Academic research
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Blind Accessibility
Literature Review:
- Emanuele Agrimi, Chiara Battaglini, Davide Bottari, Giorgio Gnecco & Barbara Leporini (2024). Game accessibility for visually impaired people: a review
Mobile games:
- Zihe Ran, Xiyu Li, Qing Xiao, Xianzhe Fan, Franklin Mingzhe Li, Yanyun Wang, Zhicong Lu (2025). How Users Who are Blind or Low Vision Play Mobile Games: Perceptions, Challenges, and Strategies.
- Ahmetovic D, Bernareggi C, Leporini B, Mascetti S (2022). WordMelodies: supporting the acquisition of literacy skills by children with visual impairment through a mobile app. ACM Trans Access Comput.
- Berge D, Bettencourt D, Lageweg S, Overman W, Zaidi A, Bidarra R (2020). Pinball for the visually impaired—an audio spatialization and sonification mobile game. In: Proceedings of CHI PLAY '20: the annual symposium on computer-human interaction in play, pp 43–46
- Buzzi MC, Buzzi M, Leporini B, Senette C (2015). Playing with geometry: a multimodal android app for blind children. In: Proceedings of CHItaly 2015: the 11th biannual conference on Italian SIGCHI Chapter, pp 134–137
- Leporini B, Palmucci E (2018). Accessible question types on a touch-screen device: the case of a mobile game app for blind people. In: Proceedings of ICCHP 2018: the 16th international conference on computers helping people with special needs, part I, pp 262–269
Audio and Echolocation:
- William R. Ayers (2021). What Is It Like to Be a Dolphin? Echolocation and Subjectivity in Video Games
- Toups, Rachel (2025). The Silent Forest: An Audio Game
- Chavéz-Sánchez N, Martinez de la Peña GA, Mendoza Franco GA, Heredia Carrillo EI (2020). Exploring audio game design with visually impaired players: a Mexican case study. In: Proceedings of AM '21: the 16th international audio mostly conference, pp 24–31
- Friberg J, Gärdenfors D (2004). Audio games: new perspectives on game audio. In: Proceedings of ACE '04: the 2004 ACM SIGCHI international conference on advances in computer entertainment technology, pp 148–154
- Gao Z, Wang H, Feng G, Lv H (2022). Exploring sonification mapping strategies for spatial auditory guidance in immersive virtual environments. ACM Trans Appl Percept 19(3):9
- Heuten W, Henze N, Boll S, Klante P (2007). AuditoryPong–playing pong in the dark. In: Proceedings of audio mostly 2007: the 2nd conference on interaction with sound, pp 134–147
- Miyakawa H, Kuratomo N, Bilal Salih HE, Zempo K (2021). Auditory Uta-Karuta: development and evaluation of an accessible card game system using audible cards for the visually impaired. Electronics 10:750
- Sekhavat YA, Azadehfar MR, Zarei H, Roohi S (2022). Sonification and interaction design in computer games for visually impaired individuals. Multimedia Tools Appl 81:7847–7871
- David Gonçalves, Manuel Piçarra, Pedro Pais, João Guerreiro, André Rodrigues (2023). "My Zelda Cane": Strategies Used by Blind Players to Play Visual-Centric Digital Games
Haptics and Movement
- Bilal OR, Costanza V, Israr A, Palermo A, Celli P, Lau F, Daraio C (2020). A flexible spiraling-metasurface as a versatile haptic interface. Adv Mater Technol 5:2000181
- Grabski A, Toni T, Zigrand T, Weller R, Zachmann G (2016). Kinaptic—techniques and insights for creating competitive accessible 3D games for sighted and visually impaired users. In: Proceedings of haptics symposium '16: the 2016 IEEE haptics symposium, pp 325–331
- Morelli T, Folmer E (2011). Real-time sensory substitution to enable players who are blind to play video games using whole body gestures. In: Proceedings of FDG '11: the 6th international conference on foundations of digital games, pp 147–153
Boardgames
- Bolesnikov A, Kang J, Girouad A (2022). Understanding tabletop games accessibility: exploring board and card gaming experiences of people who are blind and low vision. In: Proceedings of TEI '22: the 16th international conference on tangible, embedded, and embodied interaction, article no. 21, pp 1–17
- Caporusso N, Mkrtchyan L, Badia L (2010). A multimodal interface device for online board games designed for sight-impaired people. IEEE Trans Inf Technol Biomed 14(2):248–254
- da Rocha Tomé Filho F, Mirza-Babaei P, Kapralos B, Moreira Mendonça Junior G (2019). Let's play together: adaptation guidelines of board games for players with visual impairment. In: Proceedings of CHI '19: CHI conference on human factors in computing systems, article no. 631, pp 1–14
- da Rocha Tomé Filho F, Kapralos B, Mirza-Babaei P (2021). Exploring current board games' accessibility efforts for persons with visual impairment. Recent advances in technologies for inclusive well-being. Springer, Cham, pp 487–501
- Föcker J, Hölig C, Best A, Röder B (2015). Neural plasticity of voice processing: evidence from event-related potentials in late-onset blind and sighted individuals. Restor Neurol Neurosci 33(1):15–30
- Gnecco G, Battaglini C, Biancalani F, Bottari D, Leporini B (2024). Increasing accessibility of online board games to visually impaired people: the case of "Quantik". In: Proceedings of EAI international conference on intelligent technologies for interactive entertainment. Lecture notes of the institute for computer sciences, social informatics and telecommunications engineering, vol 560, chap 12
- Johnson GM, Kane S (2020). Game changer: accessible audio and tactile guidance for board and card games. In: Proceedings of W4A '20: the 17th international web for all conference, article no. 9, pp 1–12
- Thevin L, Rodier N, Oriola B, Hachet M, Jouffrais C, Brock AM (2021). Inclusive adaptation of existing board games for gamers with and without visual impairments using a spatial augmented reality framework for touch detection and audio feedback. Proc ACM Hum Comput Interact 5(ISS):1–33 (article no. 505)
Blind Gamers
- Ronny Andrade, Melissa J. Rogerson, Jenny Waycott, Steven Baker, Frank Vetere (2019). Playing Blind: Revealing the World of Gamers with Visual Impairment
- María Eugenia Larreina-Morales & Carme Mangiron (2023). Audio description in video games? Persons with visual disabilities weigh in
- Andrade, R., Rogerson, M. J., Waycott, J., Baker, S., & Vetere, F. (2019). Playing Blind: Revealing the World of Gamers with Visual Impairment. In CHI Conference on Human Factors in Computing Systems Proceedings (CHI 2019).
- Archambault D, Ossmann R, Gaudy T, Miesenberger K (2007). Computer games and visually impaired people. Upgrade 8(2):43–53
- Beeston J, Power C, Cairns P, Barlet M (2018). Characteristics and motivations of players with disabilities in digital games. arXiv:1805.11352
- Lozano MD, Penichet VM, Leporini B, Fernando A (2018). Tangible user interfaces to ease the learning process of visually impaired children. In: Proceedings of BCS HCI 2018: the 32nd international BCS human computer interaction conference, article no. 32, pp 1–5
- Muchnik C, Efrati M, Nemeth E, Malin M, Hildesheimer M (1991). Central auditory skills in blind and sighted subjects. Scand Audiol 20(1):19–23
- Pedrini G, Ludovico LA, Presti G (2020). Evaluating the accessibility of digital audio workstations for blind or visually impaired people. In: Proceedings of CHIRA 2020: the 4th international conference on computer-human interaction research and applications, pp 225–232
- Prarazu A, Balan O, Moldoveanu A, Moldoveanu F, Morar A, Ivascu S (2020). Overview on visually impaired gamers and game accessibility. In: Proceedings of EDULEARN20: the 12th international conference on education and new learning technologies, pp 5491–5501
Other
- Balata J, Mikovec Z, Slavik P (2015). Problems of blind chess players. In: Proceedings of CogInfoCom 2015: the 6th IEEE international conference on cognitive infocommunications, pp 179–183
- Neto LV, Fontoura Junior PHF, Bordini RA, Otsuka JL, Beder DM (2020). Design and implementation of an educational game considering issues for visually impaired people inclusion. Smart Learn Environ 7:4
- Röder B, Rösler F (2003). Memory for environmental sounds in sighted, congenitally blind and late blind adults: evidence for cross-modal compensation. Int J Psychophysiol 50(1–2):27–39
- Sabourin CJ, Merrikhi Y, Lomber SG (2022). Do blind people hear better?. Trends Cogn Sci 26(11):999–1012
- Yuan B, Folmer E (2008). Blind Hero: enabling Guitar Hero for the visually impaired. In: Proceedings of ASSETS '08: The 10th international ACM SIGACCESS conference on computers and accessibility, pp 169–176
- Yuan B, Folmer E, Harris FC Jr (2011). Game accessibility: a survey. Univ Access Inf Soc 10:81–100
- Gonçalo Ferreira Lobo, David Gonçalves, Pedro Pais, Tiago Guerreiro, André Rodrigues (2021). Using Games to Practice Screen Reader Gestures
Books:
- Brandon Cole (2024). Taking Video Out of the Game: A Game Developer's Guide to Total Blind Accessibility