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The Convention on the Rights of the Child states: "States Parties recognize
the right of the child to rest and leisure, to engage in play and recreational activities appropriate to the
age of the child and to participate freely in cultural life and the arts." Playing is a right not only of every child
but also of every person and it is a basic component to enhance the quality of life of any people.
Play is also the essential means through which persons develop: through play, we can learn,
explore the social and physical environment and build fruitful social relationships.
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The value of the European market for videogames is half that of the entire music market and already exceeds
the cinema box office. Videogames are becoming an increasingly mainstream, "socially acceptable" form of leisure.
Playing videogames has become a cross generation phenomenon, and game makers, such as Sony,
Electronic Arts and Microsoft are searching for new customers.
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In this panorama, a key role is played by games playable by all the family: relatively simple games
with basic controls that can be played in a short amount of time. Targeting the family as a whole
they have to be accessible to any player:children, youth, adults, elderly, all of them characterised
by different abilities and competencies.
Accessibility and adaptability are added values in such a global market.
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A videogame is a software program in which one or more players control objects and resources on the screen, aiming
at a target. Any videogame contains computer-controlled agents called Non-Player Characters (NPC) that oppose
the human player. Game Artificial Intelligence (AI)
manages their decision-making capabilities.
The game AI is usually developed by rule-based techniques, gathered in reusable and parameterised
software modules.
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A well designed game AI is able to perform all the functions that may be played
by the human players.It may be exploited to complete and enhance the user aptitudes
in playing. This capability well fits the widening of the customers base in terms of age and experience.
A clever game AI programming may easily serve highly customised needs.
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Looking at the player side, the market of videogame interfaces offers a wide plethora of devices, designed to support different game genres
and features, but main videogame hardware manufacturers, such as Microsoft, Sony, Nintendo,
dictate some de facto standards and pursue certification policies to take the control on the market.
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The gamepad is a universal game controller compatible with most of the existing videogames, on different platforms.
It consists of a well-defined set of action buttons and a navigation controller. Each person interacts with ICT devices
in his/her own way. Assistive Technologies (AT) serve a variegate range of needs as plug-ins to commercial ICT equipment.
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Any interface able to emulate a gamepad may be used to access the most of commercial videogames.
Laudanna E, Bulgheroni M, Caprino F, Besio S,
Making mainstreaming videogames more accessible: a pilot study applied to Buzz!TM Junior Monster Rumble for PlayStation (full paper)
Computers Helping People with Special Needs; 12th International Conference, ICCHP 2010
E. Laudanna ICCHP 2010 slides presentation
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