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020 _a9783031305955
_9978-3-031-30595-5
024 7 _a10.1007/978-3-031-30595-5
_2doi
050 4 _aQA76.9.U83
050 4 _aQA76.9.H85
072 7 _aUYZ
_2bicssc
072 7 _aCOM079010
_2bisacsh
072 7 _aUYZ
_2thema
100 1 _aPalmquist, Adam.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
_975468
245 1 0 _aUniversal Design in Video Games
_h[electronic resource] :
_bActive Participation Through Accessible Play /
_cby Adam Palmquist, Izabella Jedel, Ole Goethe.
250 _a1st ed. 2024.
264 1 _aCham :
_bSpringer International Publishing :
_bImprint: Springer,
_c2024.
300 _aXVII, 299 p. 41 illus., 7 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aHuman–Computer Interaction Series,
_x2524-4477
505 0 _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 .
520 _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. .
650 0 _aUser interfaces (Computer systems).
_964688
650 0 _aHuman-computer interaction.
_964854
650 0 _aHuman-machine systems.
_966273
650 0 _aComputer games
_xProgramming.
_968246
650 1 4 _aUser Interfaces and Human Computer Interaction.
_966577
650 2 4 _aInteraction Design.
_966274
650 2 4 _aGame Development.
_968247
700 1 _aJedel, Izabella.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
_975469
700 1 _aGoethe, Ole.
_eauthor.
_0(orcid)0000-0001-9565-2914
_1https://orcid.org/0000-0001-9565-2914
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
_975470
710 2 _aSpringerLink (Online service)
773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
_z9783031305948
776 0 8 _iPrinted edition:
_z9783031305962
776 0 8 _iPrinted edition:
_z9783031305979
830 0 _aHuman–Computer Interaction Series,
_x2524-4477
_975471
856 4 0 _uhttps://doi.org/10.1007/978-3-031-30595-5
912 _aZDB-2-SCS
912 _aZDB-2-SXCS
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