The Purpose of Play: How HCI Games Research Fails Neurodivergent Populations. Spiel, K. & Gerling, K. ACM Transactions on Computer-Human Interaction, 28(2):1–40, April, 2021.
The Purpose of Play: How HCI Games Research Fails Neurodivergent Populations [link]Paper  doi  abstract   bibtex   4 downloads  
KATTA SPIEL, eMedia Research Lab, KU Leuven; HCI Group, TU Wien; Centre for Teacher Education, University of Vienna KATHRIN GERLING, eMedia Research Lab, KU Leuven, Belgium Play presents a popular pastime for all humans, though not all humans play alike. Subsequently, HumanComputer Interaction (HCI) Games research is increasingly concerned with the development of games that serve neurodivergent1 players. In a critical review of 66 publications informed by Disability Studies and Self-Determination Theory, we analyse which populations, research methods, kinds of play and overall purpose goals existing games address. We find that games are largely developed for children, predominantly in a top-down approach. They tend to focus on educational and medical settings and are driven by factors extrinsic to neurodivergent interests. Existing work predominantly follows a medical model of disability, which fails to support self-determination of neurodivergent players and marginalises their opportunities for immersion. Our contribution comprises a large scale investigation into a budding area of research gaining traction with the intent to capture a status quo and identify opportunities for future work attending to differences without articulating them as deficit. CCS Concepts: • Social and professional topics → People with disabilities; • Applied computing → Computer games; • Human-centered computing → HCI theory, concepts and models; Interaction design theory, concepts and paradigms; • Software and its engineering → Interactive games.
@article{spiel_purpose_2021,
	title = {The {Purpose} of {Play}: {How} {HCI} {Games} {Research} {Fails} {Neurodivergent} {Populations}},
	volume = {28},
	issn = {1073-0516, 1557-7325},
	shorttitle = {The {Purpose} of {Play}},
	url = {https://dl.acm.org/doi/10.1145/3432245},
	doi = {10.1145/3432245},
	abstract = {KATTA SPIEL, eMedia Research Lab, KU Leuven; HCI Group, TU Wien; Centre for Teacher Education, University of Vienna KATHRIN GERLING, eMedia Research Lab, KU Leuven, Belgium Play presents a popular pastime for all humans, though not all humans play alike. Subsequently, HumanComputer Interaction (HCI) Games research is increasingly concerned with the development of games that serve neurodivergent1 players. In a critical review of 66 publications informed by Disability Studies and Self-Determination Theory, we analyse which populations, research methods, kinds of play and overall purpose goals existing games address. We find that games are largely developed for children, predominantly in a top-down approach. They tend to focus on educational and medical settings and are driven by factors extrinsic to neurodivergent interests. Existing work predominantly follows a medical model of disability, which fails to support self-determination of neurodivergent players and marginalises their opportunities for immersion. Our contribution comprises a large scale investigation into a budding area of research gaining traction with the intent to capture a status quo and identify opportunities for future work attending to differences without articulating them as deficit. CCS Concepts: • Social and professional topics → People with disabilities; • Applied computing → Computer games; • Human-centered computing → HCI theory, concepts and models; Interaction design theory, concepts and paradigms; • Software and its engineering → Interactive games.},
	language = {en},
	number = {2},
	urldate = {2021-10-07},
	journal = {ACM Transactions on Computer-Human Interaction},
	author = {Spiel, Katta and Gerling, Kathrin},
	month = apr,
	year = {2021},
	pages = {1--40},
}

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