There are no universal interfaces: how asymmetrical roles and asymmetrical controllers can increase access diversity
Many people with a disability play games despite difficulties in relation to access or quality of experience. Better access is needed, but there has been limited industry interest. For players with motor impairments the focus has been on the controller. Numerous solutions have been developed by thir...
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Ass.ne Culturale Ludica
2018-12-01
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Series: | G|A|M|E The Italian Journal of Game Studies |
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Online Access: | http://www.gamejournal.it/?p=3449 |
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doaj-6fd0d882a1aa41abba3185272b7611712021-01-26T08:16:05ZengAss.ne Culturale LudicaG|A|M|E The Italian Journal of Game Studies2280-77052018-12-01548There are no universal interfaces: how asymmetrical roles and asymmetrical controllers can increase access diversityMatthew Dalgleish0 University of WolverhamptonMany people with a disability play games despite difficulties in relation to access or quality of experience. Better access is needed, but there has been limited industry interest. For players with motor impairments the focus has been on the controller. Numerous solutions have been developed by third parties, but all are likely unsuitable for at least some users and there remains space for radically alternative angles. Informed by my experiences as a disabled gamer, concepts of affordance and control dimensionality are used to discuss the accessibility implications of controller design from the Magnavox Odyssey to the present. Notions of incidental body-controller fit and precarious accessibility are outlined. I subsequently draw on Lévy’s theory of collective intelligence and example games Keep Talking and Nobody Explodes and Artemis Spaceship Bridge Commander to develop a model that uses asymmetrical roles and diverse input to fit individual abilities and thereby expand participationhttp://www.gamejournal.it/?p=3449ludic-fictional worldsdisabilitycontrollersasymmetrical rolesmotor impairmentcontrol dimensionality |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Matthew Dalgleish |
spellingShingle |
Matthew Dalgleish There are no universal interfaces: how asymmetrical roles and asymmetrical controllers can increase access diversity G|A|M|E The Italian Journal of Game Studies ludic-fictional worlds disability controllers asymmetrical roles motor impairment control dimensionality |
author_facet |
Matthew Dalgleish |
author_sort |
Matthew Dalgleish |
title |
There are no universal interfaces: how asymmetrical roles and asymmetrical controllers can increase access diversity |
title_short |
There are no universal interfaces: how asymmetrical roles and asymmetrical controllers can increase access diversity |
title_full |
There are no universal interfaces: how asymmetrical roles and asymmetrical controllers can increase access diversity |
title_fullStr |
There are no universal interfaces: how asymmetrical roles and asymmetrical controllers can increase access diversity |
title_full_unstemmed |
There are no universal interfaces: how asymmetrical roles and asymmetrical controllers can increase access diversity |
title_sort |
there are no universal interfaces: how asymmetrical roles and asymmetrical controllers can increase access diversity |
publisher |
Ass.ne Culturale Ludica |
series |
G|A|M|E The Italian Journal of Game Studies |
issn |
2280-7705 |
publishDate |
2018-12-01 |
description |
Many people with a disability play games despite difficulties in relation to access or quality of experience. Better access is needed, but there has been limited industry interest. For players with motor impairments the focus has been on the controller. Numerous solutions have been developed by third parties, but all are likely unsuitable for at least some users and there remains space for radically alternative angles. Informed by my experiences as a disabled gamer, concepts of affordance and control dimensionality are used to discuss the accessibility implications of controller design from the Magnavox Odyssey to the present. Notions of incidental body-controller fit and precarious accessibility are outlined. I subsequently draw on Lévy’s theory of collective intelligence and example games Keep Talking and Nobody Explodes and Artemis Spaceship Bridge Commander to develop a model that uses asymmetrical roles and diverse input to fit individual abilities and thereby expand participation |
topic |
ludic-fictional worlds disability controllers asymmetrical roles motor impairment control dimensionality |
url |
http://www.gamejournal.it/?p=3449 |
work_keys_str_mv |
AT matthewdalgleish therearenouniversalinterfaceshowasymmetricalrolesandasymmetricalcontrollerscanincreaseaccessdiversity |
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1724323230039146496 |