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Reviews

The literature-review database. Every paper Bob has reviewed (he has read many more), with a short summary, key findings, and tags. Browse, filter, search.

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  • Towards Handicapping for Online Competitive Video Games: A Taxonomical Review of Intervention Studies

    Pete Gordon, William Kavanagh, Thomas Howson, David Lavallee · 2026 · ACM Games

    The paper addresses how skill disparities in online competitive video games create a "playerbase-diminishing feedback effect": weaker players suffer repeated defeats and quit, leaving the next tier to become the new bottom — a cycle that ultimately restricts access to only the…

    game accessibility · accessible gaming · inclusive design · literature review · player experience

  • MoveTogether: Exploring Physical Co-op Gameplay in Mixed-Reality

    Pin Chun Lu, Wen-Fan Wang, Che Wei Wang, Ting-Ying Lee, TsaiHsuan Lin, Duo-Jie Hsiao, CheHan Hsieh, YuTing Tseng, Neng-Hao Yu, Mike Y. Chen · 2026 · Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems (CHI '26)

    This CHI 2026 paper introduces MoveTogether, a mixed-reality (MR) co-op gameplay mechanic in which two co-located players jointly operate a single tracked physical prop that is virtually transformed inside a Meta Quest 3 MR scene (a ring, a trampoline, a bubble nozzle). The core…

    mixed reality · shared haptic controller · co-located collaboration · tangible interaction · accessible gaming

  • From Screen Reading to "Scene Reading" in SceneVR: Touch-Based Interaction Techniques for Use in Virtual Reality by Blind and Low-Vision Users

    Melanie Jo Kneitmix, Jacob O. Wobbrock · 2025 · ASSETS 2025: 27th International ACM SIGACCESS Conference on Computers and Accessibility

    This paper introduces "scene reading," a novel interaction paradigm that extends the familiar concept of touch-based screen reading from 2-D interfaces to 3-D virtual reality environments. The authors developed SceneVR, a system that streams the live view from a Meta Quest 2 VR…

    virtual reality · blind and low vision · touchscreen interaction · spatial audio · scene understanding

  • PunchPulse: A Physically Demanding Virtual Reality Boxing Game Designed with, for and by Blind and Low-Vision Players

    Sanchita S. Kamath, Omar Khan, Anurag Choudhary, Jan Meyerhoff-Liang, Soyoung Choi, JooYoung Seo · 2025 · ASSETS 2025: 27th International ACM SIGACCESS Conference on Computers and Accessibility

    This paper presents PunchPulse, an open-source VR boxing exergame designed through a seven-month participatory co-design process with blind and low-vision (BLV) individuals to promote sustained moderate-to-vigorous physical activity (MVPA). BLV people experience significantly…

    blind and low vision · virtual reality · exergames · physical activity · co-design

  • Design and Development of One-Switch Video Games for Children with Severe Motor Disabilities

    Sebastián A. López, Fulvio Corno, Luigi De Russis · 2017 · ACM Transactions on Accessible Computing

    This paper addresses a significant gap in accessible gaming: children with severe motor disabilities who rely on single-switch interfaces have limited access to action-oriented video games. While cause-and-effect and scanning-based games exist, dynamic games requiring quick…

    accessible gaming · one-switch · single-switch · motor disabilities · children

  • BraillePlay: Educational Smartphone Games for Blind Children

    Lauren R. Milne, Cynthia L. Bennett, Richard E. Ladner, Shiri Azenkot · 2014 · Proceedings of the 16th International ACM SIGACCESS Conference on Computers & Accessibility (ASSETS 2014)

    This paper presents BraillePlay, a suite of four educational smartphone games designed to teach Braille character encodings to blind children aged 5 and older. The games are built on VBraille, a method for displaying Braille characters on a touchscreen where the phone vibrates…

    blindness · Braille literacy · educational games · children · mobile accessibility

  • Finger Dance: A Sound Game for Blind People

    Daniel Miller, Aaron Parecki, Sarah A. Douglas · 2007 · Proceedings of the 9th International ACM SIGACCESS Conference on Computers and Accessibility (Assets '07)

    This paper from the University of Oregon presents Finger Dance, an original audio-based rhythm-action game designed specifically for visually impaired players. The authors take a different approach from the usual sensory substitution strategy (replacing visual elements with…

    audio game · game accessibility · blindness · rhythm-action game · sensory substitution

7 results.