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V I D E O G A M E A C C E S S I B I L I T Y
S E R V I C E S
A BASIC GUIDE FOR
BEGINNERS
WWW.ACADECRAFT.COM
W H AT I S V I D E O G A M E
A C C E S S I B I L I T Y ?
The COVID-19 epidemic prompted major
growth in the video gaming industry in the
spring of 2020. Video game accessibility has
emerged as a field of study due to the growing
popularity of video games and their expanding
use for purposes other than pure
entertainment, such as education, therapy, or
health. This is especially true given that
players with disabilities may benefit from
video game opportunities the most.
Video game accessibility is a term used in
human-computer interaction to describe how
accessible video games are. More broadly,
the term "game accessibility" applies to the
usability of all video games, board games,
WHAT IS VIDEO GAME ACCESSIBILITY IN
GAMES?
Gaming has long been marketed as a leisure that anyone can
enjoy, regardless of skill. However, it hasn't always been the
case. The ability to participate in games or enjoy them depends
on one's ability to see, move, and hear.
The study of how to make software and computers usable by
people with different kinds of disabilities is known as video
game accessibility, and video game accessibility is regarded as a
subfield of that discipline.
WHAT ARE THE 4 PILLARS OF
ACCESSIBILITY?
The foundation of WCAG consists of four key
accessibility guiding principles. The term POUR,
which stands for perceivable, operable,
understood, and robust, refers to these four
concepts.
Perceivable: The user can recognize content and
interface elements using their senses if they are
perceivable.
Operable: The ability of a user to use interactive
features such as buttons, controls, and
navigation.
Understandable: Users should be able to
understand the content and pick up on how to use
your OER site and retain it.
Robust: The content must be strong enough to be
reliably interpreted by a wide range of users,
allowing them to select the interacting technology
of their choice.
T H A N K Y O U
I HOPE YOU LEARNED
SOMETHING NEW!

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video game accessibility.pptx

  • 1. V I D E O G A M E A C C E S S I B I L I T Y S E R V I C E S A BASIC GUIDE FOR BEGINNERS WWW.ACADECRAFT.COM
  • 2. W H AT I S V I D E O G A M E A C C E S S I B I L I T Y ? The COVID-19 epidemic prompted major growth in the video gaming industry in the spring of 2020. Video game accessibility has emerged as a field of study due to the growing popularity of video games and their expanding use for purposes other than pure entertainment, such as education, therapy, or health. This is especially true given that players with disabilities may benefit from video game opportunities the most. Video game accessibility is a term used in human-computer interaction to describe how accessible video games are. More broadly, the term "game accessibility" applies to the usability of all video games, board games,
  • 3. WHAT IS VIDEO GAME ACCESSIBILITY IN GAMES? Gaming has long been marketed as a leisure that anyone can enjoy, regardless of skill. However, it hasn't always been the case. The ability to participate in games or enjoy them depends on one's ability to see, move, and hear. The study of how to make software and computers usable by people with different kinds of disabilities is known as video game accessibility, and video game accessibility is regarded as a subfield of that discipline.
  • 4. WHAT ARE THE 4 PILLARS OF ACCESSIBILITY? The foundation of WCAG consists of four key accessibility guiding principles. The term POUR, which stands for perceivable, operable, understood, and robust, refers to these four concepts. Perceivable: The user can recognize content and interface elements using their senses if they are perceivable. Operable: The ability of a user to use interactive features such as buttons, controls, and navigation. Understandable: Users should be able to understand the content and pick up on how to use your OER site and retain it. Robust: The content must be strong enough to be reliably interpreted by a wide range of users, allowing them to select the interacting technology of their choice.
  • 5. T H A N K Y O U I HOPE YOU LEARNED SOMETHING NEW!