Beachcomber: A game for the visually impaired

Nathan Ching*, Melody Wang, Malcolm Ryan, Ralph Stevenson, Clare Andreallo

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference proceeding contributionpeer-review

1 Citation (Scopus)

Abstract

Video games, as their name suggests, are a largely visual medium. To make a video game for the visually impaired would therefore seem to be an exercise in futility, but this is what we are attempting. In reality, the problem is not as impossible as it sounds. Visual impairment is not always a total lack of sight and even the legally blind can often appreciate some changes in brightness and colour. Furthermore sound and touch are becoming increasingly versatile means of interaction. In this paper we present Beachcomber, a game of sound, touch and occasional video being developed at the Game Design Lab at UNSW in conjunction with visually impaired children from Vision Australia and Guide Dogs Australia. Our goal is to make a game that is fun and engaging regard- less of your level of sight. Early playtesting results confirm that we are on the right track.

Original languageEnglish
Title of host publicationProceedings of the 6th International Conference on Foundations of Digital Games
EditorsMarc Cavazza, Katherine Ibister, Charles Rich
Place of PublicationNew York
PublisherACM
Pages289-291
Number of pages3
ISBN (Print)9781450308045
DOIs
Publication statusPublished - 2011
Externally publishedYes
Event6th International Conference on the Foundations of Digital Games, FDG 2011 - Bordeaux, France
Duration: 29 Jun 20111 Jul 2011

Other

Other6th International Conference on the Foundations of Digital Games, FDG 2011
Country/TerritoryFrance
CityBordeaux
Period29/06/111/07/11

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