[1] E. S. Association. Essential facts about the computer and video game industry, 2012. Available from: accessed 21 March 2013. [2] M. Atkinson, S. Gucukoglu, C. Machin, and A. Lawrence. Making the mainstream accessible: What's in a game? Lecture Notes in Computer Science: Computers Helping People with Special Needs, 4061:380-387, 2006. [3] K. Bierre, B. Ellis, M. Hinn, S. Ludi, and T. Westin. Game not over: Accessibility issues in video games, 2005. Available from: http://www.igda.org/accessibility/hcii2005 gac.pdf; accessed 21 March 2013. [4] T. Cavanaugh. The need for assistive technology in educational technology. AACE Journal, 10(1):27-31, 2002. [5] A. Cavender, S. Trewin, and V. Hanson. General writing guidelines for technology and people with disabilities. ACM Accessibility and Computing, 92:17-22, 2008. [6] T. DeMarco. Controlling Software Projects: Management, Measurement, and Estimates. Prentice Hall, New Jersey, USA, 1986. [7] B. Ellis. Accessible games from the global game jam, 2012. accessed 21 March 2013. [8] B. Ellis, G. Ford-Williams, L. Graham, D. Grammenos, I. Hamilton, E. Lee, J. Manion, and T. Westin. Game accessibility guidelines, 2012. Available from: http://www.gameaccessibilityguidelines.com; accessed 21 March 2013. [9] T. Kaczmarek, M. Scott, J. Brunner, and M. Anderson. Mini free runner, 2012. Available from: http://archive.globalgamejam.org/2012/mini freerunner; accessed 21 March 2013. [10] J. Nielsen. Designing and Using Human-Computer Interfaces and Knowledge Based Systems, chapter Usability Engineering at a Discount, pages 394-401. Elsevier Science, 1989. [11] J. Nielsen and R. Molich. Heuristic evaluation of user interfaces. In Proceedings of the ACM SIGCHI Conference on Human Factors in Computing Systems (Seattle, WA, Apr 1-5), pages 249-256. ACM, New York, 1990. [12] NPD Group. Playing video games viewed as family/group activity and stress reducer, 2007. Available from: http://www.npd.com/press/releases/press 071212.html; accessed 4 May 2008. [13] PRNewswire. Disabled game comprise 20% of casual video games audience, 2008. Available from: http://www.prnewswire.com/news-releases/surveydisabled-gamers-comprise-20-of-casual-video-gamesaudience-57442172.html; accessed 21 March 2013. [14] A. Saltsman. Canabalt, 2009. Available from: http://www.adamatomic.com/canabalt/; accessed 21 March 2013. [15] K. Smith. Innovations in accessibility: Designing for digital outcasts. In Proceedings of the 58th Annual Conference of the Society for Technical 117-127. STC, Fairfax, VA, 2011. [16] K. Squire. Changing the game: What happens when video games enter the classroom? Innovate: Journal of Online Education, 1(6), 2005. [17] K. Stuart. Global games jam tackles the issue of accessibility, 2012. Available from: http://www.guardian.co.uk/technology/gamesblog/2012/jan/27/global game-jam-accessibility; accessed 21 March 2013. [18] United States Census Bureau. Statistics on disability, 2008. Available from: http://www.census.gov/hhes/www/disability/disability.html; accessed 4 March 2008. [19] United States Government. The 1998 amendment to section 508 of the rehabilitation act, 1998. Available from:http://www.access-board.gov/sec508/status.htm; accessed 21 March 2013. [20] T. Voelker and I. Hamilton. Global games jam accessibil ity challenge: Information packet, 2012. Available from: http://gasig.files.wordpress.com/2011/02/globalgamejamaccessibilitychallenge1.pdf; accessed 21 March 2013. [21] G. R. White. Second life for the visually impaired, 2008. Available from: http://blindsecondlife.blogspot.co.uk/2008 09 01 archive.html; accessed 21 March 2013. [22] G. R. White, G. Fitzpatrick, and G. McAllister. Toward accessible 3d virtual environments for the blind and visually impaired. In Proceedings of the 3rd International Conference on Digital Interactive Media in Entertainment and Arts (Athens, Greece, Sept. 10-12). ACM, New York, 2008. [23] B. Yuan, E. Folmer, and F. C. Harris. Game accessibility: A survey. Universal Access in the Information Society, 10(1):81-100, 2011.