Training Socially Responsible Engineers by Developing Accessible Video Games
Date
2017-07-13
Authors
Molina-Carmona, R.
Satorre-Cuerda, R.
Villagrá-Arnedo, C.
Compañ-Rosique, P.
Journal Title
Journal ISSN
Volume Title
Publisher
Springer
Abstract
University has an active social responsibility that is addressed
both by acting responsibly as institution and by transferring this ethical
duty to the students. Our proposal is achieving the social inclusion
of disabled people, as part of the social responsibility of future engineers,
through the realization of the final degree project in collaboration
with associations of disabled users, in particular through the design and
development of adapted video games. This paper presents our experience
in developing these projects in collaboration with an association of
users with cerebral palsy. The objective is training the students in the
social responsibility but also solving some problems of inclusion in the
collective of disabled users (such as the access to digital entertainment)
and carrying out an in-depth study about the interaction problems for
users with cerebral palsy, providing concrete and practical solutions. The
methodology for this experience is Action Research, with four research
stages (plan, implement, evaluate and reflect) that are iteratively repeated.
Following this methodology, three iterations have been carried
out and a fourth one is planned. As a result, three adapted video games
have been developed and a guide for adapting video games to people with
cerebral palsy has been defined. This experience has served to introduce
the aspects of social responsibility in the curricula of engineers in a very
effective way and to study and design new ways of making video games
accessible to disabled people, giving them the chance to exercise their
right to entertainment.
Description
Keywords
Social responsibility, Accessibility, Accessible video games
Citation
Molina-Carmona, R., Satorre-Cuerda, R., Villagrá-Arnedo, C., & Compañ-Rosique, P. (2017). Training Socially Responsible Engineers by Developing Accessible Video Games. In P. Zaphiris & A. Ioannou (Eds.), Learning and Collaboration Technologies. Technology in Education. 4th International onference, LCT 2017. Held as Part of HCI International 2017, Vancouver, BC, Canada, July 9–14, 2017. Proceedings, Part II (pp. 182-201). Switzerland: Springer International Publishing. doi:10.1007/978-3-319-58515-4 15