Exploring Asymmetric Roles in Mixed-Ability Gaming
David Gon\c{c}alves, Andr\'e Rodrigues, Mike L. Richardson, Alexandra, A. de Sousa, Michael J. Proulx, Tiago Guerreiro

TL;DR
This paper investigates ability-based asymmetric roles in multiplayer games to enhance engagement and equity for players with different visual abilities, demonstrating that well-designed roles can create inclusive and challenging experiences.
Contribution
It introduces a novel design approach using asymmetric roles in multiplayer games to improve accessibility and engagement for mixed-ability players.
Findings
Asymmetric roles increased perceived engagement and competence.
Players reported a sense of autonomy despite ability differences.
Games provided equitable and challenging experiences regardless of visual ability.
Abstract
The landscape of digital games is segregated by player ability. For example, sighted players have a multitude of highly visual games at their disposal, while blind players may choose from a variety of audio games. Attempts at improving cross-ability access to any of those are often limited in the experience they provide, or disregard multiplayer experiences. We explore ability-based asymmetric roles as a design approach to create engaging and challenging mixed-ability play. Our team designed and developed two collaborative testbed games exploring asymmetric interdependent roles. In a remote study with 13 mixed-visual-ability pairs we assessed how roles affected perceptions of engagement, competence, and autonomy, using a mixed-methods approach. The games provided an engaging and challenging experience, in which differences in visual ability were not limiting. Our results underline how…
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