Research

Understanding Tabletop Games Accessibility: Exploring Board and Card Gaming Experiences of People who are Blind and Low Vision

Understanding Tabletop Games Accessibility: Exploring Board and Card Gaming Experiences of People who are Blind and Low Vision

Understanding Tabletop Games Accessibility: Exploring Board and Card Gaming Experiences of People who are Blind and Low Vision

Understanding Tabletop Games Accessibility: Exploring Board and Card Gaming Experiences of People who are Blind and Low Vision

By Adrian Bolesnikov,Jin Kang, and Audrey Girouard

Abstract

“Gaming accessibility research for blind or low vision (BLV) communities largely focuses on digital games. There is a need for designers to understand BLV's experience with tabletop games that involve the player's physical interaction. In this study, we investigate BLV individuals’ experience with the accessibility of tabletop games. We conducted semi-structured interviews with 15 BLV participants and found four themes that uncovered participants’ tabletop gaming experiences: (1) properties of inaccessible games, (2) outcomes of inaccessible games, (3) properties of accessible games, and (4) outcomes of accessible games. Our findings demonstrate a richness and variety in BLV individuals’ tabletop gaming experiences. By providing discussions on the state of tabletop game interactivity and design recommendations, our work assists the creation of accessible tangible games that make use of digital information and physical forms by affording designers the opportunity to understand how inaccessible interactions in tabletop games affect BLV populations.”

Reference

Bolesnikov, A., Kang, J., & Girouard, A. (2022, February). Understanding tabletop games accessibility: Exploring board and card gaming experiences of people who are blind and low vision: Sixteenth international conference on tangible, embedded, and embodied interaction. Retrieved April 18, 2022, from https://dl.acm.org/doi/abs/10.1145/3490149.3501327

Keywords

Tabletop games, blind, low vision, board games, accessibility, research