student’s attention away from its main task. E.g. score
system, hints, close or back buttons, they all must be
discrete.
G10: The difficulties and challenges must be
present in the gameplay tasks, not in use of the soft-
ware interface, which needs to be as simpler as pos-
sible. E.g. the interface environment for some games
like The Sims have so many objects in it, that using it
is harder than actually playing the game.
G11: The game needs to offer levels of difficulty
or have automatically adaptive difficulty according to
the player’s performance. E.g. usually the options of
Easy, Medium and Hard difficulties are enough.
G12: Whenever the game provides the player with
complex tasks, it should part them into simpler tasks.
E.g. if the objective of a certain level is: to get to
the end of level, keep the health of the character up to
70% and collect 12 apples. These 3 goals should be
split and carefully informed to the player during the
level in order to make it feasible for the player.
G13: Customization is an useful feature, as play-
ers learn more easily when information is tailored to
their preferences. E.g. allowing the player to choose
the color of the character’s clothes or the cursor of the
mouse.
G14: In order to maintain the interest and atten-
tion of the players, the rewards should be delivered
at the appropriate times. E.g. they must not be too
frequent to the point of making them less desirable,
but should not be too remote to the point of letting the
player bored.
G15: The workload required for receiving re-
wards should be increased over time, as the player’s
skill also increases with playtime. E.g. in order to get
an extra life for the main character, in the first level
the player is required to collect 4 apples. In a latter
level the number of apples needed should be the dou-
ble.
G16: The game must offer one task at a time. E.g.
beat the enemy, collect an apple, climb up a stair, etc.
From the methodology of early childhood educa-
tion of Deaf the following guidelines are proposed:
G17: The game needs to incorporate elements
that associate the written language with an illustra-
tion. E.g. taking advantage of the visual features of
a game like graphics, pictures, animations, the lan-
guage should have an element in the game that as-
sociates written Portuguese with some figure that ex-
plains the concept.
G18: In the cases of younger children (less than 4
years old), preference should be given to games that
associate signs of Libras with illustrations, leaving the
Portuguese aside. E.g. a point-and-click game that
shows the word in Libras when the player clicks an
object, should forget the Portuguese for younger chil-
dren and just show the Libras signs.
G19: Either the most basic levels or for
younger children, levels or activities that associate the
graphemes (letters) with the signed alphabet in Libras
should be offered. E.g. a matching game that fits the
letter A with its correspondent sign in Libras.
G20: Educational games for deaf children should
be constructed from semantic triples (Portuguese, Li-
bras and illustration), especially when the children’s
age is more than 4 years old. E.g. a space shooter
that requires the player to destroy an asteroid which
has the word in Portuguese, an asteroid which has the
word in Libras and an asteroid with a picture of the
corresponding object.
G21: Games should not always be focused on
teaching Libras, but in teaching subjects that are rel-
evant to the human development of the child. E.g.
animals, transportation, hygiene.
The guidelines above are often overlooked in pa-
pers of educative games that have no participation of
experts in education for Deaf.
Finally, from general guidelines of games for
Deaf, the last guidelines that compose the set are the
following:
G22: Texts should be avoided, since Portuguese is
not the primary language of Deaf children. For older
children or for literacy purpose games, this guideline
might be avoided. E.g. video tutorial, animations and
icons in every buttons, etc.
G23: The interface needs bold and bright colors
to please the children, always highlighting the main
task. E.g. the main activtiy of the game must always
be in the center of the screen and with the brighter
colors.
G24: Texts should not have unknown or ambigu-
ous words, moreover, there is preference for the use
of short words. E.g. if really necessary, the words in
a button or in an interface element should be VERY
simple.
G25: Relevant information must contain anima-
tions and highlights in order to draw attention of the
child. E.g. always keep the game action to the center
of the screen and always highlight objects that have
relation with the main task.
G26: Instructions should be placed before the
start of the game. Instructions that need to be inside
the game should be placed in a separate area on the
screen. E.g. a video tutorial that plays automatically
when the game is about to start.
G27: Younger children should have less choices
than the older ones. E.g. games that target ages from
2-6 should have little decision-making and should
guide the player through constant hints and path high-
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