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Creating and Evaluating Accessible Audio-Only Games

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Creating and Evaluating Accessible Audio-only Games
First Author: Tatt Loong Hung Affiliation: CIRCUA, School of Engineering & Information Sciences, Middlesex University Address: The Burroughs, Hendon, London NW4 4BT, UK. e-mail address: t.hung@mdx.ac.uk
ABSTRACT

Second Author: Ray Adams (supervisor) Affiliation: CIRCUA, School of Engineering & Information Sciences, Middlesex University Address: The Burroughs, Hendon, London NW4 4BT, UK. e-mail address: adams@churchillians.net
In summary, this work demonstrates the feasibility and acceptability of creating audio-only games plus new findings about the importance of the level of cognitive load, the nature of the learning curve, the different design methodologies and the different types of players for an understanding of the psychology of the player of the audio-only computer game.
MOTIVATION FOR THIS RESEARCH

Audio-only computer games are the primary focus of the present work. They are important for both practical and theoretical reasons. Computer games now form one of the biggest categories of software application in the world. Yet few of them are accessible for those players for whom visual displays are not appropriate, due to circumstances or visual disabilities. Equally, audio-only games provide an environment in which to investigate the psychology of the users of such games. We have deployed both existing games and those designed in collaboration with potential users, noting greater satisfaction with the latter. The objectives of this research were to investigate the psychology of the sound only game by exploring (a) the shape of learning curve and (b) the degree of cognitive overload on users when playing audio-only games. To do so, we have used simple experimental methods. We also explored what makes a truly enjoyable game by measuring our game players' performance and feedback individually. To date,

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