Abstract
The exclusion of impaired people from various areas of life is undeniable, leisure and entertainment (including games) being definitely among them. The paper focuses on the research of the current state of accessibility in gaming, non-mental disabilities (grouped into visual, auditory and physical) and the ways of compensating for them in real life and gaming. It results in the development of a game prototype with assisstive AI for physically challenged players, which is then subsequently tested in field on a mixed school with both challenged and unchallenged children and aims to breach the barrier of impaired players feeling “left out”, bringing both groups of players together through making them realize their similarities, rather than their differences. The aim was to help and empower the player, not replace him.
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