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2022 | z. 166 | 157--166
Tytuł artykułu

Development Directions of the Gaming Industry as Opportunities for People With Disabilities

Autorzy
Warianty tytułu
Języki publikacji
EN
Abstrakty
EN
Purpose: The study's main objective was to identify potential directions for developing gaming and virtual reality that can contribute to bridging the exclusion of people with disabilities. The specific objectives were to isolate functioning facilities for people with disabilities in the gaming market and to identify prospects for further development of technology-affecting facilities for gamers with disabilities. Design/methodology/approach: The author discussed existing gaming solutions as facilities for people with disabilities and then presented directions for further industry development about players with various disabilities and disorders. Subsequently, the author pointed out several benefits of gaming for people with disabilities. The paper also includes the author's identified limitations of the analysis made. In the desk research method, the author used the following scientific databases: PubMed, ResearchGate, Taylor and Francis Online. The author based his considerations primarily on foreign literature on the subject. Findings: Video games can benefit people with various disabilities and disorders - improving their physical fitness, sensorimotor coordination, spatial orientation, motivation and self-confidence. Players with disabilities can experience improvements in mental health, well-being, and behavioural change. Games focused on disability as a starting point stand out enormously. Identifying barriers among players with disabilities presents an opportunity to improve game design and development practices. Social implications: Inclusivity and diversity in games mean opening up to an increasingly wide range of players - without dividing them by gender, ethnicity, cultural background or type of disability. A socially desirable approach in this regard should result in the ability to personalize characters in games with different skin colours, body sizes, and stories related to culturally diverse characters. In doing so, game designers should focus on friendly and healthy communication during gameplay. Originality/value: The author directed the article to all interested in the gaming industry, including gamers with various disabilities and disorders, to make them aware that more and more improvements are for excluded groups. The numerous benefits for gamers with disabilities speak for the right direction of the industry. In the author's opinion, it is necessary to systematically check reports from the gaming world in the context of innovative facilities that contribute to bridging the exclusion of people with disabilities.(original abstract)
Rocznik
Numer
Strony
157--166
Opis fizyczny
Twórcy
  • Wroclaw University of Economics and Business
Bibliografia
  • 1. Bekteshi, S., Konings, M., Vanmechelen, I., Deklerck, J., Ortibus, E., Aerts, J.-M., Hallez, H., Karlsson, P., Dan, B., Monbaliu, E. (2020). Eye Gaze Gaming Intervention in Children with Dyskinetic Cerebral Palsy: A Pilot Study of Task Performance and Its Relation with Dystonia and Choreoathetosis. Developmental Neurorehabilitation, 23(8), 548-556. https://doi.org/10.1080/17518423.2020.1770890.
  • 2. Chaidi, I., Drigas, A. (2022). Digital games & special education. Technium Social Sciences Journal, 34, 214-236.
  • 3. Cieślak, K. (2022). Projektowanie gier dla osób z niepełnosprawnościami. https://tryevidence.com/pl/blog/projektowanie-gier-dla-osob-z-niepelnosprawnosciami/.
  • 4. Dias, S.B., Cano, S., Stasolla, F., Tlili, A., Burgos, D., Denden, M., Duan, A., Padilla-Zea, N., Huang, R., Sun, T. (2022). Game-Based Learning for Learners With Disabilities-What Is Next? A Systematic Literature Review From the Activity Theory Perspective. Frontiers in Psychology, 12, 814691. https://doi.org/10.3389/fpsyg.2021.814691.
  • 5. Dobransky, K., Hargittai, E. (2006). The disability divide in internet access and use. Information, Communication & Society, 9(3), 313-334. https://doi.org/10.1080/ 13691180600751298.
  • 6. Fisher, K.W., Williamson, H.J., Guerra, N., Kupferman, S. (2021). Digital Citizenship: Technology Access and Use for Youth With and Without Intellectual and Developmental Disabilities. Inclusion, 9(4), 263-275. https://doi.org/10.1352/2326-6988-9.4.263.
  • 7. Franco Vega, I., Eleftheriou, A., Graham, C. (2022). Using Video Games to Improve the Sexual Health of Young People Aged 15 to 25 Years: Rapid Review. JMIR Serious Games, 10(2):e33207. https://doi.org/10.2196/33207.
  • 8. Harris, B. (2021). Why Assist Modes Should Feature in More Games. https://www.keengamer.com/articles/features/opinion-pieces/why-assist-modes-should-feature-in-more-games/.
  • 9. Hu, X., Lee, G.T., Tsai, Y.-T., Yang, Y., Cai, S. (2020). Comparing Computer-Assisted and Teacher-Implemented Visual Matching Instruction for Children with ASD and/or Other DD. Journal of Autism and Developmental Disorders, 50, 2540-2555. https://doi.org/10.1007/s10803-019-03978-2.
  • 10. Hunt, J., Taub, M., Marino, M., Duarte, A., Bentley, B., Holman, K., Banzon, A. (2022). Enhancing Engagement and Fraction Concept Knowledge With a Universally Designed Game-Based Curriculum. Learning Disabilities: A Contemporary Journal, 20(1), 77-95. https://files.eric.ed.gov/fulltext/EJ1339498.pdf.
  • 11. Kabir, M., Fahim Faisal Dhruba, Q., Mahmud, H., Kamrul Hasan, M., Rejwan Zaman, A. (2020). Gaming Insight: Conversion of Popular Sedentary Games into Motion-Based Form. International Journal of Human-Computer Interaction, 36(13), 1205-1215. https://doi.org/10.1080/10447318.2020.1726597.
  • 12. Keller, C., Döring, A.K., Makarova, E. (2021). The Potential of Serious Games to Foster Learning among Children and Adolescents with Disabilities: A Systematic Review. Digital Culture & Education, 13(2), 6-36.
  • 13. Malinowski, B.F. (2019). Dostępność gier, czyli jak i po co projektować gry bez barier? https://antyweb.pl/dostepnosc-gier-czyli-jak-i-po-co-projektowac-gry-bez-barier.
  • 14. Malone, L.A., Davlyatov, G.K., Padalabalanarayanan, S., Thirumalai, M. (2021). Active Video Gaming Using an Adapted Gaming Mat in Youth and Adults With Physical Disabilities: Observational Study. JMIR Serious Games, 9(3). https://doi.org/10.2196/ 30672.
  • 15. Pereira, F., Bermúdez Badia, S., Jorge, C., Cameirão, M.S. (2021). The use of game modes to promote engagement and social involvement in multi-user serious games: a within-person randomized trial with stroke survivors. Journal of NeuroEngineering and Rehabilitation, 18(62). https://doi.org/10.1186/s12984-021-00853-z.
  • 16. Redepenning, D.H., Huss, S.A., Maddali, S. (2022). Influence of adaptive video gaming on quality of life and social relationships. Assistive Technology, 1-8. https://doi.org/10.1080/ 10400435.2022.2067913.
  • 17. Rowland, J.L., Malone, L.A., Fidopiastis, C.M., Padalabalanarayanan, S., Thirumalai, M., Rimmer, J.H. (2016). Perspectives on Active Video Gaming as a New Frontier in Accessible Physical Activity for Youth With Physical Disabilities. Physical Therapy, 96(4), 521-532. https://doi.org/10.2522/PTJ.20140258.
  • 18. Seaborn, K., Pennefather, P., Fels, D.I. (2020). Eudaimonia and Hedonia in the Design and Evaluation of a Cooperative Game for Psychosocial Well-Being. Human-Computer Interaction, 35(4), 289-337. https://doi.org/10.1080/07370024.2018.1555481.
  • 19. Stankova, M., Tuparova, D., Tuparov, G., Mihova, P. (2021). Barriers to the Use of Serious Computer Games in the Practical Work with Children with Educational Difficulties. TEM Journal, 10(3), 1175-1183. https://doi.org/10.18421/TEM103-22.
  • 20. Stasieńko, J., Dytman-Stasieńko, A., Madej, K., Flamma, A., Śledź, M. (2021). Fragile Avatars? Representations of Disability in Video Games. In: FRAGILE AVATARS? Representations of Disability in Video Games. Wydawnictwo Naukowe Dolnośląskiej Szkoły Wyższej.
  • 21. Steinhardt, F., Ullenhag, A., Jahnsen, R., Dolva, A.-S. (2021). Perceived facilitators and barriers for participation in leisure activities in children with disabilities: Perspectives of children, parents and professionals. Scandinavian Journal of Occupational Therapy, 28(2), 121-135. https://doi.org/10.1080/11038128.2019.1703037.
  • 22. Szczepańska-Gieracha, J., Cieślik, B., Rutkowski, S., Kiper, P., Turolla, A. (2020). What can virtual reality offer to stroke patients? A narrative review of the literature. NeuroRehabilitation, 47(2), 109-120. https://doi.org/10.3233/NRE-203209.
  • 23. Weston, A., Smith, T., Lu, Y. (2020). Perceived Impact of Video Gaming on Employment: Implications for Vocational Rehabilitation Counseling. Journal of Rehabilitation, 86(3), 33-41.
Typ dokumentu
Bibliografia
Identyfikatory
Identyfikator YADDA
bwmeta1.element.ekon-element-000171669169

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