Promoting Game Accessibility: Experiencing an Induction on Inclusive Design Practice at the Global Games Jam

Promoting Game Accessibility: Experiencing an Induction on Inclusive Design Practice at the Global Games Jam
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促进游戏的可访问性:在 Global Games Jam 上体验包容性设计实践

DOI:
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发表时间:
2013
期刊:
arXiv.org
影响因子:
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通讯作者:
G. Ghinea
G. Ghinea
中科院分区:
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文献类型:
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作者:
M. A. Scott;G. Ghinea

文献摘要

被引文献

相似文献

全球游戏大赛(GGJ)吸引了许多来自不同教育背景、对游戏开发充满热情的人。因此,新手和学生开发人员可以体验该活动,作为学习的机会。这为推广主题和想法提供了机会,这些主题和想法可能有助于形成未来对游戏设计的思考,成为新从业者对关键设计问题的一种归纳形式。这种方法旨在提高人们对学习者可以帮助开发并带入行业的问题的认识。然而,这一经历本身提供了一种深刻的经验修辞和与专家的对话,对于在正规教育环境中很少深入讨论的问题,这可能是一种有效的教学工具。这篇文章描述了这样一个人的账户,通过参与GGJ被介绍到游戏可访问性。因此,它的目的不是作为一种严格的实证分析,而是一种关于游戏堵塞可能发生的方式的视角,从而引发对该主题的进一步研究。
The Global Games Jam (GGJ) attracts many people who are passionate about games development, coming from a range of educational backgrounds. Therefore, the event can be experienced by novices and student developers as an opportunity for learning. This provides an opening to promote themes and ideas that could help form future thinking about games design, emerging as a form of induction on key design issues for new practitioners. Such an approach aims to raise awareness about issues which learners could help develop and take with them into industry. However, the experience itself affords a deep experiential rhetoric and dialogue with experts that could be an effective pedagogical tool for issues seldom addressed deeply in formal educational settings. This paper describes an account by one such individual, being introduced to game accessibility through participation in the GGJ. As such, it is not intended as a rigorous empirical analysis, but rather a perspective on one way a game jam can be experienced, inviting further research on the topic.