1. Introduction
At present, web-based serious games significantly contribute to our culture and can promote social inclusion. Additionally, students’ participation and motivation in the classroom are of great importance in the learning process, so the concept of gamification [
1] has taken on great importance. Gamification allows (1) stimulation and support of creativity; (2) player motivation through modifications and new levels of play; (3) use as a teaching aid; (4) inclusion as a trendy means of recreation; and (5) mind training [
2].
The International Game Developers Association (IGDA), according to its survey of 1116 developers in 2019, has revealed that 85% of developers considered diversity in the games industry to be essential [
3]. On the other hand, the Game Accessibility Special Interest Group (SIG) aims to support the design of universally accessible games [
4]. This group has worked since 2003 to aid the game industry to develop more accessible video games.
The accessibility requirements themselves are described in the comprehensive legislation, specifically section 14.21 of the Century Communications and Video Accessibility Act (CAVAA) [
5]. Similarly, Microsoft [
6,
7,
8], and Sony [
9] are committed to ensuring that products and services are designed for everyone, including the one billion people with disabilities, and therefore apply sets of guidelines to design and evaluate the accessibility of software and hardware developed by companies.
According to the World Health Organization (WHO), more than one billion people have some disability; this corresponds to the fact that there is 15% disability worldwide [
10]. Therefore, accessibility in serious games is essential to improving the interaction between users and serious games. The primary motivation for building serious accessible games is to offer easy access to many users, including people with disabilities.
Therefore, accessibility in the context of serious games [
11] aims to make applications usable by the maximum number of people, regardless of their knowledge or personal abilities and technical characteristics of the equipment used to access the serious games. Accessibility implies the way users perceive, navigate, understand, and interact with serious games.
This study considered the four principles of accessibility of the Web Content Accessibility Guidelines (WCAG) 2.1 [
12]; we used a heuristic method to assess accessibility in serious games. The proposed method is based on the barrier walkthrough (BW) suggested by Brajnik [
13,
14,
15] and WCAG 2.1 [
12]. Therefore, a barrier is an impediment that hinders the interaction between the serious game and the user.
The barriers found through the assessment can produce obstacles in interacting with serious games, especially for people with disabilities. In this study, the authors considered the impact and persistence of each barrier faced by users with disabilities. After establishing scales for impact and persistence, the authors determined the severity of each barrier.
This study was developed from previous works [
15,
16,
17]; in the current work, the authors apply three modifications to the BW method. The first modification comprises widening the scale to examine the persistence and impact between zero (0) and three (3). The second modification is applied to persistence, which depends on the number of barriers presented in the assessment. The third applies the scales defined to evaluate effectiveness, productivity, satisfaction, security, and impact.
The heuristic method proposed has eight phases: (1) choose the web-based serious games; (2) describe the category of user; (3) determine user activities; (4) investigate the serious games; (5) make a list of the barriers; (6) evaluate with the heuristic method; (7) record the data; and (8) interpret and analyze the data.
As a case study, this method was applied to a total of 40 web-based serious games selected with simple random probability sampling from various websites for educational and learning purposes. During the evaluation of the serious games with the heuristic method, two evaluators participated, with accessibility experience in serious games from 2015. In this case study, the authors applied the 28 guidelines for users with low vision. This heuristic method can be replicated for other categories of disabilities by considering the appropriate barriers with the type of disability. However, this heuristic method is manual and requires experience and training in web accessibility by the evaluators. This investigation can provide a beginning step for future studies associated with accessibility heuristics in web-based serious games.
The rest of the document is structured as follows:
Section 2 defines the background and work related to accessibility in serious games;
Section 3 defines the heuristic method;
Section 4 presents the case study;
Section 5 explains the results;
Section 6 presents the discussion of the results. Finally,
Section 7 describes the perspectives and future work.
4. Case Study
This method was applied to 40 web-based serious games, selected with a simple random probability sampling, from several websites for educational and learning purposes. The websites that contain the web-based serious games are shown in
Table 4.
In this research, we applied accessibility barriers for low vision users; the evaluators specified heuristics associated with impact and severity involving serious games. The evaluators previously raised the accessibility barriers based on the WCAG 2.1, applied according to the disability and user impact, characteristics, and effects of the serious games evaluated.
Phase 1: Select the serious games; in this phase, we used the formula for calculating the sample size when the population size is unknown. Before calculating the sample size, we need to determine: (1) the size of the population defined as a collection of objects or individuals that have similar characteristics; (2) the margin of error or confidence interval, which is a statistic that expresses the amount of random sampling error in the results; (3) the confidence level that refers to the random intervals that are used to constrain a value with a given high probability. For our case, we applied Equation (1).
where:
n = size of the desired sample,
Z = confidence level = 0.631,
p = probability of success = 50%,
q = (1 −
p) probability of failure = 50%,
d = accuracy, accepted estimation error = 5%.
When applying the calculations, we obtained a value of 39.8; therefore, a total of 40 serious games listed in
Table 5 should be evaluated, containing the ID that is the identifier assigned to the web-based serious game, the URL, and the subject of the serious game.
Phase 2: Characterize the type of users; in this experiment, the guide for low vision users [
44] was applied, who are characterized as those who have a situation in which the user’s vision cannot be rectified with glasses, affecting everyday events, reading, and driving. Low vision is most frequent among the elderly but can occur in people of any age because of degenerative diseases.
The WHO defines low vision [
45] as a visual abnormality that restricts the ability to perform everyday visual tasks. The leading causes of visual impairment are uncorrected refractive errors, cataracts, age-related macular degeneration, glaucoma, diabetic retinopathy, corneal opacity, and trachoma. The fundamental principle of accessibility for users with low vision is “perceivable” [
12].
Phase 3: Define user activities; the evaluators define scenarios to analyze the serious game and how users interact with the game to achieve the objective. The task was to enter each serious game, review each game’s functionality, check the menus, images, messages, and help options to see any accessibility barriers for low vision users. Additionally, in this phase, we describe the level of accessibility (A, AA, AAA) that would be assessed; in this situation, we operate up to the level AA. It was also necessary to detect accessibility support with a listing of web browsers that must be friendly. In this investigation, the evaluators used Google Chrome version 84.0.4147.125, Mozilla Firefox version 77.0.1, and Opera version 70.0.3728.106.
In this case study, a barrier for a user with low vision means that he or she cannot interact effectively with the serious game, implying that it is difficult for him or her to move precisely over the content of the serious game due to the complexity of his or her visual perception. The two evaluators identified the scenarios made up of users with low vision, the aims, and the activities that users must complete in the testing to apply the approach suggested in this investigation. A list of accessibility barriers for low vision users based on WCAG 2.1 [
12] is listed in
Table 6. The evaluators recommended this method to accomplish the aim, considering effectiveness, productivity, security, and user satisfaction. It was essential to recognize the scale of severity and range of persistence of each barrier that characterizes the low vision user’s impediment to achieve the aim.
Phase 4: Explore the serious games; the expert explores each serious game with the instructions defined in phase 3. The tasks that the user had to perform were: (1) interact with the first interface of the serious game; (2) review the functionality of each round; (3) identify whether the games have a screen magnifier; (4) review whether the games have the option to adjust the game parameters; (5) determine whether the game has the opportunity to help the user; (6) identify whether the user can read each message of the serious game; (7) review whether the images have adequate clarity and are apparent to the user; and (8) check whether the serious game has the option to change the language.
At this stage, the evaluators navigate all the serious game features to detect potential accessibility barriers. Finally, in this phase, the evaluators review the behaviors agreeing to the device used, the browser, and the structure applied.
Phase 5: List the barriers; we selected 28 barriers based on WCAG 2.1 for low vision users to apply this BW-based heuristic method.
Table 6 contains the guideline identifier, the barrier, the WCAG 2.1 principle, the success criteria, and the level of accessibility.
Phase 6: Evaluate with the heuristic method, the evaluators carried out the following process: (1) run the serious game; (2) carefully examine whether each barrier meets the parameters of effectiveness, productivity, security, and satisfaction; we applied
Table 1. (3) Find the impact related to the parameters defined in
Table 1; (4) record the persistence of each barrier according to the parameters defined in
Table 2; (5) apply the persistence scale defined in
Table 2; (6) finally, apply the severity scale according to the impact and resulting persistence defined in
Table 3.
To analyze the severity of a barrier, we need two parameters: (1) the impact of the barrier as a result of the effectiveness, productivity, security, and satisfaction of the user performing an activity; (2) the value of persistence, denoted by the number of times the barrier is repeated, is essential when evaluating a serious game.
For example, when checking the barrier “Accessible keyboard” in the game SG01 “Acid-base solutions”, we apply the following process: First, for the efficiency parameters, we register the value zero (0), in productivity the value of one (1), in satisfaction zero (0) and security the value of one (1). Second, we analyze whether the barrier affects productivity, satisfaction, effectiveness, or safety. In that case, the impact was minimal; when analyzing these parameters, the impact’s value is two (2). Thirdly, we evaluate the number of times the barrier corresponding to the persistence parameter presented by the barrier “Accessible keyboard” is presented. Fourth, we apply the persistence scale defined in
Table 2. Fifth, we determine the severity defined in
Table 3 for impact and persistence; for the barrier “Accessible keyboard” we have in the impact the value of two (2) and for the persistence the value of two (2), therefore the severity for the barrier “Accessible keyboard” is significant.
Phase 7: Record the data; the data from each serious game evaluated was documented in a spreadsheet.
Table 7 is an example since it collects the data of only one set; it contains the identifier assigned to the pattern, the barrier, the effectiveness, the productivity, the satisfaction, the safety, the impact, the range of persistence, the total persistence, the result of persistence and the severity of the serious set with the code SG01 that corresponds to “acid-based solutions” of the PhET project of the University of Colorado. For the G01 “Accessible keyboard” barrier, we applied
Table 1 and obtained the following results: in effectiveness we recorded zero (0), in productivity one (1), in satisfaction zero (0), and in safety one (1). Then we analyzed the impact; if the barrier affects productivity or satisfaction marginally, but not effectiveness or safety, the impact is minimal; when analyzing these parameters, we found impact equal to two (2) according to the scale of
Table 1 this corresponds to significant. To evaluate persistence, we apply
Table 2; we find that the barrier is present for more than four times; therefore, persistence is equal to two (2). Finally, we applied
Table 3 to find severity, with the impact value equal to two (2) and persistence equal to (2); therefore, this barrier presents significant severity.
The recorded data are available in the repository [
46] so that the assessment can be reproduced. Data recording is essential; the data allow evaluators to manage and condense information by diverse categories.
Phase 8: Interpret and analyze the data; the evaluators offer the analysis of the severities taken when applying the heuristic method; First, we organize and group the information by categories. To manage each serious game’s severity information, we use the dendrogram shown in
Figure 3; it contains the distances between each serious web-based game evaluated consecutively. In the results section and the discussion section, a more in-depth analysis of the results related to the severity of the barriers, the accessibility principles, the levels, and the success criteria of the WCAG 2.1 is carried out.
6. Discussion
Of the 40 serious games evaluated, we found that:
- (1)
The SG01 “acid-base solutions” set has a value of six in the critical severity evaluation.
- (2)
The SG09 “severity-and-orbits” set has nine and corresponds to the group’s most accessible serious games with less critical barriers.
- (3)
The two web-based serious games correspond to the University of Colorado’s PhET project.
The serious games with the highest number of critical barriers correspond to SG28 “freeriderhd” with a value of 18, followed by SG35 “physicsatschool” with 16. The results indicate: (1) The most significant number of serious games is in the critical and significant severity rating; (2) For serious games to be accessible at an acceptable level, application programmers must correct the most significant number of accessibility barriers through serious game programming software; and (3) the alternative is to use adaptive hardware by applying assistive technology or digital ramps that allow users to interact with serious games easily.
Furthermore, to find similarities between the serious games evaluated with the heuristic method, we apply the hierarchical grouping that allows the finding of similarities between the serious games accommodated in groups so that the groups are well separated and that the serious games within them are as close as possible. The similarity between the serious games is graphed using a tree called a dendrogram. In this process, we apply the following steps: (1) the number of clusters or groups is formed according to the number of serious games; (2) the serious games are grouped based on a measure of similarity between them; (3) the groups are grouped based on their distance, forming a tree called a dendrogram; (4) they continue to group until only one grouping remains.
Figure 3 shows the dendrogram of the 40 serious games’ evaluations with the heuristic method considering the null, minor, significant, and critical variables to know the groups that obtained similar characteristics among the serious games. To measure the similarity between the serious games, we applied the Euclidean distance (2).
The Euclidean distance method allows us to see how similar the evaluation data are for each serious game. The dendrogram in
Figure 3 shows the height of the branches that indicates the similarity between the clusters, and contains five horizontal lines in green indicating the number of groups into which they are divided; in this case, it was divided into six groups containing similar values, which are detailed below:
- (1)
The serious game SG01 is in a single group because it records low values in null, minor, significant, and critical; this implies that SG01 is the most accessible serious game of the 40 evaluated.
- (2)
The SG28 serious game is in the second group. It is still not as accessible because the critical severity is 18, indicating that it contains some accessibility barriers that must be corrected even though null, minor, and significant are low.
- (3)
The two serious games, SG21 and SG29, are in the third group are not very accessible because they have a critical severity of 15.
- (4)
The five serious games, SG10, SG22, SG09, SG14, and SG17, are in the fourth group and are not very accessible because they have a critical severity.
- (5)
The 12 serious games SG05, SG23, SG24, SG25, SG26, SG34, SG35, SG36, SG37, SG38, SG39, SG40 have a high critical severity and are therefore not accessible.
- (6)
The 19 serious games SG02, SG03, SG04, SG06, SG07, SG08, SG11, SG12, SG13, SG15, SG16, SG18, SG19, SG20, SG27, SG30, SG31, SG32, SG33 are among the least accessible.
Figure 4a shows that the examined critical games violate some principles of WCAG 2.1.
In the 40 evaluated serious games, the evaluators found: (1) 342 barriers with critical severity, where 65.5% characterize the perceptible principle. (2) 37 barriers with critical severity represent 7.1% of the operable. (3) 19.7% corresponding to the understandable, and (4) 7.7% corresponding to the robust. These statistics indicate that accessibility barriers affect web-based serious games and should be corrected.
Figure 4b shows a summary of the accessibility levels corresponding to critical severity; we observe that for level A, 210 barriers representing 40.2%, for level AA, 227 barriers corresponding to 43.5%, and level AAA has 85 barriers corresponding to 16.3% of the total.
Figure 5 presents the success criteria for critical severity; these criteria can be found in
Table 7; we observe that:
- (1)
The on-focus barriers correspond to criterion 3.2.1. The help barrier of the success criterion 3.3.5 is the most critical with a value of 40.
- (2)
It is followed by the content hovering over the focus barrier of criterion 1.4.13, subtitled criterion 1.2.4, and the automatic transcripts barrier of criterion 1.
- (3)
With the value of 38, the barriers text alternative is sign language.
- (4)
Through 37, the criterion status messages.
- (5)
By 36, interface rearrangement.
- (6)
With 32, we have adjusted the display settings and pause, stop, hide.
- (7)
With 30, the criterion accessible keyboard.
- (8)
Together with 23, the criterion useful audio techniques.
- (9)
The rest of the criteria have values lower than 12.
We suggest incorporating solutions using digital ramps or software and hardware assistance technologies to have serious games accessible. We propose to include support tools that help users with sensory, motor, and visual disabilities with configuration options to enable an environment controlled by the user of the serious game. We propose that the serious game contains (1) A tool to control the serious game’s video, the subtitles, and playback. (2) A tool to support motor, sensory, and cognitive disabilities.
The tool in
Figure 6 suggested should contain (1) an option to control the serious game’s execution that allows the configuration of subtitles, descriptions, keyboard, and automatic transcription; (2) the subtitle settings should include options to manage the position, font, font size, text color, background, and opacity; (3) an option to configure the serious game’s speed, subtitles, and audio replay in the application. The user must have the control to manage and customize the speed of video, subtitles, and audio according to the user’s disability.
Figure 7 suggests including a tool to support users with disabilities that allows voice commands, and the option for them to use the VoiceOver application that narrates what happens on the screen of any device; voice assistants are a great help for users with visual or motor disabilities. Another option is to include a chatbot based on artificial intelligence, which feeds the database as the user learns.
A system can be included to transcribe the video into text or sign language and transform the text into sign language for deaf users.
People with motor disabilities usually read the information presented by computer output devices through the monitor or printer without difficulty, but often have difficulty handling input devices such as the keyboard and mouse. For people with motor disabilities, filters can be incorporated to facilitate the use of the keyboard and mouse by a trackball, joystick, buttons, and custom devices.
As additional add-ons, serious games can include changing the language to customize and choose the audio description and subtitles’ language. Although sign language is not similar globally, this option should be included to help deaf and dumb users and feed a database with each region’s sign language. Therefore, assistive technologies have become an essential resource to overcome the barriers of access to digital technologies that positively impact people’s quality of life with disabilities.
7. Conclusions
This heuristic method can be used to evaluate the accessibility of any serious web-based game. One of these heuristic methods’ contributions is to evaluate each barrier by the parameters of effectiveness, productivity, satisfaction, and security related to impact and persistence. We recommend reproducing this heuristic accessibility evaluation method for any serious game considering the accessibility barriers that correspond to the type of motor, cognitive, or sensory disability. The evaluators identified some critical severity barriers, including the following two. The first barrier with the highest critical severity is the focus, and the second barrier is the help, both of which are related to the understandable principle.
These barriers occur when no contextual help is available, and any user interface component receives the focus but does not initiate a context change. Consequently, the evaluators recommend: (1) Applying techniques and tools to reduce the barrier help’s critical severity can use clear labels that can act as contextual help. (2) To reduce the on-focus barrier’s severity, the user interface components can be implemented as a programmable element to perceive the parts as separate controls. To assess the accessibility of serious games, evaluators recommend fusing automatic assessment tools with heuristic methods. One must remember that no instrument can substitute manual assessment by a serious game accessibility expert. The proposed method can be tested with serious game developers throughout the software development cycle to identify new barriers and correct them as they are built to achieve more inclusive applications.
Future research may propose new methods of evaluating multimedia resources concerning videos and sound recordings; in both cases, a transcript of the dialogues, a description of the sounds, and control of the playback speed should be provided. However, inappropriate use of multimedia elements may create a barrier to user access. To achieve more accessible serious games, we suggest testing with users with sensory, motor, and cognitive disabilities to identify the barriers users face with disabilities.
Future work should continue to refine heuristic methods related to serious games and socialize best accessibility practices, designing software that helps experts evaluate serious games’ accessibility by considering this heuristic method and the WCAG 2.1. Furthermore, we propose to survey serious game developers to find out if they know the WCAG 2.1 and if they have tried to apply some of its guidelines to design inclusive products that make an essential contribution in the field of accessible serious games.