Catch the Thief: An Approach to an Accessible Video Game with Unity

Edwin Patricio Flores-Garzón (1), Luis José Intriago-Echeverría (2), Angel Jaramillo-Alcázar (3), Santiago Criollo-C (4), Sergio Luján-Mora (5)
(1) Facultad de Ingenierías y Ciencias Aplicadas, Universidad de Las Américas, Quito, Ecuador
(2) Facultad de Ingenierías y Ciencias Aplicadas, Universidad de Las Américas, Quito, Ecuador
(3) Facultad de Ingenierías y Ciencias Aplicadas, Universidad de Las Américas, Quito, Ecuador
(4) Facultad de Ingenierías y Ciencias Aplicadas, Universidad de Las Américas, Quito, Ecuador
(5) Departamento de Lenguajes y Sistemas Informáticos, Universidad de Alicante, Alicante, España
Fulltext View | Download
How to cite (IJASEIT) :
Flores-Garzón, Edwin Patricio, et al. “Catch the Thief: An Approach to an Accessible Video Game With Unity”. International Journal on Advanced Science, Engineering and Information Technology, vol. 10, no. 3, June 2020, pp. 905-13, doi:10.18517/ijaseit.10.3.10938.
Today, the video game industry is one of the most profitable business markets in the world. Video games are not only being used as a means of entertainment but also to reinforce education. Even though there are unbroken barriers for disabled people to use this kind of applications. Lack of accessible technologies and functions are real problems and a way of discrimination. It is a challenge for every software development organization, even for those who focuses in video game line of work. Many impaired people enjoy playing games in despite of their disabilities; however, some limitations appear when they start to play. This article presents an approach for an accessible video game developing, using Unity Engine and some of its accessibility complements to implement some functions to get better the player experience. This way, people who suffer of visual and hearing disability can be able to play and learn. Within the spectrum of disabilities this project covers are; visual and hearing, multiple variants of color-blindness and reduced vision problems. A series of settings options will have implemented with the final purpose of giving users an easier way to interact with the video game. It should be emphasized that game mechanics are based on various parameters to offer accessibility as brightness reduction, contrast and font-size adjustment, and more. Disability simulation tests will have done in order to prove the video game functionality. This research tries to increase the accessibility for people with impairments in the world of video games.

Spring D., “Gaming history: Computer and video games as historical scholarship,” Rethinking History, vol. 19, no. 2. Routledge, pp. 207-221, 03-Apr-2015.

Newzoo, (2018), Global Mobile Market Report Free. 1-25. [Online] Available:

Schell J., The art of game design: A book of lenses, 3rd edition. CRC Press, 2019.

Crompton H., Y.-C. Lin, D. Burke, and A. Block, “Mobile Digital Games as an Educational Tool in K-12 Schools,” 2018, pp. 3-17.

Statista, (2019) Serious games revenues worldwide 2024 [Online]. Available:

Lindstrom L. and Jeffries R., “Extreme programming and agile software development methodologies,” Inf. Syst. Manag., vol. 21, no. 3, pp. 41-52, 2004.

Michael D. & Chen S. Serious games: games that educate, train and inform. Thomson Course Technology. 2006

Aguado-Delgado J., Gutií©rrez-Martí­nez J. M., Hilera J. R., de-Marcos L., and Otón S., Accessibility in video games: a systematic review, Univers. Access Inf. Soc., 2018.

Jaramillo-Alcí¡zar, A., & Lují¡n-Mora, S. Mobile serious games: An accessibility assessment for people with visual impairments. International Conference Technological Ecosystems For Enhancing Multiculturality (TEEM), 2017, Article No.: 66

Jaramillo-Alcí¡zar, A., & Lují¡n-Mora, S. An approach to mobile serious games accessibility assessment for people with hearing impairments, International Conference on Information Technology & Systems (ICITS), 2018, p. 552-562

Jaramillo-Alcí¡zar, A., & Lují¡n-Mora, S. Accessibility Assessment of Mobile Serious Games for People with Cognitive Impairments, 2nd International Conference on Information Systems and Computer Science (INCISCOS), 2017, p. 323 - 328

Jaramillo-Alcí¡zar, A.; Salvador-Ullauri L.; Lují¡n-Mora, S., A Mobile Serious Games Assessment Tool for People with Motor Impairments, 9th International Conference On Education Technology And Computers (ICETC), 2017, p. 172-177.

Firth A., Low Vision and Colour Blindness, in Practical Web Inclusion and Accessibility, Berkeley, CA: Apress, 2019, pp. 55-92.

Wasserman, D., Philosophical Issues in the Definition and Social Response to Disability, in Disability and Equality Law, Routledge, 2018, pp. 19-52.

Cheiran, J. F. P. Nedel, L. and Pimenta, M. S., Inclusive games: A multimodal experience for blind players, in Brazilian Symposium on Games and Digital Entertainment, SBGAMES, 2011, pp. 164-172

World Health Organization, (2018), Blindness and vision impairment. [Online] Available:

Color-blindness. (2018) [Online] Available:

World Health Organization, (2014), The global burden of disabling hearing impairment: a call to action, [Online] Available:

Yuan J., Sun Y., Sang S., Pham J. H., and Kong W. J., The risk of cognitive impairment associated with hearing function in older adults: A pooled analysis of data from eleven studies, Sci. Rep., vol. 8, no. 1, Dec. 2018

World Health Organization, (2019), Deafness and hearing loss. [Online] Available:

Abrahamsson P., Salo O., Ronkainen J., and Warsta J., Agile Software Development Methods: Review and Analysis, Sep. 2017.

Parikh D. D. V. S., EXTREME PROGRAMMING: VALUES, PRINCIPLES, PRACTICES AND USE, J. Curr. Sci., vol. 20, no. 1, Jan. 2019.

Unity, (2018), MonoBehaviour.Start() [Online] Available:

Projectwilberforce. (2017), Colorblind Effect Unity Plugin User Guide. [Online] Available:

Unity, (2019), Post-processing overview [Online] Available:

Creative Commons License

This work is licensed under a Creative Commons Attribution 4.0 International License.

Authors who publish with this journal agree to the following terms:

    1. Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
    2. Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
    3. Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).