Uncovering Visually Impaired Gamers' Preferences for Spatial Awareness Tools Within Video Games
August 31, 2022 Β· Declared Dead Β· π International ACM SIGACCESS Conference on Computers and Accessibility
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Authors
Vishnu Nair, Shao-en Ma, Ricardo E. Gonzalez Penuela, Yicheng He, Karen Lin, Mason Hayes, Hannah Huddleston, Matthew Donnelly, Brian A. Smith
arXiv ID
2208.14573
Category
cs.HC: Human-Computer Interaction
Citations
21
Venue
International ACM SIGACCESS Conference on Computers and Accessibility
Last Checked
4 months ago
Abstract
Sighted players gain spatial awareness within video games through sight and spatial awareness tools (SATs) such as minimaps. Visually impaired players (VIPs), however, must often rely heavily on SATs to gain spatial awareness, especially in complex environments where using rich ambient sound design alone may be insufficient. Researchers have developed many SATs for facilitating spatial awareness within VIPs. Yet this abundance disguises a gap in our understanding about how exactly these approaches assist VIPs in gaining spatial awareness and what their relative merits and limitations are. To address this, we investigate four leading approaches to facilitating spatial awareness for VIPs within a 3D video game context. Our findings uncover new insights into SATs for VIPs within video games, including that VIPs value position and orientation information the most from an SAT; that none of the approaches we investigated convey position and orientation effectively; and that VIPs highly value the ability to customize SATs.
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