Accessibility in digital games: Combining interaction techniques for improved experience of users with motor impairments

Bibliographic Details
Main Author: Margarida Nazaré Pereira dos Santos
Publication Date: 2024
Format: Master thesis
Language: eng
Source: Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
Download full: https://hdl.handle.net/10216/161373
Summary: The gaming industry has been focusing on accessibility features more and more as the years pass by, focused on a more inclusive society and searching for expanding the number and diversity of gamers. However, there is still a lot of work to be done in order to make games completely accessible. Accessibility technologies could, in theory, substitute the need for using the hands with dexterity to play a game. However, in a game that needs more than one action at once, using only one of the technologies, as most studies report, would prove futile and overly complicated. With this study, we aimed to expand the research of accessibility in video games, specifically for people with motor disabilities that have some type of incapacity in the usage of the hands. We aimed to study how the integration of two technologies compares to the use of only one (complemented by traditional input methods), and hypothesize that the implementation will prove more immersive and fun to play, as well as be more accessible. With a preliminary interview, we gathered insight into disabled users' issues and what they think about the effort being made to accommodate them. In the game we used for the research, a top-down 3D shooter, there are two main actions: movement and shooting. Our integrated system consists of a nose tracker and a gaze tracker, linked to different actions in the game. The nose tracker is used for the movement action while the gaze tracker is used for the shooting action. The individual systems use, each, one of these technologies and the keyboard, a traditional input method, for the complementing action. Following the implementation of the two technologies individually, we tested them against the original input devices to understand how the technologies performed when compared to the original experience. Through a second phase of user tests, we tested the integration of these two technologies against their individual implementation. Our results indicate that users did not prefer the combination of technologies over their individual use. However, they liked the experience with the gaze tracker, finding it fun and enjoyable, and accessible enough, provided you had movement in one hand.
id RCAP_3f855b85104e78076c9ee1d2d72fb7cb
oai_identifier_str oai:repositorio-aberto.up.pt:10216/161373
network_acronym_str RCAP
network_name_str Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
repository_id_str https://opendoar.ac.uk/repository/7160
spelling Accessibility in digital games: Combining interaction techniques for improved experience of users with motor impairmentsOutras ciências da engenharia e tecnologiasOther engineering and technologiesThe gaming industry has been focusing on accessibility features more and more as the years pass by, focused on a more inclusive society and searching for expanding the number and diversity of gamers. However, there is still a lot of work to be done in order to make games completely accessible. Accessibility technologies could, in theory, substitute the need for using the hands with dexterity to play a game. However, in a game that needs more than one action at once, using only one of the technologies, as most studies report, would prove futile and overly complicated. With this study, we aimed to expand the research of accessibility in video games, specifically for people with motor disabilities that have some type of incapacity in the usage of the hands. We aimed to study how the integration of two technologies compares to the use of only one (complemented by traditional input methods), and hypothesize that the implementation will prove more immersive and fun to play, as well as be more accessible. With a preliminary interview, we gathered insight into disabled users' issues and what they think about the effort being made to accommodate them. In the game we used for the research, a top-down 3D shooter, there are two main actions: movement and shooting. Our integrated system consists of a nose tracker and a gaze tracker, linked to different actions in the game. The nose tracker is used for the movement action while the gaze tracker is used for the shooting action. The individual systems use, each, one of these technologies and the keyboard, a traditional input method, for the complementing action. Following the implementation of the two technologies individually, we tested them against the original input devices to understand how the technologies performed when compared to the original experience. Through a second phase of user tests, we tested the integration of these two technologies against their individual implementation. Our results indicate that users did not prefer the combination of technologies over their individual use. However, they liked the experience with the gaze tracker, finding it fun and enjoyable, and accessible enough, provided you had movement in one hand.2024-07-102024-07-10T00:00:00Z2025-07-09T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttps://hdl.handle.net/10216/161373TID:203854810engMargarida Nazaré Pereira dos Santosinfo:eu-repo/semantics/embargoedAccessreponame:Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)instname:FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiainstacron:RCAAP2025-02-27T20:03:50Zoai:repositorio-aberto.up.pt:10216/161373Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireinfo@rcaap.ptopendoar:https://opendoar.ac.uk/repository/71602025-05-28T23:47:21.903659Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) - FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiafalse
dc.title.none.fl_str_mv Accessibility in digital games: Combining interaction techniques for improved experience of users with motor impairments
title Accessibility in digital games: Combining interaction techniques for improved experience of users with motor impairments
spellingShingle Accessibility in digital games: Combining interaction techniques for improved experience of users with motor impairments
Margarida Nazaré Pereira dos Santos
Outras ciências da engenharia e tecnologias
Other engineering and technologies
title_short Accessibility in digital games: Combining interaction techniques for improved experience of users with motor impairments
title_full Accessibility in digital games: Combining interaction techniques for improved experience of users with motor impairments
title_fullStr Accessibility in digital games: Combining interaction techniques for improved experience of users with motor impairments
title_full_unstemmed Accessibility in digital games: Combining interaction techniques for improved experience of users with motor impairments
title_sort Accessibility in digital games: Combining interaction techniques for improved experience of users with motor impairments
author Margarida Nazaré Pereira dos Santos
author_facet Margarida Nazaré Pereira dos Santos
author_role author
dc.contributor.author.fl_str_mv Margarida Nazaré Pereira dos Santos
dc.subject.por.fl_str_mv Outras ciências da engenharia e tecnologias
Other engineering and technologies
topic Outras ciências da engenharia e tecnologias
Other engineering and technologies
description The gaming industry has been focusing on accessibility features more and more as the years pass by, focused on a more inclusive society and searching for expanding the number and diversity of gamers. However, there is still a lot of work to be done in order to make games completely accessible. Accessibility technologies could, in theory, substitute the need for using the hands with dexterity to play a game. However, in a game that needs more than one action at once, using only one of the technologies, as most studies report, would prove futile and overly complicated. With this study, we aimed to expand the research of accessibility in video games, specifically for people with motor disabilities that have some type of incapacity in the usage of the hands. We aimed to study how the integration of two technologies compares to the use of only one (complemented by traditional input methods), and hypothesize that the implementation will prove more immersive and fun to play, as well as be more accessible. With a preliminary interview, we gathered insight into disabled users' issues and what they think about the effort being made to accommodate them. In the game we used for the research, a top-down 3D shooter, there are two main actions: movement and shooting. Our integrated system consists of a nose tracker and a gaze tracker, linked to different actions in the game. The nose tracker is used for the movement action while the gaze tracker is used for the shooting action. The individual systems use, each, one of these technologies and the keyboard, a traditional input method, for the complementing action. Following the implementation of the two technologies individually, we tested them against the original input devices to understand how the technologies performed when compared to the original experience. Through a second phase of user tests, we tested the integration of these two technologies against their individual implementation. Our results indicate that users did not prefer the combination of technologies over their individual use. However, they liked the experience with the gaze tracker, finding it fun and enjoyable, and accessible enough, provided you had movement in one hand.
publishDate 2024
dc.date.none.fl_str_mv 2024-07-10
2024-07-10T00:00:00Z
2025-07-09T00:00:00Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
format masterThesis
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://hdl.handle.net/10216/161373
TID:203854810
url https://hdl.handle.net/10216/161373
identifier_str_mv TID:203854810
dc.language.iso.fl_str_mv eng
language eng
dc.rights.driver.fl_str_mv info:eu-repo/semantics/embargoedAccess
eu_rights_str_mv embargoedAccess
dc.format.none.fl_str_mv application/pdf
dc.source.none.fl_str_mv reponame:Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
instname:FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologia
instacron:RCAAP
instname_str FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologia
instacron_str RCAAP
institution RCAAP
reponame_str Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
collection Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
repository.name.fl_str_mv Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) - FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologia
repository.mail.fl_str_mv info@rcaap.pt
_version_ 1833600292128555008