Exploring Asymmetric Roles in Mixed-Ability Gaming
David Gonçalves, André Rodrigues, Mike L. Richardson, Alexandra A. de Sousa, Michael J. Proulx, Tiago João Guerreiro
Abstract
Fig. 1. Screenshot details presenting the roles in the games: Pilot (A) and Engineer (C) in Rescue: Under Pressure. Pilot (B) and Engineer (D) in Rescue: Mayday
The landscape of digital games is segregated by player ability. For example, sighted players have a multitude of highly visual games at their disposal, while blind players may choose from a variety of audio games. Attempts at improving cross-ability access to any of those are often limited in the experience they provide, or disregard multiplayer experiences. We explore ability-based asymmetric roles as a design approach to create engaging and challenging mixed-ability play. Our team designed and developed two collaborative testbed games exploring 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.
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Install the CLIlune papers fulltext 95648a40-eef0-462d-a09d-74c8de11b5b0Cited by top-tier papers15
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