Guidelines of Serious Game Accessibility for the Disabled Hwa-Jin Park Sang-Beom Kim Dept. of Multimedia Sookmyung Women’s University Seoul, Korea [email protected] School of Real Estate Management Sejong Cyber University Seoul, Korea [email protected] Abstract—Web accessibility/mobile app accessibility for the disabled has been studied for the past 10 years. The legislation of web accessibility guidelines can guarantee easy access to web contents of the disabled but not game playing, because web/ mobile app contents consists of rather simple information compared with game contents. Game contents include many PCs (player characters)/NPCs (non PCs) and the conflicts among them, as well as upgrade of a player character by completion of a quest in competition. Therefore, it is necessary to analyze and classify game accessibility so as to make the game accessibility guidelines. Keywords—web accessibility;. accessibility; I. a serious game; game TABLE I. Principles WEB ACCESSIBILITY Guidelines ▪ Provide alternative text Perceivable ▪ Multimedia alternative methods ▪ Clarity Introduction A serious game is a game designed for a special purpose, including entertainment elements. Generally, the effects on education, remedy, and training are increasing. Recently, reducing harmful effects of excessive immersion and enforcing the good functions of gaming in Korea, the serious game research in many laboratories is very active. In addition, game companies invest in a serious game for image improvement and a return profit. “Hanja Maru” in English education, ‘brain age' in the medical field, and “wii sports" in sports genres are very successful cases, with many other serious games also being developed [1]. In particular, serious games for the socially weak like the disabled are in very high demand for content that is enjoyable and has some sort of cognitive benefit. However, the previous game is a simple training program and very inconvenient to use without considering accessibility. Therefore, this paper suggests the planning of games by dividing the levels of disability and by classifying the game play method and accessibility according to the level of disability. II. (World Wide Web Consortium) suggests 4 primary web accessibility principles - perceivable, operable, understandable, and robust [2]. The guidelines and checklists associated with each core principle are as follows: Related Research A. Web Accessibility Web accessibility is put in place to guarantee any user can access information equally with the non-disabled in any technical circumstances without professional techniques. W3C ▪ Keyboard access ▪ Provide enough time Operable ▪ Light sensitivity seizure prevention ▪ Easy navigation ▪ Readability ▪ Predictability Understandable ▪ Logicality of contents ▪ Input assistance Robust ▪ Grammar observance ▪ Web application accessibility Check list ▪ Provide a proper alternative text ▪ Provide the subtitles ▪ Contents recognition unrelated color ▪ Clear direction ▪ Brightness contrast ▪ Prohibition of background sound ▪ Keyboard usage guarantee ▪ Focus moving ▪ Adjust response time ▪ Provide holding function ▪ Restriction on flickering and sparkling ▪ Jump over repeating fields ▪ Provide a title ▪ Proper link text ▪ Basic language ▪ Activate the request of user ▪ Linearization of contents ▪ Composition of table ▪ Provide a label ▪ Error correction ▪ Markup error prevention ▪ Web application accessibility observance B. Planning of a serious game Other than the process of a common game planning, that of a serious game is to specify the original purpose for improvement and to include feedback of the achievement from step 1. The following table shows the steps of planning a serious game [5]. 978-1-4799-0604-8/13/$31.00 ©2013 IEEE Game playing interface accessibility TABLE II. PROCESS OF A SERIOUS GAME Process Step 2: Scenario planning (character) Description Define training contents and the degree of difficulty Various stories Step 3: Game component planning Item, puzzle, event Step 1: Define game goals Step 4: Reward planning Rewards online/offline Step 5: Training progress planning Step 6: Planning training effects and achievement Provide training progress Provide game effects and Achievement III. Game Accessibility Web accessibility for the disabled was legislated, and most portal sites and homepages of famous enterprises should follow the regulation. However, a game in which many men and women have fun naturally can’t follow all regulations about web accessibility due to the basic function of the game; that is, the speed of too many characters, and a lot of information and items based on the graphical models. Therefore, the disabled who wants to enjoy computer games cannot be satisfied. Moreover, it is true that negative social views about online games disregards the disabled rights of having fun with the game. However, the positive functions of a game are emphasized recently, and the serious game improving the physical function of the disabled is in high demand. A. Classification of game accessibility Web accessibility / mobile accessibility for the disabled and the aged has been studied for the past 10 years. The legislation of web accessibility cannot guarantee the use of game playing because web accessibility is only about web contents and app contents, which is simple information without immersion or scenario. On the other hand, game contents encourage many characters and the conflicts among them, as well as the upgrade of a PC by completion of a quest in competition. Therefore, it is necessary to analyze and classify game accessibility and to make guidelines for game companies. GA (game accessibility) is classified into three sub groups; technical accessibility includes basic web accessibility, game content accessibility that suggests the proper complexity in scenarios and in game genre, and game playing interface accessibility, that suggests the proper playing method according to the disabled. TABLE III. Class of accessibility Technical accessibility Game content accessibility CLASSIFICATION OF GA Motivation ▪ Complexity of web contents ▪ Complexity of multitype scenarios and characters Description ▪ Same with table Ⅰ. ▪ Restrain the number of appearances of PC/NPC multi-type scenario, MMORPG and speed of game playing progress ▪ Complexity of game play method (diversity/simultaneity) ▪ Restrain both hands interface, multi keyboard, mouse, joystick B. Considerations of GA 1 While a serious game defines only functional goals at ○ the starting stage, a serious game for the disabled should also define a target person in a specific disability class and his/her functional goal. 2 The consistency of a scenario and synopsis, as well as ○ characters, is important to all versions of games for the disabled/ non-disabled and the disability ratings. 3 Most of the OSMU (one source multi use) should be ○ considered for intimacy, especially for the disabled. 4 The complexity of the game scenario and the number of ○ PC and NPC in the class of disabilities should be considered. 5 The speed of scenario and game play in the disability ○ ratings should be considered. 6 GA should be considered in all steps, from the first step ○ to the end, while WA is considered at the implementation level. IV. Guidelines For a Serious Game Accessibility This chapter suggests the guidelines of serious game planning based on the GA discussed in chapter Ⅲ, and applies a serious game plan complying with them. ▪ Step 1: Definition of a serious game goal with the disability ratings. Guideline: Define a serious game goal with the disability ratings. Define the method of game play complying with the goal. 1 Major league baseball for the visually impaired, Case study: ○ which includes improving the arm and shoulder muscles via baseball game motion. (he/she should 2 A war game for the swing his/her arm to play). ○ visually impaired, which improves leg strength by mimicking horse riding. ▪ Step 2: Scenario planning (PC, NPC): Guideline: Define various stories in various backgrounds, game genres, and PC/NPC at the targets’ age, gender, personality, and disability ratings. Define a type of multi scenario and adjust the scenario with a view to the disabled. Define linear processing of a scenario with a view to the disabled. 1 Become a pitcher who is involved with a team Case study: ○ (such as the Dodger’s) and win the tournament. The complexity of the rules of baseball is 2 War in understandable for the visually impaired. ○ the three states ages-territory battles among Kokuryo, Backjae, and Shilla. Limit the number of enemies appearing on the screen to less than 10. ▪ Step 3: Game components planning Guideline: Design items, puzzles, events, and quests to elevate immersion and excitement in the game. Adjust the number of items and quests appearing in the same scene. Keep the speed of the game consistent. Don’t lose the story line, but also require reading all NPC’s actions and all additional items. 1 The item “a ball” make the speed of the Case study: ○ baseball faster, or grant ability to throw a breaking 2 The item “sword” is a weapon to wield ball. ○ against the enemy. ▪ Step 4: Reward planning Guideline: Design two methods (on/off) of rewards to increase the training/remedy effects of the game’s final goal. If possible, make the sight impaired select the rewards themselves. Such participation can stimulate the desire of mission completion. 1 Provide a coupon to attend a real baseball Case study: ○ game when the sight impaired finish and become a 2 Provide winner at the major league baseball game. ○ a Korea map if he/she finishes the mission of unification of the three states in the game “3-states era” via horse riding exercise game. ▪ Step 5: Training progress planning Guideline: Define the level of exercise to improve the function. Connect each game’s upgrade mission to the functional status. 1 If he/she finishes and wins the baseball game, Case study: ○ it means that his/her shoulder is strengthened. So the next game goes against a stronger team, which seems to require stronger shoulder power. If he/she fails, the stage should be repeated. ▪ Step 6: Planning of training effects and achievement Guideline: Make the sight impaired understand the evaluation of a serious game. Express praise and make him/her happy. Remind them that the most important thing in this step is to make them replay. 1 Provide the effects and achievement to him Case study: ○ /her when the baseball game is over. Even though the player might lose the game, express praise and encourage them to play again. V. Conclusion and Future Work This paper investigates and analyzes GA (game accessibility) for the disabled and suggests guidelines for game planning. Finally, a new serious game for the sight impaired is created based on the guidelines in each of the planning steps as an example. The contribution of this research is a new concept to GA, including not only web accessibility but also game contents accessibility and game play interface accessibility. In addition, GA should be considered in all planning stages from the first step to the end. This guideline is leading the way of game planning and lets the game company develop more conveniently. Therefore, the disabled are expecting to play a serious game with enjoyment. For future research, a serious game recognizing gestures/behavior based on this guideline will be implemented. References [1] [2] [3] [4] [5] [6] Jung-Kyu Joo, “The Strategy of a planning creative work for a serious game and case analysis research,” Korea Information Proc. Soc. Review, Seoul, vol.17, no.1, pp.38-48, Jan. 2010 W3C Recommendation, “Web Contents Accessibility Guidelines (WCAG) 2.0 “, Dec. 2008 KICS. OT-10.0003/R1, “Korean Web Contents Accessbility Guidelines 2.0”, Dec. 2010 Mee-Hee Hong, Hwa-Jin Park, “Mobile SNS Application Accessibility Evaluation for the disabled and the aged,” J. Digitial Contents Soc. Seoul, vol.13, no. 4, pp. 575-582, Dec. 2012 Hwa-Jin Park, “Auditory and language training service model and serious game contents Design for the hearing-impaired, J. Digitial Contents Soc. Seoul, vol.12, no. 4, pp. 467-474, Dec. 2011 R.Willems, C.Pinkster, S. Schultz, L, Kuiper-Hoyng, “Co-creating a wiigame for the blind and sighted,” GAXID’11, Bordeaux, France, Jun. 2011
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