scholarly journals How Can Accessibility for Deaf and Hearing-Impaired Players be Improved in Video Games?

2022 ◽  
pp. 795-812
Author(s):  
Robert Costello ◽  
Murray Lambert ◽  
Florian Kern

This research investigates how the accessibility of video games can be improved for deaf and hearing-impaired players. The journal is divided into several areas, first, examining the use of subtitles and closed captions used in video games; and second, how visual cues can be used to provide better accessibility for deaf and hearing-impaired gamers. This includes effectively creating suitable atmospheres and mood in games through lighting as well as having a varied environment that prevents the players from getting bored with the setting of a game and finally exploring current best practices within the gaming industry. Through this research data the issues with accessibility can be found as well as how a lack of accessibility affects deaf and hearing-impaired gamers. Research from this investigation supports some of the evidence from other researchers in the field that accessibility features for deaf and hearing-impaired can be considered and implemented.

2019 ◽  
Vol 1 (1) ◽  
pp. 16-32
Author(s):  
Robert Costello ◽  
Murray Lambert ◽  
Florian Kern

This research investigates how the accessibility of video games can be improved for deaf and hearing-impaired players. The journal is divided into several areas, first, examining the use of subtitles and closed captions used in video games; and second, how visual cues can be used to provide better accessibility for deaf and hearing-impaired gamers. This includes effectively creating suitable atmospheres and mood in games through lighting as well as having a varied environment that prevents the players from getting bored with the setting of a game and finally exploring current best practices within the gaming industry. Through this research data the issues with accessibility can be found as well as how a lack of accessibility affects deaf and hearing-impaired gamers. Research from this investigation supports some of the evidence from other researchers in the field that accessibility features for deaf and hearing-impaired can be considered and implemented.


2013 ◽  
Vol 11 (3) ◽  
pp. 157-157
Author(s):  
L. McFarland ◽  
J. Richter ◽  
C. Bredfeldt

2016 ◽  
Vol 70 (2) ◽  
pp. 38-48 ◽  
Author(s):  
Soraya Murray

Spec Ops: The Line (Yager Development, 2012) is widely regarded by game critics as an antiwar statement, an Apocalypse Now (Francis Ford Coppola, 1979) of video games; or, at the very least, one critical of its genre conventions. While most military shooter games are seen as inuring young people to violence and functioning as military simulations, or as recruitment and training tools, The Line presents ethical quandaries, unwinnable scenarios, collateral damage, and the psychological cost of war. This article considers the racialized world-making of an Arab mega-city in ruins as a new heart of darkness, a mythic American construction of militarized masculinity that becomes profoundly troubled under the duress of inglorious conflict, as well as the mobilization of women and children as symbols of victimhood to rationalize a military response. Through its analysis of gameplay, story, and the game's convincing sense of place, this article considers the significance of the physical rubble and moral ruin visualized in Spec Ops: The Line within the context of the gaming industry.


2021 ◽  
Author(s):  
Kevin B Read ◽  
Heather Ganshorn ◽  
Sarah Rutley ◽  
David R. Scott

Background:As Canada increases requirements for research data management (RDM) and sharing, there is value in identifying how research data are shared, and what has been done to make them findable and reusable. This study aims to understand Canada’s data sharing landscape by reviewing how Canadian Institutes of Health Research (CIHR) funded data are shared, and comparing researchers’ data sharing practices to RDM and sharing best practices. Methods:We performed a descriptive analysis of CIHR-funded publications from PubMed and PubMed Central that were published between 1946 and Dec 31, 2019 and that indicated the research data underlying the results of the publication were shared. Each publication was analyzed to identify how and where data were shared, who shared data, and what documentation was included to support data reuse.Results:Of 4,144 CIHR-funded publications, 45.2% (n=1,876) included accessible data, 21.9% (n=909) stated data were available by request, 7.3% (n=304) stated data sharing was not applicable/possible, and we found no evidence of data sharing in 37.6% (n=1,558) of publications. Frequent data sharing methods included via a repository (n=1,549, 37.3%), within supplementary files (n=1,048, 25.2%), and by request (n=919, 22.1%). 13.1% (n=554) of publications included documentation that would facilitate data reuse.Interpretation:Our findings reveal that CIHR-funded publications largely lack the metadata, access instructions, and documentation to facilitate data discovery and reuse. Without measures to address these concerns, and enhanced support for researchers seeking to implement RDM and sharing best practices, most CIHR-funded research data will remain hidden, inaccessible, and unusable.


2012 ◽  
Vol 2 (4) ◽  
pp. 1-23
Author(s):  
Rudy McDaniel ◽  
Stephen M. Fiore

This article builds upon earlier research (McDaniel & Fiore, 2010) in which the authors presented case studies focused on the design and development of two original ethical learning video games. Through this case study and a review of relevant literature, the authors explored the content creation of, and theoretical rationale for, the design and development of ethics games. Both games were geared toward an undergraduate student audience as casual learning games to be completed in a few hours of gameplay. To update and expand this original work, the authors reviewed contemporary research on identity, cognition, and self in relation to video game environments as well as literature dealing more specifically with ethics and video games. From this literature base and their applied design experiences, the authors offer ten guidelines as best practices to follow for aspiring ethics game developers.


1974 ◽  
Vol 17 (2) ◽  
pp. 270-278 ◽  
Author(s):  
Brian E. Walden ◽  
Robert A. Prosek ◽  
Don W. Worthington

The redundancy between the auditory and visual recognition of consonants was studied in 100 hearing-impaired subjects who demonstrated a wide range of speech-discrimination abilities. Twenty English consonants, recorded in CV combination with the vowel /a/, were presented to the subjects for auditory, visual, and audiovisual identification. There was relatively little variation among subjects in the visual recognition of consonants. A measure of the expected degree of redundancy between an observer’s auditory and visual confusions among consonants was used in an effort to predict audiovisual consonant recognition ability. This redundancy measure was based on an information analysis of an observer’s auditory confusions among consonants and expressed the degree to which his auditory confusions fell within categories of visually homophenous consonants. The measure was found to have moderate predictive value in estimating an observer’s audiovisual consonant recognition score. These results suggest that the degree of redundancy between an observer’s auditory and visual confusions of speech elements is a determinant in the benefit that visual cues offer to that observer.


10.29173/iq12 ◽  
2017 ◽  
Vol 41 (1-4) ◽  
pp. 12
Author(s):  
Bhojaraju Gunjal ◽  
Panorea Gaitanou

This paper attempts to present a brief overview of several Research Data Management (RDM) issues and a detailed literature review regarding the RDM aspects adopted in libraries globally. Furthermore, it will describe several tendencies concerning the management of repository tools for research data, as well as the challenges in implementing the RDM. The proper planned training and skill development for all stakeholders by mentors to train both staff and users are some of the issues that need to be considered to enhance the RDM process. An effort will be also made to present the suitable policies and workflows along with the adoption of best practices in RDM, so as to boost the research process in an organisation. This study will showcase the implementation of RDM processes in the Higher Educational Institute of India, referring particularly to the Central Library @ NIT Rourkela in Odisha, India with a proposed framework. Finally, this study will also propose an area of opportunities that can boost research activities in the Institute.


2017 ◽  
Vol 6 (4) ◽  
pp. 29-40 ◽  
Author(s):  
N.V. Bogacheva ◽  
A.E. Voiskounsky

The article is aimed at analysis of current studies of the link between video games experience and creativity. The impact of video game playing on the psychological specificity of gamers has repeatedly become a subject of many studies, though higher-level cognitive abilities, such as creativity, were rarely the subject of interest, remaining unexplored in the context of video games. Contrary to the earlier predictions that the increased amount of «readymade» visual information will reduce the imaginative ability, most of the current works show positive links between some types of creativity (in particular — visual) and playing video games. The latter becomes not only a source of inspiration but also a platform for creative realization. Many authors draw attention to possible negative aspects of creativity, in particular, the possibility of its antisocial applications. In this regard, the importance of studying the aggressiveness and empathy of computer players is increasing but the research data in this area is particularly contradictory.


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