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UX Summit: VR Is for Everyone: Designing Comfortable Virtual Reality
Virtual reality games, especially when working with a limited budget or team size, are more greatly impacted by barriers to play than regular games. Simply playing a VR game is hindered by a lot of factors: wearing a headset, needing to physically move around, or feeling motion sick. Although players often express this as discomfort, in reality these are accessibility issues, and addressing low mobility, vision loss, hearing loss, and attentional difficulty provides a better experience for every player. This presentation will explore a range of barriers to play that are unique to VR and how they were addressed for the VR title A Knight in the Attic.
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