04070nam a22005055i 4500001001800000003000900018005001700027007001500044008004100059020001800100024003500118050001500153050001500168072001600183072002300199072001500222100007800237245015700315250001800472264007500490300006500565336002600630337002600656338003600682347002400718490005200742505080000794520125501594650004002849650003202889650002702921650003302948650005202981650002403033650002203057700007803079700014103157710003403298773002603332776003603358776003603394776003603430830005203466856004603518978-3-031-30595-5DE-He21320251030112002.0cr nn 008mamaa240422s2024 sz | s |||| 0|eng d a97830313059557 a10.1007/978-3-031-30595-52doi 4aQA76.9.U83 4aQA76.9.H85 7aUYZ2bicssc 7aCOM0790102bisacsh 7aUYZ2thema1 aPalmquist, Adam.eauthor.4aut4http://id.loc.gov/vocabulary/relators/aut10aUniversal Design in Video Gamesh[electronic resource] :bActive Participation Through Accessible Play /cby Adam Palmquist, Izabella Jedel, Ole Goethe. a1st ed. 2024. 1aCham :bSpringer International Publishing :bImprint: Springer,c2024. aXVII, 299 p. 41 illus., 7 illus. in color.bonline resource. atextbtxt2rdacontent acomputerbc2rdamedia aonline resourcebcr2rdacarrier atext filebPDF2rda1 aHuman–Computer Interaction Series,x2524-44770 aIntroduction -- Part 1: Universal Design Foundations for More Attainable Game Experiences -- From Universal Design to Attainable Game Experiences -- The Attainable Game Experience Framework -- Design Implications and Processes for an Attainable Game Experience -- Part II: Strategies for Enhancing the Attainability of the Video Game Experience -- Assistive Technologies for Attainable Gaming Experiences -- Design Elements and Design Spaces for Attainable Game Experiences -- Assessing the Attainability of Video Game Experiences -- Part III: Expanding the Age Horizons Across Multiple Game Modalities -- Attainable Game-Based Artifacts - An Introspection of the Intersection of Fun and Function -- Universal Design in Extended Realities -- Universal Design in Exergames -- Concluding Remarks . aAs participation in game related activities increases around the world and across a larger part of the population, it is obvious that games are not just an entertainment medium for children or young people. Games can be used to accomplish different purposes for different groups of people in society. Developing a universal designed game involves more than adding a cast of diverse characters. Games with universal design, at their core, are experiences that are designed from the ground up to be accessible to everyone – through mechanics, options, and user experience. This book explains the meaning and need for universal design in video games and sheds light on important disciplines. Researchers define a universal designed game as a video game that actively welcomes all players. When players connect authentically with a video game, they’re much more likely to engage with the content. Conversely, when players can’t physically play a game, or don’t see characters that look like them, they feel isolated and miss out on beneficial opportunities to learn and collaborate. Universal design maximizes the impact of playing games, for instance, by ensuring that they’re accessible, empowering and representative for every participant. . 0aUser interfaces (Computer systems). 0aHuman-computer interaction. 0aHuman-machine systems. 0aComputer gamesxProgramming.14aUser Interfaces and Human Computer Interaction.24aInteraction Design.24aGame Development.1 aJedel, Izabella.eauthor.4aut4http://id.loc.gov/vocabulary/relators/aut1 aGoethe, Ole.eauthor.0(orcid)0000-0001-9565-29141https://orcid.org/0000-0001-9565-29144aut4http://id.loc.gov/vocabulary/relators/aut2 aSpringerLink (Online service)0 tSpringer Nature eBook08iPrinted edition:z978303130594808iPrinted edition:z978303130596208iPrinted edition:z9783031305979 0aHuman–Computer Interaction Series,x2524-447740uhttps://doi.org/10.1007/978-3-031-30595-5