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Exploring asymmetric roles in mixed-ability gaming

datacite.subject.fosDepartamento de Informáticapt_PT
dc.contributor.advisorGuerreiro, Tiago
dc.contributor.advisorRodrigues, André Filipe Pereira, 1991-
dc.contributor.authorGonçalves, David Miguel Caipirro
dc.date.accessioned2021-05-24T14:58:24Z
dc.date.available2021-05-24T14:58:24Z
dc.date.issued2020
dc.date.submitted2020
dc.descriptionTese de mestrado, Informática, Universidade de Lisboa, Faculdade de Ciências, 2020pt_PT
dc.description.abstractNoticeably, the majority of mainstreamgames — digitalgames and tabletopgames — are still designed for players with a standard set of abilities. As such, people with someformof disability, oftenface insurmountable challengestoplay mainstreamgames or are limited to playgames specifcally designed for them. By conducting an initial study, we share multiplayer gaming experiences of people with visual impairments collected from interviews with 10 adults and 10 minors, and 140 responses to an online survey. We include the perspectives of 17 sighted people who play with someone who has a visual impairment, collected in a second online survey. We found that people with visual impairments are playingdiversegames,butface limitationsin playing with others who have different visual abilities. What stood out is the lack of intersection ingaming opportunities, and consequently, in habits and interests of people with different visual abilities. In this study, we highlight barriers associated with these experiences beyond inaccessibility issues and discuss implications and opportunities for the design of mixed-abilitygaming.Asexpected,we foundaworrying absenceofgames that caterto different abilities. In this context, we explored ability-based asymmetric roles as a design approach to create engaging and challenging mixed-ability play. We designed and developed two collaborative testbedgamesexploring asymmetric interdependent roles. In a remote study with 13 mixed-visual-ability pairs we assessed how roles affected perceptions of engagement, competence, and autonomy, using a mixed-methods approach. The games provided an engaging and challenging experience, in which differences in visual ability were not limiting. Our results underline how experiences unequal by design can give rise to an equitable joint experience.pt_PT
dc.identifier.tid202607860pt_PT
dc.identifier.urihttp://hdl.handle.net/10451/48114
dc.language.isoengpt_PT
dc.subjectJogospt_PT
dc.subjectAcessibilidadept_PT
dc.subjectDeficiência Visualpt_PT
dc.subjectMixed-abilitypt_PT
dc.subjectAssimetriapt_PT
dc.subjectTeses de mestrado - 2020pt_PT
dc.titleExploring asymmetric roles in mixed-ability gamingpt_PT
dc.typemaster thesis
dspace.entity.typePublication
rcaap.rightsopenAccesspt_PT
rcaap.typemasterThesispt_PT
thesis.degree.nameMestrado em Informáticapt_PT

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