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G|A|M|E – n. 7/2018

Issue 7, 2018 – Digital Games for Special Needs; Special Needs for Digital Games

Edited by E. Gandolfi, K. Calabria, R.E. Ferdig

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Summary

Vol. 1 – Journal (peer-reviewed)

Index
vol. 1, 2017 – Journal (peer-reviewed)

  • E. Gandolfi, K. Calabria, R.E. Ferdig – Introduction
  • M. Dalgleish – There are no universal interfaces: how asymmetrical roles and asymmetrical controllers can increase access diversity
  • L. Imbriani, I. Mariani, M. Bertolo – WaTa Fight! How situated multiplayer competitive gaming can facilitate the inclusion of low vision and blind players
  • T. Plothe – The Whose View of Hue?: Disability adaptability for color blindness in the digital game Hue
  • K. Schrier – Reducing Bias Through Gaming
  • B. Vercellone, J. Shelestak, Y. Dhaher, R. Clements – Haptic Interfaces for Individuals with Visual Impairments
  • Other papers from the Journal

    • WaTa Fight! How situated multiplayer competitive gaming can facilitate the inclusion of low vision and blind players
    • The Whose View of Hue?: Disability adaptability for color blindness in the digital game Hue
    • Digital Games for Special Needs; Special Needs for Digital Games
    • There are no universal interfaces: how asymmetrical roles and asymmetrical controllers can increase access diversity

    Read other Journal papers (n.7/2018)

  • Other papers from the Critical Notes

    • Lego: When video games bridge between play and cinema
    • Towards a typology of video game trailers: Between the ludic and the cinematic
    • It wasn't even acceptable in the Eighties: Hotline Miami and snuff films

    Read other Critical Notes (n.4/2015)

G|A|M|E (ISSN: 2280-7705)
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