Eighteen Months of Meeple Like Us: An Exploration into the State of Board Game Accessibility

Michael James Heron, Pauline Helen Belford, Hayley Reid, Michael Crabb

Research output: Contribution to journalArticle

53 Downloads (Pure)

Abstract

The study of game accessibility to date has largely focused on the topic of accessibility within a video game context. Largely underexplored in the academic and professional literature is accessibility in the domain of tabletop games, especially those that are classified as part of the `hobbyist' market. An ongoing series of research annotations, published on the blog Meeple Like Us, has been aimed at addressing this lack of attention. In this paper, the authors report on the work of the Meeple Centred Design project which to date has examined 116 board games for the accessibility issues they manifest and the lessons that can be learned for designers in this space. While the project has not achieved significant coverage of even a fraction of the available library of hobbyist games, currently numbering approximately one hundred thousand, it has discussed the issues with many of the most critically success and popular of these titles. This paper reports on results to date, methodology of the analyses, limitations of the project, and the future plans for work in this interesting game accessibility context.
Original languageEnglish
Pages (from-to)75-95
Number of pages21
JournalComputer Games Journal
Volume7
Issue number2
Early online date21 Apr 2018
DOIs
Publication statusPublished - Jun 2018

Fingerprint

Blogs

Keywords

  • Board games
  • Accessibility
  • Inclusion
  • Tabletop
  • Meeple Like Us
  • Universal access

Cite this

Heron, Michael James ; Belford, Pauline Helen ; Reid, Hayley ; Crabb, Michael. / Eighteen Months of Meeple Like Us : An Exploration into the State of Board Game Accessibility. In: Computer Games Journal. 2018 ; Vol. 7, No. 2. pp. 75-95.
@article{11f0bf620c624f148a506c64add5c784,
title = "Eighteen Months of Meeple Like Us: An Exploration into the State of Board Game Accessibility",
abstract = "The study of game accessibility to date has largely focused on the topic of accessibility within a video game context. Largely underexplored in the academic and professional literature is accessibility in the domain of tabletop games, especially those that are classified as part of the `hobbyist' market. An ongoing series of research annotations, published on the blog Meeple Like Us, has been aimed at addressing this lack of attention. In this paper, the authors report on the work of the Meeple Centred Design project which to date has examined 116 board games for the accessibility issues they manifest and the lessons that can be learned for designers in this space. While the project has not achieved significant coverage of even a fraction of the available library of hobbyist games, currently numbering approximately one hundred thousand, it has discussed the issues with many of the most critically success and popular of these titles. This paper reports on results to date, methodology of the analyses, limitations of the project, and the future plans for work in this interesting game accessibility context.",
keywords = "Board games, Accessibility, Inclusion, Tabletop, Meeple Like Us, Universal access",
author = "Heron, {Michael James} and Belford, {Pauline Helen} and Hayley Reid and Michael Crabb",
year = "2018",
month = "6",
doi = "10.1007/s40869-018-0056-9",
language = "English",
volume = "7",
pages = "75--95",
journal = "Computer Games Journal",
issn = "2052-773X",
number = "2",

}

Eighteen Months of Meeple Like Us : An Exploration into the State of Board Game Accessibility. / Heron, Michael James; Belford, Pauline Helen; Reid, Hayley; Crabb, Michael.

In: Computer Games Journal, Vol. 7, No. 2, 06.2018, p. 75-95.

Research output: Contribution to journalArticle

TY - JOUR

T1 - Eighteen Months of Meeple Like Us

T2 - An Exploration into the State of Board Game Accessibility

AU - Heron, Michael James

AU - Belford, Pauline Helen

AU - Reid, Hayley

AU - Crabb, Michael

PY - 2018/6

Y1 - 2018/6

N2 - The study of game accessibility to date has largely focused on the topic of accessibility within a video game context. Largely underexplored in the academic and professional literature is accessibility in the domain of tabletop games, especially those that are classified as part of the `hobbyist' market. An ongoing series of research annotations, published on the blog Meeple Like Us, has been aimed at addressing this lack of attention. In this paper, the authors report on the work of the Meeple Centred Design project which to date has examined 116 board games for the accessibility issues they manifest and the lessons that can be learned for designers in this space. While the project has not achieved significant coverage of even a fraction of the available library of hobbyist games, currently numbering approximately one hundred thousand, it has discussed the issues with many of the most critically success and popular of these titles. This paper reports on results to date, methodology of the analyses, limitations of the project, and the future plans for work in this interesting game accessibility context.

AB - The study of game accessibility to date has largely focused on the topic of accessibility within a video game context. Largely underexplored in the academic and professional literature is accessibility in the domain of tabletop games, especially those that are classified as part of the `hobbyist' market. An ongoing series of research annotations, published on the blog Meeple Like Us, has been aimed at addressing this lack of attention. In this paper, the authors report on the work of the Meeple Centred Design project which to date has examined 116 board games for the accessibility issues they manifest and the lessons that can be learned for designers in this space. While the project has not achieved significant coverage of even a fraction of the available library of hobbyist games, currently numbering approximately one hundred thousand, it has discussed the issues with many of the most critically success and popular of these titles. This paper reports on results to date, methodology of the analyses, limitations of the project, and the future plans for work in this interesting game accessibility context.

KW - Board games

KW - Accessibility

KW - Inclusion

KW - Tabletop

KW - Meeple Like Us

KW - Universal access

U2 - 10.1007/s40869-018-0056-9

DO - 10.1007/s40869-018-0056-9

M3 - Article

VL - 7

SP - 75

EP - 95

JO - Computer Games Journal

JF - Computer Games Journal

SN - 2052-773X

IS - 2

ER -