Evaluation of Personalized Above-Neck Gestures for Accessible Mobile Gaming

Mobile gaming presents significant accessibility challenges for individuals with upper-limb impairments, as touchscreen interactions require precise finger movements and rapid reactions. While assistive technologies exist for general smartphone use, they are often incompatible with the time-constrained and simultaneous input requirements of video games. To address this issue, we investigate the use of fully personalizable, user-defined above-neck gestures (e.g., head movements or facial expressions) as a means to improve the accessibility of mobile video games for people with upper-limb impairments. Through a study with 12 participants, we explore the gestures that people with upper-limb impairments select during mobile gaming, and we assess performance and participants’ perceptions using three popular commercial video games as well as custom evaluation probes. Participants commonly selected symmetric gesture pairs (e.g., left/right profile, looking up/down) and preferred slower-paced games, which resulted in significantly lower workload compared to faster-paced games. Our findings show that above-neck gestures allow people with upper-limb impairments to play games that would otherwise be inaccessible to them, achieving performance comparable to external buttons in terms of accuracy, response time, and perceived workload.

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Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2026-11-03
DOI
https://doi.org/10.1145/3831319
Primary Topic
Gaze Tracking and Assistive Technology
Type
article
Field-Weighted Citation Impact
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article

Evaluation of Personalized Above-Neck Gestures for Accessible Mobile Gaming

Sergio Mascetti, Dragan Ahmetovic, Matteo Manzoni
Proceedings of the ACM on Human-Computer Interaction
Gaze Tracking and Assistive Technology
article

Evaluation of Personalized Above-Neck Gestures for Accessible Mobile Gaming

Sergio Mascetti, Dragan Ahmetovic, Matteo Manzoni
article en

Abstract

Mobile gaming presents significant accessibility challenges for individuals with upper-limb impairments, as touchscreen interactions require precise finger movements and rapid reactions. While assistive technologies exist for general smartphone use, they are often incompatible with the time-constrained and simultaneous input requirements of video games. To address this issue, we investigate the use of fully personalizable, user-defined above-neck gestures (e.g., head movements or facial expressions) as a means to improve the accessibility of mobile video games for people with upper-limb impairments. Through a study with 12 participants, we explore the gestures that people with upper-limb impairments select during mobile gaming, and we assess performance and participants’ perceptions using three popular commercial video games as well as custom evaluation probes. Participants commonly selected symmetric gesture pairs (e.g., left/right profile, looking up/down) and preferred slower-paced games, which resulted in significantly lower workload compared to faster-paced games. Our findings show that above-neck gestures allow people with upper-limb impairments to play games that would otherwise be inaccessible to them, achieving performance comparable to external buttons in terms of accuracy, response time, and perceived workload.

Proceedings of the ACM on Human-Computer InteractionVol. 10(7)
University of Milan (IT)
Openalex Percentile: Top 11%
Gaze Tracking and Assistive Technology
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Evaluation of Personalized Above-Neck Gestures for Accessible Mobile Gaming — Sergio Mascetti, Dragan Ahmetovic, et al. · Proceedings of the ACM on Human-Computer Interaction (2026) | TGRS Research Map | TGRS