skip to main content
10.1145/3490149.3501327acmconferencesArticle/Chapter ViewAbstractPublication PagesteiConference Proceedingsconference-collections
research-article
Open Access

Understanding Tabletop Games Accessibility: Exploring Board and Card Gaming Experiences of People who are Blind and Low Vision

Published:13 February 2022Publication History

ABSTRACT

Gaming accessibility research for blind or low vision (BLV) communities largely focuses on digital games. There is a need for designers to understand BLV's experience with tabletop games that involve the player's physical interaction. In this study, we investigate BLV individuals’ experience with the accessibility of tabletop games. We conducted semi-structured interviews with 15 BLV participants and found four themes that uncovered participants’ tabletop gaming experiences: (1) properties of inaccessible games, (2) outcomes of inaccessible games, (3) properties of accessible games, and (4) outcomes of accessible games. Our findings demonstrate a richness and variety in BLV individuals’ tabletop gaming experiences. By providing discussions on the state of tabletop game interactivity and design recommendations, our work assists the creation of accessible tangible games that make use of digital information and physical forms by affording designers the opportunity to understand how inaccessible interactions in tabletop games affect BLV populations.

References

  1. Lúcia Abreu, Ana Cristina Pires, and Tiago Guerreiro. 2020. TACTOPI: A Playful Approach to Promote Computational Thinking for Visually Impaired Children. In Proceedings of the 22nd International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS ’20), October 26-28, 2020, Virtual Event, Greece. ACM Inc., New York, NY, 1-3. DOI:https://doi.org/10.1145/3373625.3418003Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Erik Andersen, Eleanor O'rourke, Yun-En Liu, Richard Snider, Jeff Lowdermilk, David Truong, Seth Cooper, and Zoran Popovic. 2012. The Impact of Tutorials on Games of Varying Complexity. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI ’12), May 5-10, 2012, Austin, Texas. ACM Inc., New York, NY, 59-68Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Ronny Andrade, Melissa J. Rogerson, Jenny Waycott, Steven Baker, and Frank Vetere. 2019. Playing blind: Revealing the world of gamers with visual impairment. In Proceedings of the Conference on Human Factors in Computing Systems, May 4-9, 2019, Glasgow, Scotland. ACM Inc., New York, NY, 1-14. DOI:https://doi.org/10.1145/3290605.3300346Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Ronny Andrade, Melissa J Rogerson, Jenny Waycott, Steven Baker, and Frank Vetere. 2020. Introducing the Gamer Information-Control Framework: Enabling Access to Digital Games for People with Visual Impairment. In Proceedings of the Conference on Human Factors in Computing Systems, April 25-30, 2020, Honolulu, HI. ACM Inc., New York, NY, 1-14. DOI:https://doi.org/10.1145/3313831.3376211Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Alissa N. Antle. 2007. The CTI framework: Informing the design of tangible systems for children. In Proceedings of the 1st International Conference on Tangible and Embedded Interaction (TEI’07), February 15-17, 2007, Baton Rouge, Louisiana. ACM Inc., New York, NY, 15-17. DOI:https://doi.org/10.1145/1226969.1227010Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Dominique Archambault and Damien Olivier. 2005. How to Make Games for Visually Impaired Children. In Proceedings of the 2005 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology (ACE ’05), Valencia, Spain. ACM Inc., New York, NY, 450-453. DOI:https://doi.org/https://doi.org/10.1145/1178477.1178578Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Matthew T Atkinson, Sabahattin Gucukoglu, Colin H C Machin, and Adrian E Lawrence. 2006. Making the Mainstream Accessible: Redefining the Game The AGRIP Project. In Proceedings of the 2006 ACM SIGGRAPH Symposium on Videogames (Sandbox ’06), July 29-30, 2006, Boston, Massachusetts. ACM Inc., New York, NY, 21-28. DOI:https://doi.org/https://doi.org/10.1145/1183316.1183321Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. Saskia Bakker, Debby Vorstenbosch, Elise Van Den Hoven, Gerard Hollemans, and Tom Bergman. 2007. Weathergods: Tangible interaction in a digital tabletop game. In Proceedings of the 1st International Conference on Tangible and Embedded Interaction (TEI’07), February 15-17, 2007, Baton Rouge, Louisiana. ACM Inc., New York, NY, 151-152. DOI:https://doi.org/10.1145/1226969.1227000Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Mark Barlet and Steve Spohn. 2012. A Practical Guide to Game Accessibility. Retrieved April 8, 2021 from https://accessible.games/wp-content/uploads/2018/11/AbleGamers_Includification.pdfGoogle ScholarGoogle Scholar
  10. Erin E. Barton, Elizabeth A. Pokorski, Erin M. Sweeney, Marina Velez, Stephanie Gossett, Jia Qiu, Celia Flaherty, and Maddisen Domingo. 2018. An Empirical Examination of Effective Practices for Teaching Board Game Play to Young Children. J. Posit. Behav. Interv. 20, 3 (July 2018), 138–148. DOI:https://doi.org/10.1177/1098300717753833Google ScholarGoogle ScholarCross RefCross Ref
  11. Jen Beeston, Christopher Power, Paul Cairns, and Mark Barlet. 2018. Accessible player experiences (APX): The players. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), Springer Verlag, 245–253. DOI:https://doi.org/10.1007/978-3-319-94277-3_40Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. Srinjita Bhaduri, Jesús G Ortiz Tovar, and Shaun K Kane. 2017. Fabrication Games: Using 3D Printers to Explore New Interactions for Tabletop Games. In Proceedings of the 2017 ACM SIGCHI Conference on Creativity and Cognition (C&C ’17), June 27-30, 2017, Singapore, Singapore. ACM Inc., New York, NY, 51-62. DOI:https://doi.org/10.1145/3059454.3059463Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. Arpit Bhatia and Rakshita Anand. 2021. An Analysis of Ludo Board Game Play on Smartphones; An Analysis of Ludo Board Game Play on Smartphones. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (CHI EA’21), May 8-13, 2021, Yokohama, Japan. ACM Inc., New York, NY, 1-6. DOI:https://doi.org/10.1145/3411763.3451728Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. BoardGameGeek. Blind gamer searching for accessible rulebook. 2019.Google ScholarGoogle Scholar
  15. Pranjal Protim Borah. 2020. Deformation Gesture-based Input Method for Non-visual Primitive Geometric Shape Drawing. In Proceedings of the 14th International Conference on Tangible, Embedded, and Embodied Interaction (TEI ’20), February 9-12, 2020, Sydney, NSW, Australia. ACM Inc., New York, NY, 911-915. DOI:https://doi.org/10.1145/3374920.3374960Google ScholarGoogle ScholarDigital LibraryDigital Library
  16. Pranjal Protim Borah, Ayaskant Panigrahi, and Keyur Sorathia. 2020. TMOVE: Multimodal Feedback Actuator for Non-visual Exploration of Virtual Lines. In Proceedings of the 14th International Conference on Tangible, Embedded, and Embodied Interaction (TEI ’20), February 9-12, 2020, Sydney, NSW, Australia. ACM Inc., New York, NY, 603-610. DOI:https://doi.org/10.1145/3374920.3374994Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. Mollie Braley, Yifei Zhao, Nisha Kunhikrishnan, Matthew Bofenkamp, Siyu Chen, Michael Christel, Yu-Kai Chiu, and Jessica Hammer. 2019. Promoting Player Empathy for People Living with Poverty. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play Companion (CHI PLAY EA’19), October 22-25, 2019, Barcelona, Spain. ACM Inc., New York, NY, 233-239. DOI:https://doi.org/10.1145/3341215.3358244Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. Virginia Braun and Victoria Clarke. 2006. Using thematic analysis in psychology. Qual. Res. Psychol. 3, 2 (January 2006), 77–101. DOI:https://doi.org/10.1191/1478088706qp063oaGoogle ScholarGoogle ScholarCross RefCross Ref
  19. Virginia Braun, Victoria Clarke, and Gareth Terry. 2014. Using thematic analysis in psychology. In Qualitative Research in Clinical and Health Psychology. 95–113. DOI:https://doi.org/10.1007/978-1-137-29105-9_7Google ScholarGoogle ScholarCross RefCross Ref
  20. Daniella Briotto Faustino, Sara Nabil, and Audrey Girouard. 2020. Bend or PIN: Studying Bend Password Authentication with People with Vision Impairment. In Proceedings of Graphics Interface Conference 2020, May 28-29, 2020, Toronto, Canada. 183-191. DOI:https://doi.org/10.20380/GI2020.19Google ScholarGoogle ScholarCross RefCross Ref
  21. Tania Burchardt. 2010. Capabilities and disability: the capabilities framework and the social model of disability. Disabil. Soc. 19, 7 (October 2010), 753–751. DOI:https://doi.org/10.1080/0968759042000284213Google ScholarGoogle ScholarCross RefCross Ref
  22. Matthew Butler, Leona Holloway, Samuel Reinders, Cagatay Goncu, and Kim Marriott. 2021. Technology Developments in Touch-Based Accessible Graphics: A Systematic Review of Research. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, May 8-13, 2021, Yokohama, Japan. ACM Inc., New York, NY, 1-15. DOI:https://doi.org/10.1145/3411764.3445207Google ScholarGoogle ScholarDigital LibraryDigital Library
  23. Paul Cairns, Christopher Power, Mark Barlet, and Greg Haynes. 2019. Future design of accessibility in games: A design vocabulary. Int. J. Hum. Comput. Stud. 131, (November 2019), 64–71. DOI:https://doi.org/10.1016/j.ijhcs.2019.06.010Google ScholarGoogle ScholarDigital LibraryDigital Library
  24. James Charlton. 1998. Nothing About Us Without Us: Disability Oppression and Empowerment. University of California Press. DOI:https://doi.org/10.1525/california/9780520207950.001.0001Google ScholarGoogle ScholarCross RefCross Ref
  25. Wing Chin. 2015. Around 92$ of people with impairments play games despite difficulties. Retrived from https://www.game-accessibility.com/documentation/around-92-of-people-with-impairments-play-games-despite-difficulties/Google ScholarGoogle Scholar
  26. Aishat Aloba, Gabriel Coleman, Triton Ong, Shan Yan, Dehlia Albrecht, Marko Suvajdzic, and Lisa Anthony. 2017. From Board Game to Digital Game: Designing a Mobile Game for Children to Learn About Invasive Species. In Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY EA’17), October 15-18, 2017, Amsterdam, The Netherlands. ACM Inc., New York, NY, 375-382. DOI:https://doi.org/10.1145/3130859.3131326Google ScholarGoogle ScholarDigital LibraryDigital Library
  27. Hazel Dixon. 2021. Immersive Performance and Inclusion Through a Lens of the Social Model of Disability. Interactions (2021), 70–72. DOI:https://doi.org/10.1145/3334480.3375150Google ScholarGoogle ScholarDigital LibraryDigital Library
  28. Konstantinos Drossos, Nikolaos Zormpas, Andreas Floros, and George Giannakopoulos. 2015. Accessible games for blind children, empowered by binaural sound. In Proceedings of the 8th ACM International Conference on Pervasive Technologies Related to Assistive Environments (PETRA 2015), July 1-3, 2015, Corfu, Greece. ACM Inc., New York, NY, 1-8. DOI:https://doi.org/10.1145/2769493.2769546Google ScholarGoogle ScholarDigital LibraryDigital Library
  29. Owen Duffy. 2014. Board games’ golden age: sociable, brilliant, and driven by the Internet. The Guardian. Retrieved from https://www.theguardian.com/technology/2014/nov/25/board-games-internet-playstation-xboxGoogle ScholarGoogle Scholar
  30. Yasmine N. El-Glaly, Francis Quek, Tonya Smith-Jackson, and Gurjot Dhillon. 2013. Touch-Screens are Not Tangible: Fusing Tangible Interaction with Touch Glass in Readers for the Blind. In Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction (TEI ’13), February 10-13, 2013, Barcelona, Spain. ACM Inc., New York, NY, 245-253. DOI:https://doi.org/https://doi.org/10.1145/2460625.2460665Google ScholarGoogle ScholarDigital LibraryDigital Library
  31. Barrie Ellis, Gareth Ford-Williams, Lynsey Graham, Dimitris Grammenos, Ian Hamilton, Ed Lee, Jake Manion, and Thomas Westin. Games accessibility guidelines. Retrieved from http://gameaccessibilityguidelines.com/Google ScholarGoogle Scholar
  32. Malin Eriksson, Ben Kenward, Leo Poom, and Gunilla Stenberg. 2021. The behavioral effects of cooperative and competitive board games in preschoolers. Scand. J. Psychol. (2021). DOI:https://doi.org/10.1111/sjop.12708Google ScholarGoogle ScholarCross RefCross Ref
  33. Matthew Ernst, Travis Swan, Victor Cheung, and Audrey Girouard. 2017. Typhlex: Exploring Deformable Input for Blind Users Controlling a Mobile Screen Reader. Pervasive Comput. (2017), 28–35. Retrieved July 7, 2021 from www.apple.com/caGoogle ScholarGoogle Scholar
  34. Vinitha Gadiraju, Annika Muehlbradt, and Shaun K. Kane. 2020. BrailleBlocks: Computational Braille Toys for Collaborative Learning. In Proceedings of the 21st International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS ’19), April 25-30, 2020, Honolulu, HI. ACM Inc., New York, NY, 1-12. DOI:https://doi.org/10.1145/3313831.3376295Google ScholarGoogle ScholarDigital LibraryDigital Library
  35. Barney Glaser and Anselm Strauss. 1967. The Discovery of Grounded Theory: Strategies for Qualitative Research. AldineTransaction.Google ScholarGoogle Scholar
  36. Ulrike Gollner, Tom Bieling, and Gesche Joost. 2012. Mobile Lorm Glove: Introducing a Communication Device for Deaf-Blind People. In Proceedings of the 6th International Conference on Tangible, Embedded and Embodied Interaction (TEI ’12), February 19-22, 2012, Kingston, ON, Canada. ACM Inc., New York, NY, 127-130. DOI:https://doi.org/https://doi.org/10.1145/2148131.2148159Google ScholarGoogle ScholarDigital LibraryDigital Library
  37. David Gonçalves and André Rodrigues. 2020. Playing With Others: Depicting Multiplayer Gaming Experiences of People With Visual Impairments. In Proceedings of the 22nd International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS ’20), October 26-28, 2020, Virtual Event, Greece. ACM Inc., New York, NY, 1-12. DOI:https://doi.org/10.1145/3373625.3418304Google ScholarGoogle ScholarDigital LibraryDigital Library
  38. Dimitris Grammenos, Anthony Savidis, Yannis Georgalls, and Constantine stephanidis. 2006. Access Invaders: Developing a Universally Accessible Action Game. In Computers Helping People with Special Needs, Springer, 388–395.Google ScholarGoogle Scholar
  39. Hamilton A. Hernandez, T.C. Nicholas Graham, Darcy Fehlings, Lauren Switzer, Zi Ye, Quentin Bellay, Md Ameer Hamza, Cheryl Savery, and Tadeusz Stach. 2012. Design of an Exergaming Station for Children with Cerebral Palsy. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, May 5-10, 2012, Austin, Texas. ACM Inc., New York, NY, 2619-2628. DOI:https://doi.org/10.1145/2207676.2208652Google ScholarGoogle ScholarDigital LibraryDigital Library
  40. Hamilton A. Hernandez, Zi Ye, T.C. Nicholas Graham, Darcy Fehlings, and Lauren Switzer. 2013. Designing Action-Based Exergames for Children with Cerebral Palsy. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, April 27-May 2, 2013, Paris, France. ACM Inc., New York, NY, 1261-1270. DOI:https://doi.org/https://doi.org/10.1145/2470654.2466164Google ScholarGoogle ScholarDigital LibraryDigital Library
  41. Michael James Heron, Pauline Helen Belford, Hayley Reid, and Michael Crabb. 2018. Eighteen Months of Meeple Like Us: An Exploration into the State of Board Game Accessibility. Comput. Games J. 7, 2 (June 2018), 75–95. DOI:https://doi.org/10.1007/s40869-018-0056-9Google ScholarGoogle ScholarCross RefCross Ref
  42. Michael James Heron, Pauline Helen Belford, Hayley Reid, and Michael Crabb. 2018. Meeple Centred Design: A Heuristic Toolkit for Evaluating the Accessibility of Tabletop Games. Comput. Games J. 7, 2 (June 2018), 97–114. DOI:https://doi.org/10.1007/s40869-018-0057-8Google ScholarGoogle ScholarCross RefCross Ref
  43. Robin Hunicke, Marc Leblanc, and Robert Zubek. 2004. MDA: A Formal Approach to Game Design and Game Research. In Proceedings of the AAAI Workshop on Challenges in Game AI, 1722Google ScholarGoogle Scholar
  44. IGDA-GASIG. 2015. SIG Top Ten. Retrieved from https://igda-gasig.org/how/sig-top-ten/Google ScholarGoogle Scholar
  45. Michael Ion, Dimitris Sacharidis, and Hannes Werthner. 2020. Designing a Recommender System for Board Games. In Proceedings of the 35thAnnual ACM Symposium on Applied Computing (SAC ’20), March 30-April 3, 2020, Brno, Czech Republic. ACM Inc., New York, NY, 1465-1467. DOI:https://doi.org/10.1145/3341105.3375780Google ScholarGoogle ScholarDigital LibraryDigital Library
  46. Gabriella M. Johnson and Shaun K. Kane. 2020. Game Changer: Accessible Audio and Tactile Guidance for Board and Card Games. In Proceedings of the 17th International Web for All Conference, April 20-21, 2020, Taipei, Taiwan. New York, NY, USA, ACM Inc., New York, NY, 1–12. DOI:https://doi.org/10.1145/3371300.3383347Google ScholarGoogle ScholarDigital LibraryDigital Library
  47. Claire Kearney-Volpe, Amy Hurst, and Scott Fitzgerald. 2019. Blind Web Development Training at Oysters and Pearls Technology Camp in Uganda. In Proceedings of the 16th International Web for All Conference (W4A ’19), May 13-15, 2019, San Francisco, California. ACM Inc., New York, NY, 1-10. DOI:https://doi.org/10.1145/3315002.3317562Google ScholarGoogle ScholarDigital LibraryDigital Library
  48. Imran Khaliq and Isabelle Dela Torre. 2019. A Study on Accessibility in Games for the Visually Impaired. In Proceedings of the EAI International Conference on Smart Objects and Technologies for Social Good (GoodTechs ’19), September 25-27, 2019, Valencia, Spain, ACM Inc., New York, NY, 142-148. DOI:https://doi.org/https://doi.org/10.1145/3342428.3342682Google ScholarGoogle ScholarDigital LibraryDigital Library
  49. Shannon Knights, Nicholas Graham, Lauren Switzer, Hamilton Hernandez, Zi Ye, Briar Findlay, Wen Yan Xie, Virginia Wright, and Darcy Fehlings. 2014. An innovative cycling exergame to promote cardiovascular fitness in youth with cerebral palsy. Dev. Neurorehabil. 19, 2 (2014), 135–140. DOI:https://doi.org/10.3109/17518423.2014.923056Google ScholarGoogle ScholarCross RefCross Ref
  50. Varsha Koushik, Darren Guinness, and Shaun K Kane. 2019. StoryBlocks: A Tangible Programming Game to Create Accessible Audio Stories. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, May 4-9, 2019, Glasgow, Scotland, UK. ACM Inc., New York, NY, 1-12. DOI:https://doi.org/10.1145/3290605.3300722Google ScholarGoogle ScholarDigital LibraryDigital Library
  51. Richard Ladner. 2015. Design for Empowerment. Interactions 22, 2 (2015), 24–29. DOI:https://doi.org/10.1145/2723869Google ScholarGoogle ScholarDigital LibraryDigital Library
  52. Sebastián Aced López, Fulvio Corno, and Luigi De Russis. 2015. Can we make dynamic, accessible and fun one-switch video games? In Proceedings of the 17th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS’15), October 26-28, 2015, Lisbon, Portugal. ACM Inc., New York, NY, 421–422. DOI:https://doi.org/10.1145/2700648.2811333Google ScholarGoogle ScholarDigital LibraryDigital Library
  53. Javier Marco, Eva Cerezo, and Sandra Baldassarri. 2010. Playing with toys on a tabletop active surface. In Proceedings of IDC2010: The 9th International Conference on Interaction Design and Children. DOI:https://doi.org/10.1145/1810543.1810596Google ScholarGoogle ScholarDigital LibraryDigital Library
  54. Monalize Ribeiro Mariano, Cristiana Brasil de Almeida Rebouças, and Lorita Marlena Freitag Pagliuca. 2013. Educative game on drugs for blind individuals: development and assesment. J. USP Sch. Nurs. 47, 4 (2013), 930–936. DOI:https://doi.org/10.1590/S0080-623420130000400022Google ScholarGoogle ScholarCross RefCross Ref
  55. Tiago Marques, Francisco Nunes, Paula Silva, and Rui Rodrigues. 2011. Tangible interaction on tabletops for elderly people. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). DOI:https://doi.org/10.1007/978-3-642-24500-8_61Google ScholarGoogle ScholarDigital LibraryDigital Library
  56. Rachel Menzies. 2019. Unlocking Accessible Escape Rooms. In Proceedings of the 21st International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS ’19), October 28-30, 2019, Pittsburgh, Pennsylvania. ACM Inc., New York, NY, 510-512. DOI:https://doi.org/10.1145/3308561.3354611Google ScholarGoogle ScholarDigital LibraryDigital Library
  57. Fernando de Mesentier Silva, Scoo Lee, Julian Togelius, and Andy Nealen. 2017. AI-based Playtesting of Contemporary Board Games. In Proceedings of the 12th International Conference on the Foundations of Digital Games (FDG ’17), August 14-17, 2017, Hyannis, Massachusetts. ACM Inc., New York, NY, 1-10. DOI:https://doi.org/10.1145/3102071.3102105Google ScholarGoogle ScholarDigital LibraryDigital Library
  58. Oussama Metatla, Sandra Bardot, Clare Cullen, Marcos Serrano, and Christophe Jouffrais. 2020. Robots for Inclusive Play: Co-designing an Educational Game With Visually Impaired and Sighted Children. In Proceedings of the Conference on Human Factors in Computing Systems, April 25-30, 2020, Honolulu, HI. ACM Inc., New York, NY, 1-13. DOI:https://doi.org/10.1145/3313831.3376270Google ScholarGoogle ScholarDigital LibraryDigital Library
  59. Microsoft. Inclusive Design. Retrived from https://www.microsoft.com/design/inclusive/Google ScholarGoogle Scholar
  60. Daniel Miller, Aaron Parecki, and Sarah A Douglas. 2007. Finger Dance: A sound game for blind people. In Proceedings of the 9th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS ’07), October 14-17, 2007, Tempe, Arizona. ACM Inc., New York, NY, 253-254. DOI:https://doi.org/https://doi.org/10.1145/1296843.1296898Google ScholarGoogle ScholarDigital LibraryDigital Library
  61. Tony Morelli, John Foley, Luis Columna, Lauren Lieberman, Suny Brockport, and Eelke Folmer. 2010. VI-Tennis: a Vibrotactile/Audio Exergame for Players who are Visually Impaired. In Proceedings of the 5th International Conference on the Foundations of Digital Games (FDG ’10), June 19-21, 2010, Monterey, California,. ACM Inc., New York, NY, 147-154. DOI:https://doi.org/https://doi.org/10.1145/1822348.1822368Google ScholarGoogle ScholarDigital LibraryDigital Library
  62. Tony Morelli, John Foley, and Eelke Folmer. 2010. VI-Bowling: A Tactile Spatial Exergame for Individuals with Visual Impairments. In Proceedings of the 12th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS ’10), October 25-27, 2010, Orlando, Florida. ACM Inc., New York, NY, 179-186. DOI:https://doi.org/https://doi.org/10.1145/1878803.1878836Google ScholarGoogle ScholarDigital LibraryDigital Library
  63. Tony Morelli, John Foley, Lauren Lieberman, and Eelke Folmer. 2011. Pet-N-Punch: Upper Body Tactile/Audio Exergame to Engage Children with Visual Impairments into Physical Activity. In Proceedings of Graphics Interface Conference, May 25-27, 2011, St. John's, Newfoundland, Canada. 223-230. DOI:https://doi.org/10.5555/1992917.1992954Google ScholarGoogle ScholarDigital LibraryDigital Library
  64. Tony Morelli and Eelke Folmer. 2011. Real-time Sensory Substitution to Enable Players who are Blind to Play Video games using Whole Body Gestures. In Proceedings of the 6th International Conference on Foundations of Digital Games (FDG ’11), June 29-July 1, 2011, Bordeaux, France. ACM Inc., New York, NY, 147-153. DOI:https://doi.org/https://doi.org/10.1145/2159365.2159385Google ScholarGoogle ScholarDigital LibraryDigital Library
  65. Kirsty Noble and Michael Crabb. 2016. Projection Mapping As a Method to Improve Board Game Accessibility. SIGACCESS Accessibility and Computing. DOI:https://doi.org/10.5555/1992917.1992954Google ScholarGoogle ScholarDigital LibraryDigital Library
  66. Mike Oliver. 2013. The social model of disability: thirty years on. Disabil. Soc. 28, 7 (July 2013), 1024–1026. DOI:https://doi.org/10.1080/09687599.2013.818773Google ScholarGoogle ScholarCross RefCross Ref
  67. Kaitlyn Ouverson. Accessible game design: the Domino effect. UX Collective. Retrieved April 8, 2021 from https://uxdesign.cc/accessible-game-design-the-domino-effect-55b8464779aGoogle ScholarGoogle Scholar
  68. Ana Cristina Pires, Filipa Rocha, Antonio José De Barros Neto, Hugo Simão, Hugo Nicolau, and Tiago Guerreiro. 2020. Exploring Accessible Programming with Educators and Visually Impaired Children. In Proceedings of the Interaction Design and Children Conference (IDC ’20), June 21-24, 2020, London, UK. ACM Inc., New York, NY, 148-160. DOI:https://doi.org/10.1145/3392063.3394437Google ScholarGoogle ScholarDigital LibraryDigital Library
  69. PopCap Games. 2008. PopCap Games Research.Google ScholarGoogle Scholar
  70. John R Porter. 2014. Understanding and Addressing Real-World Accessibility Issues in Mainstream Video Games. SIGACCESS Accessibility and Computing 108. DOI:https://doi.org/https://doi.org/10.1145/2591357.2591364Google ScholarGoogle ScholarDigital LibraryDigital Library
  71. Shi Qiu, Siti Aisyah Anas, Hirotaka Osawa, Matthias Rauterberg, and Jun Hu. 2016. E-Gaze Glasses: Simulating Natural Gazes for Blind People Work-in-Progress. In Proceedings of the 10th International Conference on Tangible, Embedded, and Embodied Interaction (TEI ’16), February 14-17, 2016, Eindhoven, Netherlands. ACM Inc., New York, NY, 563-569. DOI:https://doi.org/10.1145/2839462.2856518Google ScholarGoogle ScholarDigital LibraryDigital Library
  72. Kyle Rector, Cynthia L Bennett, and Julie A Kientz. 2013. Eyes-Free Yoga: An Exergame Using Depth Cameras for Blind & Low Vision Exercise. In Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS ’13), October 21-23, 2013, Bellevue, Washington. ACM Inc., New York, NY, 1-8. DOI:https://doi.org/https://doi.org/10.1145/2513383.2513392Google ScholarGoogle ScholarDigital LibraryDigital Library
  73. Georg Regal, David Sellitsch, Simone Kriglstein, Simon Kollienz, and Manfred Tscheligi. 2020. Be Active! Participatory Design of Accessible Movement-Based Games. In Proceedings of the 14th International Conference on Tangible, Embedded, and Embodied Interaction (TEI ’20), February 9-12, 2020, Sydney, NSW, Australia. ACM Inc., New York, NY, 179-192. DOI:https://doi.org/10.1145/3374920.3374953Google ScholarGoogle ScholarDigital LibraryDigital Library
  74. Frederico Da Rocha Tomé Filho, Pejman Mirza-Babaei, Bill Kapralos, and Glaudiney Moreira Mendonça. 2019. Let's Play Together: Adaptation guidelines of board games for players with visual impairment. In Proceedings of the Conference on Human Factors in Computing Systems, May 4-9, 2019, Glasgow, Scotland. ACM Inc., New York, NY, 1-15. DOI:https://doi.org/10.1145/3290605.3300861Google ScholarGoogle ScholarDigital LibraryDigital Library
  75. Melissa J Rogerson and Lucy A Sparrow. 2021. Unpacking “Boardgames with Apps’’: The Hybrid Digital Boardgame Model.” In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, May 8-13, 2021, Yokohama, Japan, 17. ACM Inc., New York, NY, 1-17. DOI:https://doi.org/10.1145/3411764.3445077Google ScholarGoogle ScholarDigital LibraryDigital Library
  76. Patrick Roth, Lori Petrucci, and Thierry Pun. From Dots To Shapes: an auditory haptic game platform for teaching geometry to blind pupils.Google ScholarGoogle Scholar
  77. Luis Salvador-Ullauri, Angel Jaramillo-Alcázar, and Sergio Luján-Mora. 2017. A serious game accessible to people with visual impairments. In ACM International Conference Proceeding Series, ACM, 84–88. DOI:https://doi.org/10.1145/3175536.3175576Google ScholarGoogle ScholarDigital LibraryDigital Library
  78. Jaime Sánchez, Nelson Baloian, Tiago Hassler, and Ulrich Hoppe. 2003. AudioBattleship: Blind Learners Collaboration through Sound. In Proceedings of the Conference on Human Factors in Computing Systems (CHI EA’03), April 5-10, 2003, Ft. Lauderdale, Florida. ACM Inc., New York, NY, 798-799. DOI:https://doi.org/https://doi.org/10.1145/765891.765998Google ScholarGoogle ScholarDigital LibraryDigital Library
  79. Jaime Sánchez, Mauricio Saenz, and Jose Miguel Garrido. 2010. Usability of a Multimodal Video Game to Improve Navigation Skills for Blind Children. ACM Trans. Access. Comput. 3, 7 (2010). DOI:https://doi.org/10.1145/1857920.1857924Google ScholarGoogle ScholarDigital LibraryDigital Library
  80. Ashrith Shetty, Ebrima Jarjue, and Huaishu Peng. 2020. Tangible Web Layout Design for Blind and Visually Impaired People: An Initial Investigation. In Adjunct Publication of the 33rd Annual ACM Symposium on User Interface Software and Technology, October 20-23, Virtual Event, USA. ACM Inc., New York, NY, 37-39. DOI:https://doi.org/10.1145/3379350.3416178Google ScholarGoogle ScholarDigital LibraryDigital Library
  81. Aditi Singh, Joanie Ouellet, and Victor Cheung. 2019. Re-Twist: Evaluating engagement in a digitally augmented traditional game. In Proceedings of the 13th International Conference on Tangible, Embedded, and Embodied Interaction (TEI’19),March 17-20, 2019, Temple, Arizona. ACM Inc., New York, NY, 181-187. DOI:https://doi.org/10.1145/3294109.3300976Google ScholarGoogle ScholarDigital LibraryDigital Library
  82. Manohar Swaminathan, Sujeath Pareddy, Tanuja Sawant, and Shubi Agarwal. 2018. Video Gaming for the Vision Impaired. In Proceedings of the 20th International ACM SIGACCESS Conference on Computers and Accessibility, October 22-24, 2018, Galway, Ireland. ACM Inc., New York, NY, 465-467. DOI:https://doi.org/10.1145/3234695.3241025Google ScholarGoogle ScholarDigital LibraryDigital Library
  83. Lauren Thevin, Nicolas Rodier, Bernard Oriola, Martin Hachet, Christophe Jouffrais, and Anke M Brock. 2021. Inclusive Adaptation of Existing Board Games for Gamers with and without Visual Impairments using a Spatial Augmented Reality Framework for Touch Detection and Audio Feedback Games for Gamers with and without Visual Impairments using a Spatial Augmented Reality Framework for Touch Detection and Audio Feedback. Proc. ACM Hum.-Comput. Interact 5, (2021), 33. DOI:https://doi.org/10.1145/3488550Google ScholarGoogle ScholarDigital LibraryDigital Library
  84. Matthieu Tixier, Charles Lenay, Gabrielle Le Bihan, Olivier Gapenne, and Dominique Aubert. 2013. Designing Interactive Content with Blind Users for a Perceptual Supplementation System. In Proceedings of the 7th International Conference on Tangible, Embedded and Embodied (TEI’13), February 10-13, 2013, Barcelona, Spain. ACM Inc., New York, NY, 229-236. DOI:https://doi.org/https://doi.org/10.1145/2460625.2460663Google ScholarGoogle ScholarDigital LibraryDigital Library
  85. Trint. Trint. Retrieved from https://trint.com/Google ScholarGoogle Scholar
  86. Marlon Twyman, Joe Mullenbach, Craig Shultz, J Edward Colgate, and Anne Marie Piper. 2015. Designing Wearable Haptic Information Displays for People with Vision Impairments. In Proceedings of the 9th International Conference on Tangible, Embedded, and Embodied Interaction (TEI’15), January 15-19, 2015, Stanford, California. ACM Inc., New York, NY, 341-344. DOI:https://doi.org/https://doi.org/10.1145/2677199.2680578Google ScholarGoogle ScholarDigital LibraryDigital Library
  87. Cathy Urquhart. 2017. Grounded Theory for Qualitative Research: A Practical Guide. DOI:https://doi.org/10.4135/9781526402196Google ScholarGoogle ScholarCross RefCross Ref
  88. Jens Vetter. 2019. Tangible Signals - Physical Representation of Sound and Haptic Control Feedback. In Proceedings of the 13th International Conference on Tangible, Embedded, and Embodied Interaction (TEI’15), March 17-20, 2019, Tempe, Arizona. ACM Inc., New York, NY, 741-744. DOI:https://doi.org/10.1145/3294109.3302958Google ScholarGoogle ScholarDigital LibraryDigital Library
  89. Jens Vetter. 2021. Tangible Signals - Prototyping Interactive Physical Sound Displays. In Proceedings of the 15th International Conference on Tangible, Embedded, and Embodied Interaction (TEI’21), February 14-17, 2021, Salzburg, Austria. ACM Inc., New York, NY, 1-6. DOI:https://doi.org/10.1145/3430524.3442450Google ScholarGoogle ScholarDigital LibraryDigital Library
  90. James R. Wallace, Joseph Pape, Y.-L. Betty Change, Phillip J. McClelland, T.C. Nicholas Graham, Stacey D. Scott, and Mark Hancock. 2012. Exploring Automation in Digital Tabletop Board Games. In Proceedings of the ACM 2012 Conference on Computer Supported Cooperative Work Companion, February 11-15, 2012, Seattle, Washington. ACM Inc., New York, NY, 231-234. DOI:https://doi.org/https://doi.org/10.1145/2141512.2141585Google ScholarGoogle ScholarDigital LibraryDigital Library
  91. Michele A Williams, Caroline Galbraith, Shaun K Kane, and Amy Hurst. 2014. “Just Let the Cane Hit It”: How the Blind and Sighted See Navigation Differently. In Proceedings of the 16th International ACM SIGACCESS Conference on Computers & Accessibility, October 20-22, 2014, Rochester, New York. ACM Inc., New York, NY, 217-224. DOI:https://doi.org/10.1145/2661334.2661380Google ScholarGoogle ScholarDigital LibraryDigital Library
  92. Nick Wingfield. 2014. High-Tech Push Has Board Games Rolling Again. The New York Times. Retrieved from https://www.nytimes.com/2014/05/06/technology/high-tech-push-has-board-games-rolling-again.html?_r=1Google ScholarGoogle Scholar
  93. Jacob O. Wobbrock, Shaun K. Kane, Krzysztof Z. Gajos, Susumu Harada, and Jon Froehlich. 2011. Ability-based design: Concept, principles and examples. ACM Trans. Access. Comput. 3, 3 (April 2011). DOI:https://doi.org/10.1145/1952383.1952384Google ScholarGoogle ScholarDigital LibraryDigital Library
  94. Qin Wu, Chenmei Yu, Yanjun Chen, Jiayu Yao, Xi Wu, Xiaolan Peng, and Teng Han. 2020. Squeeze the Ball: Designing an Interactive Playground towards Aiding Social Activities of Children with Low-Function Autism. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems, April 25-30, 2020, Honolulu, HI. ACM Inc., New York, NY, 1-14. DOI:https://doi.org/10.1145/3313831.3376888Google ScholarGoogle ScholarDigital LibraryDigital Library
  95. Bei Yuan and Eelke Folmer. 2008. Blind Hero: Enabling Guitar Hero for the Visually Impaired. In Proceedings of the 10th International ACM SIGACCESS Conference on Computers and Accessibility, October 13-15, 2008, Halifax, Nova Scotia. ACM Inc., New York, NY, 169-176. DOI:https://doi.org/https://doi.org/10.1145/1414471.1414503Google ScholarGoogle ScholarDigital LibraryDigital Library
  96. Bei Yuan, Eelke Folmer, and Frederick C Harris. 2011. Game Accessibility: A Survey. Univ. Access. Inf. Soc. 10, (June 2011), 81–100. DOI:https://doi.org/https://doi.org/10.1007/s10209-010-0189-5Google ScholarGoogle ScholarDigital LibraryDigital Library
  97. 8 Different Types of Tabletop Games - Do You Know Them All? Board Game Friend. Retrieved October 12, 2021 from https://boardgamefriend.com/different-types-of-tabletop-games/Google ScholarGoogle Scholar
  98. 2009. The Braille Literacy Crisis in America Facing the Truth, Reversing the Trend, Empowering the Blind.Google ScholarGoogle Scholar

Index Terms

  1. Understanding Tabletop Games Accessibility: Exploring Board and Card Gaming Experiences of People who are Blind and Low Vision
          Index terms have been assigned to the content through auto-classification.

          Recommendations

          Comments

          Login options

          Check if you have access through your login credentials or your institution to get full access on this article.

          Sign in
          • Published in

            cover image ACM Conferences
            TEI '22: Proceedings of the Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction
            February 2022
            758 pages
            ISBN:9781450391474
            DOI:10.1145/3490149

            Copyright © 2022 ACM

            Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

            Publisher

            Association for Computing Machinery

            New York, NY, United States

            Publication History

            • Published: 13 February 2022

            Permissions

            Request permissions about this article.

            Request Permissions

            Check for updates

            Qualifiers

            • research-article
            • Research
            • Refereed limited

            Acceptance Rates

            Overall Acceptance Rate393of1,367submissions,29%

          PDF Format

          View or Download as a PDF file.

          PDF

          eReader

          View online with eReader.

          eReader

          HTML Format

          View this article in HTML Format .

          View HTML Format