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Disablities social networks games


David N Wallace has written a great post about accessing touch technologies and the disabled.

The Touch Barrier – Accessibility and usability issues around touch technologies

June 14th, 2008 Listen to this article. Powered by Odiogo.com

I’m Worried. Worried about recent technology developments – actually the application of one technology in particular – touch. In this instance, when I say ‘touch’ I’m referring to devices requiring skin – a finger as opposed to a stylus – ala the iPhone and nearly every laptop on the market. (read more)

Yes. It’s important and not a minority issue.
How about this for game benefits?

Disabled Gamers’ Comprise 20% of Casual-Videogame Audience

Tens of millions of disabled consumers have gravitated to “casual” videogames as a source of relief or distraction from their infirmities, as well as a sense of accomplishment or belonging, according to an Information Solutions Group survey conducted for PopCap Games (via CNET News Blog).

More than one in five (20.5%) players of casual videogames have a physical, mental or developmental disability – compared with 15.1% of the American population overall who are disabled, according to the latest US Census data.

The demographics:

Profile of Respondents

A total of 13,296 casual game players responded to the survey, with 2,728 respondents (20.5%) identifying themselves as “mildly” (22%), “moderately” (54%) or “severely” (24%) disabled. Of those, 46% indicated that their primary disability was physical, 29% said it was mental, and 25% stated they had a developmental or learning disability. (more)

and benefits of video game playing:

Perceived Benefits of Play

Fully 94% of disabled players of casual games said they believe playing casual games “provides physical or mental benefits” – compared with 80% of casual game players overall.

The most common benefits cited by disabled gamers (when asked to choose as many as applied) were stress relief (81%), mood lifting (69%), distraction from issues related to disability (66%), improved concentration (59%) and mental workouts (58%). (more)

Not all games are social, not all are online. But there are benefits and not just for those with disabilities. And maybe – just maybe – we should be building accessibility and sociability into our online games as well…

Laurel Papworth

Named by Forbes™ Magazine in the Top 50 Social Media Influencers globally, named Head of Industry, Social Media (Marketing Magazine™) and in the Power150 Media bloggers (AdAge™). CERT IV Training and Assessment certified trainer (Diplomas and Certificates etc) Adult Education. Laurel has manager Facebook Pages for Junior Masterchef, Idol, Big Brother etc. and have consulted on private online communities for banks Westpac, not for profits UNHCR & governments in SE Asia. Lecturer, social media, University of Sydney for 10 years and Laurel has 11,000 online students. Laurel Papworth personally connects to 6 million followers online and has taught around 100,000 people in the last 10 years how to be social media managers.

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