Work

Social experiences of people with disabilities in playing (in)accessible digital games

Year: 2020
Type: dissertation
Study design: Observational Study
Abstract: Digital games are increasingly accessible to people with disabilities, yet players still report difficulties and further problems arise from playing socially, such as experiencing hostility or obstructive behaviour.Previous research addresses game accessibility, adaptive technology, social play, and play using alternative controls, however experiences of social play for players with disabilities is largely unexplored.This thesis, therefore, leverages the social model of disability as theoretical grounding to investigate the social aspects of gameplay as a potential contribution to inaccessibility.Initially, a large survey developed with The AbleGamers Charity, to gather demographic data and preferences of players with disabilities, showed that many play games alongside other players using adapted technologies and options.To explore how adaptations interact with social gameplay, two interview studies conducted with players both with and without disabilities about their experiences.For players with disabilities, playing with adaptations can interact negatively with the expectations of other players about how games should be played, and may also risk disclosing their disabilities unintentionally.Player perceptions of skippable content in single-player games revealed that even when a feature does not directly impact other players, the social community surrounding gaming influenced its acceptability.A case study of the neurological care context indicates the possibility for people with neurological disabilities to enjoy games but this is strongly influenced by the organisational environment.This thesis demonstrates that the social context of gaming can present barriers for players with disabilities to accessing valued player experiences and social benefits of play.Findings suggest that prevailing stereotypes and perceptions of people with disabilities extend into digital gaming.Access to play with adaptive features seems misunderstood in this environment due to how they interact with competitive play dynamics.It is, therefore, not only game accessibility but care environments, financial and social support, that create barriers to play.This work has not previously been presented for an award at this, or any other, University.I conform that all sources are acknowledged as references.
Author: Jen Beeston
Language: English
Open Access status: green
OpenAlex ID: W3201430134
Cites: 132
Cited by: 5
Related to: 10