Tabletop Game Accessibility
Meeple Centred Design
Seiten
2024
CRC Press (Verlag)
978-1-032-54159-4 (ISBN)
CRC Press (Verlag)
978-1-032-54159-4 (ISBN)
This foundational resource on tabletop game accessibility provides actionable guidelines on how to make games accessible for people with disabilities. The book contextualizes this practical guidance within a philosophical framework of how the relatively abled can ethically address accessibility issues within game design.
This foundational resource on the topic of tabletop game accessibility provides actionable guidelines on how to make games accessible for people with disabilities. This book contextualises this practical guidance within a philosophical framework of how the relatively abled can ethically address accessibility issues within game design.
This book helps readers to build understanding and empathy across the various categories of accessibility. Chapters on each category introduce ‘the science’, outline the game mechanics and games that show exemplar problems, relate these to the real-world situations that every player may encounter, and then discuss how to create maximally accessible games with reference to the accessibility guidelines and specific games that show ‘best-in-class’ examples of solutions.
This book will be of great interest to all professional tabletop and board game designers as well as digital game designers and designers of other physical products.
This foundational resource on the topic of tabletop game accessibility provides actionable guidelines on how to make games accessible for people with disabilities. This book contextualises this practical guidance within a philosophical framework of how the relatively abled can ethically address accessibility issues within game design.
This book helps readers to build understanding and empathy across the various categories of accessibility. Chapters on each category introduce ‘the science’, outline the game mechanics and games that show exemplar problems, relate these to the real-world situations that every player may encounter, and then discuss how to create maximally accessible games with reference to the accessibility guidelines and specific games that show ‘best-in-class’ examples of solutions.
This book will be of great interest to all professional tabletop and board game designers as well as digital game designers and designers of other physical products.
Dr Michael James Heron is docent in games at the School of Computer Science and Engineering in Gothenburg, Sweden, and program administrator for the Game Design and Technology program. He is the author of the blog Meeples Like Us, the largest and best systematic analysis of board game accessibility currently available: https://www.meeplelikeus.co.uk/
1. Introduction
2. Colour Blindness
3. Visual Accessibility
4. Cognitive Accessibility
5. Physical Accessibility
6. Emotional Accessibility
7. Socioeconomic Accessibility
8. Communicative Accessibility
9. Applying the Tabletop Accessibility Guidelines
10. Conclusion
Erscheinungsdatum | 16.04.2024 |
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Zusatzinfo | 12 Tables, black and white; 1 Line drawings, color; 2 Line drawings, black and white; 127 Halftones, color; 6 Halftones, black and white; 128 Illustrations, color; 8 Illustrations, black and white |
Verlagsort | London |
Sprache | englisch |
Maße | 156 x 234 mm |
Gewicht | 458 g |
Themenwelt | Kunst / Musik / Theater |
Informatik ► Grafik / Design ► Film- / Video-Bearbeitung | |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
ISBN-10 | 1-032-54159-8 / 1032541598 |
ISBN-13 | 978-1-032-54159-4 / 9781032541594 |
Zustand | Neuware |
Informationen gemäß Produktsicherheitsverordnung (GPSR) | |
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