What children with neuromotor disabilities need to play with technological games

Roberta Nossa, Matteo Porro, Odoardo Picciolini, Matteo Malosio, Simone Pittaccio, Matteo Valoriani, Valentina Asperti, Francesco Clasadonte, Luigi Oliveto, Marta Mondellini, Simone Luca Pizzagalli, Matteo Lavit Nicora, Jacopo Romanò, Fabio Lazzari, Lorenzo Garavaglia, Alessandro Scano, Francesca Fedeli, Eleonora Diella, Sara Meloni, Emilia Biffi

Risultato della ricerca: Contributo in rivistaArticolo in rivista

Abstract

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.
Lingua originaleEnglish
pagine (da-a)9886-N/A
Numero di pagine1
RivistaAPPLIED SCIENCES
Volume11
DOI
Stato di pubblicazionePubblicato - 2021
Pubblicato esternamente

Keywords

  • Accessible videogames
  • Cerebral palsy
  • Inclusive videogames
  • Neuromotor disabilities
  • Play
  • Technology-based games
  • Videogames

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