<p>Video games have become one of the most relevant audiovisual products in the entertainment industry. However, they are still not fully accessible to an important part of the population: people with disabilities, who often encounter barriers when attempting to play. Among the different barriers, people with cognitive disabilities or learning difficulties may struggle to determine the appropriate responses required to progress in the game. The objective of this paper is to map the current state of cognitive accessibility in video games and provide a set of recommendations for developing cognitively accessible video games. To this end, we conducted a literature review in which we examined both academic articles and non-academic guidelines related to cognitive accessibility. After defining <i>game accessibility</i> and <i>cognitive accessibility</i>, the methodology for the systematic search and the analysis are explained in detail. Out of the two hundred twenty five documents that were originally retrieved, eighteen met the inclusion criteria, such as language or date of publication. These documents were analysed to extract their recommendations for cognitive accessibility, the type of video games they mention, and the cognitive disabilities or learning difficulties they address. The findings are then presented and discussed, resulting in a list of fourteen key recommendations for developing video games with cognitive accessibility features. Finally, the main contributions of the paper are highlighted and future research avenues are suggested.</p>

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How to create video games with cognitive accessibility features: a literature review of recommendations

  • Miguel Ángel Oliva‑Zamora,
  • Carme Mangiron

摘要

Video games have become one of the most relevant audiovisual products in the entertainment industry. However, they are still not fully accessible to an important part of the population: people with disabilities, who often encounter barriers when attempting to play. Among the different barriers, people with cognitive disabilities or learning difficulties may struggle to determine the appropriate responses required to progress in the game. The objective of this paper is to map the current state of cognitive accessibility in video games and provide a set of recommendations for developing cognitively accessible video games. To this end, we conducted a literature review in which we examined both academic articles and non-academic guidelines related to cognitive accessibility. After defining game accessibility and cognitive accessibility, the methodology for the systematic search and the analysis are explained in detail. Out of the two hundred twenty five documents that were originally retrieved, eighteen met the inclusion criteria, such as language or date of publication. These documents were analysed to extract their recommendations for cognitive accessibility, the type of video games they mention, and the cognitive disabilities or learning difficulties they address. The findings are then presented and discussed, resulting in a list of fourteen key recommendations for developing video games with cognitive accessibility features. Finally, the main contributions of the paper are highlighted and future research avenues are suggested.