# How Users Who are Blind or Low Vision Play Mobile Games: Perceptions, Challenges, and Strategies

arXiv: https://arxiv.org/abs/2502.09866 · HTML: https://mlsanity.com/paper/2502.09866/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- Builds on 14 of its 97 references that are in the map.
- First posted on arXiv 14 Feb 2025.

## Builds on (most cited first, 14 of 14)

- [Understanding Frontline Workers' and Unhoused Individuals' Perspectives on AI Used in Homeless Services](https://mlsanity.com/paper/2303.09743/) (2023)
- [Understanding Visual Arts Experiences of Blind People](https://mlsanity.com/paper/2301.12687/) (2023)
- [A Contextual Inquiry of People with Vision Impairments in Cooking](https://mlsanity.com/paper/2402.15108/) (2024)
- [Non-Visual Cooking: Exploring Practices and Challenges of Meal Preparation by People with Visual Impairments](https://mlsanity.com/paper/2107.05783/) (2021)
- ["It Feels Like Taking a Gamble": Exploring Perceptions, Practices, and Challenges of Using Makeup and Cosmetics for People with Visual Impairments](https://mlsanity.com/paper/2203.08864/) (2022)
- [A Recipe for Success? Exploring Strategies for Improving Non-Visual Access to Cooking Instructions](https://mlsanity.com/paper/2407.19065/) (2024)
- ["I Choose Assistive Devices That Save My Face" A Study on Perceptions of Accessibility and Assistive Technology Use Conducted in China](https://mlsanity.com/paper/2101.09348/) (2021)
- [NavStick: Making Video Games Blind-Accessible via the Ability to Look Around](https://mlsanity.com/paper/2109.01202/) (2021)
- [Open Challenges of Blind People using Smartphones](https://mlsanity.com/paper/1909.09078/) (2019)
- ["It Feels Like Being Locked in A Cage": Understanding Blind or Low Vision Streamers' Perceptions of Content Curation Algorithms](https://mlsanity.com/paper/2204.11247/) (2022)
- [My Zelda Cane: Strategies Used by Blind Players to Play Visual-Centric Digital Games](https://mlsanity.com/paper/2301.08031/) (2023)
- [Characteristics and Motivations of Players with Disabilities in Digital Games](https://mlsanity.com/paper/1805.11352/) (2018)
- [The Barriers to Online Clothing Websites for Visually Impaired People: An Interview and Observation Approach to Understanding Needs](https://mlsanity.com/paper/2305.11559/) (2023)
- [Surveyor: Facilitating Discovery Within Video Games for Blind and Low Vision Players](https://mlsanity.com/paper/2403.10512/) (2024)

## Built on by (most cited first, 3 of 3)

- [Memory Grafting: Scaling Language Model Pre-training via Offline Conditional Memory](https://mlsanity.com/paper/2605.20948/) (2026)
- [More than One Step at a Time: Designing Procedural Feedback for Non-visual Makeup Routines](https://mlsanity.com/paper/2507.03942/) (2025)
- [GamerAstra: Supporting 2D Non-Twitch Video Games for Blind and Low-Vision Players through a Multi-Agent Framework](https://mlsanity.com/paper/2506.22937/) (2025)

## Abstract (arXiv)

As blind and low-vision (BLV) players engage more deeply with games, accessibility features have become essential. While some research has explored tools and strategies to enhance game accessibility, the specific experiences of these players with mobile games remain underexamined. This study addresses this gap by investigating how BLV users experience mobile games with varying accessibility levels. Through interviews with 32 experienced BLV mobile players, we explore their perceptions, challenges, and strategies for engaging with mobile games. Our findings reveal that BLV players turn to mobile games to alleviate boredom, achieve a sense of accomplishment, and build social connections, but face barriers depending on the game's accessibility level. We also compare mobile games to other forms of gaming, highlighting the relative advantages of mobile games, such as the inherent accessibility of smartphones. This study contributes to understanding BLV mobile gaming experiences and provides insights for enhancing accessible mobile game design.
