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Social Accessibility in Multiplayer Games: Theory and Praxis

Baltzar, Pauliina; Hassan, Lobna; Turunen, Markku (2023)

 
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Baltzar, Pauliina
Hassan, Lobna
Turunen, Markku
2023

Entertainment Computing
100592
doi:10.1016/j.entcom.2023.100592
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-202309258411

Kuvaus

Peer reviewed
Tiivistelmä
In recent years, we have seen growing efforts towards facilitating the accessibility of games to people with disabilities. When it comes to multiplayer games, however, such efforts require not only facilitating the technical accessibility of the game (e.g., accessibility features) but also social inclusion in the game, what we refer to as social accessibility. Accessibility of multiplayer games is, hence, complex and multifaceted. While some advances have been made in terms of technical accessibility, much work is needed to facilitate social accessibility. This study had two goals 1) to propose a definition for social accessibility in multiplayer games, and 2) to present practical examples of how social accessibility can be facilitated in multiplayer games since these aspects were not showcased in the reviewed literature. The study suggests that social accessibility in multiplayer games is a combination of inclusive game design, in-game features, and social guidelines that aim to foster inclusive social structures, and multimodality in communications amongst players, while gaming or socially interacting with aspects of game culture. The study presents various in-game-features that could be used to facilitate social accessibility, such as pausing the game, co-piloting, and individualizable settings.
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  • TUNICRIS-julkaisut [20739]
Kalevantie 5
PL 617
33014 Tampereen yliopisto
oa[@]tuni.fi | Tietosuoja | Saavutettavuusseloste
 

 

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Kalevantie 5
PL 617
33014 Tampereen yliopisto
oa[@]tuni.fi | Tietosuoja | Saavutettavuusseloste