[1] Entertainment Software Association, 2014. Essential Facts About the Computer and Video Game Industry, http://http://www.theesa.com/facts/pdfs/ESA_EF_2014.pdf. [2] Entertainment Software Association, 2012. Gamers Over 50: You're Never Too Old to Play, http://www.theesa.com/newsroom/Elder_Gamer_Fact_Sheet.pdf. [3] Schultheiss, D., 2012. Entertainment for Retirement? Silvergamers and the Internet. Public Communication Review, vol. 2, no. 3, pp. 62-71. [4] HuffingtonPost, 2013. Nearly Half Of All Boomers Are Gaming, Survey Shows, http://www.huffingtonpost.com/2013/11/18/baby-boomers video-games_n_4297675.html. [5] McLaughlin, A.C., Bryant, M.R., Sprufera, J.F., Allaire, J.C. and Gandy, M., 2013. Usability an Important Goal for the Design of Therapeutic Games for Older Adults, Lecture Notes in Computer Science, vol. 8020, pp. 358-364. [6] PRNewswire, 2008. Disabled Gamers Comprise 20% of Casual Video Games Audience, http://www.prnewswire.com/news-releases/survey disabled-gamers-comprise-20-of-casual-video-games-audience57442172.html. [7] Yuan, B. Folmer, E. Harris, F.C. 2011. Game Accessibility: A Survey. Universal Access in the Information Society, vol. 10, no. 1, pp. 81-100. [8] Bierre, K., Ellis, B., Hinn, M. Ludi, S. and Westin, T. 2005. Game Not Over: Accessibility Issues in Video Games, http://www.igda.org/accessibility/hcii2005 gac.pdf. [9] Atkinson, M., Gucukoglu, S., Machin, C.H.C. and Lawrence, A. 2006. Making the Mainstream Accessible: What's in a Game? Lecture Notes in Computer Science, vol. 4061, pp. 380-387. [10] White, G.R. 2008. Second Life for the Visually Impaired, http://blindsecondlife.blogspot.co.uk. [11] White, G.R., Fitzpatrick, G., McAllister, G. "Toward Accessible 3D Virtual Environments for the Blind and Visually Impaired" In DIMEA 10-12 September 2008. Proceedings of the 3rd International Conference on Digital Interactive Media in Entertainment and Arts, New York, NY: ACM Press, pp. 131-141. [12] Voelker, T. and Hamilton, I. 2012. Global Game Jam Accessibility Challenge: Information Packet, http://gasig.files.wordpress.com/2011/02/globalgamejamaccessibilitycha llenge1.pdf. [13] Ellis, B., Ford-Williams, G., Graham, L., Grammenos, D., Hamilton, I., Lee, E., Manion, J. and Westin, T. Game Accessibility Guidelines. http://www.gameaccessibilityguidelines.com. [14] Stuart, K. 2012. Global Game Jam Tackles the Issue of Accessibility. http://www.theguardian.com/technology/gamesblog/2012/jan/27/global game-jam-accessibility. [15] Scott, M.J. & Ghinea, G. 2013. Promoting Game Accessibility: Experiencing an Induction on Inclusive Design Practice at the Global Games Jam. In GGJ 14 May 2013. Proceedings of the Inaurgural Workshop on the Global Games Jam, San Fransico: ISADS, pp. 17-20. [16] Global Game Jam, 2014. GGJ 2014 By The Numbers, http://globalgamejam.org/news/ggj-2014-numbers. [17] Fowler, A., Foaad K., and Ali A. 2010. The Evolution and Significance of the Global Game Jam. In GGJ 14 May 2013. Proceedings of the Inaurgural Workshop on the Global Games Jam, San Fransico: ISADS, pp. 1-5. [18] Parry, T., Twomey, D., Callaghand, D. 2012. Super Space Snake, http://archive.globalgamejam.org/2012/super-space-snake-space. [19] UBMTech. 2014. Great British Summer Game Jam and accessibility award. http://www.gamasutra.com/view/pressreleases/220506/ ldquoTapping_on_the_Beachrdquo_declared_winner_of_GreatBritish_S ummer_Game_Jam_and_accessibility_award.php.