This project develops an inclusive gaming platform that promotes accessibility in digital games, indicating significant improvements for diverse users.
The lack of accessibility in digital gaming platforms remains a significant barrier to equitable user participation. To address this issue, this article presents an inclusive solution developed as a multimedia project designed to promote access to digital games for any user through the ipcb.games platform. The platform offers features that enhance accessibility, including voice-based authentication, voice-assisted registration, facial recognition, visual and auditory feedback, and a simplified interface. It also enables users to submit their own games for subsequent approval and integration. The development process followed a multimedia project methodology, structured into phases of analysis, planning, design, production, testing, and validation. The proposal was informed by a systematic review of scientific literature on digital inclusion and accessibility, complemented by a comparative analysis of existing platforms. During usability testing, the platform was evaluated by approximately 50 teachers from different educational levels, who provided highly positive feedback. Future work includes implementing voice-controlled gameplay, enabling keyboard-based navigation, re-implementing a functional eye-tracking system, and creating pedagogical groups, further strengthening the platform’s role in educational contexts.
No takes yet. Share an insight, caveat, or question.
Mendonça et al. (2026) studied this question.
Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context: