Video games are presented to a user primarily using visual feedback. Although many games contain sound and haptic feedback, these modalities are usually secondary in nature. Most secondary stimuli are used to enhance the player's experience and do not contain information that will tell the user what input to provide and when. Therefore, a person that has an impeded ability to perceive the primary stimuli, whether it be because of limitations of the input device (e.g. a mobile phone), a temporary sensory impairment (e.g. a noisy room), or a permanent impairment (e.g. blindness), will potentially be at a disadvantage when trying to play video games. Previous studies have shown that supplemental forms of feedback can improve the usability of software and games, and cues represented in multiple, simultaneous modalities can be detected faster, more accurately, and at lower thresholds than when presented separately. This thesis presents user studies on the use of supplemental feedback to reduce errors in playing Bingo, a game which is typically played by an older demographic who are more likely to suffer from sensory impairments such as low vision or hearing.
|School||UNIVERSITY OF NEVADA, RENO|
|Subjects||Audiology; Computer science|
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