Validation and Prioritization of Design Options for Accessible Player Experiences
Bibliographic record
Abstract
Abstract The profile of accessible design of digital games has increased rapidly in both research and practice. Whereas at one time accessibility was a niche area of interest, it is now a key feature promoted in commercial gaming. Typically, games achieve accessibility by offering a range of options, both in settings and gameplay, that players can customize to meet their individual needs and preferences. However, there is a distinct lack of systematic data regarding the accessibility options that players prefer, how options can be prioritized in design or how options can impact player experience. This paper presents a study that collects data about options preferred by players and uses it to expand and validate a design vocabulary for accessible design in games. Further, the results point to a need to prioritize particular types of options, specifically those relating to the player-feedback loop of games, before implementing options that modify the challenges encountered by players.
Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.
How this classification was reachedexpand
Full frame machine prediction
Teacher imitationNot calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.
Distilled classifier scores by category (both heads)
| Category | Codex | Gemma |
|---|---|---|
| Metaresearch | 0.090 | 0.326 |
| Meta-epidemiology (narrow) | 0.001 | 0.001 |
| Meta-epidemiology (broad) | 0.001 | 0.001 |
| Bibliometrics | 0.008 | 0.003 |
| Science and technology studies | 0.002 | 0.004 |
| Scholarly communication | 0.006 | 0.005 |
| Open science | 0.002 | 0.005 |
| Research integrity | 0.002 | 0.003 |
| Insufficient payload (model declined to judge) | 0.003 | 0.001 |
Machine scores (provisional)
The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.
Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.
score_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from itClassification
machine, unvalidatedMachine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.
How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".