Leveraging Gamification for Refining Learner Experience in Online Education
Leveraging Gamification for Refining Learner Experience in Online Education
January 3, 2023
Summary
From comprehensive options and customization to more inclusive design practices, disabled players can enjoy more games than ever, across a variety of genres and platforms.
A few years into his stint at PlayStation, Tisserand met accessibility consultant Ian Hamilton, the co-director of The Game Accessibility Conference, or GAConf.
After listening to Hamilton's talk at the 2012 Games User Researcher Summit, the two met for a more in-depth conversation.
His first order of business was to get key development teams on board with his vision for more approachable and inclusive games.
The warm reception toward the game's robust subtitle options helped support Tisserand's case that accessibility was a worthwhile investment for Ubisoft going forward.
Members of the team he built - including Lead Accessibility Designer Aderyn Thompson, who previously worked on Sony's Horizon series, Destiny 2, and Dreams - are helping developers make games more approachable to more players.
"You don't even have to look for them. They come straight at you, looking to help. That's something I really think is going to help the future of games accessibility."
Reference
PCQ Bureau. (2023, January 3). Retrieved January 25, 2023, from https://www.pcquest.com/leveraging-gamification-for-refining-learner-experience-in-online-education/