Cairns, Paul, et al. “Enabled Players: The Value of Accessible Digital Games”. Games and Culture, vol. 16, no. 2, 2021, pp. 262-8, https://doi.org/10.1177/1555412019893877.

Genre

  • Journal Article
Contributors
Author: Cairns, Paul
Author: Power, Christopher
Author: Barlet, Mark
Author: Beeston, Jen
Author: Haynes, Gregory
Author: Kaufman, Craig
Date Issued
2021
Date Published Online
2021-03-23
Abstract

It is increasingly recognized that there are many players of mainstream digital games who have some form of disability. It is not known which aspects of games are valued by players, regardless of whether they have a disability. We report on a survey of 71 players from the general game community and 123 players with disabilities asking what makes games important to them. We found established motivations to play such as social connection and escapism but additionally that players find games beneficial and provide artistic experiences. Players with disabilities explicitly referred to games helping them to feel enabled or being on a level footing with nondisabled players. The value of accessible games is not just mere play but playing the same games as everyone else. This implies that achieving accessibility through adapting games is an important approach to provide the valued connection and enablement that games provide.

Language

  • English
Funding Note
Morrell Centre for Toleration
Page range
262-282
Host Title
Games and Culture
Host Abbreviated Title
Games and Culture
Volume
16
Issue
2
ISSN
1555-4139
1555-4120