Exploring the Immersive Potential of Accessibility Options for Deaf and Hard-of-Hearing Players
Okładka czasopisma Images. The International Journal of European Film, Performing Arts and Audiovisual Communication, tom 39, nr 48, rok 2025, tytuł Harmony & Disharmony
PDF (English)

Słowa kluczowe

inclusive game design
accessibility options
deaf and hard-of-hearing players
video games accessibility
player immersion
Polish video games

Jak cytować

Pigulak, J. (2025). Exploring the Immersive Potential of Accessibility Options for Deaf and Hard-of-Hearing Players. Images. The International Journal of European Film, Performing Arts and Audiovisual Communication, 39(48), 137–158. https://doi.org/10.14746/i.2025.39.48.8

Abstrakt

This study examines the implementation and effectiveness of accessibility options in digital games, focusing on their role in shaping immersive experiences for deaf and hard-of-hearing players. Using a mixed-methods approach, this research combines game design analysis and qualitative interviews with deaf and hard-of-hearing users, focusing particularly on Polish video games. The findings reveal that text transcription, visual indicators, and haptic feedback significantly influence player engagement, yet their inconsistent implementation often disrupts immersion. By addressing the challenges faced by hard-of-hearing players, this study contributes to the broader discourse on inclusive game design and the artistic potential of accessibility solutions.

https://doi.org/10.14746/i.2025.39.48.8
PDF (English)

Finansowanie

This research was funded by “Miniatura 7” grant from the Polish National Science Centre (ID 583398; No. 2023/07/X/HS2/00412) entitled Accessibility Options for Users with Hearing Disabilities in Polish Video Games.

Bibliografia

Aguado-Delgado Juan, Gutiérrez-Martinez José-María, Hilera José et al., Accessibility in Video Games, “Universal Access in the Information Society” 2020, no. 19(1), pp. 169–193. DOI: https://doi.org/10.1007/s10209-018-0628-2

Balan Oana, Moldoveanu Alin, Moldoveanu Florica, Navigational Audio Games: An Effective Approach toward Improving Spatial Contextual Learning for Blind People, “International Journal on Disability and Human Development” 2015, no. 14(2), pp. 109–118. DOI: https://doi.org/10.1515/ijdhd-2014-0018

Bartle Richard, Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs, from https://mud.co.uk/richard/hcds.htm (accessed: 27.01.2025).

Brown Mark, Anderson Sky L., Designing for Disability: Evaluating the State of Accessibility Design in Video Games, “Games and Culture” 2021, no. 16(6), pp. 702–718. DOI: https://doi.org/10.1177/1555412020971500

Cai Xiaowei, Cebollada Javier, Cortiñas Mónica, Self-report Measure of Dispositional Flow Experience in the Video Game Context: Conceptualisation and Scale Development, “International Journal of Human-Computer Studies” 2022, vol. 159, 102746. DOI: https://doi.org/10.1016/j.ijhcs.2021.102746

Cairns Paul, Power Christopher, Barlet Mark et al., Enabled Players: The Value of Accessible Digital Games, “Games and Culture” 2021, no. 16(2), pp. 139–159. DOI: https://doi.org/10.1177/1555412019893877

Can I Play That? An Abilitypoints Initiative, https://caniplaythat.com/ (accessed: 27.01.2025).

Deng Yiqi, Inclusive Games: Accessible Game Design for the Visually Impaired, “Applied and Computational Engineering” 2024, no. 37(1), pp. 61–67. DOI: https://doi.org/10.54254/2755-2721/37/20230471

Drezno Dariusz, Digital Accessibility – Definition, Accens, 20.07.2022, https://accens.pl/blog/en/digital-accessibility-definition/ (accessed: 27.01.2025).

Fagerholt Erik, Lorentzon Magnus, Beyond the HUD: User Interfaces for Increased Player Immersion in FPS Games, Master of Science Thesis, Chalmers University of Technology, Göteborg 2009, https://odr.chalmers.se/server/api/core/bitstreams/fd267f70-c295-4eae-ae01-af5db676e61d/content (accessed: 27.01.2025).

Gallacher Nicola, Game Audio – An Investigation into the Effect of Audio on Player Immersion, “The Computer Games Journal” 2013, no. 2(2), pp. 52–79. DOI: https://doi.org/10.1007/BF03392342

Game Accessibility Guidelines, https://gameaccessibilityguidelines.com/ (accessed: 27.01.2025).

Gaming Disability: Disability Perspectives on Contemporary Video Games, eds. Katie Ellis, Tama Leaver, Mike Kent, Routledge, Abingdon and New York 2023.

Hassan Lobna, Accessibility of Games and Game-based Applications: A Systematic Literature Review and Mapping of Future Directions, “New Media & Society” 2023, no. 26(4), pp. 2336–2384. DOI: https://doi.org/10.1177/14614448231204020

If Any Subtitles / Captions Are Used, Present Them in a Clear, Easy to Read Way, Game Accessibility Guidelines, n.d., https://gameaccessibilityguidelines.com/if-any-subtitles-captions-are-used-present-them-in-a-clear-easy-to-read-way/ (accessed: 27.01.2025).

Ivascu Silviu, Moldoveanu Florica, Moldoveanu Alin et al., Flying a Quadcopter – An Audio Entertainment and Training Game for the Visually Impaired, “Applied Sciences” 2023, no. 13(11), 6769. DOI: https://doi.org/10.3390/app13116769

Jones Steven E., Meaning of Video Games: Gaming and Textual Strategies, Routledge, New York 2008. DOI: https://doi.org/10.4324/9780203929926

Karray Fakhreddine, Alemzadeh Milad, Saleh Jamil A. et al., Human-Computer Interaction: Overview on State of the Art, “International Journal on Smart Sensing and Intelligent Systems” 2008, no. 1(1), pp. 137–159. DOI: https://doi.org/10.21307/ijssis-2017-283

Kiecko Emilia, Accessibility of Video Games in the Context Of Disability. A Historical Overview, “Quart” 2024, no. 1(71), pp. 76–99. DOI: https://doi.org/10.19195/2449-9285.71.8

Kingiras Sotiris, Exploring Players’ Perceptions of the Haptic Feedback in Haptic Digital Games, “Journal of Digital Media & Interaction” 2022, no. 5(13), pp. 7–22.

Presti Giorgio, Ahmetovic Dragan, Ducci Mattia et al., Iterative Design of Sonification Techniques to Support People with Visual Impairments in Obstacle Avoidance, “ACM Transactions on Accessible Computing (TACCESS)” 2021, no. 14(4), pp. 19:1–19:26. DOI: https://doi.org/10.1145/3470649

Ringland Kathryn E., Minecraft as an Online Playground: Reframing Play and Games in a Minecraft Community for Autistic Youth, [in:] Gaming Disability: Disability Perspectives on Contemporary Video Games, eds. Katie Ellis, Tama Leaver, Mike Kent, Routledge, London 2022, pp. 237–247. DOI: https://doi.org/10.4324/9780367357153-22

Roux-Girard Guillaume, Listening to Fear: A Study of Sound in Horror Computer Games, [in:] Game Sound Technology and Player Interaction: Concepts and Developments, ed. Mark Grimshaw, Information Science Reference, Hershey 2011, pp. 192–212. DOI: https://doi.org/10.4018/978-1-61692-828-5.ch010

Rovithis Emmanouel, Moustakas Nikolaos, Floros Andreas et al., Audio Legends: Investigating Sonic Interaction in an Augmented Reality Audio Game, “Multimodal Technologies and Interaction” 2019, no. 3(4), 73. DOI: https://doi.org/10.3390/mti3040073

Statista, Workforce in the Video Game Industry in Europe in 2022, by Country, https://www.statista.com/statistics/1400250/europe-video-game-industry-workforce-by-country/ (accessed: 27.01.2025).

Zheng Junjie, Human Factors in Game Design: The Importance of Accessibility, “Applied and Computational Engineering” 2024, no. 42, pp. 102–110. DOI: https://doi.org/10.54254/2755-2721/42/20230696

Apex Legends (Respawn Entertainment, Panic Button Games, 2019).

Assassin’s Creed (Ubisoft Montreal, 2007).

A Blind Legend (Dowino, 2015).

Comix Zone (Peter Morawiec, Sega, 1995).

Cyberpunk 2077 (CD Projekt RED, 2020).

Dying Light 2: Stay Human (Techland, 2022).

Forza Horizon 5 (Playground Games, 2021).

Frostpunk (11 bit studios, 2018).

Green Hell (Creepy Jar, 2019).

The Last of Us: Part II (Naughty Dog, 2020).

Marvel’s Spider-Man 2 (Insomniac Games, 2023).

The Medium (Bloober Team, 2021).

The Nightjar (Somethin’ Else, 2011).

The Outer Worlds (Obsidian Entertainment, 2019).

Resident Evil 2 Remake (Capcom, 2019).

Rosemary’s Fate: Live Worth Living (Game the Same, 2021).

The Witcher 3: Wild Hunt (CD Projekt RED, 2015).