How Game Designers Can Account for Those With Autism Spectrum Disorder (ASD) When Designing Game Experiences

How Game Designers Can Account for Those With Autism Spectrum Disorder (ASD) When Designing Game Experiences

Robert Costello, Jodie Donovan
ISBN13: 9781668435427|ISBN10: 166843542X|EISBN13: 9781668435434
DOI: 10.4018/978-1-6684-3542-7.ch011
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MLA

Costello, Robert, and Jodie Donovan. "How Game Designers Can Account for Those With Autism Spectrum Disorder (ASD) When Designing Game Experiences." Research Anthology on Physical and Intellectual Disabilities in an Inclusive Society, edited by Information Resources Management Association, IGI Global, 2022, pp. 202-224. https://doi.org/10.4018/978-1-6684-3542-7.ch011

APA

Costello, R. & Donovan, J. (2022). How Game Designers Can Account for Those With Autism Spectrum Disorder (ASD) When Designing Game Experiences. In I. Management Association (Ed.), Research Anthology on Physical and Intellectual Disabilities in an Inclusive Society (pp. 202-224). IGI Global. https://doi.org/10.4018/978-1-6684-3542-7.ch011

Chicago

Costello, Robert, and Jodie Donovan. "How Game Designers Can Account for Those With Autism Spectrum Disorder (ASD) When Designing Game Experiences." In Research Anthology on Physical and Intellectual Disabilities in an Inclusive Society, edited by Information Resources Management Association, 202-224. Hershey, PA: IGI Global, 2022. https://doi.org/10.4018/978-1-6684-3542-7.ch011

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Abstract

Autism Spectrum Disorder (ASD) is a prevalent neurodevelopmental disability among gamers where individuals belonging to this group of conditions have difficulty understanding non-verbal cues. Though game accessibility is a focal point in the games industry, there has been a keen focus placed on developing accessibility. Consequently, this study examines the perspective of video games from individuals who have autism to gain further insight into the needs of these individuals. The preliminary study is to discover if autistic users' difficulty reading non-verbal cues extends to their perception of a game environment and if these individuals can experience sensory distress while playing video games. A prototype was created to further understand the non-verbal cues to help shape the foundation of accessibility framework. The preliminary results concluded that autistic users frequently misread or fail to pick up on the non-verbal cues used by developers to drive game flow and narrative (e.g., sign-posting), in addition to experiencing sensory distress while playing video games.

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