[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/3649921.3656978acmotherconferencesArticle/Chapter ViewAbstractPublication PagesfdgConference Proceedingsconference-collections
short-paper
Open access

RetroFit: Post-Facto Accessibility for Retro Games

Published: 05 July 2024 Publication History

Abstract

Video games are important cultural artifacts, but are made inaccessible to many people by aspects of their visual, audio, and mechanical design. Some game developers add accessibility features to new games, but without access to source code, accessibility supports cannot be added to existing games. In this work, we propose a general technique based on game object affordances and instantiate it for the specific case of supporting users with limited vision. Specifically, we show an example of a color modulation scheme for simplifying and increasing the clarity of in-game graphics based on user-provided annotations.

References

[1]
Ronny Andrade, Melissa J Rogerson, Jenny Waycott, Steven Baker, and Frank Vetere. 2019. Playing blind: Revealing the world of gamers with visual impairment. In Proceedings of the 2019 CHI conference on Human Factors in Computing Systems. 1–14.
[2]
Batu Aytemiz, Xueer Shu, Eric Hu, and Adam Smith. 2020. Your Buddy, the Grandmaster: Repurposing the Game-Playing AI Surplus for Inclusivity. In Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment.
[3]
Jen Beeston, Christopher Power, Paul Cairns, and Mark Barlet. 2018. Accessible Player Experiences (APX): The Players. In Computers Helping People with Special Needs, Klaus Miesenberger and Georgios Kouroupetroglou (Eds.). Springer International Publishing, Cham, 245–253.
[4]
Gerard R Bentley and Joseph C Osborn. 2019. The videogame affordances corpus. In 2019 Experimental AI in Games Workshop.
[5]
Paul Cairns, Christopher Power, Mark Barlet, and Greg Haynes. 2019. Future design of accessibility in games: A design vocabulary. International Journal of Human-Computer Studies 131 (2019), 64–71.
[6]
The AbleGamers Foundation. 2022. Accessible Player Experiences. https://accessible.games/
[7]
Dimitris Grammenos, Anthony Savidis, and Constantine Stephanidis. 2009. Designing universally accessible games. Computers in Entertainment (CIE) 7, 1 (2009), 1–29.
[8]
Mrunal Jadhav and Matthew Guzdial. 2021. Tile embedding: a general representation for level generation. In Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, Vol. 17. 34–41.
[9]
Chanha Kim, Jaden Kim, and Joseph C Osborn. 2020. Synthesizing Retro Game Screenshot Datasets for Sprite Detection. In 2020 Experimental AI in Games Workshop.
[10]
Joseph C. Osborn, Adam Summerville, Nathan Dailey, and Soksamnang Lim. 2021. MappyLand: Fast, Accurate Mapping for Console Games. In Proceedings of the Seventeenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment(AIIDE’21). Article 32, 8 pages.
[11]
Christopher Power, Paul Cairns, Mark Barlet, Gregory Haynes, Jen Beeston, and Triskal DeHaven. 2021. Validation and Prioritization of Design Options for Accessible Player Experiences. Interacting with Computers 33, 6 (2021), 641–656.
[12]
Anurag Sarkar, Adam Summerville, Sam Snodgrass, Gerard Bentley, and Joseph Osborn. 2020. Exploring level blending across platformers via paths and affordances. In Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, Vol. 16. 280–286.
[13]
Adam Summerville, Joseph Osborn, and Michael Mateas. 2017. Charda: causal hybrid automata recovery via dynamic analysis. In Proceedings of the 26th International Joint Conference on Artificial Intelligence. 2800–2806.
[14]
Can I Play That?2024. Can I Play That?https://caniplaythat.com

Cited By

View all
  • (2024)Making Video Games More Inclusive for People Living With Motor Neuron Disease: Scoping ReviewJMIR Rehabilitation and Assistive Technologies10.2196/5882811(e58828)Online publication date: 23-Dec-2024

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Other conferences
FDG '24: Proceedings of the 19th International Conference on the Foundations of Digital Games
May 2024
644 pages
ISBN:9798400709555
DOI:10.1145/3649921
This work is licensed under a Creative Commons Attribution International 4.0 License.

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 05 July 2024

Check for updates

Author Tags

  1. accessibility
  2. automated game design learning
  3. scene understanding

Qualifiers

  • Short-paper
  • Research
  • Refereed limited

Conference

FDG 2024
FDG 2024: Foundations of Digital Games
May 21 - 24, 2024
MA, Worcester, USA

Acceptance Rates

Overall Acceptance Rate 152 of 415 submissions, 37%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)143
  • Downloads (Last 6 weeks)25
Reflects downloads up to 12 Jan 2025

Other Metrics

Citations

Cited By

View all
  • (2024)Making Video Games More Inclusive for People Living With Motor Neuron Disease: Scoping ReviewJMIR Rehabilitation and Assistive Technologies10.2196/5882811(e58828)Online publication date: 23-Dec-2024

View Options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

HTML Format

View this article in HTML Format.

HTML Format

Login options

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media