2022/02/08 by Adrian Bolesnikov, Jin Kang, Audrey Girouard · 1 citation
Neuroscience · Social Sciences · Computer Science · #Tactile and Sensory Interactions #Digital Accessibility for Disabilities #Gaze Tracking and Assistive Technology
paper · doi:10.1145/3490149.3501327
openalex publication_date 2022/02/08 · openalex created_date 2025/10/10 · openalex updated_date 2026/07/29
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.