Web-Based Serious Games and Accessibility: A Systematic Literature Review
Abstract
:1. Introduction
2. Background and Motivation
Serious Games and Accessibility
3. Method Applied for Systematic Literature Review
3.1. Research Objectives and Questions
3.2. Search Strategy
- Population: published studies.
- Intervention: accessibility, web-based serious games.
- Comparison: selected studies by disability, accessibility standard-based, type of research, assistive technologies, and use of external devices.
- Outcome: published studies on accessibility and web-based serious games.
3.3. Screening of Documents
3.4. Keywording and Classification
3.5. Data Extraction
4. Results
- (1)
- A bibliometric analysis to collect information about the authors and publication data of research growth over time, journals, conferences, books, and book chapters published on serious games and accessibility.
- (2)
- A literature review to map the studies according to serious games’ concepts and the five research questions.
4.1. Bibliometric Analysis
4.2. Review of the Literature to Map the Studies
4.2.1. RQ1. Are the Serious Games Being Developed Today Accessible?
- Cognitive or intellectual disability is a problem characterized by a delay in mental development that disrupts the learning process.
- Motor coordination, or physical disability, is a problem related to significant impairment of one or more parts of the body’s movement abilities.
- Sensory: this type of disability is related to (1) vision, which includes users with low vision and deafness; (2) hearing disability, which provides deafness and hearing loss.
4.2.2. RQ2. What Are the Proposals to Increase Accessibility in Serious Games?
- WCAG 2.0: includes the primary studies that applied the Web Content Accessibility Guidelines with version 2.0 to increase serious games accessibility.
- WCAG 2.1: includes the primary studies that applied the Web Content Accessibility Guidelines with version 2.1 to increase serious games accessibility. WCAG 2.1 is the most advanced and accepted mechanism for creating accessible content, and it is not limited exclusively to web content [70].
- Other guidelines contain the primary studies that help increase accessibility in serious games by applying guidelines without specifying the standard.
- External devices: contains the primary studies that help to increase accessibility use some form of support appropriate to the motor, cognitive, and sensory characteristics of people who find it easy to access serious play, including the use of assistive technology.
4.2.3. RQ3. What Are the Accessibility Solutions Proposed for Serious Games?
- Accessibility guidelines: contains the primary studies that give solutions to accessibility problems by applying some norm or standard.
- Accessibility requirements: includes primary studies that provide solutions to accessibility problems by suggesting examining the state of serious games.
- Apply assistive technologies contains studies in which they apply assistive technology to achieve accessibility in serious games.
- Apply the concept of parallel game: has primary studies in which they give accessibility solutions by applying the parallel game, parallel universes, or alternative realities that improve the experience by taking the player out of the reality they are used to, and helps them improve their concentration.
- Apply external devices: contain studies of adaptation of external devices to provide accessibility solutions for serious games.
- Companies games: include primary studies where accessibility depends on the company’s standards that develop serious games.
- Creative design: contains studies where applying innovative design addresses some of the accessibility issues.
4.2.4. RQ4. What Methods Are Applied in the Design of Serious Games?
- Qualitative: The qualitative method is inductive and follows a flexible design, and records are made through narration, participant observation, and unstructured interviews. This method is manifested in the facts, processes, observations, case studies, interviews, analysis, and opinions of the authors are very subjective because there is no measurement of the elements. This method includes small-scale studies, emphasizes the validity of research through proximity to empirical reality, and does not usually test theories or hypotheses. The basis of this method is intuition; in general, it does not allow statistical analysis.
- Quantitative: The quantitative method produces numerical data, which allows the data to be collected and analyzed. In this method, objectivity is the way to reach knowledge; it uses specific and controlled measurements, looking for certainty. It includes descriptive studies under the objective conception through a deductive strategy. This method contains studies that apply mixed methods and surveys for data collection.
4.2.5. RQ5. What Kind of Research and Contribution Are Used in Accessibility in Serious Games?
- Evaluation research: provides the implemented solution, and investigates a practical problem, applies math test, survey, case study, field experiment to validate knowledge affirmation.
- Experience: contains case studies, projects, or reports on experiences, provides lessons learned.
- Opinion paper: provides the author’s opinion on how something should be done.
- Solution proposal: offers a novel technique, or at least a relevant improvement.
- Validation research: presents researched techniques that have not yet been implemented in practice and are novel. It is methodologically sound and comprehensive, including experiments, prototyping, property testing, and simulation.
5. Discussion
- (1)
- The current accessibility situation shows that few developers apply it to serious games that consider disabilities. This literature review found that 72% of the primary studies selected are related to visual and hearing impairment accessibility. On the other hand, 22% of studies apply accessibility guidelines to solve some cognitive and learning problems. Few studies, about 6%, are concerned with using accessibility to serious games for motor disabilities.
- (2)
- This study’s statistics related to proposals to increase accessibility by type of disability in serious games reveal that 70.2% apply the accessibility guidelines. However, no guidelines are specified; we found studies that use their guidelines or modifications based on the International Game Developers Association (IGDA) [71] ideas on games’ accessibility. Others apply the GA-SIG guidelines to create something like the WCAG [6]. We also find studies that involve the IBM [72] and Section 508 [73] guidelines. Of the selected primary studies, 14.9% use the WCAG 2.0, and 4.3% apply the WCAG 2.1. They apply the GA-SIG guidelines to create something like the W3C/WAI [74].
- (3)
- The solutions to increase accessibility in serious games considering disability are few; we found that 2.1% of assistive technologies are applied, especially for cognitive disabilities. Moreover, 29.8% use external devices to make games more accessible, especially for motor and sensory disabilities. According to the studies found, we can conclude no inclusive development culture in software development companies.
- (4)
- The methods applied to the design of serious disability games show that 87.2% of the primary studies selected use the qualitative approach, relying on observation to collect non-numerical data through focus groups and observation techniques. In contrast, the quantitative method received 12.8% of the selected primary studies, based on systematic empirical research of observable phenomena using statistical, mathematical, or computer techniques.
- (5)
- The SLR results by type of disability-related documents reveal that experience-based research models received the most attention in 78.7% of the selected primary studies. This research model includes case studies, projects, and experience reports that provide lessons learned. Besides, 10.6% of the selected primary studies rely on the author’s opinion to apply accessibility in serious games. 4.3% of selected primary studies rely on evaluation research to provide solutions to practical problems and surveys. Also, 4.3% of the primary studies apply validation research by presenting researched techniques that have not yet been implemented and are novel. Finally, 2.3% of the selected primary studies use solution proposals to offer new approaches and improvements.
6. Conclusions
Author Contributions
Funding
Conflicts of Interest
Appendix A
Section/topic | # | Checklist item | Reported on page # |
TITLE | |||
Title | 1 | Identify the report as a systematic review, meta-analysis, or both. | 1 |
ABSTRACT | |||
Structured summary | 2 | Provide a structured summary including, as applicable: background; objectives; data sources; study eligibility criteria, participants, and interventions; study appraisal and synthesis methods; results; limitations; conclusions and implications of key findings; systematic review registration number. | 1,2 |
INTRODUCTION | |||
Rationale | 3 | Describe the rationale for the review in the context of what is already known. | 1 |
Objectives | 4 | Provide an explicit statement of questions being addressed with reference to participants, interventions, comparisons, outcomes, and study design (PICOS). | 1, 3 |
METHODS | |||
Protocol and registration | 5 | Indicate if a review protocol exists, if and where it can be accessed (e.g., Web address), and, if available, provide registration information including registration number. | 3 |
Eligibility criteria | 6 | Specify study characteristics (e.g., PICOS, length of follow-up), and report characteristics (e.g., years considered, language, publication status) used as criteria for eligibility, giving rationale. | 4 |
Information sources | 7 | Describe all information sources (e.g., databases with dates of coverage, contact with study authors to identify additional studies) in the search, and date last searched. | 4 |
Search | 8 | Present full electronic search strategy for at least one database, including any limits used, such that it could be repeated. | 4 |
Study selection | 9 | State the process for selecting studies (i.e., screening, eligibility, included in systematic review, and, if applicable, included in the meta-analysis). | 4 |
Data collection process | 10 | Describe the data extraction method from reports (e.g., piloted forms, independently, duplicate) and any processes for obtaining and confirming data from investigators. | 6,7 |
Data items | 11 | List and define all variables for which data were sought (e.g., PICOS, funding sources) and any assumptions and simplifications made. | 3 |
Risk of bias in individual studies | 12 | Describe methods used for assessing the risk of bias of individual studies (including specification of whether this was done at the study or outcome level) and how it is used in any data synthesis. | 3 |
Summary measures | 13 | State the principal summary measures (e.g., risk ratio, the difference in means). | 13,14 |
Synthesis of results | 14 | Describe the methods of handling data and combining results of studies, if done, including measures of consistency (e.g., I2) for each meta-analysis. | 9,10 |
Risk of bias across studies | 15 | Specify any assessment of the risk of bias that may affect the cumulative evidence (e.g., publication bias, selective reporting within studies). | 16 |
Additional analyses | 16 | Describe methods of additional analyses (e.g., sensitivity or subgroup analyses, meta-regression), if done, indicating which were pre-specified. | 3-15 |
RESULTS | |||
Study selection | 17 | Give numbers of studies screened, assessed for eligibility, and included in the review, with reasons for exclusions at each stage, ideally with a flow diagram. | 7,8 |
Study characteristics | 18 | For each study, present characteristics for which data were extracted (e.g., study size, PICOS, follow-up period) and provide the citations. | 9 |
Risk of bias within studies | 19 | Present data on the risk of bias of each study and, if available, any outcome level assessment (see item 12). | 17,18 |
Results of individual studies | 20 | For all outcomes considered (benefits or harms), present, for each study: (a) simple summary data for each intervention group (b) effect estimates and confidence intervals, ideally with a forest plot. | 4-15 |
Synthesis of results | 21 | Present results of each meta-analysis done, including confidence intervals and measures of consistency. | 14,15 |
Risk of bias across studies | 22 | Present results of any assessment of the risk of bias across studies (see Item 15). | 16 |
Additional analysis | 23 | Give results of additional analyses, if done (e.g., sensitivity or subgroup analyses, meta-regression [see Item 16]). | 17 |
DISCUSSION | |||
Summary of evidence | 24 | Summarize the main findings, including the strength of evidence for each main outcome; consider their relevance to key groups (e.g., healthcare providers, users, and policymakers). | 13-15 |
Limitations | 25 | Discuss limitations at study and outcome level (e.g., risk of bias) and at review-level (e.g., incomplete retrieval of identified research, reporting bias). | 16,17 |
Conclusions | 26 | Provide a general interpretation of the results in the context of other evidence and implications for future research. | 16,17 |
FUNDING | |||
Funding | 27 | Describe funding sources for the systematic review and other support (e.g., a supply of data) and funders’ role for the systematic review. | 17 |
From: Moher D, Liberati A, Tetzlaff J, Altman DG, The PRISMA Group (2009). Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement. PLoS Med 6(7): e1000097. doi:10.1371/journal.pmed1000097 For more information, visit: www.prisma-statement.org |
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Database | String Search | Number of Studies |
---|---|---|
ACM Digital Library | [Publication Title: accessi*] AND [Publication Title: serious] AND [Publication Date: (01/01/2000 TO 05/31/2020)] [Publication Title: accessi*] AND [Publication Title: game*] AND [Publication Date: (01/01/2000 TO 05/31/2020)] | 92 |
IEEE Xplore | ((“Document Title”: accessi* serious) OR “Document Title”: accessi* game*) | 25 |
Scopus | TITLE (accessi*) AND (TITLE (serious) OR TITLE (game*)) | 190 |
Web of Science | TI = (accessi* serious) OR TI = (accessi* game*) | 169 |
Total studies number | 476 |
N° | Quality Assessment Questions | Answer |
---|---|---|
QA1 | Is serious games accessibility detailed in the paper? | (+1) Yes/(+0) No |
QA2 | Is the serious games accessibility evaluation method specified in the paper? | (+1) Yes/(+0) No |
QA3 | Does the paper discuss any findings of serious games accessibility evaluation? | (+1) Yes/(+0) No |
QA4 | Are standard serious games accessibility errors described in the results? | (+1) Yes/(+0) No |
QA5 | Is the journal or the conference where the paper was published indexed in SJR? | (+1) if it is ranked Q1, (+0.75) if it is ranked Q2, (+0.50) if it is ranked Q3, (+0.25) if it is ranked Q4, (+0.0) if it is not indexed. |
# | ID | Title | Authors | Year |
---|---|---|---|---|
1 | RS20 | Be Active! Participatory Design of Accessible Movement-Based Games | Regal G [26] | 2020 |
2 | SD20 | A serious game to improve engagement with web accessibility guidelines | Spyridonis F [27] | 2020 |
3 | SA20a | Development of an accessible video game to improve the understanding of the test of Honey-Alonso | Salvador-Ullauri L [28] | 2020 |
4 | KO20 | Game accessibility and advocacy for participation of the Japanese disability community | Kaigo M [29] | 2020 |
5 | SA20b | Accessibility evaluation of video games for users with cognitive disabilities | Salvador-Ullauri L [20] | 2020 |
6 | KT19 | A Study on Accessibility in Games for the Visually Impaired | Khaliq I [30] | 2019 |
7 | DF19 | Startup Workplace, Mobile Games, and Older Adults: A Practical Guide on UX, Usability, and Accessibility Evaluation | De Lima Salgado A [31] | 2019 |
8 | OZ19 | Accessibility Requirements in Serious Games for Low Vision Children | Othman N [32] | 2019 |
9 | CP19a | Future design of accessibility in games: A design vocabulary | Cairns P [15] | 2019 |
10 | CM19 | A guide for making video games accessible to users with cerebral palsy | Compañ-Rosique P [33] | 2019 |
11 | SD19 | A Serious Game for Raising Designer Awareness of Web Accessibility Guidelines | Spyridonis F [34] | 2019 |
12 | CP19b | Enabled Players: The Value of Accessible Digital Games | Cairns P [35] | 2019 |
13 | MD19 | Problem-Based Learning applied to the development of accessible serious games | Martins V [36] | 2019 |
14 | JG18 | Towards an Accessible Mobile Serious Game for Electronic Engineering Students with Hearing Impairments | Jaramillo-Alcázar A [37] | 2018 |
15 | KK18 | Bonk: Accessible programming for accessible audio games | Kane S [38] | 2018 |
16 | JL18a | Accessibility assessment of serious mobile games for people with cognitive impairments | Jaramillo-Alcázar A [19] | 2018 |
17 | JL18b | An approach to mobile serious games accessibility assessment for people with hearing impairments | Jaramillo-Alcázar A [39] | 2018 |
18 | YC18 | Design of a game community based support system for cognitive game accessibility | Yildiz S [40] | 2018 |
19 | WK18 | Game Accessibility Guidelines and WCAG 2.0-A Gap Analysis | Westin T [41] | 2018 |
20 | WC18 | W3C accessibility guidelines for mobile games | Wilson A [42] | 2018 |
21 | LP17a | A Mobile Educational Game Accessible to All, Including Screen Reading Users on a Touch-Screen Device | Leporini B [43] | 2017 |
22 | SJ17 | A Serious Game Accessible to People with Visual Impairments | Salvador-Ullauri L [44] | 2017 |
23 | JL17 | Mobile Serious Games: An Accessibility Assessment for People with Visual Impairments | Jaramillo-Alcázar A [17] | 2017 |
24 | LP17b | An Inclusive Educational Game Usable via Screen Reader on a Touch-Screen | Leporini B [45] | 2017 |
25 | PC17 | Game Accessibility Guidelines for People with Sequelae from Macular Chorioretinitis | Pereira A [46] | 2017 |
26 | AF17 | Mobile audio games accessibility evaluation for users who are blind | Araújo M [47] | 2017 |
27 | LM16 | Interaction in Video Games for People with Impaired Visual Function: Improving Accessibility | López J [18] | 2016 |
28 | HS16 | Using video game patterns to raise the intrinsic motivation to conduct accessibility evaluations | Henka A [48] | 2016 |
29 | DZ15 | Accessible Games for Blind Children, Empowered by Binaural Sound | Drossos K [49] | 2015 |
30 | WF15 | Games accessibility for deaf people: Evaluating integrated guidelines | Waki A [50] | 2015 |
31 | Po14 | Understanding and Addressing Real-World Accessibility Issues in Mainstream Video Games | Porter J R [51] | 2014 |
32 | MB14 | BraillePlay: Educational Smartphone Games for Blind Children | Milne L [52] | 2014 |
33 | TS14 | Development of a game engine for accessible web-based games | Torrente J [53] | 2014 |
34 | PK13 | Guidelines of Serious Game Accessibility for the Disabled | Park H [54] | 2013 |
35 | Ga13 | Game Accessibility: Enabling Everyone to Play | Garber L [55] | 2013 |
36 | WW13 | Return on investment in game accessibility for cognition impairments | Westin T [56] | 2013 |
37 | MM12 | Assessment of Universal Design Principles for Analyzing Computer Games’ Accessibility | Mustaquim M [57] | 2012 |
38 | TV11 | Introducing accessibility features in an educational game authoring tool: The <e-adventure> experience | Torrente J [58] | 2011 |
39 | OM10 | Accessibility of a Social Network Game | Ossmann R [59] | 2010 |
40 | GS09 | Designing Universally Accessible Games | Grammenos D [60] | 2009 |
41 | MH08 | Accessibility Challenge—a Game Show Investigating the Accessibility of Computer Systems for Disabled People | Morgan M [61] | 2008 |
42 | MO08 | More than just a game: Accessibility in computer games | Miesenberger K [62] | 2008 |
43 | MP07 | Finger Dance: A Sound Game for Blind People | Miller D [63] | 2007 |
44 | OM06 | Guidelines for the development of accessible computer games | Ossmann R [64] | 2006 |
45 | GS06 | Access invaders: Developing a universally accessible action game | Grammenos D [65] | 2006 |
46 | OA06 | Computer Game Accessibility: From Specific Games to Accessible Games | Ossmann R [66] | 2006 |
47 | CL03 | The TiM game engine: Development of computer games accessible to blind and partially sighted children | Callaos N [67] | 2003 |
ID | Publication Name | Quality Assessment | ||||||
---|---|---|---|---|---|---|---|---|
QA1 | QA2 | QA3 | QA4 | QA5 | Score | Normalization | ||
RS20 | International Conference on Tangible, Embedded, and Embodied Interaction | 1 | 1 | 1 | 1 | 0 | 4 | 0.8 |
SD20 | Behaviour & Information Technology | 1 | 1 | 1 | 1 | 0.75 | 4.75 | 0.95 |
SA20a | International Conference on Applied Human Factors and Ergonomics | 1 | 1 | 1 | 1 | 0.5 | 4.5 | 0.9 |
KO20 | Information | 1 | 1 | 1 | 1 | 0.5 | 4.5 | 0.9 |
SA20b | International Conference on Intelligent Human Systems Integration | 1 | 1 | 1 | 1 | 0.5 | 4.5 | 0.9 |
KT19 | International Conference on Smart Objects and Technologies for Social Good | 1 | 1 | 1 | 1 | 0 | 4 | 0.8 |
DF19 | International Conference on Smart Objects and Technologies for Social Good | 1 | 1 | 1 | 1 | 0 | 4 | 0.8 |
OZ19 | International Conference on the Design of Communication | 1 | 1 | 1 | 1 | 0 | 4 | 0.8 |
CP19a | International Journal of Human Computer Studies | 1 | 1 | 1 | 1 | 1 | 5 | 1 |
CM19 | Universal Access in the Information Society | 1 | 1 | 1 | 1 | 0.75 | 4.75 | 0.95 |
SD19 | Conference on Human-Computer Interaction | 1 | 1 | 1 | 1 | 0 | 4 | 0.8 |
CP19b | Games and Culture | 1 | 1 | 1 | 1 | 1 | 5 | 1 |
MD19 | Iberian Conference on Information Systems and Technologies | 1 | 1 | 1 | 1 | 0.5 | 4.5 | 0.9 |
JG18 | World Engineering Education Conference | 1 | 1 | 1 | 1 | 0 | 4 | 0.8 |
KK18 | Conference on Interaction Design and Children | 1 | 1 | 1 | 1 | 0 | 4 | 0.8 |
JL18a | International Conference on Information Systems and Computer Science | 1 | 1 | 1 | 1 | 0 | 4 | 0.8 |
JL18b | International Conference on Information Theoretic Security | 1 | 1 | 1 | 1 | 0.5 | 4.5 | 0.9 |
YC18 | International Conference on ArtsIT | 1 | 1 | 1 | 1 | 0.25 | 4.25 | 0.85 |
WK18 | International Conference on Computers Helping People with Special Needs | 1 | 1 | 1 | 1 | 0.75 | 4.75 | 0.95 |
WC18 | The Computer Games Journal | 1 | 1 | 1 | 1 | 0 | 4 | 0.8 |
LP17a | World Conference on Mobile and Contextual Learning | 1 | 1 | 1 | 1 | 0 | 4 | 0.8 |
SJ17 | International Conference on Education Technology and Computers | 1 | 1 | 1 | 1 | 0 | 4 | 0.8 |
JL17 | International Conference on Technological Ecosystems for Enhancing Multiculturality | 1 | 1 | 1 | 1 | 0 | 4 | 0.8 |
LP17b | ACM SIGACCESS Accessibility and Computing | 1 | 1 | 1 | 1 | 0 | 4 | 0.8 |
PC17 | Entertainment Computing | 1 | 1 | 1 | 1 | 0.75 | 4.75 | 0.95 |
AF17 | International Conference on Universal Access in Human-Computer Interaction | 1 | 1 | 1 | 1 | 0 | 4 | 0.8 |
LM16 | International Conference on Human Computer Interaction | 1 | 1 | 1 | 1 | 0 | 4 | 0.8 |
HS16 | International Conference on Applied Human Factors and Ergonomics | 1 | 1 | 1 | 1 | 0.5 | 4.5 | 0.9 |
DZ15 | International Conference on PErvasive Technologies Related to Assistive Environments | 1 | 1 | 1 | 1 | 0 | 4 | 0.8 |
WF15 | International Conference on Universal Access in Human-Computer Interaction | 1 | 1 | 1 | 1 | 0 | 4 | 0.8 |
Po14 | ACM SIGACCESS Accessibility and Computing | 1 | 1 | 1 | 1 | 0 | 4 | 0.8 |
MB14 | International ACM SIGACCESS Conference on Computers & Accessibility | 1 | 1 | 1 | 1 | 0 | 4 | 0.8 |
TS14 | International Conference on Games and Learning Alliance | 1 | 1 | 1 | 1 | 0.75 | 4.75 | 0.95 |
PK13 | International Conference on Information Science and Applications | 1 | 1 | 1 | 1 | 0 | 4 | 0.8 |
Ga13 | Computer | 1 | 1 | 1 | 1 | 1 | 5 | 1 |
WW13 | European Conference of the Association for the Advancement of Assistive Technology in Europe | 1 | 1 | 1 | 1 | 0 | 4 | 0.8 |
MM12 | International Conference on Computers for Handicapped Persons | 1 | 1 | 1 | 1 | 0.75 | 4.75 | 0.95 |
TV11 | International Conference on Advanced Learning Technologies | 1 | 1 | 1 | 1 | 0 | 4 | 0.8 |
OM10 | International Conference on Computers for Handicapped Persons | 1 | 1 | 1 | 1 | 0.75 | 4.75 | 0.95 |
GS09 | Computers in Entertainment | 1 | 1 | 1 | 1 | 0.5 | 4.5 | 0.9 |
MH08 | ACM SIGACCESS Accessibility and Computing | 1 | 1 | 1 | 1 | 0 | 4 | 0.8 |
MO08 | Symposium of the Austrian HCI and usability engineering group | 1 | 1 | 1 | 1 | 0 | 4 | 0.8 |
MP07 | International ACM SIGACCESS Conference on Computers and Accessibility | 1 | 1 | 1 | 1 | 0 | 4 | 0.8 |
OM06 | International Conference on Computers for Handicapped Persons | 1 | 1 | 1 | 1 | 0 | 4 | 0.8 |
GS06 | International Conference on Computers for Handicapped Persons | 1 | 1 | 1 | 1 | 0 | 4 | 0.8 |
OA06 | International Conference on Computer Games (CGAMES) | 1 | 1 | 1 | 1 | 0 | 4 | 0.8 |
CL03 | World Multiconference on Systemics, Cybernetics and Informatics | 1 | 1 | 1 | 1 | 0 | 4 | 0.8 |
Type of Disability | ID |
---|---|
Cognitive (11 studies) | CL03, CM19, HS16, JL18a, LP17a, MD19, OM06, SA20a, SA20b, WW13, YC18 |
Motor coordination (3 studies) | KO20, DF19, SD19 |
Sensory: visually impaired, hearing (33 studies) | JL17, JG18, RS20, SD20, KT19, OZ19, CP19a, CP19b, KK18, JL18b, WK18, WC18, SJ17, LP17b, PC17, AF17, LM16, DZ15, WF15, Po14, MB14, TS14, PK13, Ga13, MM12, TV11, OM10, GS09, MH08, MO08, MP07, GS06, OA06 |
Guidelines | Cognitive | Motor Coordination | Sensory (Visually Impaired, Hearing) |
---|---|---|---|
WCAG 2.0 (7 studies) | SA20a. | SD20, CP19a, WK18, AF17, WF15, PK13. | |
WCAG 2.1 (2 studies) | SA20b. | WC18. | |
Other guidelines (24 studies) | CL03, CM19, LP17a, MD19, OM06. | KO20, DF19, SD19. | JG18, RS20, KT19, OZ19, CP19b, KK18, PC17, DZ15, MB14, MM12, TV11, GS09, MH08, MP07, GS06, OA06. |
External devices (14 studies) | HS16, JL18a, WW13, YC18. | JL17, JL18b, SJ17, LP17b, LM16, Po14, TS14, Ga13, OM10, MO08. |
Solution | Cognitive | Motor Coordination | Sensory (Visually Impaired, Hearing) |
---|---|---|---|
Accessibility guidelines (22 studies) | SA20a, SA20b, MD19, LP17a, CL03. | DF19, SD19. | JG18, KT19, CP19b, WK18, WC18, PC17, DZ15, WF15, MB14, PK13, MM12, TV11, MH08, MP07, OA06. |
Accessibility requirements (4 studies) | CM19 | OZ19, CP19a, AF17. | |
Apply assistive technologies (1 study) | OM06 | ||
Apply the concept of Parallel Game (2 studies) | GS09, GS06. | ||
Apply external devices (14 studies) | JL18a, YC18, HS16, WW13. | JL17, JL18b, SJ17, LP17b, LM16, Po14, TS14, Ga13, OM10, MO08. | |
Companies Games (1 study) | KO20 | ||
Creative design (3 studies) | RS20, SD20, KK18. |
Method | Cognitive | Motor Coordination | Sensory (Visually Impaired, Hearing) |
---|---|---|---|
Qualitative (41 studies) | OM06, SA20b, CM19, MD19, JL18a, YC18, LP17a, WW13, CL03. | KO20, DF19, SD19. | JL17, JG18, RS20, KT19, CP19a, KK18, JL18b, WC18, SJ17, LP17b, PC17, AF17, LM16, DZ15, WF15, Po14, MB14, TS14, PK13, Ga13, MM12, TV11, OM10, GS09, MH08, MO08, MP07, GS06, OA06. |
Quantitative (6 studies) | SA20a, HS16 | SD20, OZ19, CP19b, WK18. |
Research Type | Cognitive | Motor Coordination | Sensory (Visually Impaired, Hearing) |
---|---|---|---|
Evaluation research (2 studies) | CP19b, WK18. | ||
Experience (37 studies) | OM06, SA20b, CM19, MD19, JL18a, YC18, LP17a, WW13, CL03. | DF19, SD19. | JL17, JG18, RS20, SD20, KT19, OZ19, CP19a, KK18, JL18b, WC18, SJ17, LP17b, PC17, AF17, LM16, DZ15, WF15, Po14, MB14, TS14, PK13, TV11, OM10, GS09, MP07, GS06. |
Opinion paper (5 studies) | Ga13, MM12, MH08, MO08, OA06. | ||
Solution proposal (1 study) | SA20a. | ||
Validation research (2 studies) | HS16. | KO20. |
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Salvador-Ullauri, L.; Acosta-Vargas, P.; Luján-Mora, S. Web-Based Serious Games and Accessibility: A Systematic Literature Review. Appl. Sci. 2020, 10, 7859. https://doi.org/10.3390/app10217859
Salvador-Ullauri L, Acosta-Vargas P, Luján-Mora S. Web-Based Serious Games and Accessibility: A Systematic Literature Review. Applied Sciences. 2020; 10(21):7859. https://doi.org/10.3390/app10217859
Chicago/Turabian StyleSalvador-Ullauri, Luis, Patricia Acosta-Vargas, and Sergio Luján-Mora. 2020. "Web-Based Serious Games and Accessibility: A Systematic Literature Review" Applied Sciences 10, no. 21: 7859. https://doi.org/10.3390/app10217859
APA StyleSalvador-Ullauri, L., Acosta-Vargas, P., & Luján-Mora, S. (2020). Web-Based Serious Games and Accessibility: A Systematic Literature Review. Applied Sciences, 10(21), 7859. https://doi.org/10.3390/app10217859