Accessibility in Digital Games
摘要
According to data extracted from the first report on disability and development carried out in 2018 by the UN, there are one billion people with disabilities in the world, which represents at least one-eighth of the world’s population and, consequently, this represents a large portion of possible consumers of digital games that the big industry has overlooked. According to Prodanov and Freitas (2013) the methodology used in this work is qualitative and the design methodology is Scrum. This article proposes a methodology for analyzing accessibility in digital games using the development of the digital game Planeta ODS as a case study. The goal is to contribute to the inclusion of individuals who rely on accessibility features in digital games and highlight the fundamental criteria for promoting this inclusion.