# Web-Based Serious Games and Accessibility: A Systematic Literature Review
## 4 Results
### Review of the Literature to Map the Studies
#### 4.2.5 RQ5  
What Kind of Research and Contribution Are Used in Accessibility in Serious Games? To answer this question, we reviewed the documents by type of research by disability, as shown in Table 9. In the review of the papers, we applied the following definitions [7]:  
* Evaluation research: provides the implemented solution, and investigates a practical problem, applies math test, survey, case study, field experiment to validate knowledge affirmation. * Experience: contains case studies, projects, or reports on experiences, provides lessons learned. * Opinion paper: provides the author's opinion on how something should be done. * Solution proposal: offers a novel technique, or at least a relevant improvement. * Validation research: presents researched techniques that have not yet been implemented in practice and are novel. It is methodologically sound and comprehensive, including experiments, prototyping, property testing, and simulation. We found (1) 37 studies that apply \"Experience\", representing 78.7% of the total. (2) Five studies involve \"Opinion paper\" with 10.6%. (3) Two studies use \"Evaluation research\" corresponding to 4.3%. \begin{table}
\begin{tabular}{c c c c} \hline \hline
**Method** & **Cognitive** & **Motor Coordination** & **Sensory (Visually Impaired, Hearing)** \\ \hline Qualitative & OM06, SA20b, CM19, & JL17, JG18, RS20, KT19, CP19a, KK18, JL18b, WC18, SJ17, LP17b, PC17, AF17, LM16, \\ (41 studies) & MD19, JL18a, YC18, & KO20, DF19, SD19. & DZ15, WF15, Po14, MB14, TS14, PK13, \\  & LP17a, WW13, CL03. & Ga13, MM12, TV11, OM10, CS09, MH08, \\  & & MO08, MP07, CS06, OA06. \\ \hline Quantitative & SA20a, HS16 & SD20, OZ19, CP19b, WK18. \\ \hline \hline \end{tabular}
\end{table} 
Table 8: Methods applied to the design of serious games by disability. Figure 6: Methods and techniques applied in the design of serious games. (4) Two studies use \"Validation research\" with 4.3%. (5) One study applies a \"Solution proposal\" that represents 2.1% of the total. In this study, we conducted a systematic review of the literature with the following: (1) The question most answered corresponds to RQ1 with 47 studies, representing 28%. (2) The question RQ4, with 38 studies, represents 22.6%. (3) Question RQ5 has 37 studies, corresponding to 22%. (4) Questions RQ2 and RQ3 have 23 studies each, accounting for 27.4% of the total. Figure 7 shows (1) The question that contributes most to this study are RQ1, RQ2, and RQ3. (2) The type of research that contributes the most to this study is the experience, which contributes to the five research questions, corresponding to 27.8% of the total. (3) Evaluation research, solution proposal, and validation research contribute to RQ1, RQ2, and RQ3, representing 50%. (4) Opinion paper contributes to questions RQ1, RQ2, RQ3, and RQ4, corresponding to 22.2% of the total. Figure 8 shows: (1) A summary of the ten most frequently repeated keywords in the primary studies examined. The most repeated keyword is \"game and serious games\" with 27.2%, followed by \"accessibility\" corresponding 22.8%, \"people disabilities\" representing 15.4%, \"guidelines\" with 8.6%, \"visually impaired\" reaching 8%, and the rest representing 17.9%. (2) A summary of the answers to the questions posed in this research, and we found 17 studies that respond to the five questions and are AF17, CP19a, JL18a, JL18b, JL17, LP17b, LM16, OM10, PK13, Po14, KO20, SJ17, TS14, WF15, WW13, WC18, YC18.