{"id":{"repo_id":"carleton","oai_identifier":"oai:carleton.scholaris.ca:20.500.14718/40886"},"canonical_url":"https://search.dev.ndltd.org/etd/carleton/oai:carleton.scholaris.ca:20.500.14718/40886","repository":{"repo_id":"carleton","name":"Carleton University","base_url":"https://carleton.scholaris.ca/server/oai/request"},"display":{"title":"Accessible Gaming Wearables: Opportunities for Players with Upper Limb Motor Disabilities","abstract":"There has been increased interest in how wearables can offer new avenues of interaction in video games. However, understanding how wearable devices can support accessible gaming is missing. My research aims to explore this potential with users with upper limb motor disabilities to understand their experiences with video games and wearable devices. My thesis is divided into two parts. Firstly, I interviewed gamers with upper limb motor disabilities to understand their lived experiences in playing video games and using wearable technology. Secondly, I explored the design space of accessible gaming wearables using participatory design fiction sessions to envision the future of wearable technology and accessible video games. My study also offers methodological contributions to the HCI community by demonstrating how dialogic/performance analysis can be applied to participatory design fiction research.","abstract_html":"There has been increased interest in how wearables can offer new avenues of interaction in video games. However, understanding how wearable devices can support accessible gaming is missing. My research aims to explore this potential with users with upper limb motor disabilities to understand their experiences with video games and wearable devices. My thesis is divided into two parts. Firstly, I interviewed gamers with upper limb motor disabilities to understand their lived experiences in playing video games and using wearable technology. Secondly, I explored the design space of accessible gaming wearables using participatory design fiction sessions to envision the future of wearable technology and accessible video games. My study also offers methodological contributions to the HCI community by demonstrating how dialogic/performance analysis can be applied to participatory design fiction research.","abstract_has_math":false,"creators":["Loewen, Georgia Belle Von Kampen"],"institution":"Carleton University","degree_name":"Master of Applied Science (M.App.Sc.)","degree_level":"Master&apos;s","degree_discipline":"Engineering, Human-Computer Interaction","degree_department":null,"school":null,"contributors":[],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2023,"date_issued":"2023","date_published":"2023","updated_at":"2026-07-24T01:34:29Z","subjects":[],"languages":["en"],"rights":["Copyright © 2023 the author(s). Theses may be used for non-commercial research, educational, or related academic purposes only. Such uses include personal study, distribution to students, research and scholarship. Theses may only be shared by linking to the Carleton University Institutional Repository and no part may be copied without proper attribution to the author; no part may be used for commercial purposes directly or indirectly via a for-profit platform; no adaptation or derivative works are permitted without consent from the copyright owner."],"rights_urls":[],"identifier_entries":[{"key":"dc:identifier.doi","label":"DOI","values":["10.22215/etd/2023-15703"],"render_values":[{"text":"10.22215/etd/2023-15703","href":"https://doi.org/10.22215/etd/2023-15703","code":true}]}]},"links":{"outbound_url":"https://hdl.handle.net/20.500.14718/40886","outbound_label":"Handle","outbound_source":"dc:identifier.uri"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:creator","label":"Author","values":["Loewen, Georgia Belle Von Kampen"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.accessioned","label":"Dc Date Accessioned","values":["2025-04-08T20:08:44Z"]},{"key":"dc:date.available","label":"Dc Date Available","values":["2025-04-08T20:08:44Z"]},{"key":"dc:date.issued","label":"Date","values":["2023"]},{"key":"dc:publisher","label":"Institution","values":["Carleton University"]},{"key":"dc:type","label":"Dc Type","values":["thesis"]},{"key":"thesis:degree_discipline","label":"Discipline","values":["Engineering, Human-Computer Interaction"]},{"key":"thesis:degree_level","label":"Degree Level","values":["Master&apos;s"]},{"key":"thesis:degree_name","label":"Degree Name","values":["Master of Applied Science (M.App.Sc.)"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:language.iso","label":"Language (ISO)","values":["en"]},{"key":"dc:rights","label":"Dc Rights","values":["Copyright © 2023 the author(s). Theses may be used for non-commercial research, educational, or related academic purposes only. Such uses include personal study, distribution to students, research and scholarship. Theses may only be shared by linking to the Carleton University Institutional Repository and no part may be copied without proper attribution to the author; no part may be used for commercial purposes directly or indirectly via a for-profit platform; no adaptation or derivative works are permitted without consent from the copyright owner."]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier.doi","label":"DOI","values":["10.22215/etd/2023-15703"]},{"key":"dc:identifier.uri","label":"Identifier URI","values":["https://hdl.handle.net/20.500.14718/40886"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["There has been increased interest in how wearables can offer new avenues of interaction in video games. However, understanding how wearable devices can support accessible gaming is missing. My research aims to explore this potential with users with upper limb motor disabilities to understand their experiences with video games and wearable devices. My thesis is divided into two parts. Firstly, I interviewed gamers with upper limb motor disabilities to understand their lived experiences in playing video games and using wearable technology. Secondly, I explored the design space of accessible gaming wearables using participatory design fiction sessions to envision the future of wearable technology and accessible video games. My study also offers methodological contributions to the HCI community by demonstrating how dialogic/performance analysis can be applied to participatory design fiction research."]},{"key":"dc:title","label":"Title","values":["Accessible Gaming Wearables: Opportunities for Players with Upper Limb Motor Disabilities"]}]}],"canonical_facts":{"dc:creator":["Loewen, Georgia Belle Von Kampen"],"dc:date.accessioned":["2025-04-08T20:08:44Z"],"dc:date.available":["2025-04-08T20:08:44Z"],"dc:date.issued":["2023"],"dc:description.abstract":["There has been increased interest in how wearables can offer new avenues of interaction in video games. However, understanding how wearable devices can support accessible gaming is missing. My research aims to explore this potential with users with upper limb motor disabilities to understand their experiences with video games and wearable devices. My thesis is divided into two parts. Firstly, I interviewed gamers with upper limb motor disabilities to understand their lived experiences in playing video games and using wearable technology. Secondly, I explored the design space of accessible gaming wearables using participatory design fiction sessions to envision the future of wearable technology and accessible video games. My study also offers methodological contributions to the HCI community by demonstrating how dialogic/performance analysis can be applied to participatory design fiction research."],"dc:identifier.doi":["10.22215/etd/2023-15703"],"dc:identifier.uri":["https://hdl.handle.net/20.500.14718/40886"],"dc:language.iso":["en"],"dc:publisher":["Carleton University"],"dc:rights":["Copyright © 2023 the author(s). Theses may be used for non-commercial research, educational, or related academic purposes only. Such uses include personal study, distribution to students, research and scholarship. 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