Pittsburgh Post-Gazette

Xbox adapts to make games more accessible

- By Adam Duke Pittsburgh Post-Gazette

It has been nearly half a century sincethe creation of the Magnavox Odyssey, the first commercial home video game console. This spring a major tech company for the first time announced it has developed a controller geared for the disability community.

Microsoft’s Xbox Adaptive Controller will be released in September for $100.

Bryce Johnson, the inclusive lead for hardware at Microsoft who has worked on accessibil­ity for nearly 20 years, has been working with others for three years to create the controller.

Throughout the controller’s developmen­t, Mr. Johnson engaged and consulted with charities such as the Cerebral Palsy Foundation, Craig Hospital in Colorado, SpecialEff­ect in the United Kingdom, Warfighter Engaged and AbleGamers. He said that each had a unique way of approachin­g servicesfo­r people who need them.

Steven Spohn, of Upper St. Clair, is the COO of The AbleGamers Charity, which assists those with disabiliti­es to find ways to be able to play video games. He was born with spinal

muscular atrophy, which affects muscle movement. He helped start AbleGamers with the hope that he could assist others in the disability community.

Mr. Spohn said the idea for the controller came about in 2011 with the creation of the Adroit Switchblad­e, what he referred to as, “the Xbox controller in a box.” It allowed users to play video games with just a few fingers; however, the device cost several hundred dollars — out of reach for many in the community. “It was a good little adventure into what it could be,” he said.

In 2015, Xbox hosted the “OneWeek Hackathon” at the Microsoft Redmond, Wash. campus with versions of homemade accessible controller­s. After that event, Mr. Johnson reached out to AbleGamers for guidance on designing a controller that would crack the mainstream market. Microsoft wanted a device that was more affordable,both for the charities and peoplewith­out access to them.

In July 2016, the company began working on a prototype. Mr. Spohn said the process took three years of workingin secrecy with Microsoft. He loves the fact that Xbox was willing to put its brand on a controller for people withdisabi­lities, allowing the communityt­o feel included.

“If you and I are playing video games and you can grab your controller and I can literally just say to you, ‘Grab my controller.’ ” he said. “I don’t have to say to you, ‘Hey, can you set up my rig with my mouse controller andgrab those two switches?’ I can just ask for my controller, and it’s all about being includedin that way.”

The Xbox Adaptive controller is a rectangula­r box on an incline, similar to a computer keyboard. It has two compact disc-sized buttons for the A and B controls, as well as an Xbox home button, a menu button, a view button and a directiona­l pad (D-pad). On the back of the controller are a series of 3.5-millimeter switch interfaces, the size of a headphone plug, as well as two USB ports on the sides, that allow for third party switches and joysticks to be used to control other operations of a traditiona­l controller.

“Because [Microsoft] sanctioned these controller­s, you can use quadsticks, joysticks and any third party switches — I can unplug the switches from my wheelchair and plug them in,” Mr. Spohn said.

According to Mr. Johnson, Xbox’s “Gaming for Everyone” initiative thinks about access, recognizes representa­tion and wants people to be able to enjoy gaming as much as possible.

Mr. Spohn believes PlayStatio­n and other gamemakers will follow soon in designing accessible controller­s. With Xbox acknowledg­ing that the disability market is big enough to put out a controller, he believes AbleGamers and similar organizati­ons will be able to go out and fight to have similar ideas brought to the mainstream.

“I think you’re seeing more and more interest in including everyone from all groups that are considered minorities,” he said. “When it comes to disability, there is a stigma and a distaste that comes from society, where if it’s different from you, you don’t necessaril­y feel comfortabl­e with it.”

He acknowledg­ed that the controller isn’t perfect. He’s received feedback that the Dpad is small compared to the rest of the controller, and there is no built-in analog stick. This requires users to have to purchase attachment­s that would range from $28 to $80.

Mr. Spohn hopes additional features will be added to the next version, and that maybe Xbox will come out withbundle­s where consumers will receive a couple switches with the controller.

“This was an amazing starting point, and Xbox, I believe, knows this was never intended to be the miracle cure that will let anyone with any disability play video games,” he said. “This was intended to help as many people as it could.”

 ?? Pam Panchak/Post-Gazette ?? Steven Spohn, COO of The AbleGamers Charity, and his friend Ronelle Clutter demonstrat­e how the Xbox Adaptive Controller is used in Mr. Spohn’s home in Upper St. Clair.
Pam Panchak/Post-Gazette Steven Spohn, COO of The AbleGamers Charity, and his friend Ronelle Clutter demonstrat­e how the Xbox Adaptive Controller is used in Mr. Spohn’s home in Upper St. Clair.

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