arXivDaily arXiv每日学术速递 周一至周五更新
arXiv 1305.4359cs.CY
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促进游戏的可访问性:在全球运动会Jam体验包容性设计实践的入门课程

Promoting Game Accessibility: Experiencing an Induction on Inclusive Design Practice at the Global Games Jam

Michael James Scott, Gheorghita Ghinea

摘要:

Global Games Jam(GGJ)吸引了许多对游戏开发充满热情的人,他们来自不同的教育背景。因此,新手和学生开发人员可以体验该事件作为学习的机会。这为推广主题和想法提供了一个机会,这些主题和想法可以帮助形成未来对游戏设计的思考,并成为新从业者关键设计问题的一种归纳形式。这种方法的目的是提高对学习者可以帮助发展并带进工业的问题的认识。然而,经验本身提供了一个深刻的经验修辞和与专家的对话,可以是一个有效的教学工具,在正规教育环境中很少深入解决的问题。本文介绍了一个这样的个人帐户,通过参与GGJ被介绍给游戏的可访问性。因此,它并不打算作为一个严格的实证分析,而是一个角度的一种方式,游戏果酱可以体验,邀请进一步研究的主题。

英文摘要:

The Global Games Jam (GGJ) attracts many people who are passionate about games development, coming from a range of educational backgrounds. Therefore, the event can be experienced by novices and student developers as an opportunity for learning. This provides an opening to promote themes and ideas that could help form future thinking about games design, emerging as a form of induction on key design issues for new practitioners. Such an approach aims to raise awareness about issues which learners could help develop and take with them into industry. However, the experience itself affords a deep experiential rhetoric and dialogue with experts that could be an effective pedagogical tool for issues seldom addressed deeply in formal educational settings. This paper describes an account by one such individual, being introduced to game accessibility through participation in the GGJ. As such, it is not intended as a rigorous empirical analysis, but rather a perspective on one way a game jam can be experienced, inviting further research on the topic.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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