Perspectives on Mixed-Ability Competition
Pedro Trindade, João Guerreiro, André Rodrigues
Abstract
Competition is typically centered on balance, fairness, and symmetric play. However, in mixed-ability competition, symmetric play is often not possible or desirable. Currently, it is not clear what can or should be done in the pursuit of the design of inclusive competitive experiences (in sports and games). In this paper, we interview 15 people with motor or visual disabilities who actively engage in competitive activities (e.g., Paralympics, competitive gaming). We focus on understanding engagement and fairness perspectives within mixed-ability competitive scenarios, highlighting the obstacles and opportunities these interactions present. We relied on thematic analysis to examine the motivations to compete, team structures and roles, perspectives on ability disclosure and rankings, and a reflection on the role of technology in mediating competition. We contribute with an understanding of (1) how competition is experienced, (2) key factors influencing inclusive and fair competition, and (3) reflections for the design of inclusive competitive experiences.
Ask about this paper
Your agent reads all of it.
Lune indexed this paper to the last equation, along with the top-tier papers that cite it. Ask a question and the answer quotes them.
Your agent calls
Luneget_paper_fulltext
Free to start. No credit card required.
Terminal
Install the CLIlune papers fulltext b5d69dec-2379-4c85-ad91-843ffd075feeBuilds on5
- See No Evil, Hear No Evil, Speak No Evil: How Collegiate Players Define, Experience and Cope with ToxicitySelen Türkay, Jessica Formosa, Sonam Adinolf, Robert Cuthbert et al.CHI 2020 · 126 citations
- Exploring Asymmetric Roles in Mixed-Ability GamingDavid Gonçalves, André Rodrigues, Mike L. Richardson, Alexandra A. de Sousa et al.CHI 2021 · 51 citations
- "My Zelda Cane": Strategies Used by Blind Players to Play Visual-Centric Digital GamesDavid Gonçalves, Manuel Piçarra, Pedro Pais, João Guerreiro et al.CHI 2023 · 36 citations
- Playing on Hard Mode: Accessibility, Difficulty and Joy in Video Game Adoption for Gamers with DisabilitiesJesse J. Martinez, Jon E. Froehlich, James FogartyCHI 2024 · 24 citations
- Traumatizing or Just Annoying? Unveiling the Spectrum of Gamer Toxicity in the StarCraft II CommunitySamuli Laato, Bastian Kordyaka, Juho HamariCHI 2024 · 22 citations
Related papers
- Virtual Collaboration Tools for Mixed-Ability Workspaces: A Cross Disability Solidarity Case from TurkeyZeynep Yildiz, Özge SubasiCHI 2023 · 9 citations
- MYOLINK esports: Exploring EMG-based Control Interface through Muscle Activation and Inhibition to Enable Common Gameplay Mechanics among Players with and without Physical DisabilitiesMasato Shindo, Shiina Takano, Shuto Sako, Akihiro Miyata et al.CHI 2026 · 1 citation
- Virtual Reality Games for People Using WheelchairsKathrin Gerling, Patrick Dickinson, Kieran Hicks, Liam Mason et al.CHI 2020 · 101 citations
- Including the Experiences of Physically Disabled Players in Mainstream Guidelines for Movement-Based GamesLiam Mason, Kathrin Gerling, Patrick Dickinson, Jussi Holopainen et al.CHI 2022 · 10 citations
- Introducing the Gamer Information-Control Framework: Enabling Access to Digital Games for People with Visual ImpairmentRonny Andrade, Melissa J. Rogerson, Jenny Waycott, Steven Baker et al.CHI 2020 · 17 citations
