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How Users Who are Blind or Low Vision Play Mobile Games: Perceptions, Challenges, and Strategies

Zihe Ran, Xiyu Li, Qing Xiao, Xianzhe Fan, Franklin Mingzhe Li, Yanyun Wang, Zhicong Lu

TL;DR

The paper investigates how BLV users experience mobile gaming across three accessibility levels (BLV-specific, with accessibility tools, and mainstream without tools) through semi-structured interviews with 32 BLV mobile players in China. It uses thematic analysis to identify three core themes: external sensory and entertainment needs, social depth and information dissemination, and the balance between playability and accessibility. Key findings show that smartphones offer inherent accessibility, spacetime flexibility, and social inclusion, but accessibility gaps can impede engagement and even cause harm through ableist design; BLV players actively leverage assets and communities to navigate these gaps, while calling for visibility control and dual exploration modes. The study contributes practical design insights for accessible mobile games, emphasizes asset-based approaches, and highlights the need for inclusive, scalable solutions that merge high playability with robust accessibility to empower BLV players in mainstream gaming ecosystems.

Abstract

As blind and low-vision (BLV) players engage more deeply with games, accessibility features have become essential. While some research has explored tools and strategies to enhance game accessibility, the specific experiences of these players with mobile games remain underexamined. This study addresses this gap by investigating how BLV users experience mobile games with varying accessibility levels. Through interviews with 32 experienced BLV mobile players, we explore their perceptions, challenges, and strategies for engaging with mobile games. Our findings reveal that BLV players turn to mobile games to alleviate boredom, achieve a sense of accomplishment, and build social connections, but face barriers depending on the game's accessibility level. We also compare mobile games to other forms of gaming, highlighting the relative advantages of mobile games, such as the inherent accessibility of smartphones. This study contributes to understanding BLV mobile gaming experiences and provides insights for enhancing accessible mobile game design.

How Users Who are Blind or Low Vision Play Mobile Games: Perceptions, Challenges, and Strategies

TL;DR

The paper investigates how BLV users experience mobile gaming across three accessibility levels (BLV-specific, with accessibility tools, and mainstream without tools) through semi-structured interviews with 32 BLV mobile players in China. It uses thematic analysis to identify three core themes: external sensory and entertainment needs, social depth and information dissemination, and the balance between playability and accessibility. Key findings show that smartphones offer inherent accessibility, spacetime flexibility, and social inclusion, but accessibility gaps can impede engagement and even cause harm through ableist design; BLV players actively leverage assets and communities to navigate these gaps, while calling for visibility control and dual exploration modes. The study contributes practical design insights for accessible mobile games, emphasizes asset-based approaches, and highlights the need for inclusive, scalable solutions that merge high playability with robust accessibility to empower BLV players in mainstream gaming ecosystems.

Abstract

As blind and low-vision (BLV) players engage more deeply with games, accessibility features have become essential. While some research has explored tools and strategies to enhance game accessibility, the specific experiences of these players with mobile games remain underexamined. This study addresses this gap by investigating how BLV users experience mobile games with varying accessibility levels. Through interviews with 32 experienced BLV mobile players, we explore their perceptions, challenges, and strategies for engaging with mobile games. Our findings reveal that BLV players turn to mobile games to alleviate boredom, achieve a sense of accomplishment, and build social connections, but face barriers depending on the game's accessibility level. We also compare mobile games to other forms of gaming, highlighting the relative advantages of mobile games, such as the inherent accessibility of smartphones. This study contributes to understanding BLV mobile gaming experiences and provides insights for enhancing accessible mobile game design.

Paper Structure

This paper contains 37 sections, 3 figures, 2 tables.

Figures (3)

  • Figure 1: Four screenshots illustrate different interface pages for a BLV game, including sound reminder, sound inspection, mode selection, and a confirmation screen for visually impaired users to prevent incorrect mode selection.
  • Figure 2: Games with a built-in AI voice assistant (AI EYES Mode): (A) The AI voice narrates the position of the character’s pet and the relative locations of surrounding mountains and buildings. (B) The AI voice narrates that the character is currently being lifted, and tapping around the screen will automatically describe objects and their positions. AIEYES2024
  • Figure 3: Our sampled BLV player is playing a mainstream mobile game designed for sighted players, holding the phone close to his face with both hands. (A) The player, wearing a blue T-shirt, is shown from behind holding the phone at chest height, facing the screen closely. (B) The player faces the camera, holding the phone directly in front of his eyes with both hands, positioning the screen close for visibility. (C) A side view highlights the phone being held approximately 10 cm away from the player’s face for optimal viewing. The background depicts a casual indoor setting with floral wallpaper.