Skip to main content

Assistive Technologies for Attainable Gaming Experiences

  • Chapter
  • First Online:
Universal Design in Video Games

Abstract

The advent of device-agnostic gaming platforms has revolutionized the industry by enabling seamless cross-platform functionality, thus freeing game developers from the constraints of specific hardware environments. This shift has democratized access to interactive digital experiences, significantly expanding the potential player base. However, challenges such as optimizing for diverse screen sizes and resolutions, ensuring consistent gameplay experiences across devices, and designing innate, responsive control mechanisms remain. These Assistive Technologies can be used in myriad ways to enhance and craft an immersive, distinct gaming experience that transcends the limitations of the platform on which it is played. However, we will explain how to use it to include a broader audience for your video game. This chapter delves into various Assistive Technologies that we and our peers in game development and academia have successfully employed to captivate a broader gaming audience. These technologies are categorized into three overarching dimensions: Visual, Ergonomic, and Audio. Within each category, we highlight exemplary implementations as well as potential obstacles that developers may face when integrating these assistive solutions. We conclude by exploring emerging areas of interest in Assistive Technologies and adaptive Input Controllers, setting the stage for future innovations in accessible and inclusive video gaming.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 139.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Hardcover Book
USD 179.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Brown, M., & Anderson, S. L. (2021). Designing for disability: Evaluating the state of accessibility design in video games. Games and Culture, 16(6), 702–718.

    Article  Google Scholar 

  2. Davidsson & Yankelevitz. (2014). QuadStick [Hardware]. QuadStick.

    Google Scholar 

  3. Harmonix Music Systems. (2010). Dance Central [Video game]. Microsoft Game.

    Google Scholar 

  4. Isokoski, P., & Martin, B. (2006). Eye tracker input in first-person shooter games. In Proceedings of the 2nd Conference on Communication by Gaze Interaction: Communication by Gaze Interaction-COGAIN 2006: Gazing into the Future (pp. 78–81).

    Google Scholar 

  5. Ilavský, J., & Hrinčár, V. (2018). Beat Saber [Video game]. Beat Games.

    Google Scholar 

  6. Kerous, B., Skola, F., & Liarokapis, F. (2018). EEG-based BCI and video games: A progress report. Virtual Reality, 22, 119–135. https://doi.org/10.1007/s10055-017-0328-x

    Article  Google Scholar 

  7. Mantis Games. (2019). Journey for Elysium [Virtual Reality game]. Cronos Interactive.

    Google Scholar 

  8. Maskeliunas, R., Damasevicius, R., Martisius, I., & Vasiljevas, M. (2016). Consumer-grade EEG devices: Are they usable for control tasks? PeerJ, 4, e1746. https://doi.org/10.7717/peerj.1746

    Article  Google Scholar 

  9. Microsoft. (2010). Xbox Kinect [Motion-sensing input device]. Microsoft.

    Google Scholar 

  10. Microsoft. (2018). Xbox Adaptive Controller [Hardware]. Microsoft.

    Google Scholar 

  11. Nintendo. (2006). Wii Sports [Video game]. Nintendo.

    Google Scholar 

  12. Nolan, M. (2023) This gamer turned EEG tech into a game controller. In IEEE Spectrum. Accessed the 2023-09-31.

    Google Scholar 

  13. Oculus, V. R., LLC. (2016). Oculus Touch [Virtual Reality controller]. Oculus VR, LLC.

    Google Scholar 

  14. Oloman, J. (2021). What Valve’s Gabe Newell Thinks Brain-Computer Interfaces Will Do For Gaming IGINordic Accessed the 2023-09-31.

    Google Scholar 

  15. Rogers, E. (1995). Diffusion of innovations (4th edn). The Free Press.

    Google Scholar 

  16. Schatz, E., Cambier, R., & Cambier, R. (2020), The last of us Part II. Naughty Dog.

    Google Scholar 

  17. Smith, J. D., & Graham, T. N. (2006). Use of eye movements for video game control. In Proceedings of the 2006 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology.

    Google Scholar 

  18. Sony Computer Entertainment. (2010). PlayStation Move [Motion controller]. Sony.

    Google Scholar 

  19. Studios. HTC Corporation & Valve Corporation. (2015). Vive Controller [Virtual Reality controller]. HTC Corporation & Valve Corporation.

    Google Scholar 

  20. Superbrothers, Games, C., & Guthrie, J. (2011). Superbrothers: Sword & Sworcery EP [Video game]. Capybara Games.

    Google Scholar 

  21. Tjønndal, A. (Ed.). (2022). Social issues in Esports. Taylor & Francis.

    Google Scholar 

  22. Turn 10 Studios. (2018). Forza Horizon 4 [Video game]. Microsoft Studios.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Adam Palmquist .

Rights and permissions

Reprints and permissions

Copyright information

© 2024 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Palmquist, A., Jedel, I., Goethe, O. (2024). Assistive Technologies for Attainable Gaming Experiences. In: Universal Design in Video Games. Human–Computer Interaction Series. Springer, Cham. https://doi.org/10.1007/978-3-031-30595-5_4

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-30595-5_4

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-30594-8

  • Online ISBN: 978-3-031-30595-5

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics