This study delves into the key issues of representation and accessibility in game development. Despite their societal significance, video games face ongoing criticism for lacking diversity in both the workforce and content, excluding marginalized gamers. This study explores game-based learning (GBL) while emphasizing the importance of accurate representation, particularly in educational settings to enhance engagement and learning outcomes. Our research findings revolve around the perspectives of a professional in the gaming industry and the challenges associated with creating accessible games. By providing actionable insights, it aims to influence regulatory reforms, industry practices, and game creation itself, to foster diversity, representation, and accessibility in the video game industry. In doing so, we seek to promote a more inclusive and equitable future in the educational gaming world.
翻译:本研究深入探讨了游戏开发中表征与可及性的核心议题。尽管电子游戏具有重要的社会意义,但其在从业人员构成与内容呈现方面持续面临多样性不足的批评,导致边缘化玩家群体被排除在外。本研究在探讨游戏化学习(GBL)模式的同时,着重强调精准表征的重要性——特别是在教育场景中,这对提升学习参与度和教育成效具有关键作用。我们的研究结论围绕游戏行业专业人士的视角展开,并剖析了开发可及性游戏所面临的挑战。通过提供具有实践意义的见解,本研究旨在推动监管改革、行业实践及游戏创作本身的变革,以促进电子游戏产业在多样性、表征与可及性方面的进步。藉此,我们致力于在教育游戏领域构建更具包容性与公平性的未来。