Glossary
Terms used in accessibility research and practice. Each entry has a definition, common aliases, and category tags.
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- Esports(also: Competitive Gaming, Electronic Sports, E-Sports)
- Organised, competitive video-game play — typically involving tournaments, teams, audiences, and professional players. Esports has grown into a major global industry and a site of accessibility research, because conventional game controllers and high-speed inputs can exclude…
- Exergame(also: Exercise Game, Exergaming, Active Video Game)
- A video game that requires physical activity beyond traditional handheld controller manipulation, combining gaming with exercise. Exergames use motion sensors, cameras, balance boards, or other input devices to track body movements as game controls. In rehabilitation contexts,…
- Exergames(also: Exertion games, Active video games, AVGs)
- Video games designed to require physical exertion — whole-body movement, resistance, or sustained aerobic activity — as the primary input modality. Exergames span consumer titles (e.g., Wii Fit, Ring Fit Adventure) and clinical applications for rehabilitation, balance training,…
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