Sustaining Motivation and Re-engagement Through Accessibility: A Multi-Phase Study of Deaf and Hard of Hearing Players in Mixed Reality Exergames

Recent trends in mixed reality (MR) exergames offer new opportunities for home-based, visually driven physical activity, but require accessible designs. For example, many conventional fitness systems often depend on spoken instruction and audio cues, limiting accessibility for Deaf and Hard of Hearing (DHH) people. Accessibility and user experience for DHH users are often treated as static, assessed at a single point in time. This framing overlooks how accessibility features may shape their experience, effort, and motivation differently as familiarity develops. Our research, therefore, investigates how DHH users’ motivation and engagement evolve in MR exergames across multiple sessions and how accessibility needs shift with familiarity. We conducted a three-phase exploratory study comprising a 10-day in-home user study utilizing ARWell PRO , design workshops, and feedback on visual mockup sessions. Our findings show that early-use features (e.g., captions and detailed visual guidance) can become effortful over time due to visual load, while efficiency-oriented features may inadequately support newcomers. Repeated engagement revealed trade-offs between guidance, autonomy, and cognitive effort, positioning accessibility as an evolving rather than static property. We further propose design directions and open research questions around adaptive instruction, modality choice, visual expressiveness, customization effort, and clarity versus discovery.

Authors

Institutions

Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2026-11-03
DOI
https://doi.org/10.1145/3831293
Primary Topic
Digital Accessibility for Disabilities
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Sustaining Motivation and Re-engagement Through Accessibility: A Multi-Phase Study of Deaf and Hard of Hearing Players in Mixed Reality Exergames

Sanzida Mojib Luna, John Dunham, Konstantinos Papangelis, Nicolas James LaLone et al.
Proceedings of the ACM on Human-Computer Interaction
Digital Accessibility for Disabilities
article

Sustaining Motivation and Re-engagement Through Accessibility: A Multi-Phase Study of Deaf and Hard of Hearing Players in Mixed Reality Exergames

Sanzida Mojib Luna, John Dunham, Konstantinos Papangelis, Nicolas James LaLone, Jiangnan Xu, Elise Baron, Garreth W. Tigwell, Michael Saker, Alan Chamberlain
article en

Abstract

Recent trends in mixed reality (MR) exergames offer new opportunities for home-based, visually driven physical activity, but require accessible designs. For example, many conventional fitness systems often depend on spoken instruction and audio cues, limiting accessibility for Deaf and Hard of Hearing (DHH) people. Accessibility and user experience for DHH users are often treated as static, assessed at a single point in time. This framing overlooks how accessibility features may shape their experience, effort, and motivation differently as familiarity develops. Our research, therefore, investigates how DHH users’ motivation and engagement evolve in MR exergames across multiple sessions and how accessibility needs shift with familiarity. We conducted a three-phase exploratory study comprising a 10-day in-home user study utilizing ARWell PRO , design workshops, and feedback on visual mockup sessions. Our findings show that early-use features (e.g., captions and detailed visual guidance) can become effortful over time due to visual load, while efficiency-oriented features may inadequately support newcomers. Repeated engagement revealed trade-offs between guidance, autonomy, and cognitive effort, positioning accessibility as an evolving rather than static property. We further propose design directions and open research questions around adaptive instruction, modality choice, visual expressiveness, customization effort, and clarity versus discovery.

Proceedings of the ACM on Human-Computer InteractionVol. 10(7)
Texas State University (US), University of Nottingham (GB), Rochester Institute of Technology (US), City, University of London (GB)
Openalex Percentile: Top 5%
Digital Accessibility for Disabilities
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Laika access coming soon