When Games Become Inaccessible. A Constructive Grounded Theory on Stuckness in Videogames
summary
Nine interviews using a constructive grounded theory produce 37 coded examples and an in-progress model that describes stuckness in four phases — expectations, unprogress, evaluation, resolution — and links it to mismatches between player skills and game demands. Findings identify concrete failure modes (unexpected required skills, poor balance, inaccessible challenge, social barriers), treat stuckness as an accessibility problem, and plan a questionnaire plus experiments to validate and measure prevalence.
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