Growing Up with Cerebral Palsy (CP) and Games: Case Study on the Accessible Gameplay Experiences of the Young Players with CP and Their Families through the Lens of Developmental Task Perspective

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Understanding the experiences of players with disabilities is a key research issue in game accessibility. However, less is known about the values that young players experience from games, particularly in relation to their situational context as adolescents and young adults with disabilities. We explore how the values of accessible gaming are created in players' lives by analyzing interviews with five players with cerebral palsy (CP) (age range 13-25 years) and their parents through the lens of developmental tasks theory. Using thematic analysis, we discovered three themes that illustrated how video games' roles changed according to their life stages: Establishing Healthy Self in Family, Navigating Peer Culture, and Preparing Adult Life. Our results indicated that young players with CP made active decisions in their life and developed supportive relationships from playing accessible games. The changes in their desired developmental task and social contexts influenced the values they found in games. We discuss video games as a sociocultural resource that assists young players with CP to attain the developmental tasks they desire and achieve social inclusion. We conclude with design insights for creating more inclusive gameplay experiences for young players with CP. © 2023 ACM.
Publisher
Association for Computing Machinery
Issue Date
2023-09
Language
English
Article Type
Article
Citation

Proceedings of the ACM on Human-Computer Interaction, v.7

DOI
10.1145/3611038
URI
http://hdl.handle.net/10203/316137
Appears in Collection
GCT-Journal Papers(저널논문)
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