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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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  • Understanding the Perspectives of Autistic Gamers through an Online Autistic Community and a Survey

    Sohyeon Park, Aehong Min, Anne Marie Piper, Gillian R. Hayes · 2026 · ACM Transactions on Accessible Computing

    This study investigates the gaming experiences and preferences of autistic people using a multi-method approach that combines analysis of Reddit posts from an autism-focused subreddit with a survey of 145 autistic adults. The research addresses a significant gap: while video…

    autism · video games · gaming accessibility · cognitive accessibility · sensory processing

  • Accessible Gaming Through Better Captions: A Study on Captions Preferences and Inclusivity of Deaf and Hard-of-Hearing Players

    Wajdi Aljedaani, Marcelo M. Eler, Lorene E Keeland, Hamed Jalali, Khaled Al-Raddah, Mohamed Wiem Mkaouer · 2024 · Proceedings of the 21st International Web for All Conference (W4A '24)

    This study surveys 73 deaf and hard-of-hearing (d/Deaf) individuals about their preferences for caption design in video games, addressing a significant gap: while captioning standards exist for television and film, there are no universally accepted standards for video game…

    deaf accessibility · captioning · game accessibility · video games · user preferences

  • Video Gaming for the Vision Impaired

    Manohar Swaminathan, Sujeath Pareddy, Tanuja Sunil Sawant, Shubi Agarwal · 2018 · Proceedings of the 20th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2018)

    This Microsoft Research demo paper presents the Responsive Spatial Audio Cloud (ReSAC), a novel interaction toolkit designed to make mainstream video games accessible to people with visual impairments. The research is motivated by the finding that visually impaired people want…

    blindness · game accessibility · spatial audio · sonification · 3D sound

  • An Empirical Study of Issues and Barriers to Mainstream Video Game Accessibility

    John R. Porter, Julie A. Kientz · 2013 · Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS)

    This paper investigates the real-world state of video game accessibility through two complementary empirical studies. The first is an online survey of 55 gamers with disabilities, exploring their gaming habits, the platforms they use, the types of games they play, and the…

    game accessibility · video games · assistive technology · motor impairment · visual impairment

4 results.