the accessibility of VR-games, through user testing
the games with disabled people and comparing the re-
sults with our expert-driven approach. Through this,
it may be possible to find accessibility features that
were missed or misjudged in this test. Thereby, it will
be possible to assess the practical applicability of the
results of a test performed with the Heilemann Guide-
lines. Finally, we plan to provide developers with a
blueprint for better VR-accessibility.
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