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Game Accessibility
Within the field of human–computer interaction, accessibility of video games is considered a sub-field of computer accessibility, which studies how software and computers can be made accessible to users with various types of impairments. It can also include tabletop RPGs, board games, and related products. In spring 2020, the COVID-19 pandemic caused a massive boom of the video game industry. With an increasing number of people interested in playing video games and with video games increasingly being used for other purposes than entertainment, such as education, Physical therapy, rehabilitation or health, game accessibility has become an emerging field of research, especially as players with disabilities could benefit from the opportunities video games offer the most. A 2010 study estimated that 2% of the U.S. population is unable to play a game at all because of an impairment and 9% can play games but suffers from a reduced gaming experience. A study conducted by casual games stu ...
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Human–computer Interaction
Human–computer interaction (HCI) is the process through which people operate and engage with computer systems. Research in HCI covers the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. These include visual, auditory, and tactile (haptic) feedback systems, which serve as channels for interaction in both traditional interfaces and mobile computing contexts. A device that allows interaction between human being and a computer is known as a "human–computer interface". As a field of research, human–computer interaction is situated at the intersection of computer science, behavioral sciences, design, media studies, and several other fields of study. The term was popularized by Stuart K. Card, Allen Newell, and Thomas P. Moran in their 1983 book, ''The Psychology of Hum ...
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Eye Tracking
Eye tracking is the process of measuring either the point of gaze (where one is looking) or the motion of an eye relative to the head. An eye tracker is a device for measuring eye positions and eye movement. Eye trackers are used in research on the visual system, in psychology, in psycholinguistics, marketing, as an input device for human-computer interaction, and in product design. In addition, eye trackers are increasingly being used for assistive and rehabilitative applications such as controlling wheelchairs, robotic arms, and prostheses. Recently, eye tracking has been examined as a tool for the early detection of autism spectrum disorder. There are several methods for measuring eye movement, with the most popular variant using video images to extract eye position. Other methods use search coils or are based on the electrooculogram. History In the 1800s, studies of eye movement were made using direct observations. For example, Louis Émile Javal observed in 187 ...
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Universally Accessible Games
Universality most commonly refers to: * Universality (philosophy) * Universality (dynamical systems) Universality principle may refer to: * In statistics, universality principle, a property of systems that can be modeled by random matrices * In law, as a synonym for universal jurisdiction * In moral philosophy, the first formulation of Kant's categorical imperative. Universality may also refer to several concepts that are also known as "universality" * Background independence, a concept of universality in physical science * Turing-complete, a concept of universality in computation * Universal property, a mathematical concept * Universal jurisdiction, in international law * Universality slot, quota system used at the Olympics * Lepton universality in the Standard Model of particle physics. * Universality of the Church, a theological concept in Christian ecclesiology * Universality Places, wild card entries granted to underrepresented nations in Summer Olympic Games ...
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Complex Needs
Complex commonly refers to: * Complexity, the behaviour of a system whose components interact in multiple ways so possible interactions are difficult to describe ** Complex system, a system composed of many components which may interact with each other * Complex (psychology), a core pattern of emotions etc. in the personal unconscious organized around a common theme such as power or status Complex may also refer to: Arts, entertainment and media * Complex (English band), formed in 1968, and their 1971 album ''Complex'' * Complex (band), a Japanese rock band * ''Complex'' (album), by Montaigne, 2019, and its title track * ''Complex'' (EP), by Rifle Sport, 1985 * "Complex" (song), by Gary Numan, 1979 * "Complex", a song by Katie Gregson-MacLeod, 2022 * "Complex" a song by Be'O and Zico, 2022 * Complex Networks, publisher of the now-only-online magazine ''Complex'' Biology * Protein–ligand complex, a complex of a protein bound with a ligand * Exosome complex, a multi-prote ...
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Learning Disability
Learning disability, learning disorder, or learning difficulty (British English) is a condition in the brain that causes difficulties comprehending or processing information and can be caused by several different factors. Given the "difficulty learning in a typical manner", this does not exclude the ability to learn in a different manner. Therefore, some people can be more accurately described as having a "learning difference", thus avoiding any misconception of being disabled with a possible lack of an ability to learn and possible negative stereotyping. In the United Kingdom, the term "learning disability" generally refers to an intellectual disability, while conditions such as dyslexia and dyspraxia are usually referred to as "learning difficulties". While ''learning disability'' and ''learning disorder'' are often used interchangeably, they differ in many ways. Disorder refers to significant learning problems in an academic area. These problems, however, are not enough to wa ...
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Games For People With A Learning Disability
A game is a structured type of play usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or video games) or art (such as games involving an artistic layout such as mahjong, solitaire, or some video games). Games have a wide range of occasions, reflecting both the generality of its concept and the variety of its play. Games are sometimes played purely for enjoyment, sometimes for achievement or reward as well. They can be played alone, in teams, or online; by amateurs or by professionals. The players may have an audience of non-players, such as when people are entertained by watching a chess championship. On the other hand, players in a game may constitute their own audience as they take their turn to play. Often, part of the entertainment for children playing a game is deciding who is part of their audience and who participates as a player. A toy an ...
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Switch Access
Switch access is the use of one or more switches to operate computers and other devices and is primarily used by people with severe physical or cognitive impairment. A switch is an assistive technology device that replaces the need to use a computer keyboard or a mouse. It may allow users to control a computer, power wheelchair, video game console, tablet, smartphone, toy, and a variety of other electronic devices. Types of switch Switches come in a variety of shapes and sizes depending on the action used to activate them (such as sip-puff, pushing, pulling, pressing, blinking or squeezing). Switches also vary in their colour and aesthetics. For push or press switches, the amount of force required to operate them varies or in some cases can be adjusted. Some switches may only require a touch (not even a press), some may be designed to be kicked. A switch can be operated by almost any body part that is able to produce consistent and voluntary movement. Connecting a switch A s ...
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Audio Game
An audio game is an electronic game played on a device such as a personal computer. It is similar to a video game save that there is audible and tactile feedback but not visual. Audio games originally started out as 'blind accessible'-games and were developed mostly by amateurs and blindness, blind programmers. But more and more people are showing interest in audio games, ranging from sound artists, game accessibility researchers, mobile video game developer, game developers and mainstream video game player, video gamers. Most audio games run on a personal computer platform, although there are a few audio games for handhelds and video game consoles. Audio games feature the same variety of genres as video games, such as adventure games, racing games, etc. Audio game history The term "electronic game" is commonly understood as a synonym for the narrower concept of the "video game." This is understandable as both electronic games and video games have developed in parallel and the ...
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Federal Communications Commission
The Federal Communications Commission (FCC) is an independent agency of the United States government that regulates communications by radio, television, wire, internet, wi-fi, satellite, and cable across the United States. The FCC maintains jurisdiction over the areas of broadband access, fair competition, radio frequency use, media responsibility, public safety, and homeland security. The FCC was established pursuant to the Communications Act of 1934 to replace the radio regulation functions of the previous Federal Radio Commission. The FCC took over wire communication regulation from the Interstate Commerce Commission. The FCC's mandated jurisdiction covers the 50 states, the District of Columbia, and the territories of the United States. The FCC also provides varied degrees of cooperation, oversight, and leadership for similar communications bodies in other countries in North America. The FCC is funded entirely by regulatory fees. It has an estimated fiscal-2022 budg ...
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Entertainment Software Association
The Entertainment Software Association (ESA) is the trade association of the video game industry in the United States. It was formed in April 1994 as the Interactive Digital Software Association (IDSA) and renamed on July 21, 2003. It is based in Washington, D.C. Most of the top publishers in the gaming world (or their American subsidiaries) are members of the ESA. The ESA also organized the annual Electronic Entertainment Expo (E3) trade expo in Los Angeles, California. The ESA's policy is based by member companies serving on the ESA's three Working Groups: "Intellectual Property Working Group", "Public Policy Committee" and "Public Relations Working Group". History The concept of the IDSA/ESA arose from the controversies that the violence depicted in the video game ''Mortal Kombat'' drew. This led to a United States Congress hearing in late 1993, where the video game industry was put under scrutiny for the level of violence in games like ''Mortal Kombat'' and '' Night Trap ...
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Twenty-First Century Communications And Video Accessibility Act Of 2010
The Twenty-First Century Communications and Video Accessibility Act of 2010 (CVAA) is a United States accessibility law. Signed on October 8, 2010, by then-president Barack Obama, the bill amended the Communications Act of 1934 to include updated requirements for ensuring the accessibility of "modern" telecommunications to people with disabilities. Title I of the Act imposes accessibility standards on "advanced" telecommunications products and services, while Title II of the Act imposes various requirements on the accessibility of televisions, television services, and television programming, including additional requirements on the provision of closed captioning in regards to streaming video, and new requirements on the provision of programming presented with audio description by the top television networks and non-broadcast channels. Titles Title I - Communications Access Title I of the CVAA mandates that "advanced communications services and products" (including electron ...
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