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          <dc:identifier>https://hdl.handle.net/2286/R.2.N.201027</dc:identifier>
                  <dc:rights>http://rightsstatements.org/vocab/InC/1.0/</dc:rights>
          <dc:rights>http://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
                  <dc:date>2025-05</dc:date>
                  <dc:format>82 pages</dc:format>
                  <dc:contributor>Toulegenova, Yumi</dc:contributor>
          <dc:contributor>Sugar, Thomas</dc:contributor>
          <dc:contributor>Heinrichs, Robert</dc:contributor>
          <dc:contributor>Barrett, The Honors College</dc:contributor>
          <dc:contributor>Software Engineering</dc:contributor>
                  <dc:description>As new video games are constantly developing and the number of video game players are increasing, the need for good user accessibility has grown. With video games in particular, it can be quite challenging to comprehend the terms of accessibility because there are many things to consider. For example, will changing accessibility also change the difficulty of a game, or the aesthetic of a game, or the enjoyability of a game? In this thesis, I explore existing visual accessibility features in video games, the need for them, and how to design with visual accessibility in mind. I created a redesigned PacMan game prototype focusing on users who are colorblind to learn more about designing for visual accessibility.    </dc:description>
                  <dc:subject>Research</dc:subject>
          <dc:subject>Creative Project</dc:subject>
          <dc:subject>Video Games</dc:subject>
          <dc:subject>visual accessibility</dc:subject>
          <dc:subject>Prototyping</dc:subject>
                  <dc:title>Improving Visual Accessibility in Video Games</dc:title></oai_dc:dc></metadata></record></GetRecord></OAI-PMH>
