Disability in the Metaverse
Access status:
Open Access
Type
Report, ResearchAuthor/s
Carter, MarcusEgliston, Ben
Clark, Kate
Goggin, Gerard
Zhuang, Victor
Ellis, Katie
Hawkins, Wayne
Tan, Wenqi
Abstract
This research investigates the accessibility challenges and opportunities for people with disabilities in Virtual Reality (VR) environments. Conducted from June 2023 to June 2024, the study involved 102 survey respondents and 21 in-depth interviews with VR users with disabilities, ...
See moreThis research investigates the accessibility challenges and opportunities for people with disabilities in Virtual Reality (VR) environments. Conducted from June 2023 to June 2024, the study involved 102 survey respondents and 21 in-depth interviews with VR users with disabilities, alongside 20 VR industry experts. Key findings highlight the ways current VR systems are designed around normative assumptions about bodies, often excluding those with physical, visual, neurological, and cognitive impairments. The research also notes the underrepresentation of complex care needs in existing accessibility research and the limited efforts to incorporate assistive devices in VR design. The report suggests that a more inclusive approach to VR development—one that integrates feedback from disabled users during the design process—would benefit not only disabled but also non-disabled users. The study concludes with six key recommendations for improving VR accessibility, including fostering direct communication with disabled users, providing flexible interaction options, and ensuring that VR hardware and software are designed with a wide spectrum of disabilities in mind.
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See moreThis research investigates the accessibility challenges and opportunities for people with disabilities in Virtual Reality (VR) environments. Conducted from June 2023 to June 2024, the study involved 102 survey respondents and 21 in-depth interviews with VR users with disabilities, alongside 20 VR industry experts. Key findings highlight the ways current VR systems are designed around normative assumptions about bodies, often excluding those with physical, visual, neurological, and cognitive impairments. The research also notes the underrepresentation of complex care needs in existing accessibility research and the limited efforts to incorporate assistive devices in VR design. The report suggests that a more inclusive approach to VR development—one that integrates feedback from disabled users during the design process—would benefit not only disabled but also non-disabled users. The study concludes with six key recommendations for improving VR accessibility, including fostering direct communication with disabled users, providing flexible interaction options, and ensuring that VR hardware and software are designed with a wide spectrum of disabilities in mind.
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Date
2024-09-30Funding information
Meta
Licence
Creative Commons Attribution-NonCommercial 4.0Faculty/School
The University of Sydney School of Architecture, Design and PlanningFaculty of Arts and Social Sciences, School of Art, Communication and English
Department, Discipline or Centre
Sydney Games and Play LabShare