A Tripartite Framework for the Co-design of an Awareness-raising SG Addressing Visual Impairment: A Systematic Literature Review
DOI:
https://doi.org/10.34190/ecgbl.20.2.5159Keywords:
Serious Game, Co-design, Visual Impairment, PRISMA, Information and Communication SciencesAbstract
Over the past decades, social advances and the evolution of legal frameworks have strengthened the recognition of disabled people's right to equal access to employment, education, information, and full participation in society. However, navigating public spaces remains challenging for many visually impaired people (VIP), and raising awareness among public space designers is needed. Research has shown the potential of serious games (SGs) as awareness-raising tools for complex situations, fostering understanding and empathy among participants. This article is part of broader research aimed at designing an SG to raise awareness of VIP mobility challenges. It analyzes existing design methods through a systematic literature review (SLR) that identified 24 articles and 2 books within a corpus of 163 publications. The SLR compares technical criteria (SG engine, software, reality-based technology, programming language, platform, tangible object) and co-design criteria (organization, stakeholder roles, iteration frequency, gameplay considerations such as playtime, seriousness/fun balance, facilitator role, SG type, overall duration). These findings suggest that, from an Information and Communication Sciences (ICS) perspective, technology primarily acts as a mediator of social interactions, making co-design with people with visual impairments essential to developing meaningful systems. We propose a co-design method involving VIP experts, technical experts, and researchers, with attention to communication and coordination throughout the design process. This research addresses the Technology Enhanced Learning community, particularly pedagogical engineers, game designers, researchers, and public space planners concerned with VIP mobility awareness.