinary team • Focus group for game design • HCI researchers, game programmers, psychology researchers, speech therapists • Identification of target group • Children able to use a one-switch interface • Minimum mental age 5-6 years • Identification of game type • Collaborative • Two-players • Single computer • One player using the accessible switch 12 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
  • 12. Gameplay – Monster’s Labyrinth (1/2) • 2-player, 1-computer game • Multi-level labyrinth • 6 stages of 10 levels each  60 levels • Each player is associated to a character (monster) in the game • The two monsters are present at the same time in the level • Each monster must reach an ending position (marked by the monster’s color) • The level is completed when both monsters reach their ending spot 14 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
  • 13. Gameplay – Monster’s Labyrinth (2/2) • There are no turns, each player moves freely when he/she wants • In each move a direction (NSEW) is selected • The monster moves all the way in that direction, until it reaches a wall, an obstacle, another monster, … • Levels contain points to be collected (bananas) • Levels contain special elements 15 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
  • 14. Game Accessibility • The monster associated to the one-switch control is driven through the GNomon interaction method • Arrows are painted next to the monster, in all the allowed directions • GNomon clocks are placed besides each arrow • All game elements (including controls: pause, level selection, music control, …) are also GNomon- controllable 16 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
  • 15. Game levels • In each new stage (10 levels) new special elements are introduced • The number of special elements increases in later stages • Some levels might lead to stall situations (need to restart the level) • Some levels have a shared labyrinth, some separated • Some levels require the collaboration of players to be solved 17 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
  • 17. Evaluation Goals • Validating the characteristics of the game • Playability • Fun • Collaboration • Understanding its applicability • Suitable mental age • Required cognitive capabilities Method • 2-steps 1. Analysis by a group of experts 2. Study with pairs of players of various ages 19 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
  • 18. 1. Analysis by experts Experts group • 3 speech therapists (1 new) • 2 psychologists (1 new) • Analyzed the game design • Analyzed the control methods • Tested its implementation by playing Analysis results • Successful gameplay requires: • Cognitive flexibility • Working memory • Strategic thinking • Ability to handle multiple information • Planning • Collaboration • Suitable for children with physical disabilities whose cognitive functioning can meet the described abilities • Can also be a fun activity to improve these competences and skills while interacting with peers 20 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
  • 19. 2. Experiment with players 21 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it • 5 player pairs • Some children, some adults, no disabilities • In-family settings • One experimenter observing the players • Players were free to switch roles • Game duration was up to the players • Logged actions
  • 20. Comments • After a few levels, a collaboration strategy was always developed • Some discussing and agreeing, then moving the monsters • Some with a ‘leader’ and an ‘executor’ (especially when age difference was significant): collaboration suffers • One verbal fight event was observed • Game is playable for children with a mental functioning of 5-6 years • For stages 3 and above, a mental age of at least 8-10 years is required • Some levels were found too difficult for the younger children, requiring external hints • Players generally enjoyed the game, found it challenging and engaging, and endured a long play time without problems 22 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it
  • 22. Conclusions • Games are a powerful tool for stimulating children abilities and socialization • Control interfaces must be accessible, and game design must take into account special needs • Multi-player collaborative games enhance socialization and collaboration • May offer relaxing and fun moments at home and in the classroom • Next step: experimentation with children with disabilities 24 2018-08-16 IEEE GEM 2018 - Collaborative Accessible Gameplay with One-Switch Interfaces - D. Bulgarelli, F. Corno. L. De Russis - http://elite.polito.it http://bit.ly/gnomon-games GNomon games are free to download