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Summary Video games constitute an entertainment with a fast increasing audience. However, the concept of games based on visual perception excludes a whole category of players: visually impaired players. We have assessed a state of the art of the different kinds of audio games in the first part of this thesis. Audio games are difficult to take control of. Language-based explanation of the rules is not efficient enough and disturbs the interaction rhythm. We want to investigate whether it is possible to include a non-verbal system allowing a quick start of blind-accessible audio games. The second part of this thesis constitutes a theoretical analysis of the features those games must present in order to allow a quick start. We explain how a person progressively becomes a player when following an interaction-based learning process. It is not necessary for the player to be given explicit information about the rules of the game but it is required that each step offers a challenge which can be overcome. We develop our theoretical analysis by considering non-verbal ways of communication such as “earcones” or “auditory icons”. Finally, we consider the works of researchers who recommend to give a more musical orientation to this form of non-verbal communication. In the third part, we try to answer our core problem with the help of three experimental protocols. First, we want to investigate whether two groups of gamers playing with two different versions of the same game (one version excluding explicit help) progress differently. The results of this protocol show that differences exist, which leads us to consider that our non-verbal system hardly works in this state but two players manage to progress without explicit help. Secondly, we study the differences between two groups of visually impaired gamers playing another game without explicit help on an improved system, one group aged between fifteen and seventeen and the other between seventeen and twenty-two. The results do not allow us to draw conclusions on this question but lead us to consider that our system could be better handled by an audience of young adults. The improved non verbal system works correctly for most of the players. Thirdly, we want to know if sighted players are more easily interested in an audio game if it offers a visual payoff system. This seems to be true if the visual rendering is sufficiently evocative. Otherwise, the visual rendering can disturb the progression of some players during the first steps of the game. In conclusion, we offer a non-verbal learning system allowing a quick start within the context of a blind-accessible maze game. However, this game’s efficiency is perfectible. We consider to include this system in other types of games and to reduce the complexity of the interface in order to enhance the accessibility for other audiences of players. 3