<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Developing a Video Game Accessibility Toolkit for the Deaf and Hearing Impaired</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Omar Naranjo</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Gonzalo Perez</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Manuel Lopez Iban~ez</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Federico Peinado</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Madrid (Spain) onaranjo@ucm.es - gonzap</string-name>
        </contrib>
      </contrib-group>
      <fpage>108</fpage>
      <lpage>115</lpage>
      <abstract>
        <p>Accessibility is an aspect of video game development that has not been worked on to a great extent yet. It can have a great impact on gameplay, for those with some type of disability, and another large number of players who use those features to enhance their gaming experience. This potential is something that industry is beginning to consider seriously, as attested by the Accessibility in Video Games award at The Game Awards ceremony. Some of these features, such as subtitles, have been implemented in video games for a long time, but in a simplistic way and without the support of other tools that allow accessibility issues to be addressed from several fronts. The goal of this project is the development of an Accessible Audio Toolkit that extend the Unity environment allowing creators to easily introduce con gurable hearing accessibility techniques into their games, showing sound direction using a compass or a 3D radar, and displaying more con gurable subtitles. The results have been experimentally veri ed, adding these features to a simple game where sound is very important, putting players to play it without sound, in order to con rm the e ectiveness of our tool. The software has been published on the Unity Asset Store, allowing the developers community to integrate it into their own projects.</p>
      </abstract>
      <kwd-group>
        <kwd>Game Development</kwd>
        <kwd>Player Accessibility</kwd>
        <kwd>Hearing</kwd>
        <kwd>Subtitles</kwd>
        <kwd>Unity</kwd>
        <kwd>Development Tools</kwd>
        <kwd>Game Industry</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Accessibility in video games can be de ned as the ability to play a game under
restrictive conditions, such as disabilities or functional impairments [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. About
15% of the world's population su ers from any kind of impairment, and this
percentage is increased to a 20% when it comes to video game players, according
to some experts [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] and market surveys [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ].
      </p>
      <p>Some speci c conditions, however, can limit a person's ability to play a game.</p>
      <p>The following list contains the most relevant ones, classi ed in four categories:
Copyright © 2021 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
{ Visual: Conditions a ecting vision, such as blindness, partial visual
impair</p>
      <p>ments and colour blindness.
{ Auditory: Conditions a ecting sound perception, such as deafness and
hear</p>
      <p>ing loss.
{ Motor: Conditions a ecting a person's ability to move, such as Parkinson's</p>
      <p>disease and partial paralysis due to nerve failure.
{ Cognitive: Conditions a ecting a person's brain, such as dyslexia and
attention de cit hyperactivity disorder.</p>
      <p>In this paper, we will focus only on auditory disabilities, which are
particularly common among video game players. An auditory disability can be de ned
as any quantitative variation in sound perception. It can often be classi ed as
hearing impairment or deafness.</p>
      <p>
        People with hearing loss often have trouble when trying to follow a regular
conversation, particularly in noisy environments. As a result, dialogue in a video
game may become practically inaudible for them due to an accumulation of other
sound sources (e.g.: music [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], sound e ects, etc.).
      </p>
      <p>
        The purpose of this work is to encourage the adoption of accessibility
measures by video game developers. We aim to do this in two ways: rstly, by
exposing problems faced by people with disabilities, as well as potential bene ts
for studios that address them [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]; and secondly, by o ering practical, real-life
solutions that any developer could implement in their game.
      </p>
      <p>We speci cally focus on small-to-average video game studios, often lacking
resources and knowledge regarding this subject. This is why we o er a simple
solution, easy to implement, that allows for including accessibility measures for
people with a wide range of hearing disabilities.</p>
      <p>The rest of the paper is structured as follows: the next section introduces
the concepts used in our research and summarizes the related work in the eld.</p>
      <p>Section 3 presents the explanation of the development process of our tool, the
Accessible Audio Toolkit (AAT), and how it works. Next, Section 4 explains the
validation with real users and discuss their impressions and thoughts. Finally,
we close the paper with some conclusions and future lines of research.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Accessibility in Games</title>
      <p>
        For many years, video games did not contain options or features to help people
with hearing impairment to follow the plot of the game, the most that could be
found were subtitles which could not be con gured by the player, if not only
they could be activate and deactivate [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Nowadays, many large video game
companies are beginning to worry about this issue and are already adding a wide
variety of accessibility options in their video games. It is indeed an
interdisciplinary eld which requires a lot of research still.
      </p>
      <p>
        It was 2020 the rst year that the The Game Awards recognized the work of
the developers most committed to accessibility with the Innovation in
accessibility award, the nominated games were the following: HyperDot [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], Grounded [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ],
Assassin's Creed Valhalla [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ],Watch Dogs: Legion [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] and The Last of Us Part
2 [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>
        Where we highlight The Last of Us Part 2 [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] who was the winner of this
award, due to the large number of di erent con guration options it presents.
The developers of the video game, to meet the needs of all players, designed
three preset options that include the recommended settings for visual, motor
and hearing accessibility.
      </p>
      <p>In the part of hearing accessibility we nd options such as an arrow that
activates and indicates the direction from where you have received damage. An
element of the HUD that alerts you when enemies are about to detect you. If the
player has gotten lost in any area, he will have the possibility to press a button
and a visual clue will come out where he has to go. Picking up ammo, crafting
ingredients, or other resources displays a noti cation in the HUD.</p>
      <p>There is also the ability to customize subtitles. You can adjust the size, show
a dark background to make it easier to read, change the color of the font, the
name of who is speaking appears and you can add the possibility of indicating
the address where that one is located.</p>
      <p>
        Apart from the games nominated for The Game Awards, we found other
games that have implemented some accessibility options, as in the case of
Fortnite Battle Royale [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], the players they have the possibility to make a con
guration to better detect enemies or objects in Fortnite. Since if you activate this
option, the player will have a circular indicator of some sounds coming from the
game, which will help players to be able to know more exactly where an enemy
that has made noise or a chest is located. During the game the player will be
able to capture the footsteps of the enemies, the shots, when a player builds,
the sounds of unopened chests, of vehicles and other sounds. These sounds are
indicated with an icon depending on the sound and the distance from which they
are produced is also shown in an approximate way, changing the colors, their
intensity and opacity [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>Today large companies are starting to create games with a large number
of accessibility options. But many indie games lack these features because it is
resource-intensive and there are hardly any tools in stores to help them
streamline their work. That is why AAT is necessary.
3</p>
    </sec>
    <sec id="sec-3">
      <title>Accessible Audio Toolkit</title>
      <p>The main di culties encountered by people with hearing problems were
identied, contacting groups and associations of people with disabilities and
conducting an interview with a colleague of ours who su ers from bilateral hearing loss.
We nd it necessary to create a set of tools to translate all the sound information
visually, facilitating its con guration and implementation for developers.
3.1</p>
      <sec id="sec-3-1">
        <title>Subtitles</title>
        <p>
          It is used to inform, through text, what is playing in the video game. We wanted
to help developers avoid common errors such as matching the font with the
background, very small font size or a large amount of text per line. All these
errors make it di cult for players to read the text [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ].
        </p>
        <p>
          We found two di erent types of subtitles:
{ Dialogue subtitles: which deal with a text that provides information about
what a person is narrating or discussing. We want to give freedom to be able
to con gure them as you wish, being able to change the position, the size,
the number of characters per line, the color, the active time, and all this
following the recommendations of the experts, such as Net ix [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ], in order
to help developers create subtitles that can be read clearly.
{ Event subtitles: These subtitles are used to inform players of non-word
sounds, such as the sound of a gunshot or a mobile phone. These subtitles
show the name of what is playing and together with an arrow it will indicate
to the user the location where it is playing.
The design of the compass clearly originates from the tools of the same name
widely used in games mainly of the RPG genre. These compasses represent the
relative direction of a marker in game space with respect to the player's position,
and its distance through the size of the icon and its transparency.
        </p>
        <p>In the tool we use these characteristics to represent a good part of the sound
information that would otherwise be di cult to display. Each perceived sound
is represented on the compass by a marker whose characteristics, listed below,
are dynamically modi ed.</p>
        <p>{ Position: The position of the marker on the compass represents the player's
relative direction in relation to the source of the sound.
{ Size: The size of the marker represents the intensity with which the sound
in question is perceived from the player's position.
{ Color: The marker color indicates the type of object that is emitting the
sound, as con gured by the developer.
{ Altitude icon: An up or down arrow is displayed if that source is out of
the camera's eld of view above or below the player respectively.
3.3</p>
      </sec>
      <sec id="sec-3-2">
        <title>Radar 3D</title>
        <p>The purpose of 3D radar is to o er a solution to the graphical representation
of sound in three-dimensional space. This is represented in the kit as a sphere
whose surface is dynamically deformed according to the direction and intensity
of the sounds it perceives.</p>
        <p>The points on the surface of the sphere that are closest to each of the audio
sources will be identi ed, using the position of the marker to indicate the
direction to the origin of the sound. As long as the sound intensity is zero, these
points will remain static at a xed distance from the center of the sphere (the
radius of the sphere). When the sound in question increases in intensity, the
distance from the point to the center of the sphere will be increased, deforming the
sphere and creating a sort of \spike " that points in the direction of the origin.</p>
        <p>Each \spike" will be represented in a di erent color depending on the type
of object that is emitting the sound, as con gured by the developer.</p>
        <p>
          In Fig 5, we show a screenshot where we can see our tools added in a video
game, called textit Death Impact [
          <xref ref-type="bibr" rid="ref1 ref17">1</xref>
          ] created by rst-year students of textit
Video Game Development at the Complutense University of Madrid. In the
central and upper part of the screen is the textitCompass, in the lower part is
the Dialog subtitles and in the upper right the Radar 3D.
4
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Experimental Validation</title>
      <p>To evaluate the usefulness of the project, we launched a campaign on social
networks with which we got 25 users with whom to carry out tests and receive
some feedback on their experience with the Compass and Radar3D tools. At this
point in our research project we still don't have a large enough group of subjects
with hearing disabilities, so we perform a simulated deafness by disabling all the
audio of the game.</p>
      <p>We carried out a type A/B test with the users, where one party would test
the muted Death Impact game with our tools and another without them. The
objective of the test was not simply to see which group played better, since that
is trivial, but to evaluate if our decisions throughout the development of the
tools had been correct, or how to improve if that was not the case.</p>
      <p>After completing the game, both groups answered a form on the question of
accessibility in video games and their experience during the test, and group B
also on their opinion of the tools. The majority of respondents voted \Shooting"
as the most crucial genre on which to implement this type of measure. And
almost all of the respondents in group A, who at no time saw the tools in action,
asked for some kind of sound radar and/or subtitles.</p>
      <p>As for testers in group B, the acceptance of AAT is very positive, especially
the compass. The Radar 3D still has almost a 75% approval rating, a slightly
lower value that re ects that its design still has some potential for improvement.</p>
      <p>In addition, they were asked what sounds they were able to easily locate,
with each tool, from each of the directions. The Radar3D is a somewhat more
general tool, which allows us to perceive sounds from all directions with some
precision, while the Compass is an ideal tool to represent frontal or lateral while
it is unable to represent those coming from behind.
5</p>
    </sec>
    <sec id="sec-5">
      <title>Conclusions</title>
      <p>In the research that we carried out at the beginning of this work, we came to
the conclusion that small companies hardly used hearing accessibility tools, due
to the cost or the scarcity of resources of this type that are available in the
market. We are listening to people with real hearing disabilities to learn about
their varied experience in video games and their opinion regarding accessibility
in video games, and in the future we carry out studies on them.</p>
      <p>We found it necessary to develop a toolkit for developers that allows them to
be easily implemented in any game developed in Unity. In addition, we wanted
to ensure a level of con guration of the tools that allows their use by as many
people with disabilities as possible, without sacri cing their simplicity of use for
both them and the developers.</p>
      <p>After developing the tools, we created a test environment that allow us to
show the tool's capabilities and integrate it into a real video game created by
our Video Game Design course classmates.</p>
      <p>We demonstrated the usefulness of the tools through user testing, where the
vast majority of testers respond that the tools apparently ful ll their function,
and that these types of measures are necessary in modern games.</p>
      <p>Finally, we published AAT on the Unity AssetStore1 as a free asset, that we
can gradually improve and add new tools, both for hearing accessibility and for
other types of disabilities.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          1.
          <string-name>
            <given-names>Alonso</given-names>
            <surname>Sanchez</surname>
          </string-name>
          ,
          <string-name>
            <surname>J.</surname>
          </string-name>
          ,
          <string-name>
            <given-names>Casiano</given-names>
            <surname>Flores</surname>
          </string-name>
          ,
          <string-name>
            <given-names>D.</given-names>
            ,
            <surname>del Castillo</surname>
          </string-name>
          <string-name>
            <surname>Rubio</surname>
          </string-name>
          ,
          <string-name>
            <given-names>I.: Death</given-names>
            <surname>Impact</surname>
          </string-name>
          (
          <year>2021</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          2.
          <string-name>
            <surname>Bierre</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Chetwynd</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ellis</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hinn</surname>
            ,
            <given-names>D.M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Westin</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ludi</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          : Game Not Over: Accessibility Issues in Video Games (
          <year>2005</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          3.
          <string-name>
            <surname>Bierre</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hinn</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Martin</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>McIntosh</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Snider</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Stone</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Westin</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          :
          <article-title>White paper on Accessibility in games: Motivations and approaches</article-title>
          . igda (
          <year>2004</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          4.
          <string-name>
            <surname>Brennecke</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          :
          <string-name>
            <surname>Grounded</surname>
          </string-name>
          (
          <year>2020</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          5.
          <string-name>
            <surname>David</surname>
          </string-name>
          , H.:
          <article-title>Fortnite: como detectar mejor a los enemigos con la opcion visualizar efectos de sonido</article-title>
          .
          <source>hobbyconsolas</source>
          (
          <year>2019</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          6.
          <string-name>
            <surname>Druckmann</surname>
            ,
            <given-names>N.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Newman</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Margenau</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          :
          <source>The Last of Us Part</source>
          <volume>2</volume>
          (
          <year>2020</year>
          ), https: //www.playstation.
          <article-title>com/es-es/games/the-last-of-us-part-ii/</article-title>
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          7.
          <string-name>
            <surname>Hamilton</surname>
            ,
            <given-names>I.: Ian</given-names>
          </string-name>
          <string-name>
            <surname>Hamilton Web</surname>
          </string-name>
          (
          <year>2013</year>
          ), http://ian-hamilton.com/
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          8.
          <string-name>
            <surname>Hocking</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hudson</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          : Watch Dogs: Legion (
          <year>2020</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          9.
          <string-name>
            <surname>Ismail</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Baptizat</surname>
          </string-name>
          , E.:
          <article-title>Assassin's Creed Valhalla (</article-title>
          <year>2020</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          10.
          <string-name>
            <surname>Mangiron</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          :
          <article-title>Reception of game subtitles: An empirical study</article-title>
          .
          <source>The Translator</source>
          <volume>22</volume>
          (
          <issue>1</issue>
          ),
          <volume>72</volume>
          {
          <fpage>93</fpage>
          (
          <year>2016</year>
          ), https://doi.org/10.1080/13556509.
          <year>2015</year>
          .1110000
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          11.
          <string-name>
            <surname>Mangiron</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Orero</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>O'Hagan</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          :
          <article-title>Fun for All: Translation and Accessibility Practices in Video Games</article-title>
          . Bern: Peter Lang (
          <year>2014</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          12.
          <string-name>
            <surname>McGregor</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          :
          <string-name>
            <surname>Hyperdot</surname>
          </string-name>
          (
          <year>2019</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          13. Net ix: Timed Text Style Guide:
          <article-title>General Requirements (</article-title>
          <year>2021</year>
          ), https://partnerhelp.netflixstudios.com/hc/en-us/articles/ 215758617-
          <string-name>
            <surname>Timed-Text-Style-Guide-</surname>
          </string-name>
          General-Requirements
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          14.
          <string-name>
            <surname>PopCap: PopCap Games Mobile Gaming Research</surname>
          </string-name>
          (
          <year>2012</year>
          ), https://www.gamesindustry.biz/articles/ popcap-games
          <article-title>-research-publisher-s-latest-survey-says-that-casual_ games-are-big-with-disabled-people</article-title>
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          15.
          <string-name>
            <given-names>Reverter</given-names>
            <surname>Oliver</surname>
          </string-name>
          ,
          <string-name>
            <given-names>B.</given-names>
            ,
            <surname>Mart</surname>
          </string-name>
          nez-Sierra,
          <string-name>
            <surname>J.J.</surname>
          </string-name>
          ,
          <string-name>
            <given-names>Gonzalez</given-names>
            <surname>Pastor</surname>
          </string-name>
          ,
          <string-name>
            <surname>D.</surname>
          </string-name>
          , Carrero Mart n, J.F. (eds.):
          <source>Panorama Actual de la Accesibilidad a los Videojuegos</source>
          , pp.
          <volume>101</volume>
          {
          <fpage>110</fpage>
          . Granada: Comares, Coleccion
          <string-name>
            <surname>Interlingua</surname>
          </string-name>
          (
          <year>2021</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          16.
          <string-name>
            <surname>Sugg</surname>
          </string-name>
          , Darren: Fortnite (
          <year>2017</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          1
          <string-name>
            <given-names>Accessible</given-names>
            <surname>Audio</surname>
          </string-name>
          <string-name>
            <surname>Toolkit</surname>
          </string-name>
          , https://assetstore.unity.com/packages/add-ons/accesibleaudio-toolkit-194392
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>