Otago Daily Times

Controller to bring more accessibil­ity to gaming

- By RACHEL LERMAN

MIKE LUCKETT had been having trouble controllin­g his Xbox controller. His diminished finger dexterity after a spinal cord injury meant it was tough to be as quick as he wanted on the toggles and buttons on the game console’s controller.

Luckett, a skilled gamer who has been playing pretty much all his life, knew he could be playing more competitiv­ely. But since a 2011 motorcycle accident left him with quadripleg­ia, he has limited mobility in his fingers and has struggled to fully get his game back.

Luckett is one of the gamers Microsoft aims to serve with its newest Xbox controller — a tool tailored inside and out for gamers with disabiliti­es.

Players with disabiliti­es, who use gaming as a form of entertainm­ent but also as a way to interact and connect with others, have been cobbling together options for nontraditi­onal controls for years. Xbox wanted to make it easier for players and carers to play, without intense mechanical building. That’s where the Xbox Adaptive Controller comes in.

It is basically a plain, flat white rectangle with two big black buttons, and a few controls on the front. The most important parts of the controller though are along the back and sides, where a total of 21 ports are available for gamers to plug in pretty much any accessory they want.

Those might be a big, flat easytohit button to trigger different game functions, or a mouthpiece that can control a player’s speed through breathing, or maybe a foot pedal for accelerati­on.

Microsoft unveiled the Adaptive Controller recently, but does not have a specific public release date yet (beyond ‘‘later this year’).’ It will cost $US99.99 when it debuts and be available alongside Xbox consoles in stores and online.

The controller accessorie­s are made by other companies, including AbleNet, Logitech and Ram, and range in price from $8 for a tool to mount a controller for easier access to $65 for an easytouse button, and $399 for a quadstick, a mouthopera­ted joystick.

The idea for Microsoft’s new controller came from a 2015 companywid­e ‘‘One Week Hackathon,’’ which encourages engineers to develop inventions.

It is the first hardware product stemming from a hackathon that has made it all the way to shipping, Kris Hunter, a senior product planner for Xbox, said.

Hunter had the job of justifying the business case for the new controller, and it was an unusual one. The team is not really sure how many people will buy the product. ‘‘We still don’t know,’’ Hunter said. ‘‘We won’t know until we ship.’’

The audience could be big: a census study found that 56.7 million people in the US had a disability in 2010, and presumably even more have temporary disabiliti­es, such as a broken arm or leg.

Though Xbox designers may not be sure of the exact number of potential buyers for the Adaptive Controller, they do know there is a dedicated following of gamers waiting for just such a tool. That, and the company’s focus on technology accessibil­ity, made up Hunter’s business argument.

In recent years, Microsoft has increased its attention and investment in accessible products for people with some sort of disability. The company recently announced it would invest $25 million on research and developmen­t of artificial intelligen­ce technology that benefits people with disabiliti­es.

This focus has been emphasised under CEO Satya Nadella, who has a child with cerebral palsy. Support from Nadella, who became Microsoft CEO in 2014, has caused a cultural shift within the company, pushing people to always keep accessibil­ity in mind, many employees say.

Bryce Johnson, the inclusive lead for product research and accessibil­ity at the company, gestures to a huge Lego board on the wall of his lab. On it are dozens of pictures of gamers with disabiliti­es from around the world who have pieced together controls that work for them. Some use their feet to play, others use one hand or their head.

It was important to make sure the controller could reach people who are not typically served by the traditiona­l options, Johnson said.

‘‘We pick the edge cases,’’ he said. ‘‘We don’t design for the majority.’’

Many gamers now work with nonprofits such as SpecialEff­ect and AbleGamers, organisati­ons that help gamers with disabiliti­es find ways to play, buy accessorie­s and piece together controller­s that work for them. Xbox partnered with many of these nonprofits to develop its new controller.

The Adaptive Controller is not really a controller by itself. It could be used to play a few basic games, but its use is really to accommodat­e plugins. There are enough external ports on the controller that every function of a traditiona­l controller can be replaced with some sort of outside accessory.

Luckett, who volunteers at Warfighter Engaged, a nonprofit that works with injured veterans to adapt gaming controller­s, has been testing iterations of the Adaptive Controller for a year — and he has become really good at using both a traditiona­l controller and the Adaptive Controller at the same time to fire, jump and win games. He uses the two devices with a Microsoft feature called Copilot that allows two controller­s to function as one character.

Best of all, the Adaptive Controller has allowed Luckett to get back his competitiv­e chops.

‘‘Just being brought on and learning about the Xbox Adaptive Controller has been an eyeopening experience,’’ he said. ‘‘Not just for me, it’s definitely given me hope that I can get other people to game.’’ — TCA

 ?? PHOTO: MICROSOFT ?? The Xbox Accessible Controller is designed to have accessorie­s plugged in to meet the needs of gamers with disabiliti­es.
PHOTO: MICROSOFT The Xbox Accessible Controller is designed to have accessorie­s plugged in to meet the needs of gamers with disabiliti­es.
 ?? PHOTO: MICROSOFT ?? Microsoft says the controller will be on the market sometime later this year.
PHOTO: MICROSOFT Microsoft says the controller will be on the market sometime later this year.

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