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Table 1 EdugameAccess’ basic recommendation set

From: Design and implementation of an educational game considering issues for visually impaired people inclusion

Basic recommendations

Source

1. Use simple clear text formatting and an easily readable default font size.

GAG

2. Provide high contrast between text/UI and background.

GAG

3. Ensure no essential information is conveyed by a colour alone

GAG

4. Provide separate volume controls or mutes for effects, speech and background/music.

GAG

5. Use distinct sound / music design for all objects and events.

GAG

6. Provide pre-recorded dubbing for the text, including menus and installers. If it is not possible, ensure the proper functioning of screen reader or game built-in speech synthesizer. (Also ensure the screen reader support when the game is available for mobile devices).

based on GAG

7. Use stereo, binaural or surround sound for game objects localization.

based on GAG

8. Ensure interactive elements / virtual controls are large and well spaced, particularly on small or touch screens.

GAG

9. Ensure game controls are consistent, intuitive and naturally mapped.

 

10. Ensure that all key actions can be performed through keyboard.

 

11. Ensure a minimal guidance for players (regardless if he/she is visually impaired or not), to introduce the main controls of the game, is provided (e.g. a tutorial phase).

 

12. Ensure any fatigue or boredom is minimized by varying activities and pacing during the game play.

PLAY

13. Ensure the game is easy to learn, harder to master, regardless the user is visually impaired or not.

Based on PLAY

14. Ensure the game world reacts to the player and remembers their passage through it, being perceived by player, including visually impaired ones.

Based on PLAY

15. Ensure the game goals are clear for player, including the visually impaired ones. The game should provide clear goals and present overriding goals early as well as short term goals throughout game play.

Based on PLAY

16. Ensure the players (including visually impaired people) have a sense of control and influence on the game world.

Based on PLAY

17. Ensure player score indicators are clear, obvious and available to players (including the visually impaired ones) and do not interfere with game play.

Based on PLAY

18. Ensure the game provides appropriate (audiovisual) feedback to users (including the visually impaired ones) and reacts in a consistent, immediate, challenging and exciting way to players’ actions.

Based on PLAY

19. Ensure the game does not put an unnecessary burden on the player (regardless if he/she is visually impaired or not).

Based on PLAY

20. Ensure the game interface and screen layout is efficient, consistent and visually pleasing.

PLAY

21. Ensure the navigation is consistent, logical and minimal for players (including the visually impaired ones).

Based on PLAY

22. Avoid placing essential temporary information outside the player’s eye-line.

GAG

23. Ensure the player (regardless if she/he is visually impaired or not) error is avoided.

Based on PLAY

24. Game story encourages immersion (If game has story component).

PLAY

25. Ensure player interruption is supported, so that players (including the visually impaired ones) can easily turn the game on and off and be able to save the games in different states.

Based on PLAY

26. Co-design. The player, regardless if she/he is visually impaired or not, have to feel that her/his actions have meaning and directly affect the game world.

Based on GEE

27. Identity. The player, regardless if she/he is visually impaired or not, builds a sense of identity throughout the game, knows clearly her goals and skills and develops a desire to learn new skills to achieve their goals in the game.

Based on GEE

28. Well-Ordered Problems. The game challenges must be ordered that the players (including the visually impaired ones) must apply the knowledge obtained in solving the previous problems to solve the next ones.

Based on GEE

29. Pleasantly Frustrating. The game should challenge the players (including the visually impaired ones) while the game evolves but should be easy enough that they believe and can overcome the problem(s) faced. Players must act within the limits of their competency.

Based on GEE

30. Cycles of Expertise. The player’s knowledge must be formed from the skills she/he has acquired and the skills she/he is learning. Therefore, these skills must be tested at each level of the game.

Based on GEE

31.Information "On Demand" and "Just in Time". Information should be presented at the right time (in small blocks as soon as required in the game) or on demand (larger blocks that can be accessed on demand).

Based on GEE