The landscape of digital games is segregated by player ability. For example, sighted players have a multitude of highly visual games at their disposal, while blind players may choose from a variety of audio games. Attempts at improving cross-ability access to any of those are often limited in the experience they provide, or disregard multiplayer experiences. We explore ability-based asymmetric roles as a design approach to create engaging and challenging mixed-ability play. Our team designed and developed two collaborative testbed games exploring asymmetric interdependent roles. In a remote study with 13 mixed-visual-ability pairs we assessed how roles affected perceptions of engagement, competence, and autonomy, using a mixed-methods approach. The games provided an engaging and challenging experience, in which differences in visual ability were not limiting. Our results underline how experiences unequal by design can give rise to an equitable joint experience.
翻译:数字游戏的场景由玩家能力分隔开来。例如,视觉球员拥有许多高视觉游戏,而盲人球员可以从各种音频游戏中作出选择。试图改善任何一种游戏的交叉可及性往往受到他们提供的经验的限制,或忽视多球员的经验。我们探索以能力为基础的不对称角色,作为创造参与和具有挑战性的混合游戏的设计方法。我们的团队设计并开发了两场协作性试金游戏,探索不对称的相互依存角色。在一项远程研究中,我们利用混合方法评估了13对混合可视配对的角色如何影响对参与、能力和自主的认识。游戏提供了一种有吸引力和具有挑战性的经验,在这种经验中,视觉能力的差异并没有限制。我们的结果突出表明,由于设计而不平等的经历如何产生公平的共同经验。