{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,10,12]],"date-time":"2025-10-12T02:47:00Z","timestamp":1760237220288,"version":"build-2065373602"},"reference-count":17,"publisher":"MDPI AG","issue":"3","license":[{"start":{"date-parts":[[2020,3,18]],"date-time":"2020-03-18T00:00:00Z","timestamp":1584489600000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"funder":[{"DOI":"10.13039\/501100001691","name":"Japan Society for the Promotion of Science","doi-asserted-by":"publisher","award":["KAKENHI 17K13668"],"award-info":[{"award-number":["KAKENHI 17K13668"]}],"id":[{"id":"10.13039\/501100001691","id-type":"DOI","asserted-by":"publisher"}]}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["Information"],"abstract":"<jats:p>In this paper we examine the recent situation of advocacy through game accessibility of video games for people with physical disabilities and its challenges in Japan. We conducted an email survey among the dominant gaming companies in Japan. We discovered that most gaming companies developing games for those with disabilities have actually attempted to provide some consideration to people with disabilities through setting additional special functions such as \u201ceasy mode\u201d and \u201csupport for visual disabilities\u201d. One out of five companies could be categorized as having successfully developed games based on the concept of specialized assistive technology, and the remaining companies could be categorized as having developed games for disabilities based on the concept of barrier-reducing goods. We also found out that the major Japanese gaming corporations had a tendency not to be active in communicating with the disability communities. Our results might indicate that stronger interaction with the gaming companies is one direct way to enhance further development of games for people with disabilities. In addition to that, considering that games are a significant form of social participation for people with disabilities, more social understanding is required in the Japanese domestic context.<\/jats:p>","DOI":"10.3390\/info11030162","type":"journal-article","created":{"date-parts":[[2020,3,19]],"date-time":"2020-03-19T03:54:14Z","timestamp":1584590054000},"page":"162","update-policy":"https:\/\/doi.org\/10.3390\/mdpi_crossmark_policy","source":"Crossref","is-referenced-by-count":8,"title":["Game Accessibility and Advocacy for Participation of the Japanese Disability Community"],"prefix":"10.3390","volume":"11","author":[{"ORCID":"https:\/\/orcid.org\/0000-0001-5247-6041","authenticated-orcid":false,"given":"Muneo","family":"Kaigo","sequence":"first","affiliation":[{"name":"Faculty of Humanities and Social Sciences, University of Tsukuba, Ibaraki 305-8577, Japan"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"ORCID":"https:\/\/orcid.org\/0000-0003-3355-6593","authenticated-orcid":false,"given":"Sae","family":"Okura","sequence":"additional","affiliation":[{"name":"Faculty of Humanities and Social Sciences, University of Tsukuba, Ibaraki 305-8577, Japan"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"1968","published-online":{"date-parts":[[2020,3,18]]},"reference":[{"key":"ref_1","doi-asserted-by":"crossref","unstructured":"Powers, G.M., Nguyen, V., and Frieden, L.M. (2015). Video Game Accessibility: A Legal Approach. Disabil. Stud. Q., 35.","DOI":"10.18061\/dsq.v35i1.4513"},{"key":"ref_2","doi-asserted-by":"crossref","first-page":"81","DOI":"10.1007\/s10209-010-0189-5","article-title":"Game accessibility: A survey","volume":"10","author":"Yuan","year":"2011","journal-title":"Univers. Access Inf. Soc."},{"key":"ref_3","unstructured":"Nakamura, M., Matsuoka, R., and Inui, T. (2017, July 19). More Time Spent on Television and Video Games, Less Time Spent Studying? RIETI Discussion Paper Series 13-E-095; 2016, pp. 1\u201329. Available online: http:\/\/www.rieti.go.jp\/jp\/publications\/dp\/13e095.pdf."},{"key":"ref_4","unstructured":"The University of Tokyo (2017, July 28). G\u0113mu Sangy\u014d senryaku ~ G\u0113mu Sangy\u014d no Hatten to Mirai zou~ Kisha Setsumeikai no Goannai [Information of the Press Conference: Strategy for Game Industry: Development and Future Image of Game Industry]. 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Available online: http:\/\/www.kyoyohin.org\/en\/kyoyohin\/pdf\/About_ADF.pdf."},{"key":"ref_15","doi-asserted-by":"crossref","first-page":"55","DOI":"10.1016\/j.socnet.2004.11.008","article-title":"Centrality and network flow","volume":"27","author":"Borgatti","year":"2005","journal-title":"Soc. Netw."},{"key":"ref_16","unstructured":"Carroll, J.M. (2009, January 25\u201327). Analyzing (social media) networks with NodeXL. Proceedings of the Fourth International Conference on Communities and Technologies, University Park, PA, USA."},{"key":"ref_17","doi-asserted-by":"crossref","unstructured":"Hansen, D., Shneiderman, B., and Smith, A.M. (2011). Analyzing Social Media Networks with NodeXL: Insights from a Connected World, Morgan Kaufmann Publishers.","DOI":"10.1016\/B978-0-12-382229-1.00002-3"}],"container-title":["Information"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/www.mdpi.com\/2078-2489\/11\/3\/162\/pdf","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,10,11]],"date-time":"2025-10-11T09:07:49Z","timestamp":1760173669000},"score":1,"resource":{"primary":{"URL":"https:\/\/www.mdpi.com\/2078-2489\/11\/3\/162"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2020,3,18]]},"references-count":17,"journal-issue":{"issue":"3","published-online":{"date-parts":[[2020,3]]}},"alternative-id":["info11030162"],"URL":"https:\/\/doi.org\/10.3390\/info11030162","relation":{},"ISSN":["2078-2489"],"issn-type":[{"type":"electronic","value":"2078-2489"}],"subject":[],"published":{"date-parts":[[2020,3,18]]}}}