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Re-engage: Accessible Solutions And Inclusive Considerations For Gamers With Disabilities

View Course Details Please note: exam questions are subject to change.


1.  According to this course, each gamer has their own unique set of...
  1. Controlled movements
  2. Finger patterns
  3. Fine motor movements
  4. Cognitive patterns
2.  How many players of casual video games have an impairment related to physical, mental, or developmental disabilities?
  1. 5%
  2. 10%
  3. 15%
  4. 20%
3.  Accessibility focus areas include:
  1. Motor
  2. Cognitive
  3. Vision
  4. All of the above
4.  All of the following are adaptations for motor disabilities EXCEPT:
  1. Allow controls to be remapped/reconfigured
  2. Make sure the controls are complex
  3. Be able to adjust the sensitivity of the controls
  4. Make sure interactive elements are large and well spaced
5.  A veteran support organization highlighted in this talk is:
  1. Veteran Support Corp.
  2. Gamers Unite
  3. Warfighter Engaged
  4. UCan
6.  The new controller rolled out by Xbox is the:
  1. Xbox Xtreme Controller
  2. Xbox Adaptive Controller
  3. Xbox Universal
  4. Xbox for All
7.  One example of a foot controller is the:
  1. Platformer
  2. Stepper
  3. Step and Play
  4. 3D Rudder
8.  A controller adaptation for decreased cognition is:
  1. Easily readable default font size
  2. Simple and clear language
  3. Interactive tutorials
  4. All of the above
9.  A vision adaptation is:
  1. Low contrast
  2. High contrast
  3. Closely spaced interactive elements
  4. Small interactive elements
10.  Ensuring that no essential information is conveyed by sounds alone is part of which type of adaptation?
  1. Hearing and speech
  2. Motor
  3. Vision
  4. None of the above

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