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Lisa Jacobs

dblp:319/3900 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2022
—ORCID · unresolved

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Accessibility and assistive technology · 44% Games and playful interaction · 44% Health and well-being technologies · 13%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Accessibility and assistive technology › software accessibility
game accessibility
0.612022
Including the Experiences of Physically Disabled Players in Mainstream Guidelines for Movement-Based Games · CHI 2022
Games and playful interaction › physical play
movement-based games
0.612022
Including the Experiences of Physically Disabled Players in Mainstream Guidelines for Movement-Based Games · CHI 2022
Health and well-being technologies
physical activity
0.212022
Including the Experiences of Physically Disabled Players in Mainstream Guidelines for Movement-Based Games · CHI 2022

Methods — techniques the papers use, named apart from their topics

survey · 0.6interview study · 0.6interpretative phenomenological analysis · 0.6
YearPublicationVenuePosition
2022 Including the Experiences of Physically Disabled Players in Mainstream Guidelines for Movement-Based Games
abstract
Movement-based video games can provide engaging play experiences, and also have the potential to encourage physical activity. However, existing design guidelines for such games overwhelmingly focus on non-disabled players. Here, we explore wheelchair users’ perspectives on movement-based games as an enjoyable play activity. We created eight game concepts as discussion points for semi-structured interviews (N=6) with wheelchair users, and used Interpretative Phenomenological Analysis to understand their perspectives on physical activity and play. Themes focus on independent access, challenges in social settings, and the need for comprehensive adaptation. We also conducted an online survey (N=21) using the same game concepts, and thematic analysis highlighted the importance of adequate challenge, and considerations around multiplayer experiences. Based on these findings, we re-contextualize and expand guidelines for movement-based games previously established by Mueller and Isbister to include disabled players, and suggest design strategies that take into account their perspectives on play.
Liam Mason, Kathrin Maria Gerling, Patrick Dickinson, Jussi Holopainen, Lisa Jacobs, Kieran Hicks
CHI5