Framework of Mobile Game Design as an Assistive Technology for Children with Motor Disabilities

Main Article Content

Yaya Heryadi
Agung Trisetyarso
Bachtiar Saleh Abbas
Wayan Suparta
Ford Lumban Gaol


Computer games have emerged in the past decade as potential media beyond entertainment. Despite its popularity, game accessibility remains a major concern of various researchers. Children population with motor disabilities is a potential target for developing entertainment or therapeutic support games due to their interest to play. This paper presents: (1) a framework for mobile games for children with motor disability using simple hand postures and (2) Xgboost decision tree as a hand posture recognizer (98.48 percent training accuracy and 96.76 percent testing accuracy) as a prototype of hand posture-based commands as assistive technology to interact with games.


Plum Analytics

Article Details

Special Issues


Cambridge English Dictionary. Game. Cambridge English Dictionary Online, accessed July 27, 2018.

Collins English Dictionary. Computer Game. Collins English Dictionary accessed July 27, 2018.

Wen, T., Wang, L., Gu, J., & Huang, B. (2009, June). A 3-D acceleration-based control algorithm for interactive gaming using a head-worn wireless device. In Bioinformatics and Biomedical Engineering, 2009. ICBBE 2009. 3rd International Conference on (pp. 1-3). IEEE.

Kementrian Kesehatan RI, “Situasi Penyandang Disabilitas,” Bul. Jendela Data Inf. Kesehat., vol. Semester 2, no. 1, pp. 1–5, 2014.

Song, Y., Luo, Y., & Lin, J. (2011, November). Detection of movements of head and mouth to provide computer access for disabled. In 2011 Conference on Technologies and Applications of Artificial Intelligence (pp. 223-226). IEEE.

Alhargan, A., Cooke, N., & Binjammaz, T. (2017, October). Affect recognition in an interactive gaming environment using eye tracking. In Affective Computing and Intelligent Interaction (ACII), 2017 Seventh International Conference on (pp. 285-291). IEEE.

K. Bierre, M. Hinn, T. Martin, and M. McIntosh, “Accessibility in Games: Motivations and Approaches,” … Pap. Int. Game …, 2004.

B. Yuan, E. Folmer, and F. C. Harris, “Game accessibility: A survey,” Univers. Access Inf. Soc., vol. 10, no. 1, pp. 81–100, 2011.

Palisano, R. J. (2006). A collaborative model of service delivery for children with movement disorders: a framework for evidence-based decision making. Physical Therapy, 86(9), 1295-1305.

Kumar, D., & Sharma, A. (2016, September). Electrooculogram- based virtual reality game control using blink detection and gaze calibration. In Advances in Computing, Communications and Informatics (ICACCI), 2016 International Conference on (pp. 2358- 2362). IEEE.

Lu, F., Okabe, T., Sugano, Y., & Sato, Y. (2014). Learning gaze biases with head motion for head pose-free gaze estimation. Image and Vision Computing, 32(3), 169-179.

A. Gardner, J. Kanno, C. A. Duncan, and R. Selmic. 'Measuring distance between unordered sets of different sizes,' in 2014 IEEE Conference on Computer Vision and Pattern Recognition(CVPR), June 2014, pp. 137-143.

A. Gardner, C. A. Duncan, J. Kanno, and R. Selmic. '3D hand posture recognition from small unlabeled point sets,' in 2014 IEEE International Conference on Systems, Man and Cybernetics (SMC), Oct 2014, pp. 164-169.

Vickers, S., Istance, H., & Heron, M. J. (2013, April). Accessible gaming for people with physical and cognitive disabilities: a framework for dynamic adaptation. In CHI'13 Extended Abstracts on Human Factors in Computing Systems (pp. 19-24). ACM.

Chen, T., & Guestrin, C. (2016, August). Xgboost: A scalable tree boosting system. In Proceedings of the 22nd acm sigkdd international conference on knowledge discovery and data mining (pp. 785-794). ACM