Understanding and addressing real-world accessibility issues in mainstream video games.
John R. PorterPublished in: ACM SIGACCESS Access. Comput. (2014)
Keyphrases
- video games
- real world
- mathematics learning
- learning experience
- educational games
- game playing
- game design
- computer games
- game play
- synthetic data
- learning tools
- wide range
- data sets
- serious games
- book addresses
- game development
- case study
- artificial intelligence
- tool support
- game engine
- data mining
- computer supported collaboration
- commercial games