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Video games for environmental awareness: the accessibility gap

First author: Larreina‑Morales
Year: 2023


Abstract

Video games addressing environmental issues have the potential to raise awareness among players about the pressing ecological crisis and motivate them to take individual and collective action towards sustainability. For these games to generate change on a large scale, everyone should be able to play them. However, persons with disabilities often encounter accessibility barriers that prevent or hinder their access to these games. This paper aims to bridge the gap between environmental awareness and accessibility by analysing three video games: Plasticity, Alba: A Wildlife Adventure, and The Sims 4: Eco Lifestyle. First, their environmental themes are examined. Second, their accessibility features are listed and assessed using a mixed-methods tool that combines a quantitative checklist with a user qualitative evaluation. Results show that these three games are similar in their exploration and slow-paced mechanics but lack a specific focus on accessibility, particularly regarding visual, hearing, and haptic stimuli. This leads to a reduced gaming experience for some players, and complete unplayability for others, especially users in need of visual accessibility features. To improve the situation, accessibility should be co-created with users and implemented from the design stage of the game. Future research includes analysing a larger selection of games, directly involving players in the assessment of accessibility features, and reception research examining the impact of environmental awareness on players with and without disabilities. In short, to bridge the accessibility gap in environmental awareness, it is crucial to prioritise inclusivity in video games so that everyone can participate in creating a more sustainable world.


Details

Language: English
Country of affiliation: Spain


Published in: Universal Access in the Information Society
Publication type: Journal article


Source: https://doi.org/10.1007/s10209-023-01026-6


Games

No Results

Franchises

No Records




Studies

Description: Content analysis to record environmental themes present in the game based on author gameplay, plus its accessibility features

Research type: Non-experimental
Data type: Mixed


Comparator: none
Control group: no
Pilot study: no
Pre/post measures used: no
Follow-up: no


Sample type: Game(s)
Sample size: 1
Power analysis: no
Sample countries: null


Games studied: Alba: A Wildlife Adventure


Franchises studied: null


Study outcomes: Using games for environmentalism