My Project

Grow More - A Game for Children with Disabilities

Grow More - A Game for Children with Disabilities

During my time at Thomas More University of Applied Sciences, I worked on a project that involved creating an engaging and accessible game for children with mental and physical disabilities. The project was commissioned by Modem Expertnetwerk, a branch of the Research Group Mobilab & Care, which focuses on improving the lives of individuals with disabilities. Our team’s goal was to design a game that would offer an enjoyable experience while also ensuring accessibility for children who face various cognitive and physical challenges.

One of the primary challenges we encountered was ensuring the game’s simplicity. Many children with disabilities struggle with complex decision-making and the need to manage intricate game systems. To address this, we stripped away complicated mechanics such as game economies and high-stakes decisions, focusing instead on a straightforward gameplay loop. The aim was to create an experience where children could play without feeling overwhelmed by difficult choices or confusing game rules, making the game both accessible and engaging.

The result of our efforts was the creation of "Grow More," a game inspired by the popular "cookie clicker" concept. In "Grow More," players interact with virtual plants by clicking to make them grow. With each click, the plants grow larger, giving players a tangible sense of accomplishment. Once a plant is fully grown, they can choose a new spot to plant another one, and the difficulty increases as the game progresses. The design of the game was intentionally simple to keep players focused on the action of growing plants while offering them a gentle challenge as they continue to play.

To ensure inclusivity, we incorporated several features that would cater to children with varying physical abilities. Recognizing that some players may have limited mobility, we made sure the game could be played with different input methods, including mouse clicks, spacebar presses, and sight-based input. These accessibility options were crucial in ensuring that all players, regardless of their physical abilities, could engage with the game comfortably. The game was designed to allow children to play at their own pace, ensuring a positive and stress-free experience for every player.

An additional challenge we faced was the need to reduce sensory overload, which is common among individuals with certain disabilities. To address this, we included a settings menu that allowed users to adjust or mute the music and even remove background visuals. These features allowed players to customize their experience, ensuring that they could enjoy the game in a way that suited their individual needs and preferences. Overall, the project was a success, and "Grow More" served as a valuable tool in creating an engaging, accessible, and enjoyable experience for children with disabilities.