TY - JOUR
T1 - What children with neuromotor disabilities need to play with technological games
AU - Nossa, Roberta
AU - Porro, Matteo
AU - Picciolini, Odoardo
AU - Malosio, Matteo
AU - Pittaccio, Simone
AU - Valoriani, Matteo
AU - Asperti, Valentina
AU - Clasadonte, Francesco
AU - Oliveto, Luigi
AU - Mondellini, Marta
AU - Pizzagalli, Simone Luca
AU - Nicora, Matteo Lavit
AU - Romanò, Jacopo
AU - Lazzari, Fabio
AU - Garavaglia, Lorenzo
AU - Scano, Alessandro
AU - Fedeli, Francesca
AU - Diella, Eleonora
AU - Meloni, Sara
AU - Biffi, Emilia
PY - 2021
Y1 - 2021
N2 - Game activity is fundamental for children’s cognitive and social development. During recent years, technology development has led to changes in several areas, including the ludic one. However, while in the literature, there are plenty of studies that report the importance of technology-based games in rehabilitation program, little attention has been paid to their role as pure entertainment. In contrast, the market does not provide videogames that are engaging, accessible, and inclusive. In this context, a survey was distributed to families who have a child with neuromotor limitations to investigate how these children deal with play, in particular with videogames, and what the requirements are for accessible and inclusive videogames. FightTheStroke distributed the questionnaire to families with a child with neuromotor impairments in April 2020. Fifty-six families responded to the survey. The answers revealed that children generally manifest positive feelings when playing with videogames, especially with cooperative ones, even if they are not fully accessible. The survey also collected user needs and suggestions from families about the design of videogames for neuromotor-impaired children. Guidelines derived from the survey are reported for the development of entertaining, inclusive, and accessible videogames, playable by children with neuromotor disabilities.
AB - Game activity is fundamental for children’s cognitive and social development. During recent years, technology development has led to changes in several areas, including the ludic one. However, while in the literature, there are plenty of studies that report the importance of technology-based games in rehabilitation program, little attention has been paid to their role as pure entertainment. In contrast, the market does not provide videogames that are engaging, accessible, and inclusive. In this context, a survey was distributed to families who have a child with neuromotor limitations to investigate how these children deal with play, in particular with videogames, and what the requirements are for accessible and inclusive videogames. FightTheStroke distributed the questionnaire to families with a child with neuromotor impairments in April 2020. Fifty-six families responded to the survey. The answers revealed that children generally manifest positive feelings when playing with videogames, especially with cooperative ones, even if they are not fully accessible. The survey also collected user needs and suggestions from families about the design of videogames for neuromotor-impaired children. Guidelines derived from the survey are reported for the development of entertaining, inclusive, and accessible videogames, playable by children with neuromotor disabilities.
KW - Accessible videogames
KW - Cerebral palsy
KW - Inclusive videogames
KW - Neuromotor disabilities
KW - Play
KW - Technology-based games
KW - Videogames
KW - Accessible videogames
KW - Cerebral palsy
KW - Inclusive videogames
KW - Neuromotor disabilities
KW - Play
KW - Technology-based games
KW - Videogames
UR - http://hdl.handle.net/10807/228635
U2 - 10.3390/app11219886
DO - 10.3390/app11219886
M3 - Article
SN - 2076-3417
VL - 11
SP - 9886-N/A
JO - APPLIED SCIENCES
JF - APPLIED SCIENCES
ER -