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Inclusive Education Through Accessible Mobile Serious Games

Inclusive Education Through Accessible Mobile Serious Games
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Author(s): Angel Jaramillo-Alcázar (Universidad de Las Américas, Ecuador), Santiago Criollo-C (Universidad de Las Américas, Ecuador)and Sergio Luján-Mora (University of Alicante, Spain)
Copyright: 2022
Pages: 20
Source title: Research Anthology on Developments in Gamification and Game-Based Learning
Source Author(s)/Editor(s): Information Resources Management Association (USA)
DOI: 10.4018/978-1-6684-3710-0.ch048

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Abstract

Accessibility has been defined as the ability of an object to be used despite the condition or disability of a person. However, it is a feature that often has not been taken into account in the design of products or services, and the mobile serious game market is no exception. Accessibility guidelines were defined through the consolidation of different initiatives and good practices of video game developers as well as groups interested in providing accessibility to video games. Once the guidelines were defined, a method for evaluating the accessibility of mobile serious games was developed and applied in a mobile serious game. The purpose of this document is to propose an evaluation tool for those who wish to develop accessible mobile serious games for people with impairments and improve inclusive education.

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