Gaming with Disabilities

Who needs video?: "Non-visual" mobile phone games for blind and sighted players

Who needs video? Non-visual mobile phone games for blind and sighted players

Computer scientists at the Pontíficia Universidade Católica in Rio de Janeiro are working on non-visual games for mobile phones that they hope will be fun for players who are blind, have low vision or are sighted. In a paper in the Journal of the Brazilian Computer Society, Luis Valente, Clarisse Sieckenius de Souza and Bruno Feijó describe their protype adventure game Audio Flashlight. They also discuss some things they learned during field testing about making games accessible to players with visual impairments.

Study: Certain video games may help improve decision-making skills of people with intellectual disabilities

Study: Certain video games may help improve decision-making skills of people with intellectual disabilities

Researchers from Trent University and the Division of Rehabilitation and Ageing at Nottingham University have found that some kinds of video games may help people with intellectual disabilities improve their ability to make decisions.

Motion control: Boon or bane for gamers with disabilities?

With all the studies on therapeutic uses for Nintendo's Wiimote, a deaf school's innovative use of PlayStation Portables and the potential for Microsoft's Project Natal to make games accessible to players with disabilities thanks to its ability to recognize objects, voices, gestures and facial expressions, it's easy to think that motion-sensing technology is an unequivocal boon to players with disabilities everywhere. But is it? It's certainly easier for some people with disabilities to move an arm than to push a small button (or six). But what about those players with disabilities who are attracted to video games partly because pushing buttons allows them to do things they cannot otherwise do? Will the move toward motion control realism bar some players from their hobby?

Disabilities, Nintendo's Demo Play and a wishlist

New Super Mario Bros. Wii Screenshot

While I think Nintendo's Demo Play feature would be great for skipping the boring or poorly-designed bits of a mostly-good game, some people wonder if games getting their own players "unstuck" is the end of gaming as we know it. Others point out that this feature may be very useful for players with disabilities, who may find parts of a game completely impossible.

Wiimote hacked to help people with disabilities

Nintendo Wii Nunchuck

At this month's DEFCON hackers' conference, engineering students Josh Marks, Rob Rehrig and Larry Aiello did a demonstration of their project WiiAssist, (PDF here) which allows people with disabilities to use the Nintendo Wiimote as a head-pointer and the Wii Balance Board as a mouse. VultureBeat's Dean Takashi writes:

"[T]he project adapts the infrared sensors in the Wii controller, which detects a Wii game player’s motion and position, so that it can be attached to someone’s head. The sensor is then used to track head movements, which can control a mouse in a computer application."

The University of Delaware students chose the Wiimote in part because it can track up to four infrared sources and it has Bluetooth capabilities, as well as an open-source library for Windows and Linux machines called Wiiuse, which supports "motion sensiong, IR tracking, nunchuck, classic controller, and the Guitar Hero 3 controller."

Long-term goals for WiiAssist include sign language recognition and a design that uses less power and fewer wires.

Blind gamers play mainstream video games, too

Blind gamers play mainstream video games, too

In an article for GameSpot called "The blind gaming the blind", Matthew Peters writes about the accessibility of mainstream games for blind players. Twenty-three-year-old Brandon Cole, who is blind, says that:

"Rock Band is a fun challenge for blind people...Developers don't place the button sequences randomly as far as the instrument controllers go. It makes sense; they do it in a logical way. We have learned that if the next note in the song is a higher note, then more than likely the fret on the guitar that you're going to press is a higher fret than what you're on right now. With that in mind, and a few other tips and tricks I've picked up—like certain ways long streaks of constantly rising notes are handled in these games—I can learn a song just by listening to it."

Bayonetta includes one-switch mode for disabled gamers

As Gus Mastrapa writes in GameLife, Platinum Games's upcoming brawler Bayonetta will feature a mode which allows gamers to play through the entire game using a single button. The title, which will be released for the XBox 360 and the PS3, is, essentially, a mainstream one-switch game.

Interview with Jorge Silva, AIBICOM developer

 Jorge Silva, the man who designed AIBICOM’s algorithm. Many mainstream games are inaccessible to players who use a single button or switch. Game developers can have a hard time adapting their four-, eight-, twelve-button twitch masterpiece to a one-button interface. AIBICOM (asynchronous interpreter of binary commands) is a one-switch interface different from most others; instead of pushing a button to make an application dosomething, users only push a button when the program does something they don’t want it to do. With the speed and complex controls AIBICOM makes available to one-switch users, it could be very useful in making games accessible. I’ve written a bit about AIBICOM before; now let’s talk with Jorge Silva, the man who designed AIBICOM’s algorithm.

Game accessibility news roundup: 3/10/09

Virtual Finance Teaches Real Financial Skills in Second Life. Nathalie Caron of Game Forward writes of a Credit Union Island in Second Life which is designed to help teenagers learn about "real life financial decisions" such as taking out a college loan. While the Virtual Finance tutorial set up by Ohio University is not meant for people with disabilities in particular, something similar could help those with certain kinds of disabilities practice financial skills.

Xerte is a free, open source toolkit for creating quizzes, presentations and other learning applications. It was developed by the University of Nottingham. While Xerte's primary purpose is to make educational media, it's capable of making games (e.g. using Flash) as well. Xerte has many features to make applications accessible to people with disabilities. There's a choice of color schemes that provide good contrast between text and background colors and have been tested against many types of color blindness. It's easy to make applications controllable with the keyboard rather than the mouse, as well as to enable text-to-speech output.

7128 Software announces their top picks of websites for gamers who are blind, sites for gamers with mobility impairments and sites for gamers who are Deaf. (GameCritics is #8 out of 10 on the last list; though it lists our attention to games' accessibility for Deaf and hard of hearing gamers as "recent," GC has been doing it for years).

Quickie: Study examines benefites of DDR for people with disabilities

Dance Dance Revolution

West Virginia was the first school system in the United States to incorporate a video game (Konami's Dance Dance Revolution) into its physical education curriculum. Now, West Virginia University, ResCare Home Care and the Special Olympics are conducting a study to see if the series has benefits for people with disabilities. According to the very small blurb I was able to find, "Participants will play the game three days a week, for eight weeks. If it is successful, the Special Olympics may consider making 'DDR' a competitive event during its annual games."

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