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Video game accessibility in the top-level genres
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Abstract
This study aims to investigate the relationship between top-level game genres, release dates, game modes, and accessibility features in commercial video games. For this goal, datasets were created that included 25 games in 11 top-level genres except for experimental games. G-tests were used to examine differences in the proportions of accessibility features between genres, focusing on sensory, motor, and cognitive disabilities. Additionally, regression analyses were performed to assess the effect of genres, release dates, and single-player/multiplayer modes on the number of accessibility features. The results showed significant differences between the top-level genres and the number of all three types of accessibility features. Regression analyses showed significant effects of the top-level genres on the number of accessibility features, while release dates showed no significant influence. Game modes only had a significant effect on accessibility features regarding motor disabilities. In conclusion, the results of this study present genre-specific numbers of accessibility features in commercial video games. In other words, game developers create accessibility features differently depending on the genre. These findings have practical implications for both developers and players to enhance the inclusivity of the gaming experience. The results can also be used to increase awareness and commitment to the importance of accessibility features in the gaming industry, ultimately creating more inclusive commercial video games.
Springer Science and Business Media LLC
Title: Video game accessibility in the top-level genres
Description:
Abstract
This study aims to investigate the relationship between top-level game genres, release dates, game modes, and accessibility features in commercial video games.
For this goal, datasets were created that included 25 games in 11 top-level genres except for experimental games.
G-tests were used to examine differences in the proportions of accessibility features between genres, focusing on sensory, motor, and cognitive disabilities.
Additionally, regression analyses were performed to assess the effect of genres, release dates, and single-player/multiplayer modes on the number of accessibility features.
The results showed significant differences between the top-level genres and the number of all three types of accessibility features.
Regression analyses showed significant effects of the top-level genres on the number of accessibility features, while release dates showed no significant influence.
Game modes only had a significant effect on accessibility features regarding motor disabilities.
In conclusion, the results of this study present genre-specific numbers of accessibility features in commercial video games.
In other words, game developers create accessibility features differently depending on the genre.
These findings have practical implications for both developers and players to enhance the inclusivity of the gaming experience.
The results can also be used to increase awareness and commitment to the importance of accessibility features in the gaming industry, ultimately creating more inclusive commercial video games.
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