{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,4,13]],"date-time":"2026-04-13T15:26:09Z","timestamp":1776093969751,"version":"3.50.1"},"publisher-location":"New York, NY, USA","reference-count":35,"publisher":"ACM","license":[{"start":{"date-parts":[[2020,4,20]],"date-time":"2020-04-20T00:00:00Z","timestamp":1587340800000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"funder":[{"DOI":"10.13039\/100007515","name":"National Science Foundation","doi-asserted-by":"publisher","award":["IIS-1619384, IIS-1652907"],"award-info":[{"award-number":["IIS-1619384, IIS-1652907"]}],"id":[{"id":"10.13039\/100007515","id-type":"DOI","asserted-by":"publisher"}]}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":[],"published-print":{"date-parts":[[2020,4,20]]},"DOI":"10.1145\/3371300.3383347","type":"proceedings-article","created":{"date-parts":[[2020,5,4]],"date-time":"2020-05-04T07:42:48Z","timestamp":1588578168000},"page":"1-12","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":18,"title":["Game changer"],"prefix":"10.1145","author":[{"given":"Gabriella M.","family":"Johnson","sequence":"first","affiliation":[{"name":"University of Colorado Boulder"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Shaun K.","family":"Kane","sequence":"additional","affiliation":[{"name":"University of Colorado Boulder"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"320","published-online":{"date-parts":[[2020,4,20]]},"reference":[{"key":"e_1_3_2_1_1_1","volume-title":"ACM","author":"Andrade Ronny","year":"2019","unstructured":"Ronny Andrade , Melissa J. Rogerson , Jenny Waycott , Steven Baker , and Frank Vetere . \" Playing Blind : Revealing the World of Gamers with Visual Impairment.\" In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, p. 116 . ACM , 2019 . Ronny Andrade, Melissa J. Rogerson, Jenny Waycott, Steven Baker, and Frank Vetere. \"Playing Blind: Revealing the World of Gamers with Visual Impairment.\" In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, p. 116. ACM, 2019."},{"key":"e_1_3_2_1_2_1","first-page":"1","volume-title":"Workshop on Interactive Learning Environments for Children","author":"Archambault Dominique","year":"2000","unstructured":"Dominique Archambault , and Dominique Burger . TIM ( Tactile Interactive Multimedia) : Development and adaptation of computer games for young blind children . In Workshop on Interactive Learning Environments for Children , Athens, Greece, no. 1 , pp. 1 -- 3 . 2000 . Dominique Archambault, and Dominique Burger. TIM (Tactile Interactive Multimedia): Development and adaptation of computer games for young blind children. In Workshop on Interactive Learning Environments for Children, Athens, Greece, no. 1, pp. 1--3. 2000."},{"key":"e_1_3_2_1_3_1","doi-asserted-by":"publisher","DOI":"10.1145\/1178477.1178578"},{"key":"e_1_3_2_1_4_1","doi-asserted-by":"publisher","DOI":"10.5465\/amr.2001.4011956"},{"key":"e_1_3_2_1_5_1","doi-asserted-by":"publisher","DOI":"10.1145\/3234695.3236348"},{"key":"e_1_3_2_1_6_1","doi-asserted-by":"publisher","DOI":"10.1145\/3059454.3059463"},{"key":"e_1_3_2_1_7_1","first-page":"22","volume-title":"Proc. of the 3rd International Conference on Universal Access in Human-Computer Interaction","author":"Bierre Kevin","year":"2005","unstructured":"Kevin Bierre , Jonathan Chetwynd , Barrie Ellis , D. Michelle Hinn , Stephanie Ludi , and Thomas Westin . Game not over: Accessibility issues in video games . In Proc. of the 3rd International Conference on Universal Access in Human-Computer Interaction , pp. 22 -- 27 . 2005 . Kevin Bierre, Jonathan Chetwynd, Barrie Ellis, D. Michelle Hinn, Stephanie Ludi, and Thomas Westin. Game not over: Accessibility issues in video games. In Proc. of the 3rd International Conference on Universal Access in Human-Computer Interaction, pp. 22--27. 2005."},{"key":"e_1_3_2_1_8_1","article-title":"After Books and Vinyl, Board Games Make a Comeback. The Guardian","author":"Boycott-Owen Mason","year":"2018","unstructured":"Mason Boycott-Owen . After Books and Vinyl, Board Games Make a Comeback. The Guardian , Guardian News and Media , 12 May 2018 , www.theguardian.com\/lifeandstyle\/2018\/may\/12\/millemillen-drive-board-games-revival. Mason Boycott-Owen. After Books and Vinyl, Board Games Make a Comeback. The Guardian, Guardian News and Media, 12 May 2018, www.theguardian.com\/lifeandstyle\/2018\/may\/12\/millemillen-drive-board-games-revival.","journal-title":"Guardian News and Media"},{"key":"e_1_3_2_1_9_1","first-page":"120","article-title":"The OpenCV Library","author":"Bradski Gary","year":"2000","unstructured":"Gary Bradski . The OpenCV Library . Dr Dobb's J. Software Tools ( 2000 ): 120 -- 125 . Gary Bradski. The OpenCV Library. Dr Dobb's J. Software Tools (2000): 120--125.","journal-title":"Dr Dobb's J. Software Tools ("},{"key":"e_1_3_2_1_10_1","doi-asserted-by":"publisher","DOI":"10.1145\/2702123.2702511"},{"key":"e_1_3_2_1_11_1","doi-asserted-by":"publisher","DOI":"10.1145\/2700648.2809864"},{"key":"e_1_3_2_1_12_1","doi-asserted-by":"publisher","DOI":"10.1145\/2702123.2702525"},{"key":"e_1_3_2_1_13_1","first-page":"184","volume-title":"Readings in computer vision","author":"Canny John","year":"1987","unstructured":"John Canny . A computational approach to edge detection . In Readings in computer vision , pp. 184 -- 203 . Morgan Kaufmann , 1987 . John Canny. A computational approach to edge detection. In Readings in computer vision, pp. 184--203. Morgan Kaufmann, 1987."},{"key":"e_1_3_2_1_14_1","volume-title":"ACM","author":"da Rocha Tom\u00e9 Filho Frederico","year":"2019","unstructured":"Frederico da Rocha Tom\u00e9 Filho , Pejman Mirza-Babaei , Bill Kapralos , and Glaudiney Moreira Mendon\u00e7a Junior . \" Let's Play Together : Adaptation Guidelines of Board Games for Players with Visual Impairment.\" In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, p. 631 . ACM , 2019 . Frederico da Rocha Tom\u00e9 Filho, Pejman Mirza-Babaei, Bill Kapralos, and Glaudiney Moreira Mendon\u00e7a Junior. \"Let's Play Together: Adaptation Guidelines of Board Games for Players with Visual Impairment.\" In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, p. 631. ACM, 2019."},{"key":"e_1_3_2_1_15_1","doi-asserted-by":"publisher","DOI":"10.1515\/IJDHD.2005.4.3.161"},{"key":"e_1_3_2_1_16_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.patcog.2015.09.023"},{"key":"e_1_3_2_1_17_1","volume-title":"Games. Retrieved","author":"Gibbs Richard","year":"2016","unstructured":"Richard Gibbs and Emily Gibbs . 2016 . 64 Oz . Games. Retrieved April 17, 2019 from http:\/\/www.64ouncegames.com Richard Gibbs and Emily Gibbs. 2016. 64 Oz. Games. Retrieved April 17, 2019 from http:\/\/www.64ouncegames.com"},{"key":"e_1_3_2_1_18_1","doi-asserted-by":"publisher","DOI":"10.1145\/1839294.1839297"},{"key":"e_1_3_2_1_19_1","doi-asserted-by":"publisher","DOI":"10.1007\/s40869-018-0056-9"},{"key":"e_1_3_2_1_20_1","doi-asserted-by":"publisher","DOI":"10.1007\/s40869-018-0057-8"},{"key":"e_1_3_2_1_21_1","volume-title":"Retrieved","author":"International Braille Chess Association","year":"2009","unstructured":"International Braille Chess Association . 2009 . IBCA . Retrieved April 30, 2019 from https:\/\/www.ibca-info.org\/ International Braille Chess Association. 2009. IBCA. Retrieved April 30, 2019 from https:\/\/www.ibca-info.org\/"},{"key":"e_1_3_2_1_22_1","doi-asserted-by":"publisher","DOI":"10.1007\/978-1-84882-963-3_2"},{"key":"e_1_3_2_1_23_1","volume-title":"Join the Board Game Renaissance. USA Today","author":"Kruzman Diana","year":"2017","unstructured":"Diana Kruzman . Bored with Digital Games ? Join the Board Game Renaissance. USA Today , 1 Aug. 2017 , www.usatoday.com\/story\/life\/2017\/07\/31\/bored-digital-games-join-board-game-renaissance\/476986001\/. Diana Kruzman. Bored with Digital Games? Join the Board Game Renaissance. USA Today, 1 Aug. 2017, www.usatoday.com\/story\/life\/2017\/07\/31\/bored-digital-games-join-board-game-renaissance\/476986001\/."},{"key":"e_1_3_2_1_24_1","volume-title":"Board Games. Retrieved","year":"2019","unstructured":"MaxiAids. Board Games. Retrieved April 18, 2019 from https:\/\/www.maxiaids.com\/board-games MaxiAids. Board Games. Retrieved April 18, 2019 from https:\/\/www.maxiaids.com\/board-games"},{"key":"e_1_3_2_1_25_1","doi-asserted-by":"publisher","DOI":"10.1007\/11788713_60"},{"key":"e_1_3_2_1_26_1","unstructured":"Peter A. Piccione. The Egyptian game of senet and the migration of the soul. Ancient board games in perspective (2007): 54--63.  Peter A. Piccione. The Egyptian game of senet and the migration of the soul. Ancient board games in perspective (2007): 54--63."},{"key":"e_1_3_2_1_27_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.imavis.2018.05.004"},{"key":"e_1_3_2_1_28_1","doi-asserted-by":"crossref","unstructured":"Richard M. Ryan C. Scott Rigby and Andrew Przybylski. The motivational pull of video games: A self-determination theory approach. Motivation and emotion 30 no. 4 (2006): 344--360.  Richard M. Ryan C. Scott Rigby and Andrew Przybylski. The motivational pull of video games: A self-determination theory approach. Motivation and emotion 30 no. 4 (2006): 344--360.","DOI":"10.1007\/s11031-006-9051-8"},{"key":"e_1_3_2_1_29_1","doi-asserted-by":"publisher","DOI":"10.1145\/3064663.3064689"},{"key":"e_1_3_2_1_30_1","volume-title":"Retrieved","year":"2008","unstructured":"Thingiverse. 2008 . MakerBot's Thingiverse . Retrieved April 19, 2019 from https:\/\/www.thingiverse.com\/ Thingiverse. 2008. MakerBot's Thingiverse. Retrieved April 19, 2019 from https:\/\/www.thingiverse.com\/"},{"key":"e_1_3_2_1_31_1","volume-title":"Retrieved","year":"2019","unstructured":"Thingiverse. Monopoly Game Board . Retrieved April 19, 2019 from https:\/\/www.thingiverse.com\/thing:514314 Thingiverse. Monopoly Game Board. Retrieved April 19, 2019 from https:\/\/www.thingiverse.com\/thing:514314"},{"key":"e_1_3_2_1_32_1","volume-title":"Blair MacIntyre. Chores Are Fun: Understanding Social Play in Board Games for Digital Tabletop Game Design. In DiGRA Conference.","author":"Xu Yan","year":"2011","unstructured":"Yan Xu , Evan Barba , Iulian Radu , Maribeth Gandy , and Blair MacIntyre. Chores Are Fun: Understanding Social Play in Board Games for Digital Tabletop Game Design. In DiGRA Conference. 2011 . Yan Xu, Evan Barba, Iulian Radu, Maribeth Gandy, and Blair MacIntyre. Chores Are Fun: Understanding Social Play in Board Games for Digital Tabletop Game Design. In DiGRA Conference. 2011."},{"key":"e_1_3_2_1_33_1","doi-asserted-by":"publisher","DOI":"10.1145\/2661334.2661380"},{"key":"e_1_3_2_1_34_1","doi-asserted-by":"publisher","DOI":"10.1145\/3134753"},{"key":"e_1_3_2_1_35_1","volume-title":"Vision Impairment and Blindness Factsheet","author":"World Health Organization","unstructured":"World Health Organization . Vision Impairment and Blindness Factsheet . World Health Organization , ww.who.int\/news-room\/fact-sheets\/detail\/blindness-and-visual-impairment. World Health Organization. Vision Impairment and Blindness Factsheet. World Health Organization, ww.who.int\/news-room\/fact-sheets\/detail\/blindness-and-visual-impairment."}],"event":{"name":"W4A '20: 17th Web for All Conference","location":"Taipei Taiwan","acronym":"W4A '20","sponsor":["SIGWEB ACM Special Interest Group on Hypertext, Hypermedia, and Web","SIGCHI ACM Special Interest Group on Computer-Human Interaction","SIGACCESS ACM Special Interest Group on Accessible Computing"]},"container-title":["Proceedings of the 17th International Web for All Conference"],"original-title":[],"link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3371300.3383347","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/3371300.3383347","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,17]],"date-time":"2025-06-17T23:53:05Z","timestamp":1750204385000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3371300.3383347"}},"subtitle":["accessible audio and tactile guidance for board and card games"],"short-title":[],"issued":{"date-parts":[[2020,4,20]]},"references-count":35,"alternative-id":["10.1145\/3371300.3383347","10.1145\/3371300"],"URL":"https:\/\/doi.org\/10.1145\/3371300.3383347","relation":{},"subject":[],"published":{"date-parts":[[2020,4,20]]},"assertion":[{"value":"2020-04-20","order":2,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}