Adaptive Gaming

There is growing evidence that digital games can fulfill a number of important functions in the lives of both children and adults with disabilities. Games that draw upon geolocation data, physical movement and other non-traditional forms of user interaction are especially promising in this regard, as suggested by recent studies demonstrating how kinetic game systems such as the Nintendo Wii can facilitate entry into gaming for players with disabilities, both as a novel and entertaining leisure activity, as well as an innovative approach to rehabilitation and exercise. Ongoing developments within gaming technologies and design, such as the introduction of WYSIWYG tools for creating, modifying or heavily customizing games at the level of design, suggest additional opportunities for improving gaming experiences for users with disabilities or other special needs.


Technoscience Research Unit joins Semaphore

Posted on Jul 19th, 2017

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EVENT: Rationalizing Play - A Critical Theory of Digital Gaming

Posted on Feb 25th, 2016

Tuesday, March 1, 2016

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EVENT(s): Professor Andrew Feenberg - Workshop and Colloquium Talk

Posted on Feb 25th, 2016

Thursday, March 3, 2016

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Featured Project: Kids' DIY Media

Posted on Feb 19th, 2016

Mapping trends, policy implications, and the best practices around children's creative cultural production online

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Seminar: Navigating SSHRC's new Open Access Guidelines

Posted on Sep 25th, 2015

Confused about the new SSHRC Open Access Policy? You’re not alone!

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Research Output


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