How Users Who are Blind or Low Vision Play Mobile Games: Perceptions, Challenges, and Strategies

要旨

As blind and low-vision (BLV) players engage more deeply with games, accessibility features have become essential. While some research has explored tools and strategies to enhance game accessibility, the specific experiences of these players with mobile games remain underexamined. This study addresses this gap by investigating how BLV users experience mobile games with varying accessibility levels. Through interviews with 32 experienced BLV mobile players, we explore their perceptions, challenges, and strategies for engaging with mobile games. Our findings reveal that BLV players turn to mobile games to alleviate boredom, achieve a sense of accomplishment, and build social connections, but face barriers depending on the game's accessibility level. We also compare mobile games to other forms of gaming, highlighting the relative advantages of mobile games, such as the inherent accessibility of smartphones. This study contributes to understanding BLV mobile gaming experiences and provides insights for enhancing accessible mobile game design.

著者
Zihe Ran
Communication university of China, Beijing, Beijing, China
Xiyu Li
Communication University of China, Beijing, Beijing, China
Qing Xiao
Carnegie Mellon University, Pittsburgh, Pennsylvania, United States
Xianzhe Fan
Tsinghua University, Beijing, China
Franklin Mingzhe Li
Carnegie Mellon University, Pittsburgh, Pennsylvania, United States
Yanyun Wang
University of Colorado Boulder, Boulder, Colorado, United States
Zhicong Lu
City University of Hong Kong, Hong Kong, China
DOI

10.1145/3706598.3714205

論文URL

https://dl.acm.org/doi/10.1145/3706598.3714205

動画

会議: CHI 2025

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2025.acm.org/)

セッション: Vision Accessibility

Annex Hall F203
7 件の発表
2025-04-30 23:10:00
2025-05-01 00:40:00
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