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
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].
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., & 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
Hassan, L. (2023). Accessibility of games and game-based applications: A systematic literature review and mapping of future directions. New Media & Society, 0(0), 14614448231204020. https://doi.org/10.1177/14614448231204020
Hassan, L., & Baltzar, P. (2022). Social aspects in game accessibility research: a literature review. DIGRA International Conference. Proceedings of the 2022 DiGRA International Conference: Bringing Worlds Together.
Hassan, L., Buttler, P., Vesa, M. (2024). Games, Business, and Gamers: How to Facilitate a Game Accessibility Transition across the Gaming Ecosystem?. In: Lehtimäki, H., Taylor, S.S., Lyra, M.G. (eds) Art and Sustainability Transitions in Business and Society. Palgrave Studies in Business, Arts and Humanities. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-031-44219-3_5
Mohammed, M., Fatemah, A., & Hassan, L. (2024). Effects of Gamification on Motivations of Elementary School Students: An Action Research Field Experiment. Simulation & Gaming, 0(0). https://doi.org/10.1177/10468781241237389