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dc.contributor.authorLópez Ibáñez, Manuel
dc.contributor.authorRomero-Hernández, Alejandro
dc.contributor.authorManero, Borja
dc.contributor.authorGuijarro, María
dc.date2022-06
dc.date.accessioned2022-10-07T07:48:35Z
dc.date.available2022-10-07T07:48:35Z
dc.identifier.issn1989-1660
dc.identifier.urihttps://reunir.unir.net/handle/123456789/13561
dc.description.abstractOver the last years, works related to accessible technologies have increased both in number and in quality. This work presents a series of articles which explore different trends in the field of accessible video games for the blind or visually impaired. Reviewed articles are distributed in four categories covering the following subjects: (1) video game design and architecture, (2) video game adaptations, (3) accessible games as learning tools or treatments and (4) navigation and interaction in virtual environments. Current trends in accessible game design are also analysed, and data is presented regarding keyword use and thematic evolution over time. As a conclusion, a relative stagnation in the field of human-computer interaction for the blind is detected. However, as the video game industry is becoming increasingly interested in accessibility, new research opportunities are starting to appear.es_ES
dc.language.isoenges_ES
dc.publisherInternational Journal of Interactive Multimedia and Artificial Intelligence (IJIMAI)es_ES
dc.relation.ispartofseries;vol. 7, nº 4
dc.relation.urihttps://www.ijimai.org/journal/bibcite/reference/2940es_ES
dc.rightsopenAccesses_ES
dc.subjectvideogamees_ES
dc.subjectaccessibilityes_ES
dc.subjectcomputer entertainmentes_ES
dc.subjectvisual impairmentses_ES
dc.subjecthuman-computer interaction (HCI)es_ES
dc.subjectIJIMAIes_ES
dc.titleComputer Entertainment Technologies for the Visually Impaired: An Overviewes_ES
dc.typearticlees_ES
reunir.tag~ARIes_ES
dc.identifier.doihttps://doi.org/10.9781/ijimai.2021.04.008


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