Gamification and Accessibility

  • Andreas StieglerEmail author
  • Gottfried Zimmermann
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 9193)


There are many software requirements for the development of accessible applications, in particular for elderly people or people with disabilities. In particular, user interfaces have to be sufficiently abstract to cover required adaptations. In this paper, we introduce a gamification approach for teaching, connecting and engaging developers on accessible design of applications. A particular challenge hereby is combining gamification patters with the requirements of accessibility. As many gamification patters build on visual representation or usage metaphors, they are not suited for adaptation. Instead, we derive a representation-agnostic set of gamification patters from actual game design of commercial games. We identify and illustrate five categories of representation-agnostic gamification patterns, based on a games survey: action space, reward, challenge, progress, and discovery.


Human computer interaction Gamification Accessibility Elderly Game development Serious games Game design Game mechanics Game theory 



The research leading to these results has received funding from the European Union Seventh Framework Programme (FP7/2007-2011) under grant agreement n° 610510, Prosperity4All (“Ecosystem infrastructure for smart and personalised inclusion and PROSPERITY for ALL stakeholders”). This publication reflects only the authors’ views and the European Union is not liable for any use that may be made of the information contained herein.


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Copyright information

© Springer International Publishing Switzerland 2015

Authors and Affiliations

  1. 1.Responsive User Interface Experience Research GroupStuttgart Media UniversityStuttgartGermany

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