Accessible Virtual World Interfaces Blizzard Entertainment's World of Warcraft model Don Merritt, PhD University of Central Florida Blizzard Entertainment's.

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Accessible Virtual World Interfaces Blizzard Entertainment's World of Warcraft model Don Merritt, PhD University of Central Florida Blizzard Entertainment's World of Warcraft model Don Merritt, PhD University of Central Florida

Agenda Background Discovery: An accessible virtual world game About the players with disabilities Research and Results Lessons learned and opportunities

Background Hillbilly at heart Broadcasting and teaching PhD, Texts and Technology Director, UCF Office of Instructional Resources UCF Games Research Group

Background Love video games Congenital amputee Relationships between people and technology

Making Controller History Julia Lepetit &Andrew Bridgman April 22,

Significant Characteristics Real-time play Video-based environment Rich aural environment Textual and voice communication Coordination required between teams for “end-game” content

Blind Guy Plays Warcraft TheKephas on Youtube

Addons / Mods Blizzard structured the UI so as to be modifiable by users These “mods”, or “add-ons”, are written by the users in Lua with no support from Blizzard Any UI element can be modified and APIs exist for data that isn’t part of the packaged UI

Do addons address specific disabilities of players?

Principle I. Provide Multiple Means of Representation: 1.Provide options for perception: (1.1) options that customize the display of information; (1.2) options that provide alternatives for auditory information; (1.3) options that provide alternatives for visual information. 2.Provide options for language and symbols: (2.1) options that define vocabulary and symbols; (2.2) options that clarify syntax and structure; (2.3) options for decoding text or mathematical notation; (2.4) options that promote cross-linguistic understanding; (2.5) options that illustrate key concepts non-linguistically. 3.Provide options for comprehension: (3.1) options that provide or activate background knowledge; (3.2) options that highlight critical features, big ideas, and relationships; (3.3) options that guide information processing; (3.4) options that support memory and transfer. Principle II. Provide Multiple Means of Action and Expression: 1.Provide options for physical action: (4.1) options in the mode of physical response; (4.2) options in the means of navigation; (4.3) options for accessing tools and assistive technologies. 2.Provide options for expressive skills and fluency: (5.1) options in the media for communication; (5.2) options in the tools for composition and problem solving; (5.3) options in the scaffolds for practice and performance. 3.Provide options for executive functions: (6.1) options that guide effective goal-setting; (6.2) options that support planning and strategy development; (6.3) options that facilitate managing information and resources; (6.4) options that enhance capacity for monitoring progress. Principle III. Provide Multiple Means of Engagement: 1.Provide options for recruiting interest: (7.1) options that increase individual choice and autonomy; (7.2) options that enhance relevance, value, and authenticity; (7.3) options that reduce threats and distractions. 2.Provide options for sustaining effort and persistence: (8.1) options that heighten salience of goals and objectives; (8.2) options that vary levels of challenge and support; (8.3) options that foster collaboration and communication; (8.4) options that increase mastery-oriented feedback. 3.Provide options for self-regulation: (9.1) options that guide personal goal-setting and expectations; (9.2) options that scaffold coping skills and strategies; (9.3) options that develop self-assessment and reflection. 3 Principles of UDL from CAST website

Addons fit into UDL principles

Do players with disabilities who manage their experience with addons have a “deeper” identity immersion experience with the game than players with disabilities who do not?

Discovery (and a little role-play) How much do you enjoy finding quest, NPC’s or locations others do not know? How much do you enjoy collecting distinctive objects or clothing that have no functional value in the game? How much do you enjoy exploring the world – simply to explore the world? How enjoyable is it exploring every map or zone in the world? How enjoyable is it to try out new roles and personalities with your characters?

McLuhan, Understanding Media  Media as prosthetic Zimmerman and Salen  Three schema for understanding games: Rules, Play, Culture 1.Rules: the system of play (interface embodies rules) Navigation and information feedback 2.Play: the space between gamer and game where experience takes place 3.Culture: the design of a game embodies the values with which it was made

Lesson 1 It is possible for people with many different ability levels and challenges to engage with, find meaning within, and enjoy virtual worlds.

Lesson 2 Immersion in a virtual environment for a person with a disability is enhanced (enabled?) by the community of that environment as well as the technologies of the environment. (Create places people want to populate!)

Lesson 3 Accessibility is a natural tendency for environments where users can create and / or modify the UI themselves. Unfortunately this is easier in closed environments.

Lesson 4 Accessibility is likely to improve over timme so we must build worlds / environments that will be persistent.

Don The impact of user-generated interfaces on the participation of users with a disability in virtual environments: Blizzard Entertainment's World of Warcraft model AN=ucfl &site=eds-live&scope=site