How Users Who are Blind or Low Vision Play Mobile Games: Perceptions, Challenges, and Strategies

Fuente: arXiv
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Autori principali: Ran, Zihe, Li, Xiyu, Xiao, Qing, Fan, Xianzhe, Li, Franklin Mingzhe, Wang, Yanyun, Lu, Zhicong
Natura: Preprint
Pubblicazione: 2025
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author Ran, Zihe
Li, Xiyu
Xiao, Qing
Fan, Xianzhe
Li, Franklin Mingzhe
Wang, Yanyun
Lu, Zhicong
author_facet Ran, Zihe
Li, Xiyu
Xiao, Qing
Fan, Xianzhe
Li, Franklin Mingzhe
Wang, Yanyun
Lu, Zhicong
contents As blind and low-vision (BLV) players engage more deeply with games, accessibility features have become essential. While some research has explored tools and strategies to enhance game accessibility, the specific experiences of these players with mobile games remain underexamined. This study addresses this gap by investigating how BLV users experience mobile games with varying accessibility levels. Through interviews with 32 experienced BLV mobile players, we explore their perceptions, challenges, and strategies for engaging with mobile games. Our findings reveal that BLV players turn to mobile games to alleviate boredom, achieve a sense of accomplishment, and build social connections, but face barriers depending on the game's accessibility level. We also compare mobile games to other forms of gaming, highlighting the relative advantages of mobile games, such as the inherent accessibility of smartphones. This study contributes to understanding BLV mobile gaming experiences and provides insights for enhancing accessible mobile game design.
format Preprint
id arxiv_https___arxiv_org_abs_2502_09866
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle How Users Who are Blind or Low Vision Play Mobile Games: Perceptions, Challenges, and Strategies
Ran, Zihe
Li, Xiyu
Xiao, Qing
Fan, Xianzhe
Li, Franklin Mingzhe
Wang, Yanyun
Lu, Zhicong
Human-Computer Interaction
Artificial Intelligence
Computers and Society
Machine Learning
As blind and low-vision (BLV) players engage more deeply with games, accessibility features have become essential. While some research has explored tools and strategies to enhance game accessibility, the specific experiences of these players with mobile games remain underexamined. This study addresses this gap by investigating how BLV users experience mobile games with varying accessibility levels. Through interviews with 32 experienced BLV mobile players, we explore their perceptions, challenges, and strategies for engaging with mobile games. Our findings reveal that BLV players turn to mobile games to alleviate boredom, achieve a sense of accomplishment, and build social connections, but face barriers depending on the game's accessibility level. We also compare mobile games to other forms of gaming, highlighting the relative advantages of mobile games, such as the inherent accessibility of smartphones. This study contributes to understanding BLV mobile gaming experiences and provides insights for enhancing accessible mobile game design.
title How Users Who are Blind or Low Vision Play Mobile Games: Perceptions, Challenges, and Strategies
topic Human-Computer Interaction
Artificial Intelligence
Computers and Society
Machine Learning
url https://arxiv.org/abs/2502.09866