首页> 外文期刊>International journal of human-computer studies >Creating wheelchair-controlled video games: Challenges and opportunities when involving young people with mobility impairments and game design experts
【24h】

Creating wheelchair-controlled video games: Challenges and opportunities when involving young people with mobility impairments and game design experts

机译:创建轮椅控制的视频游戏:行动不便的年轻人和游戏设计专家参与时的挑战和机遇

获取原文
获取原文并翻译 | 示例
           

摘要

Although participatory design (PD) is currently the most acceptable and respectful process we have for designing technology, recent discussions suggest that there may be two barriers to the successful application of PD to the design of digital games: First, the involvement of audiences with special needs can introduce new practical and ethical challenges to the design process. Second, the use of non-experts in game design roles has been criticised in that participants lack skills necessary to create games of appropriate quality. To explore how domain knowledge and user involvement influence game design, we present results from two projects that addressed the creation of movement-based wheelchair-controlled video games from different perspectives. The first project was carried out together with a local school that provides education for young people with special needs, where we invited students who use wheelchairs to take part in design sessions. The second project involved university students on a game development course, who do not use wheelchairs, taking on the role of expert designers. They were asked to design concepts for wheelchair-controlled games as part of a final-year course on game design. Our results show that concepts developed by both groups were generally suitable examples of wheelchair-controlled motion-based video games, but we observed differences regarding level of detail of game concepts, and ideas of disability. Additionally, our results show that the design exercise exposed vulnerabilities in both groups, outlining that the risk of practical and emotional vulnerability needs to be considered when working with the target audience as well as expert designers. (C) 2015 Elsevier Ltd. All rights reserved.
机译:尽管目前参与式设计(PD)是我们设计技术时最可接受且最受尊重的过程,但最近的讨论表明,成功将PD应用于数字游戏设计可能存在两个障碍:首先,具有特殊意义的受众的参与需求会给设计过程带来新的实践和道德挑战。第二,在游戏设计角色中使用非专家受到批评,因为参与者缺乏创建适当质量游戏所需的技能。为了探索领域知识和用户参与如何影响游戏设计,我们提供了两个项目的结果,这些项目从不同的角度解决了基于运动的轮椅控制视频游戏的创建。第一个项目是与当地一所学校合作开展的,该学校为有特殊需要的年轻人提供教育,我们邀请了使用轮椅的学生参加设计会议。第二个项目让大学生参加游戏开发课程,他们不使用轮椅,担任专家设计师。他们被要求为轮椅控制游戏设计概念,作为最后一年的游戏设计课程的一部分。我们的研究结果表明,两组人开发的概念通常是轮椅控制的基于动作的视频游戏的合适示例,但我们观察到游戏概念和残障概念的详细程度存在差异。此外,我们的结果表明,设计练习暴露了两组中的漏洞,并概述了在与目标受众以及专家设计师合作时需要考虑实际和情感漏洞的风险。 (C)2015 Elsevier Ltd.保留所有权利。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号