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Sound-based navigation can make video games more accessible to blind players, ensuring they can enjoy and be immersed in interactive experiences on equal footing with sighted players.

This is how blind people can play video games

SHARE YOUR SCIENCE: Gaming is no longer just for the sighted. Blind players are ready, and with built-in auditory navigation, it’s time developers got in the game, too.

Published

Video games have become a major part of modern entertainment, yet for players with visual impairments, access remains a significant challenge. Sound-based navigation can make video games more accessible to blind players, ensuring they can enjoy and be immersed in interactive experiences on equal footing with sighted players.

My study lays the groundwork for a more inclusive gaming industry. By developing and testing a new framework for accessible game design, it demonstrates that integrating robust auditory navigation systems into games can bridge the gap.

Win-win – for developers and gamers

The gaming industry has made strides in accessibility, but most solutions are costly and developed by AAA-studios, which is the video game equivalent of a Hollywood production from the world of movies.

This limits the possibilities for smaller studios to afford to make their games tailored for the blind players. Sadly, blind players are often forced to rely on unofficial modifications or workarounds to play mainstream and indie games.

For game developers, this means new opportunities to reach a broader audience by implementing built-in accessibility features rather than relying on third-party solutions.

For players, it means more freedom to enjoy video games without unnecessary barriers. Organizations such as The Norwegian Association of the Blind and Partially Sighted (Blindeforbundet) are thrilled and are now collaborating with us by sending testers, reinforcing the real-world impact of this work.

How was this tested?

To evaluate the effectiveness of sound-based navigation, we conducted an experiment with two groups: blind players and sighted participants who played the game blindfolded to simulate different levels of visual impairment.

The participants used audio cues, including a moving sound cue guiding the player towards the goal using spatial audio to inform where to move, and sound effects to navigate a game environment without any visual assistance.

Data was collected on their ability to complete levels, the time required, and their experience via questionnaires.

The results showed that most participants could successfully navigate the game using only auditory information, confirming that well-designed sound cues can serve as an effective tool for orientation and movement.

Practical implications and the next steps

Based on our findings, the next phase of research will focus on refining this approach based on feedback from testers across different game genres and environments. We aim to create a standardized framework that game developers can easily implement in their production pipelines.

To ensure practicality, we are working closely with the Norwegian game industry, including Snowcastle Games, to ensure optimal workflow for the developers which then again will ensure upscaling in games available for the blind players.

Ultimately, the goal is to establish sound-based navigation as an industry standard, making games truly accessible to all players. By combining research, industry collaboration, and direct input from blind players, we can move towards a future where video games are designed for everyone from the very beginning. 

Reference:

  • A. Espeseth and K. Raaen, "Playing Games Without Sight: Sonic Play," 2024 IEEE Gaming, Entertainment, and Media Conference (GEM), Turin, Italy, 2024, pp. 1-6, doi: 10.1109/GEM61861.2024.10585643.

 

 

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