There are no universal interfaces: how asymmetrical roles and asymmetrical controllers can increase access diversity
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Authors
Dalgleish, Mat
Issue Date
2018-12-31
Metadata
Show full item recordAbstract
Many people with a disability play games despite difficulties in relation to access or quality of experience. Better access is needed, but there has been limited industry interest. For players with motor impairments the focus has been on the controller. Numerous solutions have been developed by third parties, but all are likely unsuitable for at least some users and there remains space for radically alternative angles. Informed by my experiences as a disabled gamer, concepts of affordance and control dimensionality are used to discuss the accessibility implications of controller design from the Magnavox Odyssey to the present. Notions of incidental body-controller fit and precarious accessibility are outlined. I subsequently draw on Lévy’s theory of collective intelligence and example games Keep Talking and Nobody Explodes and Artemis Spaceship Bridge Commander to develop a model that uses asymmetrical roles and diverse input to fit individual abilities and thereby expand participation.Publisher
Culturale LudicaJournal
GAME: The Italian Journal of Game StudiesAdditional Links
https://www.gamejournal.it/07_dalgleish/Type
Journal articleLanguage
enISSN
2280-7705Collections
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- Creative Commons
Except where otherwise noted, this item's license is described as Attribution-NonCommercial-NoDerivs 3.0 United States