dc.creatorLópez Ibáñez, Manuel
dc.creatorRomero-Hernández, Alejandro
dc.creatorManero, Borja
dc.creatorGuijarro, María
dc.date.accessioned2022-10-07T07:48:35Z
dc.date.accessioned2023-03-07T19:38:41Z
dc.date.available2022-10-07T07:48:35Z
dc.date.available2023-03-07T19:38:41Z
dc.date.created2022-10-07T07:48:35Z
dc.identifier1989-1660
dc.identifierhttps://reunir.unir.net/handle/123456789/13561
dc.identifierhttps://doi.org/10.9781/ijimai.2021.04.008
dc.identifier.urihttps://repositorioslatinoamericanos.uchile.cl/handle/2250/5907821
dc.description.abstractOver the last years, works related to accessible technologies have increased both in number and in quality. This work presents a series of articles which explore different trends in the field of accessible video games for the blind or visually impaired. Reviewed articles are distributed in four categories covering the following subjects: (1) video game design and architecture, (2) video game adaptations, (3) accessible games as learning tools or treatments and (4) navigation and interaction in virtual environments. Current trends in accessible game design are also analysed, and data is presented regarding keyword use and thematic evolution over time. As a conclusion, a relative stagnation in the field of human-computer interaction for the blind is detected. However, as the video game industry is becoming increasingly interested in accessibility, new research opportunities are starting to appear.
dc.languageeng
dc.publisherInternational Journal of Interactive Multimedia and Artificial Intelligence (IJIMAI)
dc.relation;vol. 7, nº 4
dc.relationhttps://www.ijimai.org/journal/bibcite/reference/2940
dc.rightsopenAccess
dc.subjectvideogame
dc.subjectaccessibility
dc.subjectcomputer entertainment
dc.subjectvisual impairments
dc.subjecthuman-computer interaction (HCI)
dc.subjectIJIMAI
dc.titleComputer Entertainment Technologies for the Visually Impaired: An Overview
dc.typearticle


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