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Késako, an accessible educational video game?

publié le 18 août 2015 à 09:42 par Catherine Claus   [ mis à jour le·26 oct. 2015 à 09:03 par Thomas Gaudy ]
The concept of "Accessible Educational Video Games" needs to be clarified. You are going to be familiar with this vocabulary soon enough… Let us guide you…


By "game" we mean the implementation of a cognitive activity or of a stimulating and pleasing instruction.

By "video game" we mean the support of the game more than its appearance.

A video game is a game that requires activities of computer science to support the digital medium (CD, DVD or downloadable since the development of the internet). The term "video" is used in reference to a visual aspect, a predominant factor in this type of medium. It is more convenient to talk about "digital games" since, for example, games for the blind are based on sounds.

By "Educational Video Games", we are connecting educational activities with a digital medium. Recent research (see notes on the bottom of the page) discusses the effectiveness of the process of learning the game and the students' happiness and contentment. In contrast to recreational video games, whose goals are basically to entertain targeted players, educational video games' goals are for the players to acquire knowledge in a fun way.

The centre de ressources et d'information sur le multimédia pour l'enseignement supérieur (Resource and Information Centre on Multimedia for Higher Education) (CERIMES, France) has dedicated a part of their activities to the research on educational video games or "Serious Games". For more information, visit www.jeux-serieux.fr (in French only).

By "accessible educational video games", we envision the availability of digital educational resources for a public that is often left out, due to particular problems, such as diverse handicaps or for those in unfavorable social-economic situations.

More specifically:
- people with a visual handicap cannot play most video games due to the inability to perceive messages communicated visually.
- many people with a motor handicap cannot play video games due to the complexity of use or the large number of commands required.

The media uses "Accessible" when they overcome these limitations in a satisfying way.
- Educational digital games for those with visual deficiencies are often tactile or sound games.
- Games for those with a hearing deficiency often resort to subtitles or to highlighting particular visual landmarks.
- Accessible games for those with a motor handicap generally greatly reduce the number of command buttons.
- For those with a cognitive handicap, accessible games offer a progression of level difficulties that are more adapt to an ease of learning.


Ludociels for all's objective is to cognitively and intellectually stimulate people with a physical or cognitive handicap through digital products (games) to be useful and beneficial for them.

Stéphanie Akré.
Translation (french to english): Catherine Claus.

To learn more about visual handicaps, to better understand the manner of adapting video games for the blind public, you can consult the book titled, "Conception de jeux vidéo sonores accessibles aux personnes aveugles" (Accessible Sound Video Game Conception for the Blind) by Thomas Gaudy, co-founder of Ludociels for all.

In particular, check out:
- The book "Serious Games: Mechanisms and Effects" by Ute Ritterfeld, Michael Cody and Peter Vorderer; Routledge, 2010. http://bit.ly/1nyfbtv
- The following literary review: "A Systematic Literature Review of Empirical Evidence on Computer Games and Serious Games" by Thomas M. Connollya, Elizabeth A. Boylea, Ewan MacArthura, Thomas Haineya, James M. Boyleb; University of the West of Scotland and University of Strathclyde, Glasgow, Scotland, 2012. http://bit.ly/1ARctHT