SciELO - Scientific Electronic Library Online

vol.9 issue1Mini-Spin and Mini-Spin-VR: equivalence between virtual and traditional anxiety testInfluence of social networks on the analysis of sentiment applied to the political situation in Ecuador author indexsubject indexarticles search
Home Pagealphabetic serial listing  

Services on Demand




Related links

  • Have no similar articlesSimilars in SciELO


Enfoque UTE

On-line version ISSN 1390-6542Print version ISSN 1390-9363


JARAMILLO-ALCAZAR, Angel; LUJAN-MORA, Sergio  and  SALVADOR-ULLAURI, Luis. Inclusive Education: Mobile Serious Games for People with Cognitive Disabilities. Enfoque UTE [online]. 2018, vol.9, n.1, pp.53-66. ISSN 1390-6542.

Nowadays, the use of mobile devices is increasingly frequent. In many occasions they are used as a means of entertainment for people through video games. Serious games is a category of video games used as teaching methods in different environments. They use fun as a strategy for the learning process. However, the vast majority do not focus on vulnerable groups such as people with cognitive disabilities, because they do not consider accessibility parameters in their design. Some video games development companies have proposed general guidelines for the implementation of accessible video games, but they have not been formalized as good practices or standards. This article presents a compilation and analysis of different accessibility guidelines for the development of mobile serious games for people with cognitive disabilities. It also proposes a model to evaluate the access of serious games for people with cognitive disabilities and applies it in a case study. Finally, an evaluation tool is proposed for mobile serious games developers focused on people with cognitive disabilities.

Keywords : accessibility assessment; accessibility guidelines; cognitive disabilities; mobile devices; serious games..

        · abstract in Spanish     · text in English     · English ( pdf )