How Users Who are Blind or Low Vision Play Mobile Games: Perceptions, Challenges, and Strategies
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arXiv
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| Autori principali: | , , , , , , |
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| Natura: | Preprint |
| Pubblicazione: |
2025
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| _version_ | 1866910827237343232 |
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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 |