{'fraction_non_alphanumeric': 0.014563106796116505, 'fraction_numerical': 0.0, 'mean_word_length': 5.064705882352941, 'pattern_counts': {'":': 0, '<': 0, '<?xml version=': 0, '>': 0, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
Designing for the 'at home' experience of parents and children with tablet games

Tablet games are flooding the market and large numbers of these are designed for children. The expansion of quantity has not seen an associated expansion of quality. Studies of the usability of tablet games for children typically take place in laboratory settings and fail to understand the context of use. This paper describes a study of 'at home' use of tablet games with children and their families that sought to examine how such games were played and how parents managed such game play. The children who participated in the study had cognitive, sensory or physical needs and these multiple needs brought many difficulties to the surface for parents mediating tablet use. A thematic analysis using four codes was applied to bring findings from diaries and interviews. Challenges for general tablet game design have emerged around designing for family routines, designing for working together, and designing to scaffold children's understanding.