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Leveling the Playing Field - Meaning & Examples

May 15, 2021
Leveling the Playing Field - Meaning & Examples

The Evolution of Accessible Gaming: From QuadControl to QuadStick

The story of accessible gaming took a significant turn in 2011 when product developer Fred Davison encountered an article detailing the work of inventor Ken Yankelevitz.

Yankelevitz had created the QuadControl, a video game controller specifically designed for individuals with quadriplegia.

Interestingly, Yankelevitz was contemplating retirement at the time.

Davison, though not a video game enthusiast himself, was motivated by a deeply personal connection.

His mother’s battle with Amyotrophic Lateral Sclerosis (ALS), a progressive neurodegenerative disease, spurred him to continue Yankelevitz’s pioneering work.

Building Upon a Foundation

The culmination of Davison’s efforts arrived in 2014 with the launch of the QuadStick.

This device represents a refined and updated version of Yankelevitz’s original controller.

The QuadStick has since attracted attention from diverse sectors beyond the gaming community.

Impact and Recognition

“Being involved with the QuadStick has been the most fulfilling experience of my career,” Davison shared with TechCrunch.

He frequently receives feedback highlighting the profound impact the device has on the lives of disabled gamers.

It allows them to participate fully in the world of video games.

The ability to engage in gaming provides a valuable source of enjoyment and social connection.

Creating Opportunities Through Adaptive Gaming

Occupational therapist Erin Muston-Firsch, working at Craig Hospital in Denver, highlights the transformative impact of adaptive gaming technologies, specifically mentioning the QuadStick, on their rehabilitation programs.

Approximately six years ago, she developed a therapeutic approach for a university student admitted with a spinal cord injury. The patient, a dedicated gamer, found himself unable to utilize traditional hand controls following his injury. Consequently, his rehabilitation plan integrated Davison’s innovative device, allowing him to continue enjoying games like World of Warcraft and Destiny.

leveling the playing fieldJackson “Pitbull” Reece, a prominent streamer on Facebook, skillfully operates the QuadStick using his mouth, alongside the XAC (Xbox Adaptive Controller). This controller, developed by Microsoft, is specifically engineered to enhance accessibility for gamers with disabilities.

Reece experienced the loss of leg function in a 2007 motorcycle accident. Subsequently, complications from an infection led to the amputation of both his legs and hands. He recalls a past life centered around sports video games and emphasizes the crucial role the gaming community plays in maintaining his mental well-being.

A spirit of cooperation, rather than rivalry, characterizes the development of gaming hardware within the assistive technology sector.

While not all large technology corporations have prioritized accessibility, a range of aftermarket devices exist. These allow for the creation of tailored gaming experiences for individuals with disabilities.

Microsoft's Commitment to Inclusive Gaming

During the 2015 Hackathon, Bryce Johnson, Microsoft’s Inclusive Lead, connected with representatives from the disabled veterans’ advocacy organization, Warfighter Engaged.

At this time, Microsoft was actively formulating its approach to inclusive design. Previous generations of gaming consoles, spanning eight iterations, had presented significant obstacles for gamers with disabilities.

Johnson explained that controllers had historically been designed with specific user profiles in mind, often making implicit assumptions about physical capabilities. The standard button and trigger configurations are optimized for individuals with the physical stamina and dexterity to utilize them effectively.

Microsoft collaborated with several organizations beyond Warfighter Engaged, including AbleGamers, a prominent charity supporting gamers with disabilities, Craig Hospital, the Cerebral Palsy Foundation, and Special Effect, a UK-based charity focused on assisting young gamers with disabilities.

leveling the playing fieldThe resulting Xbox Adaptive Controller (XAC), launched in 2018, was created to enable gamers with limited mobility to participate fully in gaming experiences alongside others. A notable aspect highlighted by users is the XAC’s aesthetic – it resembles a standard consumer product rather than a medical device.

Johnson emphasized to TechCrunch that the development process prioritized collaboration. “We understood that we couldn’t create a product for this community; we needed to design it with them.” He further stated, “We firmly believe in the principle of ‘nothing about us without us,’ and our inclusive design principles demand the inclusion of these communities from the outset.”

Challenging Established Leaders

The emergence of innovative solutions in accessible gaming was spurred by several key players. The development of the Freedom Wing, much like many significant inventions, benefited from a fortunate combination of circumstances.

Bill Binko of ATMakers presented “Ella,” a doll operated by the ATMakers Joystick – originally designed as a power-chair control device – at an assistive technology conference. Steven Spohn, a prominent figure with AbleGamers, was also present at the event.

Spohn, observing the Joystick’s capabilities, expressed a desire for a comparable device compatible with the XAC system. The Freedom Wing was subsequently developed and ready for use within a remarkably short timeframe of six weeks.

The core of this rapid development involved reconfiguring the existing sensors to operate a game controller rather than a wheelchair. Extensive research and development, along with prolonged testing phases, were bypassed due to the device’s prior validation as a power-chair control mechanism.

leveling the playing fieldBinko highlighted the pivotal role of smaller, independent companies in driving advancements in accessible gaming technology. Larger corporations, such as Microsoft and Logitech, have only recently begun to establish a strong presence in this field.

Companies like ATMakers and QuadStick, alongside other smaller innovators, are actively reshaping the gaming landscape.

“The universal appeal of gaming facilitates broader participation and strengthens connections within communities,” Binko explained. “It’s a readily understood activity that allows individuals to easily integrate and engage.”

Challenges to Accessibility in Assistive Technology

As technology advances, the difficulties in making it accessible also increase. Key obstacles include insufficient support personnel, security concerns, licensing restrictions, and the complexities of Virtual Reality (VR) integration.

Binko highlighted the growing challenge of staffing adequate support teams to meet rising demand. A greater influx of individuals possessing specialized technical skills is required within the assistive technology (AT) sector to facilitate device creation, installation, and ongoing maintenance.

Security protocols and licensing requirements present hurdles for independent creators like Davison, due to the substantial financial and logistical resources needed to collaborate with major hardware manufacturers.

For instance, Sony’s licensing enforcement technologies have become progressively more intricate with each successive console iteration. Davison, with his extensive tech background, acknowledges the necessity of these restrictions to safeguard proprietary information.

“Significant financial investments are made in product development, and companies understandably seek to maintain comprehensive control,” Davison explained. “This situation, however, creates difficulties for smaller developers.”

Despite PlayStation’s pioneering efforts in button mapping, the security procedures are remarkably strict. Davison questions the rationale behind preventing users from utilizing their preferred controllers.

“Currently, the encryption used in the PS5 and DualSense controller remains impenetrable. Consequently, adapter devices, such as the ConsoleTuner Titan Two, must identify alternative vulnerabilities, like employing a ‘man in the middle’ approach,” Davison stated.

This method enables the use of older PlayStation controllers as intermediaries, allowing the QuadStick to function with the latest-generation console, thereby enabling disabled gamers to enjoy PS5 gaming. TechCrunch contacted Sony’s accessibility team, who indicated no immediate plans for an adaptable PlayStation or controller.

However, they affirmed that their division collaborates with advocates and game developers to prioritize accessibility from the initial stages of development.

Conversely, Microsoft’s licensing framework is considerably more accommodating, particularly with the XAC standard and the compatibility of older controllers with newer systems.

“Consider the contrast between the PC and Mac ecosystems,” Davison noted. “A PC can be assembled from components sourced from numerous manufacturers, whereas the Mac is a closed system. One represents an open standard, while the other is proprietary.”

Towards Greater Inclusivity in Gaming

HORI, a Japanese controller manufacturer, launched an officially licensed accessibility controller for the Nintendo Switch in November. While currently not sold directly within the United States, purchasing one online is possible as there are no regional limitations. This release signifies a potential shift towards increased accessibility within Nintendo’s offerings, although the company’s full commitment remains to be seen.

Nintendo’s dedicated accessibility team provided a statement to TechCrunch in lieu of a comprehensive interview. They affirmed their commitment to creating products and services enjoyable for all individuals. Nintendo’s existing products already incorporate several accessibility features, including customizable button-mapping, motion control options, a zoom function, colorblind modes (grayscale and inverted colors), and both haptic and audio feedback systems.

The journey to more accessible gaming hardware for players with disabilities has faced challenges. A significant number of these assistive devices originated from small-scale entrepreneurs operating with limited resources. In certain instances, larger corporations demonstrating a proactive commitment to inclusivity from the outset of product development have also contributed.

Despite past obstacles, assistive technology is steadily progressing. These advancements are creating a more inclusive gaming experience for individuals with disabilities.

Expanding Accessibility Options

  • Button-mapping allows players to customize controller inputs.
  • Motion controls offer alternative methods of gameplay.
  • Colorblind modes enhance visibility for players with visual impairments.
  • Haptic feedback provides tactile sensations.
  • Audio feedback delivers crucial information through sound.

Nintendo continues to explore and integrate new technologies to broaden accessibility in both their current and upcoming products.

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