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[WD16] Design of a curriculum framework for raising awareness of game accessibility

Conférence Internationale avec comité de lecture : ICCHP 2016, July 2016, pp.tba, Linz, Austria,

Mots clés: game accessibility, education, framework, CVAA, curriculum

Résumé: Game accessibility has been researched since the beginning of the game industry and there is a significant amount of publications. During 2015 the Entertainment Software Industry in the US, was allowed an extended waiver from the Communications and Video Accessibility Act. The waiver excludes game software until January 2017, but requires game consoles and distribution platforms to be accessible. Thus, since 2015, game consoles now have accessibility options for the first time. However, there is still a lack of awareness of game accessibility among game developers [5, 6]. The problem is that while dedicated educators can create high-quality educational material for teaching about game accessibility, there is no framework explicating what knowledge is relevant for whom and in what order different topics should be introduced. It is not reasonable to expect all game educators to be experts in game accessibility. Further, there are professional game developers who need to learn about GA without attending a school or have temporary employments without access to workplace education. Also, updating the material for the rapidly evolving area of computer games requires collaboration to share work done by peers to be sustainable. This in turn requires a structure for creating and sharing accessible Open Educational Resources (OERs). The research questions are: How could a curriculum framework for game accessibility be designed? How could OERs for game accessibility be created and shared based on the framework?

BibTeX

@inproceedings {
WD16,
title="{Design of a curriculum framework for raising awareness of game accessibility }",
author=" T. Westin and J. Dupire ",
booktitle="{ICCHP 2016}",
year=2016,
month="July",
pages="tba",
address="Linz, Austria",
}