<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>1984-686X</journal-id>
<journal-title><![CDATA[Revista Educação Especial (Online)]]></journal-title>
<abbrev-journal-title><![CDATA[Rev. Educ. Espec.]]></abbrev-journal-title>
<issn>1984-686X</issn>
<publisher>
<publisher-name><![CDATA[Universidade Federal de Santa Maria]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1984-686X2023000100244</article-id>
<article-id pub-id-type="doi">10.5902/198468668807</article-id>
<title-group>
<article-title xml:lang="pt"><![CDATA[Desenvolvimento de Audiogames acessíveis às pessoas com deficiência visual: uma revisão sistemática da literatura]]></article-title>
<article-title xml:lang="en"><![CDATA[Development of accessible Audiogames for blind people: a systematic literature review]]></article-title>
<article-title xml:lang="es"><![CDATA[Desarrollo de Audiogames accesibles para las personas ciegas: una revisión sistemática de la literatura]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Piloti]]></surname>
<given-names><![CDATA[Jason Scalco]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Silva]]></surname>
<given-names><![CDATA[Régio Pierre da]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Silva]]></surname>
<given-names><![CDATA[Tânia Luisa Koltermann da]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidade Federal do Rio Grande do Sul  ]]></institution>
<addr-line><![CDATA[Porto Alegre ]]></addr-line>
<country>Brazil</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Universidade Federal do Rio Grande do Sul  ]]></institution>
<addr-line><![CDATA[Porto Alegre ]]></addr-line>
<country>Brazil</country>
</aff>
<aff id="Af3">
<institution><![CDATA[,Universidade Federal do Rio Grande do Sul  ]]></institution>
<addr-line><![CDATA[Porto Alegre ]]></addr-line>
<country>Brazil</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>00</month>
<year>2023</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>00</month>
<year>2023</year>
</pub-date>
<volume>36</volume>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_arttext&amp;pid=S1984-686X2023000100244&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_abstract&amp;pid=S1984-686X2023000100244&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://educa.fcc.org.br/scielo.php?script=sci_pdf&amp;pid=S1984-686X2023000100244&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="pt"><p><![CDATA[RESUMO Frente aos avanços na área dos jogos digitais, os audiogames, conhecidos por utilizarem o áudio como principal interface com o jogador, têm ganhado notoriedade não só por pessoas com deficiência visual, mas também pelo público em geral. Este nicho de mercado tem-se mostrado promissor diante ao cenário atual de desenvolvimento de jogos digitais tradicionais. Deste modo, este trabalho buscou analisar com maior profundidade, por meio de uma revisão sistemática da literatura, técnicas, modelos, métodos e/ou diretrizes que contribuíssem no processo de design e desenvolvimento de jogos digitais às pessoas com deficiência visual. Com base no método adaptado da Design Science Research e o PRISMA, esta revisão sistemática elegeu a partir de 4 bases de dados, um portfólio de 12 artigos em língua inglesa diretamente relacionados ao tema. Os relatos levantados demonstraram a concentração de estudos por grupos de pesquisa, com foco na área de jogos digitais acessíveis, especificamente o tipo abordado por essa revisão: &#8220;audiogames&#8221;. Por fim, esta revisão permitiu, além das contribuições para o referencial teórico deste trabalho, a compilação de 8 considerações de design e desenvolvimento com recorrência entre os autores investigados, um levantamento de técnicas de navegação e modelos de mecânicas utilizados em jogos digitais acessíveis.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[ABSTRACT Based on advances in the digital games area, It is possible to see the visibility that audiogames have been gaining not only by the blind peoople, but also by the general public. This business area has shown itself to be promising compared to the traditional mode of development digital games. Thus, this work sought to analyze in greater depth, through a systematic review of the literature, techniques, models, methods and/or guidelines that contribute to the process of designing and developing digital games for the blind. Based on the method adapted from Design Science Research and PRISMA, this systematic review chose from 4 databases, a portfolio of 12 articles directly related to the topic. The reports raised demonstrate the concentration of academic studies focused on the &#8203;&#8203;accessible digital games area, specifically, the focus of this review: &#8220;audiogames&#8221;. Finally, this review allowed, in addition to the bibliography of this work, the compilation of 8 recurrent design and development considerations among the investigated authors, a survey of navigation techniques and mechanical models used in the development of accessible digital games.]]></p></abstract>
<abstract abstract-type="short" xml:lang="es"><p><![CDATA[RESUMEN A partir de los avances en el área de los juegos digitales, es posible ver la visibilidad que los audiojuegos han ido ganando no solo por parte de las personas ciegas, sino también por parte del público en general. Esta área de negocio se ha mostrado prometedora en comparación con el modo tradicional de desarrollo de juegos digitales. Así, este trabajo buscó analizar con mayor profundidad, a través de una revisión sistemática de la literatura, técnicas, modelos, métodos y / o pautas que contribuyen al proceso de diseño y desarrollo de juegos digitales para ciegos. Con base en el método adaptado de DesignScienceResearch y PRISMA, esta revisión sistemática eligió entre 4 bases de datos, un portafolio de 12 artículos directamente relacionados con el tema. Los informes planteados demuestran la concentración de estudios académicos centrados en el área de los juegos digitales accesibles, en concreto, el foco de esta revisión: los &#8220;audiojuegos&#8221;. Finalmente, esta revisión permitió, además de la bibliografía de este trabajo, la recopilación de 8 consideraciones de diseño y desarrollo recurrentes entre los autores investigados, un relevamiento de las técnicas de navegación y modelos mecánicos utilizados en el desarrollo de juegos digitales accesibles.]]></p></abstract>
<kwd-group>
<kwd lng="pt"><![CDATA[Jogos Digitais]]></kwd>
<kwd lng="pt"><![CDATA[Audiogames]]></kwd>
<kwd lng="pt"><![CDATA[Tecnologia Assistiva]]></kwd>
<kwd lng="pt"><![CDATA[Pessoas com Deficiência Visual]]></kwd>
<kwd lng="en"><![CDATA[Games]]></kwd>
<kwd lng="en"><![CDATA[Audiogames]]></kwd>
<kwd lng="en"><![CDATA[Assistive Technology]]></kwd>
<kwd lng="en"><![CDATA[Blind People]]></kwd>
<kwd lng="es"><![CDATA[Juegos digitales]]></kwd>
<kwd lng="es"><![CDATA[Audiogames]]></kwd>
<kwd lng="es"><![CDATA[Tecnología de asistencia]]></kwd>
<kwd lng="es"><![CDATA[Personas con discapacidad visual]]></kwd>
</kwd-group>
</article-meta>
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