Virtual Reality Games for People Using Wheelchairs
Kathrin Gerling, Patrick Dickinson, Kieran Hicks, Liam Mason, Adalberto L. Simeone, Katta Spiel
Abstract
Virtual Reality (VR) holds the promise of providing engaging embodied experiences, but little is known about how people with disabilities engage with it. We explore challenges and opportunities of VR gaming for wheelchair users. First, we present findings from a survey that received 25 responses and gives insights into wheelchair users' motives to (non-) engage with VR and their experiences. Drawing from this survey, we derive design implications which we tested through implementation and qualitative evaluation of three full-body VR game prototypes with 18 participants. Our results show that VR gaming engages wheelchair users, though nuanced consideration is required for the design of embodied immersive experiences for minority bodies, and we illustrate how designers can create meaningful, positive experiences.
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