posted by organizer: drakkos || 3581 views || tracked by 4 users: [display]

TCGJ SIGA 2017 : Computer Games Journal Special Issue of Game Accessibility

FacebookTwitterLinkedInGoogle

Link: http://meeplelikeus.co.uk/computer-games-journal-special-issue-accessibility-gaming-call-papers/
 
When N/A
Where N/A
Submission Deadline Dec 31, 2017
Categories    gaming   accessibility   games   disabilities
 

Call For Papers

In recent years, this topic has become greatly enriched. Academic literature in this field now covers a wide range of disciplines, from sociology to cutting-edge technologies. Video games, which until recently were mainly of interest only to hobbyists and enthusiasts, are now a mainstay of the global recreational landscape; video games are now considered interactive units of culture and art. In 2017, the value of the global video games market surpassed US$100 billion for the first time. However, video games represent only one part of a larger spectrum of experiences. The sustained and accelerating success of the video games industry is being mirrored by rising popularity in roleplaying games, multi-modal games, and table-top games.

In such a large and vibrant marketplace, it is easy to assume that gaming is a hobby that can truly be enjoyed by anyone. However, this is not the case. There remain subsets of the population that are excluded from full participation in this remarkable hobby. There are gamers-in-waiting that want to play games, but who are excluded due to impairment or disability. Coupled to this is a large group of people who do not recognise their own desire to play games because they feel as if video game products are designed only for certain ‘hardcore’ gamers, for ‘geeks’. Researchers and game designers are now responding to this crisis. 2016 was a wonderful year in terms of computer games accessibility; however, that must be understood in terms of the industry clearing a bar that was already set quite low. For every outstanding example of best practice, there are several counter-examples of sustained inaccessibility.

We invite submissions for this special issue of The Computer Games Journal, which focus on cutting edge research and perspectives in relation to game inaccessibility. We welcome contributions from academics, industry professionals, students, and those with direct experience of inaccessibility. We will also consider papers concerning non-computing related gaming inaccessibility, which reflect the intersectional and interlinked nature of recreational interaction. Deadline: 31 December 2017

Topics include, but are not limited to:

* Tools, techniques and cutting-edge research into game technologies for accessibility
* Modifications and alterations to games for the purposes of ‘accessibility hacking’
* Mobile gaming platforms and the implications of disability
* Cultural issues of accessibility, including perspectives on diversity and inclusion
* Vectors of inaccessibility in both game design and narrative presentation
* Best design practice for accessibility requirements
* Case studies in the implementation of accessibility in games
* Issues of stigma against or unwelcome self-disclosure of disability in gaming communities
* Heuristics or evaluations of gaming accessibility in novel or challenging environments

For queries regarding scope and applicability, please contact the guest editor, Dr Michael James Heron, by sending an email to: m.j.heron1@rgu.ac.uk.

For submission enquiries, please contact Malcolm Sutherland (Assistant Editor-in-chief) at edboard@computergamesjournal or Juirwen Argones (Springer) at Juirwen.Argones@springer.com

Related Resources

Victorian American Myths in Video Games 2025   International Conference on Victorian and American Myths in Video Games
IJCGA 2024   International Journal of Computer Graphics & Animation
SMART ACCESSIBILITY 2025   The Tenth International Conference on Universal Accessibility in the Internet of Things and Smart Environments
Towards Sustainable Game Design 2024   Towards Sustainable Game Design: The Game Needs to Change
Gam-R 2024   Gam-R 2024 : 7th International Workshop Gam-R - Gamification Reloaded in conjunction with ACM In-Cooperation Mensch und Computer conference (MuC 2024)
ACHI 2025   The Eighteenth International Conference on Advances in Computer-Human Interactions
GBL-HICSS 2025   Game-based Learning Minitrack - Hawaii International Conference on System Sciences
IEEE-Ei/Scopus-ITCC 2025   2025 5th International Conference on Information Technology and Cloud Computing (ITCC 2025)-EI Compendex
GAME-ON®' 2024   GAME-ON'2024, 25th Annual Simulation & AI in Games Conference
SPIE-Ei/Scopus-DMNLP 2025   2025 2nd International Conference on Data Mining and Natural Language Processing (DMNLP 2025)-EI Compendex&Scopus