everyday life in the virtual game world to enhance
playability.
Professor Hirose, participating as a visually im-
paired individual, affirmed the game’s extensive appli-
cability, particularly its utility in spatial training for
the visually impaired. Prior to navigating unfamiliar
environments, such as new train stations, users could
leverage the game’s simulation of spatial audio cues in
a virtual setting for preparatory learning. This feature
underscores the game’s potential as a practical tool for
real-world orientation and mobility training for visu-
ally impaired users, demonstrating the game’s capacity
to extend beyond entertainment and into practical ap-
plication.
The results of this study also suggest that integrat-
ing the learning component into gaming can enhance
the accessibility and educational value of games for
the visually impaired. These findings establish the po-
tential of tactile video games as a medium for inclusive
education and entertainment.
The aim of this study is to develop accessible game-
based learning experiences that serve as effective plat-
forms while promoting social inclusion. By imple-
menting such a system, we aspire to enhance the eq-
uity of the gaming landscape, providing opportunities
for entertainment, education, and meaningful social
interaction to both visually impaired and sighted indi-
viduals.
In future work, ”Sound Woods” will focus on fur-
ther expanding its capabilities as a game-based learn-
ing tool for spatial orientation and mobility training.
Key developments will include:
•
Enhanced Sound Design. To better replicate real
environments and therefore improve spatial cogni-
tion learning, the game will offer a more extensive
selection of sounds for players to place in the vir-
tual space. This could involve providing a broader
range of environmental sounds or increasing the
size of the playable area by adding more sensors.
Such enhancements will allow for a more realistic
and immersive auditory experience, aiding in the
development of spatial awareness and navigation
skills.
•
Advanced Tactile Interfaces. The integration of
advanced tactile interfaces will aim to provide a
more engaging and interactive experience. By im-
plementing haptic feedback systems, players will
be able to experience different textures and vibra-
tions, which will enhance their understanding of
the virtual environment and add a new dimension
to the learning experience.
•
Customizable Difficulty Levels. Recognizing the
varied abilities and experiences of its players,
”Sound Woods” will include customizable diffi-
culty settings. This feature will ensure that the
game remains appropriately challenging and edu-
cational for all players, adapting to their specific
needs and skill levels.
•
Educational Content Integration. The game will
integrate real-world spatial environments that re-
quire navigational learning, or combine story-
telling, such as recreating the space inside a castle
from a movie. This approach will not only make
the learning experience more engaging but also
provide cultural and interesting context, making
”Sound Woods” an innovative tool for spacial learn-
ing.
ACKNOWLEDGEMENTS
This work was supported by JSPS KAKENHI Grant
Number 22H00078, 22H01068. The evaluation work-
shop was supported by the National Museum of Eth-
nology.
REFERENCES
Archambault, D., Ossmann, R., Gaudy, T., and Miesenberger,
K. (2007). Computer games and visually impaired
people. Upgrade, 8(2):43–53.
Balan, O., Moldoveanu, A., Moldoveanu, F., and Butean,
A. (2015). Developing a navigational 3d audio game
with hierarchical levels of difficulty for the visually
impaired players. In RoCHI, pages 49–54.
Buaud, A., Svensson, H., Archambault, D., and Burger,
D. (2002). Multimedia games for visually impaired
children. In Computers Helping People with Special
Needs, pages 173–180. Springer.
Fa
c¸
anha, A. R., Darin, T., Viana, W., and S
´
anchez, J. (2020).
O&m indoor virtual environments for people who are
blind: A systematic literature review. ACM Transac-
tions on Accessible Computing, 13(2).
Freeman, E., Wilson, G., Brewster, S., Baud-Bovy, G., Mag-
nusson, C., and Caltenco, H. (2017). Audible beacons
and wearables in schools: Helping young visually im-
paired children play and move independently. In Pro-
ceedings of the 2017 CHI Conference on Human Fac-
tors in Computing Systems, CHI ’17, page 4146–4157,
New York, NY, USA. Association for Computing Ma-
chinery.
Neto, L. V., Fontoura Junior, P. H., Bordini, R. A., Otsuka,
J. L., and Beder, D. M. (2020). Design and implemen-
tation of an educational game considering issues for
visually impaired people inclusion. Smart Learning
Environments, 7(1):4.
Plass, J. L., Homer, B. D., and Kinzer, C. K. (2015). Foun-
dations of game-based learning. Educational psychol-
ogist, 50(4):258–283.
Sound Woods: An Interactive Game-Based Learning Design for Inclusive Play Between Sighted and Visually Impaired Users
699