A Heuristic Method for Evaluating Accessibility in Web-Based Serious Games for Users with Low Vision
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Título: | A Heuristic Method for Evaluating Accessibility in Web-Based Serious Games for Users with Low Vision |
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Autor/es: | Salvador-Ullauri, Luis | Acosta-Vargas, Patricia | González, Mario | Luján-Mora, Sergio |
Grupo/s de investigación o GITE: | Advanced deveLopment and empIrical research on Software (ALISoft) |
Centro, Departamento o Servicio: | Universidad de Alicante. Departamento de Lenguajes y Sistemas Informáticos |
Palabras clave: | Accessibility | Assessment | Barrier walkthrough | Heuristic | Method | Serious games | Web Content Accessibility Guidelines (WCAG) 2.1 |
Área/s de conocimiento: | Lenguajes y Sistemas Informáticos |
Fecha de publicación: | 9-dic-2020 |
Editor: | MDPI |
Cita bibliográfica: | Salvador-Ullauri L, Acosta-Vargas P, Gonzalez M, Luján-Mora S. A Heuristic Method for Evaluating Accessibility in Web-Based Serious Games for Users with Low Vision. Applied Sciences. 2020; 10(24):8803. https://doi.org/10.3390/app10248803 |
Resumen: | Nowadays, serious games have become a beneficial resource in the learning process; they are part of our culture and promote social inclusion. Designing accessible serious games is a complete challenge, even more for non-experts. Most existing serious games do not meet accessibility standards because of a lack of methods that include standards and help create more accessible serious games. For this reason, our research presents a heuristic method with three modifications to Giorgio Brajnik’s barrier walkthrough method and based on the Web Content Accessibility Guidelines 2.1 (WCAG 2.1). We defined 28 barriers for the users with low vision and the related impact and persistence variables by defining severity ranges to evaluate accessibility. This method allows measuring the accessibility of web-based serious games; the method proposed in this article can be a good help for non-experts. As a case study, this heuristic method was applied to 40 web-based serious games. The evaluators concluded that serious games should apply WCAG 2.1 to achieve an adequate and inclusive accessibility level. However, this study has limitations; the heuristic method depends on the evaluators’ experience. This work can contribute to studies related to accessibility heuristics in serious games; it can also help construct a software tool that applies WCAG 2.1 and helps experts and non-experts evaluate accessibility in serious games. |
Patrocinador/es: | This research was funded by Universidad de Las Américas-Ecuador, as part of an internal research project FGE.PAV.19.11. |
URI: | http://hdl.handle.net/10045/110777 |
ISSN: | 2076-3417 |
DOI: | 10.3390/app10248803 |
Idioma: | eng |
Tipo: | info:eu-repo/semantics/article |
Derechos: | © 2020 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/). |
Revisión científica: | si |
Versión del editor: | https://doi.org/10.3390/app10248803 |
Aparece en las colecciones: | INV - ALISoft - Artículos de Revistas |
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Archivo | Descripción | Tamaño | Formato | |
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Salvador-Ullauri_etal_2020_ApplSci.pdf | 2,84 MB | Adobe PDF | Abrir Vista previa | |
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