Assistive technologies for brain-injured gamers

Assistive technologies for brain-injured gamers
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针对脑损伤游戏玩家的辅助技术

DOI:
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发表时间:
2013
期刊:
Information Technology Convergence and Services
影响因子:
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通讯作者:
Paul Gnanayutham
Paul Gnanayutham
中科院分区:
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文献类型:
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作者:
Jason Colman;Paul Gnanayutham

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本章概述了使获得性脑损伤(ABI)的人更容易接触视频游戏的辅助技术。随着医疗水平的提高,越来越多的人从ABI中幸存下来。视频游戏已被证明在许多医疗环境中提供治疗益处,并且已经证明通过玩某些类型的视频游戏可以促进ABI幸存者的康复。因此,提高游戏可访问性的技术有可能为更多可能受益的人群带来一种治疗形式。硬件技术,可能使游戏更容易为脑损伤幸存者考虑。这些设备的补充是在开发过程中将辅助功能纳入游戏。在游戏开发从业者中创建最佳实践可访问性指南是一个新兴的领域,作者认为这很重要。游戏测试是游戏开发过程中的常见做法。我们考虑了当游戏测试员是脑损伤幸存者时所涉及的伦理问题。总的来说,本章的目的是提高未来游戏的可访问性,从而提高其治疗潜力,为脑损伤和其他残疾玩家。
This chapter surveys assistive technologies which make video games more accessible for people who have an acquired brain injury (ABI). As medical care improves, an increasing number of people survive ABI. Video games have been shown to provide therapeutic benefits in many medical contexts, and rehabilitation for ABI survivors has been shown to be facilitated by playing some types of video game. Therefore, technologies which improve the accessibility of games have the potential to bring a form of therapy to a larger group of people who may benefit. Hardware technologies which may make games more accessible for brain injury survivors are considered. Complementing these devices is the inclusion of accessibility features into games during the development process. The creation of best practice accessibility guidelines among game development practitioners is a nascent field, considered important by the authors. Play testing is common practice during game development. We consider the ethical issues involved when the play testers are brain injury survivors. Overall, the aim of this chapter is to improve the accessibility of future games, and thus their therapeutic potential, for brain injured, and other disabled gamers.