Game Accessibility and Advocacy for Participation of the Japanese Disability Community
Abstract
:1. Introduction
2. Historical Background of Japan’s Gaming Industry
2.1. Japan’s Gaming Industry Dilemma: Competitive Content or Harmful Information?
2.2. Politics Regarding Accessibility: Lower Priority of the Game Industry
The advancement of ICT (Information and Communication Technology) brings significant reforms to society and brings various benefits to us. However, due to the digital divide due to age and physical conditions at present, it is also true that there are people who cannot enjoy these benefits, such as elderly people, people with disabilities, etc. The MIC has been making efforts to utilize ICT [to create] an environment that everyone, including the elderly and people with disabilities, can receive fruit with benefits. We are proactively promoting the following information barrier-related policies.
2.3. Development of Games for People with Disabilities by For-Profit Companies and CSR
3. Research Questions and Methodology
3.1. How Can “Games for People with Disabilities” Be Defined?
3.2. Research Questions
- RQ1: How many major Japanese gaming corporations are providing games for people with physical disabilities?
- RQ2: What kinds of concepts are being used when developing games for people with physical disabilities?
- RQ3: How do the major Japanese gaming corporations communicate with the disability community when developing games for people with physical disabilities?
4. Results and Discussion
4.1. Current Situation of Video Games for People with Disabilities in Japan
4.2. Concepts Associated with Providing Games for People with Disabilities
4.3. Communication with Disability Communities
4.4. Challenges for Providing Games for People with Disabilities
4.5. Network Analysis
4.6. Result of the Network Analysis: Higher Presence of Gaming Companies
We have developed “user friendly” games not only for people with disabilities, but for all of our users; and in terms of “game accessibility”, functions have gradually been improved and upgraded. For instance, PlayStation® 4 and PlayStation® Vita have screen settings of accessibility such as the option to invert colors, make the font size larger or smaller, bold letters, or high contrast, change button assignments, etc.
5. Conclusions
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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Financial Year 2016 | |
---|---|
1. Living support | 1,207,684 |
2. Health and medical care | 376,866 |
3. Education, culture and artistic activities, sports, etc. | 20,499 |
4. Employment and support for economic independence | 204,347 |
5. Living environment | 357 |
6. Accessibility to information | 570 |
① Improvement of information accessibility in information communication | (8) |
② Enhancement of information provision, etc. | (447) |
③ Enrichment of communication support | (158) |
④ Barrier-free program of administrative information | (16) |
7. Safety and security | 3047 |
8. Resolution of discrimination, promotion of rights protection | 530 |
9. Special consideration regarding administrative services | 519 |
10. International relations | 8 |
Total | 1,814,427 |
Target | 1. Bandai Namco Entertainment |
2. Capcom Co., Ltd. | |
3. Colopl, Inc. | |
4. DeNA Co., Ltd. | |
5. GungHo Online Entertainment, Inc. | |
6. Happinet Corporation | |
7. Konami Holdings Corporation * The response was from Konami Amusement. | |
8. NEXON Co., Ltd. | |
9. Nintendo Co., Ltd. | |
10. Pigeon Corporation | |
11. Sega Sammy Holdings * The response was from Sega Holdings. | |
12. Sony * The response was from “Sony Interactive Entertainment” | |
13. Square Enix Co., Ltd. | |
14. Taito Corporation | |
15. Tomy Company, Ltd. |
Content of Survey | (1) Are your games designed for ease of use with current or past consoles, game software, and for people with disabilities? |
(2) If any game machines and game software have been developed with the disability community in mind, please name the product. |
GungHo Online Entertainment, Inc. | We implemented a “color vision support function” for the game “Puzzle & Dragons” in 2014. “Color vision support function” is a support function for those who experience difficulty identifying colors in some specific color combinations. When this option is turned ON, the color of the “drop” in the game is changed to support color identification. |
Konami Amusement | In our games that use coins or medals for amusement arcade facilities, we designed them so that one can switch to a mode that makes it easier for the elderly to operate, in addition to our normal mode. For instance, “G I-HORSEPARK JUDGMENT”, which is a horse racing medal game, has an “easy mode (rakuraku mōdo)” embedded within. This mode can switch the interface to make it easier for the elderly and beginners to start playing the game. By switching to “Easy mode,” the UI (User Interface) design makes it possible to display information with larger text and change the layout to improve the overall experience. During the development stage, we implemented an experiment called “meeting by senior citizens” wherein we let them play and produced games according to their feedback. Additionally, in regards to other coin and medal games, switching to the “easy mode” has made it possible to narrow down the variety of the games and therefore simplify the experience for beginners and others. |
Sega Sammy Holdings | We have been devoting efforts towards implementing improvements so that everyone, regardless of age and gender, can enjoy our products. However, we have never developed products solely focusing specifically on people with disabilities and/or the elderly. |
Sony Interactive Entertainment | Sony Interactive Entertainment has been developing games so that all people, with or without disabilities, can have better access to our games with ease in mind. Regarding hardware: We are currently developing and selling consoles or gaming hardware called PlayStation 4 (PS 4) and PlayStation Vita (PS Vita). PS 4 is a stationary-type console or game machine that began selling in Japan in February 2014. PS Vita is a portable game machine that we introduced to the Japanese market in December 2011. Both PS 4 and PS Vita have their own system software, and by upgrading this system software, we have made it possible to add functions, improve operability, and enhance security. Functions related to accessibility are also improved by upgrading the version of this software. PS 4 and PS Vita can alter the setting of “accessibility”. In “accessibility”, it is possible to customize screens to the related settings integrated with the system settings to make it easier to use. For example, one can alter screen zoom, color reversal, large letters, bold letters, high contrast, and closed caption, change button assignment, change automatic scroll speed (PS 4 only), etc. In addition to that, with PS4, you can enjoy communication between users by sending and receiving stamps, as well as characters, using the “message” function. Furthermore, a “text-to-speech” function (that only corresponds to some regions and languages) that reads the text displayed on the screen or browser is also included. Regarding software: We have a production department called SIE Worldwide Studio, which produces game software for the PlayStation Platform. The game for PS 4 titled “Uncharted: Pirate King and Last Hidden Treasure,” which was developed by NAUGHTY DOG, which is one of our studios in the United States, has installed accessibility functions based on advice from people with disabilities. In this game, you need various controls by using the controller buttons and stick with both hands. For instance, there are some scenes where characters move hard or shoot guns. In that case, by using the accessibility setting, you can do the same operation with only one hand or button long press. |
Taito Corporation | “Games for the visually disabled—Space Invaders for the Visually Disabled” was sold in Japan, July 2003. Background of development: We have consulted the Japan Software Company for the Handicapped and released games as a form of collaboration, so the concept is not solely a product of in-house development. We have not developed other games for people with disabilities. |
Tomy Company, Ltd | Shogakukan’s picture book NEO Pad was introduced to the Japanese market on July 15, 2017. Because our main products are toys, there are no game machines or game software that uses the TV screen. However, we offer tablet machine games for children with hearing disabilities. They were developed so that they can easily play with them. It is possible to determine the sound volume with your own eyes (you can also put it into silent mode). When taking pictures at the camera segment, we made alterations so that you can see the signs that you took even with your eyes, according to the shutter sound of the camera. We implemented expression-sensitive game development from the initial stage until the end (you can enjoy the progression of the game even solely with text characters and icon displays without relying on sound). We had advanced monitor use with experts of hearing disorders, parties, and children with hearing disabilities, during the development of this product. |
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Kaigo, M.; Okura, S. Game Accessibility and Advocacy for Participation of the Japanese Disability Community. Information 2020, 11, 162. https://doi.org/10.3390/info11030162
Kaigo M, Okura S. Game Accessibility and Advocacy for Participation of the Japanese Disability Community. Information. 2020; 11(3):162. https://doi.org/10.3390/info11030162
Chicago/Turabian StyleKaigo, Muneo, and Sae Okura. 2020. "Game Accessibility and Advocacy for Participation of the Japanese Disability Community" Information 11, no. 3: 162. https://doi.org/10.3390/info11030162
APA StyleKaigo, M., & Okura, S. (2020). Game Accessibility and Advocacy for Participation of the Japanese Disability Community. Information, 11(3), 162. https://doi.org/10.3390/info11030162