Exploring The Affordances of Game-Aware Streaming to Support Blind and Low Vision Viewers: A Design Probe Study

This paper explores new ways to support blind and low vision (BLV) game stream participants. Prior work on game-aware streaming systems has focused on the potential for viewer interaction and personalization for sighted viewers, but how such systems impact interaction and personalization for BLV viewers remains largely unexplored. Most streaming experiences have significant visual information but no non-visual or sensemaking alternatives, which can exclude BLV viewers from understanding and interacting with the streaming experience. Building on the pre-existing system MARS, we developed a design probe that makes game data available to stream viewers in personalizable visual and non-visual formats. We use this probe to investigate the needs of BLV game stream viewers through qualitative interviews and live prototype testing sessions on Twitch. In addition to the technical contributions of our probe, our work addresses how game-aware streaming technologies can align with the needs and motivations of BLV viewers, and paves the way for novel designs in future iterations of game-aware streaming technologies.

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Publication Details

Published
2024-10-20
DOI
https://doi.org/10.1145/3663548.3675665
Citations
2
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
2.26
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article

Exploring The Affordances of Game-Aware Streaming to Support Blind and Low Vision Viewers: A Design Probe Study

Jessica Hammer, Sanika Moharana, Frank Elavsky, Dominik Moritz et al.
2 citations
Digital Games and Media
2.26
article

Exploring The Affordances of Game-Aware Streaming to Support Blind and Low Vision Viewers: A Design Probe Study

Jessica Hammer, Sanika Moharana, Frank Elavsky, Dominik Moritz, Patrick Carrington, Jessie Chen, Erik Harpstead, Noor Hammad, S Lee
article en
2 citations

Abstract

This paper explores new ways to support blind and low vision (BLV) game stream participants. Prior work on game-aware streaming systems has focused on the potential for viewer interaction and personalization for sighted viewers, but how such systems impact interaction and personalization for BLV viewers remains largely unexplored. Most streaming experiences have significant visual information but no non-visual or sensemaking alternatives, which can exclude BLV viewers from understanding and interacting with the streaming experience. Building on the pre-existing system MARS, we developed a design probe that makes game data available to stream viewers in personalizable visual and non-visual formats. We use this probe to investigate the needs of BLV game stream viewers through qualitative interviews and live prototype testing sessions on Twitch. In addition to the technical contributions of our probe, our work addresses how game-aware streaming technologies can align with the needs and motivations of BLV viewers, and paves the way for novel designs in future iterations of game-aware streaming technologies.

Human Media (US), Carnegie Mellon University (US)
Openalex Percentile: Top 10%
Digital Games and Media
2.26
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