A framework for tailorable games: toward inclusive end-user development of inclusive games

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A framework for tailorable games: toward inclusive end‑user development of inclusive games Franco Eusébio Garcia1   · Vânia Paula de Almeida Neris1 

© Springer-Verlag GmbH Germany, part of Springer Nature 2020

Abstract One strategy toward universalizing play is enabling more people to develop their own games. In this paper, our efforts toward a framework for inclusive creation of inclusive games are discussed. The hypothesis is that if end-users used creation tools suitable to their interaction needs and followed a collaborative work model to iteratively improve accessibility features to be inserted into a software architecture able to modify human-computer interaction at use-time, then they would be able to create games satisfying heterogeneous interaction needs of possible players. To verify the hypothesis, the architecture, the collaborative work model, and a game creation platform (Lepi) were designed to support game creation and play activities. Abilities were focused to provide opportunities for contributions based on skills, interests, and knowledge of people. The framework was evaluated over ten meetings spanning four months by people with alcohol and drug addiction from a public healthcare service. With the framework, participants were able to create their own games despite their different interaction needs (including low literacy, no previous contact with computers, emotional disabilities). By following the collaborative work model, they enabled people with different interaction needs than their own to play their games. Hence, with the framework, opportunities were provided to enable people with different interaction needs to contribute, create, and play. Game creation became a jigsaw puzzle, on which each piece (contribution) allowed people to create and play according to their abilities and skills. Keywords  Game programming · End-user development · Game accessibility · Universal design · Meta-design · Humancentered computing

1 Introduction There have been increasingly efforts to enable end-users to develop their own games over the past decade. Game modifications (modding) and game making popularized the practice, allowing end-users (modders) to modify games to their interests and creativity. From an academic perspective, end-user development (EUD) aims to empower end-users by promoting them to non-professional software developers. Moreover, the growing importance of Information and Communication Technologies (ICTs) and digital games has been motivating * Franco Eusébio Garcia [email protected] Vânia Paula de Almeida Neris [email protected] 1



Departamento de Computação (DC), Universidade Federal de São Carlos (UFSCar), São Carlos, SP, Brazil

educators to propose new types of literacy (for instance, Digital Literacy, Media Literacy, and Gaming Literacy (GL) [60, 70, 118, 153]). They argue that gameplay and technology can help people to acquire and improve abilities related to computational thinking (CT), storytelling, communication, and problem solving [60, 70, 118, 153]. F