Academic literature on the topic 'Accessible Video Game'
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Journal articles on the topic "Accessible Video Game"
Jaramillo-Alcázar, Angel, Eduardo Venegas, Santiago Criollo-C, and Sergio Luján-Mora. "An Approach to Accessible Serious Games for People with Dyslexia." Sustainability 13, no. 5 (February 26, 2021): 2507. http://dx.doi.org/10.3390/su13052507.
Full textChądzyńska, Dominika, and Dariusz Gotlib. "Maps in video games – range of applications." Polish Cartographical Review 47, no. 3 (September 1, 2015): 137–45. http://dx.doi.org/10.1515/pcr-2015-0011.
Full textGluck, Aaron, Kwajo Boateng, and Julian Brinkley. "Racing in the Dark: Exploring Accessible Virtual Reality by Developing a Racing Game for People who are Blind." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 65, no. 1 (September 2021): 1114–18. http://dx.doi.org/10.1177/1071181321651224.
Full textTanaka, Candie. "Indigenous Video Games in Libraries." Pathfinder: A Canadian Journal for Information Science Students and Early Career Professionals 3, no. 1 (May 9, 2022): 14–29. http://dx.doi.org/10.29173/pathfinder57.
Full textGoette, William, Julie A. Delello, and Rochell R. McWhorter. "Gendered Experiences of Mobile Gaming and Augmented Reality." International Journal of Virtual and Augmented Reality 3, no. 2 (July 2019): 54–67. http://dx.doi.org/10.4018/ijvar.2019070105.
Full textPrăjescu, Iulian, and Alina Delia Călin. "Multiple Types of AI and Their Performance in Video Games." Studia Universitatis Babeș-Bolyai Informatica 67, no. 1 (July 3, 2022): 21–36. http://dx.doi.org/10.24193/subbi.2022.1.02.
Full textKaka Muhammad, Tara Qadir, Hawar Othman Sharifi, and Mazen Ismaeel Ghareb. "Eye Tracking Technique for Controlling Computer Game Objects." UHD Journal of Science and Technology 6, no. 1 (April 22, 2022): 43–51. http://dx.doi.org/10.21928/uhdjst.v6n1y2022.pp43-51.
Full textO'Donnell, Casey. "The Nintendo Entertainment System and the 10NES Chip: Carving the Video Game Industry in Silicon." Games and Culture 6, no. 1 (August 11, 2010): 83–100. http://dx.doi.org/10.1177/1555412010377319.
Full textMalone, Laurie A., Christen J. Mendonca, Sangeetha Mohanraj, Samuel R. Misko, Joseph Moore, James Michael Brascome, and Mohanraj Thirumalai. "Usability of the GAIMplank Video Game Controller for People With Mobility Impairments: Observational Study." JMIR Serious Games 11 (January 10, 2023): e38484. http://dx.doi.org/10.2196/38484.
Full textAune, R. Kelly, Matthew Sharritt, and Daniel D. Suthers. "l33tsp33k." International Journal of Digital Literacy and Digital Competence 5, no. 1 (January 2014): 45–65. http://dx.doi.org/10.4018/ijdldc.2014010104.
Full textDissertations / Theses on the topic "Accessible Video Game"
Brook, Luke James. "A sound idea: An investigation into accessible video game design for the deaf and hard of hearing." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2017. https://ro.ecu.edu.au/theses/1984.
Full textACED, LOPEZ SEBASTIAN. "Accessible Human Computer Interaction: Video Games and Assisted Living for Persons with Severe Disabilities." Doctoral thesis, Politecnico di Torino, 2016. http://hdl.handle.net/11583/2646739.
Full textFranklin, Christopher A. "Less is more! less interaction, more accessible /." abstract and full text PDF (free order & download UNR users only), 2008. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1453648.
Full textDiot, Nicolas. "SAMP : Plateforme de modélisation à partir du paradigme multi-agents pour l’univers du jeu vidéo : vers un développement accessible et une gestion adaptée des interactions." Thesis, Bourgogne Franche-Comté, 2018. http://www.theses.fr/2018UBFCD065/document.
Full textIn recent years, video games domains and multiagents systems (MAS) domains took more and more place into the life of many pepole. Despite of strong similarities (video games entities wich can be assimilated to agents), MAS are very rarely used during the development of video games. This submission presents the Shine Agent ModelingPlatform (SAMP), a framework trying to integrate the multi-agents paradigm within the development of video games. The purpose is to integrate the efficiency of the MAS within the video games.SAMP provides an approach to enhance the interactions between agents. This approach reduces the number of searches within the environment. In addition to integrate the multi-agents paradigm within the video games, SAMP aims to be userfriendly by proposing a full graphical interface to MAS. An import/export system of these modelsallows users to create two modeling levels: one close to the computer sciences logic and the second close the business logic of the user.SAMP is integrated in a video games engine: Shine Engine. This integration allows to generate the graphic environment in which agents will live
Books on the topic "Accessible Video Game"
Chalfoun, Pierre, and Jonathan Dankoff. Developing actionable biometric insights for production teams. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0017.
Full textDrachen, Anders, Pejman Mirza-Babaei, and Lennart E. Nacke. Introduction to Games User Research. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0001.
Full textShapiro, Stephen, and Mark Storey, eds. The Cambridge Companion to American Horror. Cambridge University Press, 2022. http://dx.doi.org/10.1017/9781009071550.
Full textManzo, V. J. Max/MSP/Jitter for Music. Oxford University Press, 2011. http://dx.doi.org/10.1093/oso/9780199777679.001.0001.
Full textBook chapters on the topic "Accessible Video Game"
Levy, Laura, and Maribeth Gandy. "Teaching Video Game Design Accessibility: Toward Effective Pedagogic Interventions in Accessible Design." In Lecture Notes in Computer Science, 301–11. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-23560-4_22.
Full textSalvador-Ullauri, Luis, Patricia Acosta-Vargas, Janio Jadán-Guerrero, Cesar Guevara, Sandra Sanchez-Gordon, Tania Calle-Jimenez, and Patricio Lara-Alvarez. "Development of an Accessible Video Game to Improve the Understanding of the Test of Honey-Alonso." In Advances in Intelligent Systems and Computing, 289–98. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-20040-4_26.
Full textMolina-Carmona, Rafael, Rosana Satorre-Cuerda, Carlos Villagrá-Arnedo, and Patricia Compañ-Rosique. "Training Socially Responsible Engineers by Developing Accessible Video Games." In Learning and Collaboration Technologies. Technology in Education, 182–201. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58515-4_15.
Full textLepicard, Guillaume, Frédéric Vella, Nadine Vigouroux, Benoît Rigolleau, David Chautard, and Elian Pucheu. "The Virtual Paddle: An Universal Interaction for Accessible Video Games." In Lecture Notes in Computer Science, 677–86. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73283-9_74.
Full textJaramillo-Alcázar, Angel, Santiago Criollo-C, and Sergio Luján-Mora. "Inclusive Education Through Accessible Mobile Serious Games." In Research Anthology on Developments in Gamification and Game-Based Learning, 1050–69. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-3710-0.ch048.
Full textJaramillo-Alcázar, Angel, Santiago Criollo-C, and Sergio Luján-Mora. "Inclusive Education Through Accessible Mobile Serious Games." In UXD and UCD Approaches for Accessible Education, 38–58. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2325-4.ch003.
Full textDurán-Yañez, Esteban A., Mario A. Rodríguez-Díaz, and César A. López-Luévano. "Towards a Role-Playing Game Procedural Dungeon Generation Strategy to Help Developing Working Skills." In UXD and UCD Approaches for Accessible Education, 274–96. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2325-4.ch015.
Full textColman, Jason, and Paul Gnanayutham. "Assistive Technologies for Brain-Injured Gamers." In Assistive Technologies and Computer Access for Motor Disabilities, 28–56. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-4438-0.ch002.
Full textColman, Jason, and Paul Gnanayutham. "Assistive Technologies for Brain-Injured Gamers." In Gamification, 1113–41. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch056.
Full textFashoro, Ifeoluwapo, and Sithembile Ncube. "Natural User Interfaces for Meditative Health Games." In Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations, 207–34. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-7998-9223-6.ch010.
Full textConference papers on the topic "Accessible Video Game"
Hurd, Ocean, Sri Kurniawan, and Mircea Teodorescu. "Virtual Reality Video Game Paired with Physical Monocular Blurring as Accessible Therapy for Amblyopia." In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2019. http://dx.doi.org/10.1109/vr.2019.8797997.
Full textBezerra, Daniel Filgueira, Filipe Calegario, Giordano Cabral, and Geber Ramalho. "MySoundtrack: a tool for personalized and adaptive music listening while playing games." In Anais Estendidos do Simpósio Brasileiro de Games e Entretenimento Digital. Sociedade Brasileira de Computação, 2021. http://dx.doi.org/10.5753/sbgames_estendido.2021.19663.
Full textLuo, Zijin, Matthew Guzdial, and Mark Riedl. "Making CNNs for video parsing accessible." In FDG '19: The Fourteenth International Conference on the Foundations of Digital Games. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3337722.3337755.
Full textAced López, Sebastián, Fulvio Corno, and Luigi De Russis. "Can We Make Dynamic, Accessible and Fun One-Switch Video Games?" In the 17th International ACM SIGACCESS Conference. New York, New York, USA: ACM Press, 2015. http://dx.doi.org/10.1145/2700648.2811333.
Full textSchaeffel, Frank, and Howard C. Howland. "Measurement of Pupil Size, Direction of Gaze, and Refractive State by On-Line Analysis of Digitized Video Images." In Noninvasive Assessment of the Visual System. Washington, D.C.: Optica Publishing Group, 1991. http://dx.doi.org/10.1364/navs.1991.md6.
Full textNair, Vishnu, Jay L. Karp, Samuel Silverman, Mohar Kalra, Hollis Lehv, Faizan Jamil, and Brian A. Smith. "NavStick: Making Video Games Blind-Accessible via the Ability to Look Around." In UIST '21: The 34th Annual ACM Symposium on User Interface Software and Technology. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3472749.3474768.
Full textTan, Zachary, Conor Tapley, William Hulshof, and Alfonso Rodriguez Herrera. "352 Making Educational VR video games accessible to all age demographics in the medical field." In 10th Europaediatrics Congress, Zagreb, Croatia, 7–9 October 2021. BMJ Publishing Group Ltd and Royal College of Paediatrics and Child Health, 2021. http://dx.doi.org/10.1136/archdischild-2021-europaediatrics.352.
Full textStefan, Ioana andreea, Jannicke Baalsrud hauge, Niina Sallinen, Antoniu Stefan, and Ancuta florentina Gheorghe. "ACCESSIBILITY AND EDUCATION: ARE WE FULFILLING STATE OF THE ART REQUIREMENTS?" In eLSE 2021. ADL Romania, 2021. http://dx.doi.org/10.12753/2066-026x-21-073.
Full textSynytsya, Kateryna, and Oleksiy Voychenko. "PODCASTING AS THE FIRST STEP IN M-LEARNING IMPLEMENTATION." In eLSE 2015. Carol I National Defence University Publishing House, 2015. http://dx.doi.org/10.12753/2066-026x-15-044.
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