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  <titleInfo>
    <title>Universal Design in Video Games</title>
    <subTitle>Active Participation Through Accessible Play</subTitle>
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    <namePart>Palmquist, Adam.</namePart>
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    <namePart>Jedel, Izabella.</namePart>
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    <namePart>Goethe, Ole.</namePart>
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    <dateIssued encoding="marc">2024</dateIssued>
    <edition>1st ed. 2024.</edition>
    <issuance>monographic</issuance>
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    <extent>XVII, 299 p. 41 illus., 7 illus. in color. online resource.</extent>
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  <abstract>As 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. .</abstract>
  <tableOfContents>Introduction -- 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 .</tableOfContents>
  <note type="statement of responsibility">by Adam Palmquist, Izabella Jedel, Ole Goethe.</note>
  <subject authority="lcsh">
    <topic>User interfaces (Computer systems)</topic>
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  <subject authority="lcsh">
    <topic>Human-computer interaction</topic>
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  <subject authority="lcsh">
    <topic>Human-machine systems</topic>
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  <subject authority="lcsh">
    <topic>Computer games</topic>
    <topic>Programming</topic>
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  <subject>
    <topic>User Interfaces and Human Computer Interaction</topic>
  </subject>
  <subject>
    <topic>Interaction Design</topic>
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  <subject>
    <topic>Game Development</topic>
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  <classification authority="lcc">QA76.9.U83</classification>
  <classification authority="lcc">QA76.9.H85</classification>
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      <title>Human–Computer Interaction Series</title>
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  <identifier type="isbn">9783031305955</identifier>
  <identifier type="uri">https://doi.org/10.1007/978-3-031-30595-5</identifier>
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