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Gaming, Assistive Technologies, and Neurodiversity

Carla Sousa – Lusófona University, CICANT, Portugal [ORCID: https://orcid.org/0000-0003-1036-963X]

In light of the significant influence of games within contemporary society, it is crucial to examine the processes via which they include or marginalise people with diverse characteristics, in order to promote inclusivity on a broad scale. The primary objective of this chapter is to analyse Assistive Technologies (AT) in order explore the potential benefits of gaming for those who are neurodivergent, particularly those diagnosed with Autism Spectrum Disorder (ASD). In order to achieve this objective, an examination is conducted on several current ATs designed to facilitate gaming, with particular attention given to the cognitive accessibility requirements commonly encountered by these individuals. The objective of this research is to spark a discussion on the utilisation of accessible gaming and AT as ways to empower individuals on the autism spectrum, foster social inclusion, and facilitate self-representation.

Keywords: Autism; Neurodiversity; Assistive Technologies; Gaming; Diversity.

Cite as: Sousa, C. (2023). Gaming, Assistive Technologies, and Neurodiversity. In C. Sousa, & A.H. Tkaczyk (Eds.), Media Literacy and Assistive Technologies for Empowerment in Autism (pp. 109-120). Edições Universitárias Lusófonas. https://www.doi.org/10.24140/asdigital.v1.p02.05

[GameIN] Games Inclusion Lab: Participatory Media Creation Processes for Accessibility

Reference: 2022.07939.PTDC