Project monetising Inclusion is a multi-year (2023-2026) research project funded by the Finnish Foundation for Economic Education, Liikesivistysrahasto (LSR).
Associate Professor Lobna Hassan is the project’s Principle Investigator. The project team includes Postdoctoral Researcher Mohammed Abdelaty, Doctoral Researcher Pauliina Baltzar, and Project Researcher Markus Kämäräinen. The project also closely cooperates with Associate Professor Miikka J. Lehtonen (Rikkyo University College of Business, Japan), Professor Kat Schrier (Marist Collage, USA), and Associate Professor Mikko Vesa (Hanken School of Economics, Finland). Some of the members who could make it to a photoshoot are in this photo:
Project team: from the left, Lobna Hassan, Markus Kämäräinen, and Pauliina Baltzar. On the tablets, from the left: Miikka J. Lehtonen, Mikko Vesa, and Mohammed Abdelaty. Photo by Riikka Aurava.
The project is a multidisciplinary and multicultural study of inclusive games. Project Work Package 1 studies relatively new/niche segments of gamers (mainly gamers with disability and gamers from non-American/European cultures). The aim is to find out more about their game preferences and how games could be made more inclusive and accessible for them. Project Work Package 2 studies developers and personnel in the game industry to understand their perception of game accessibility (to people with disability) and cultural inclusivity in games. The aim is to develop an understanding of these perceptions as well as chart the road to inclusive, accessible gaming. Project Work Package 3 brings the work from the previous Work Packages together, and fit the puzzle pieces, bringing consumer needs and supplier practices together towards guidelines and grand theory for inclusive, accessible games.
The following image is a summary of the project:
Summary of the Monetising Inclusion project as described in text
The project strengthen the on-going transformation of games and the game industry towards accessibility and inclusion.
More about the project (in Finnish): https://www.lsr.fi/blog/inklusiivisuus-lisaantyy-pelialalla/
If you are interested to know more about the project or collaborate with us, please contact Prof Lobna Hassan at [email protected].
Avellan, T., Baltzar, P., Kämäräinen, M., & Turunen, M. (2024). Raising Accessibility Awareness: Designing Accessibility Testbed for Education and Public Use. ACADEMIC MINDTREK 2024 - Proceedings of the 27th International Academic Mindtrek Conference, 311-315. https://doi.org/10.1145/3681716.3689455
Baltzar, P., Turunen, M., & Hassan, L. (2024). Trial and error: Finding suitable assistive technology for gaming. Universal Access in the Information Society. https://doi.org/10.1007/s10209-024-01157-4
Baltzar, P., Hassan, L., & Turunen, M. (2024). Forced to Choose Silence: Social Gaming with Disabilities. Simulation & Gaming, 0(0). https://doi.org/10.1177/10468781241259831
Baltzar, P., Hassan, L., & Turunen, M. (2023). “It’s Easier to Play Alone”: A Survey Study of Gaming With Disabilities. Journal of Electronic Gaming and Esports, 1(1), jege.2022-0029. https://doi.org/10.1123/jege.2022-0029
Baltzar, P., Hassan, L., & Turunen, M. (2023). Social Accessibility in Multiplayer Games: Theory and Praxis. Entertainment Computing, 100592. https://doi.org/10.1016/j.entcom.2023.100592
Baltzar, P., Hassan, L., & Turunen, M. (2023). Assistive Technology in Gaming: A Survey of Gamers With Disabilities. Proceedings of the 7th International GamiFIN Conference 2023 (GamiFIN 2023).
Baltzar, P., Turunen, M., & Hassan, L. (2022). Popular Accessibility Settings in Digital Games: What Accessibility Settings Do Players with Disabilities Use and Need? 25th International Academic Mindtrek Conference, 359–363, Tampere, Finland. https://doi.org/10.1145/3569219.3569335
Forssell, M., Hassan, L., & Turunen, M. (2024). Inclusive VR gaming with older adults: Accessibility of entertainment and educational VR games. Proceedings of the 27th International Academic Mindtrek Conference, 201–210. https://doi.org/10.1145/3681716.3681736
Forssell, M., Paavilainen, J., Hassan, L., & Turunen, M. (2024). Older adults’ playful experiences of VR gaming. Proceedings of the 2024 ACM International Conference on Interactive Media Experiences, 182–191. https://doi.org/10.1145/3639701.3656309
Forssell, M., Hassan, L., Turunen, M., & Aura, I. (2023). Accessibility of Kahoot! And Quizizz: Utilizing Educational Games with Elderly Students. The 11th International Conference on Communities and Technologies (C&T), 75–84. https://doi.org/10.1145/3593743.3593760