# Web-Based Serious Games and Accessibility: A Systematic Literature Review
## 4 Results
### Review of the Literature to Map the Studies
#### 4.2.3 RQ3  
What Are the Accessibility Solutions Proposed for Serious Games?  
Table 7 presents seven accessibility solutions for serious games by disability; it contains the type of solution applied and references; in the review of the documents, we used the following definitions:  
* Accessibility guidelines: contains the primary studies that give solutions to accessibility problems by applying some norm or standard.
* Accessibility requirements: includes primary studies that provide solutions to accessibility problems by suggesting examining the state of serious games.
* Apply assistive technologies contains studies in which they apply assistive technology to achieve accessibility in serious games.  
\begin{table}
\begin{tabular}{l l l} \hline \hline
**Guidelines** & **Cognitive** & **Motor Coordination** & **Sensory (Visually Impaired, Hearing)** \\ \hline WCAG 2.0 (7 studies) & SA20a. & SD20, CP19a, WK18, AF17, WF15, PK13. \\ \hline WCAG 2.1 (2 studies) & SA20b. & WC18. \\ \hline Other guidelines & CL03, CM19, & \\  (24 studies) & LP17a, MD19, & KO20, DF19, SD19. & JG18, RS20, KT19, OZ19, CP19b, KK18, PC17, \\  & OM06. & \\ \hline External devices & HS16, JL18a, & \\  (14 studies) & WW13, YC18. & JL17, JL18b, SJ17, LP17b, LM16, Po14, TS14, \\ \hline \hline \end{tabular}
\end{table}
Table 6: Guidelines by disability.  
\begin{table}
\begin{tabular}{l l} \hline \hline
**Type of Disability** & **ID** \\ \hline Cognitive (11 studies) & CL03, CM19, HS16, JL18a, LP17a, MD19, OM06, SA20a, SA20b, WW13, YC18 \\ \hline Motor coordination (3 studies) & KO20, DF19, SD19 \\ \hline Sensory: visually impaired, &
\begin{tabular}{l} JL17, JG18, RS20, SD20, KT19, OZ19, CP19a, CP19b, KK18, JL18b, WK18, \\ WC18, SJ17, LP17b, PC17, AF17, LM16, DZ15, WF15, Po14, MB14, TS14, PK13, \\ Ga13, MM12, TV11, OM10, GS09, MH08, MO08, MP07, GS06, OA06 \\ \end{tabular} \\ \hline \hline \end{tabular}
\end{table}
Table 5: Studies by disability.  
* Apply the concept of parallel game: has primary studies in which they give accessibility solutions by applying the parallel game, parallel universes, or alternative realities that improve the experience by taking the player out of the reality they are used to, and helps them improve their concentration.
* Apply external devices: contain studies of adaptation of external devices to provide accessibility solutions for serious games.
* Companies games: include primary studies where accessibility depends on the company's standards that develop serious games.
* Creative design: contains studies where applying innovative design addresses some of the accessibility issues.  
The solution by type of disability has: (1) 22 studies and corresponds to 46.8% of the total consists of accessibility guidelines; (2) external devices apply with 14 primary reviews, corresponding to 29.8% of the total; (3) the solution proposed consists of accessibility requirements, with four studies representing 8.5%; (4) the proposal to apply creative design, with three primary studies, represents 6.4%; (5) the solution consists of applying the concept of the parallel game with two studies, representing 4.3%. (6) the proposal indicates the application of assistive technologies, has one study, corresponding to 2.1%; (7) the solution that shows to interact with companies games, with one review, representing 2.1% of the total.