Virtual Reality Games for People Using Wheelchairs

要旨

Virtual Reality (VR) holds the promise of providing engaging embodied experiences, but little is known about how people with disabilities engage with it. We explore challenges and opportunities of VR gaming for wheelchair users. First, we present findings from a survey that received 25 responses and gives insights into wheelchair users' motives to (non-) engage with VR and their experiences. Drawing from this survey, we derive design implications which we tested through implementation and qualitative evaluation of three full-body VR game prototypes with 18 participants. Our results show that VR gaming engages wheelchair users, though nuanced consideration is required for the design of embodied immersive experiences for minority bodies, and we illustrate how designers can create meaningful, positive experiences.

キーワード
Accessibility
games
virtual reality
著者
Kathrin Gerling
Katholieke Universiteit Leuven, Leuven, Belgium
Patrick Dickinson
University of Lincoln, Lincoln, United Kingdom
Kieran Hicks
University of Lincoln, Lincoln, United Kingdom
Liam Mason
University of Lincoln, Lincoln, United Kingdom
Adalberto L. Simeone
Katholieke Universiteit Leuven, Leuven, Belgium
Katta Spiel
Katholieke Universiteit Leuven, Leuven, Belgium
DOI

10.1145/3313831.3376265

論文URL

https://doi.org/10.1145/3313831.3376265

会議: CHI 2020

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2020.acm.org/)

セッション: Understanding & inspiring movement

Paper session
314 LANA'I
5 件の発表
2020-04-28 20:00:00
2020-04-28 21:15:00
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