[games_access] [1st CFP] 1st Workshop on Game Accessibility: Xtreme Interaction Design (GAXID'11)

Eelke Folmer eelke.folmer at gmail.com
Fri Jan 28 03:01:31 EST 2011


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GAXID 2011 - CALL FOR PAPERS

1st Workshop on Game Accessibility: Xtreme Interaction Design (GAXID)
In conjunction with Foundations of Digital Interactive Games 2011
Bordeaux France | June 28, 2011
http://ga.fdg2011.org

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Video games have evolved from an obscure pastime to a force of change that
is transforming the way people perceive, learn about, and interact with the
world around them. The emergence of more natural, immersive and healthier
forms of interaction --through the use of whole-body gestures-- has
propelled video gaming to the cutting edge of human computer interaction
design. Currently, an estimated 63% of the U.S. population plays video
games. Beyond pure entertainment, video games are increasingly used for more
serious applications such as education, rehabilitation and health.
Unfortunately a significant number of people encounter barriers when playing
video games, due to a disability, though the social, educational and health
opportunities currently offered by games could potentially benefit them the
most.

How can you control an avatar in a first person shooter using an eye
tracker? How do you play an exercise game without visual feedback? How can
you play guitar hero without music or audio? How do you play a real time
strategy game using switch input? An ”extreme interaction design” approach
is required to engineer access solutions for the most extreme players that
can: (1) meet the stringent access requirements of games; (2) convey large
amounts of feedback in compensatory modalities; and (3) reduce or automate
large amounts of input options to their essence; all while keeping the game
fun to play and balanced for able bodied players.

The objective of this workshop is to build an active research community that
can generate ideas that have the potential to significantly advance this
emerging field and turn disability into a driver of innovation for
player-game-interaction.

Topics of interest include, but are not limited to:
- Experiences/case studies with accessible games for players with visual,
cognitive, motor and auditory impairments
- User studies with accessible games and studies that assess how different
impairments affect the ability to play games
- Understanding requirements of players with disabilities
- Novel Game Interfaces and Player Game Interaction Techniques
- Sensory Substitution (Sonification/Haptification) Interfaces
- Switch Access Control schemes (Scanning)
- Adaptive Interfaces for games
- Social/Inclusive gaming
- Game Interfaces for Elderly / Children
- Metrics/Evaluation Methods for games accessibility
- Guidelines for developing accessible games
- Cost benefit analysis of accessible games
- Educators, Health Researchers working with players with disabilities.

For detailed and up-to-date information about GAXID 2011, please visit
ga.fdg2011.org

Important Dates
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Paper submission deadline: March 24, 2011
Paper acceptance notifications: April 20, 2011
Workshop held: June 28, 2011

Submissions
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Short, 4-page position papers are invited and will be selected based on
their quality, innovation, and potential of fostering discussion.
Contributors to this workshop will be invited to submit an extended paper
for a special issue of the journal Universal Access in The Information
Society. The workshop will be a full-day event and will consist of
presentations of posters, demonstrations of accessible games, as well as
group discussions. At least one author needs to register for the workshop
and for at least one day of the conference.

Organizing Committee
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Eelke Folmer, University of Nevada, Reno
Sri Kurniawan, University of California, Santa Cruz
Lennart Nacke, University of Saskatchewan, Saskatoon
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