2018/04/27 by Michael James Heron, Pauline Helen Belford, Hayley Reid +1 · 1 citation
Computer Science · Health Professions · Neuroscience · #Assistive Technology in Communication and Mobility #Innovative Human-Technology Interaction #Tactile and Sensory Interactions
paper · pdf · doi:10.1007/s40869-018-0057-8
openalex publication_date 2018/04/27 · openalex created_date 2025/10/10 · openalex updated_date 2026/08/01
Evaluation of accessibility within a tabletop context is much more complicated than it is within a video game environment. There is a considerable amount of variation in game systems, game mechanisms, and interaction regimes. Games may be entirely verbal, or completely non-verbal. They might be real-time or turn based, or based on simultaneous actions. They can be competitive or co-operative, or shift from one to the other during a single game session. They might involve visual pattern recognition or force players to memorise game state without visual cues. They may involve touch, or smell. They might involve social deduction or betrayal. They can encompass all sensory faculties, in differing degrees. Almost all games have accessibility considerations that should be taken into account, but there is currently no comprehensive tool by which this can be done that encompasses the rich variety of tabletop gaming interaction metaphors. In this paper, the authors discuss the heuristic lens that is used by the Meeple Centred Design tabletop accessibility project. This is a tool that has been applied to one hundred and sixteen games to date, and the full results of these have been published for analysis and consideration within the wider tabletop gaming community.