01626nas a2200253 4500000000100000000000100001008004100002260001200043653001400055653001800069653002700087653002300114653003700137100002700174700003200201700001700233700002000250245007900270856008000349300001000429490000600439520091300445022001401358 2022 d c06/202210aVideogame10aAccessibility10aComputer Entertainment10aVisual Impairments10aHuman-Computer Interaction (HCI)1 aManuel López Ibáñez1 aAlejandro Romero-Hernández1 aBorja Manero1 aMaría Guijarro00aComputer Entertainment Technologies for the Visually Impaired: An Overview uhttps://www.ijimai.org/journal/sites/default/files/2022-05/ijimai_7_4_5.pdf a53-680 v73 aOver the last years, works related to accessible technologies have increased both in number and in quality. This work presents a series of articles which explore different trends in the field of accessible video games for the blind or visually impaired. Reviewed articles are distributed in four categories covering the following subjects: (1) video game design and architecture, (2) video game adaptations, (3) accessible games as learning tools or treatments and (4) navigation and interaction in virtual environments. Current trends in accessible game design are also analysed, and data is presented regarding keyword use and thematic evolution over time. As a conclusion, a relative stagnation in the field of human-computer interaction for the blind is detected. However, as the video game industry is becoming increasingly interested in accessibility, new research opportunities are starting to appear. a1989-1660