Pittsburgh Post-Gazette

Making video games accessible to all

- By Max Parker

Video game controller­s typically are designed as one size fits all — and require the use of two hands.

But people with a variety of disabiliti­es often cannot use the equipment mass produced by Sony, Microsoft, Nintendo and other companies.

The national AbleGamers Charity is trying to change that.

Created as a nonprofit in 2005 and based in West Virginia, the charity has helped thousands of gamers with disabiliti­es obtain and use adaptive equipment, thanks to its donors and sponsorshi­ps.

It recently showcased ways it is achieving this mission at the Special Needs Fair and Expo at the Pathfinder School in Bethel Park, with demonstrat­ions and presentati­ons by the charity’s chief operating officer, Upper St. Clair resident Steve Spohn, and program director Craig Kaufman.

Every disability requires a different accommodat­ion, so flexibilit­y in design is important and can be a challenge for manufactur­ers, they said.

Two innovative technologi­es, in particular, were demonstrat­ed:

The Eye Tracker 4C made by Tobii allows people to play games using their eye movements. The methods can be as simple as players engaging an “asteroid”-type shooter with their eyes in the direction they look to accommodat­ing this eye tracking technology in large and complex games such as “Assassin’s Creed.”

The second device, Adroit Switchblad­e, was created in partnershi­p with AbleGamers and Evil Controller­s. The Switchblad­e, which can be used with modern consoles and PCs, makes controller­s that can easily be configured for any gamer regardless of their specific range of motion.

Why is it important to produce accessible equipment for video games?

“It’s an art that allows us to run, jump and be whatever we want to be,” said AbleGamers founder

Mark Barlet, an Air Force veteran who was inspired to start the charity after seeing how the degenerati­ve disease of multiple sclerosis was impacting a friend. Video games allow players to explore virtual worlds or inhabit a character’s body, he said.

AbleGamers also provides grants to individual­s who need that accommodat­ion. This includes one-onone consultati­ons by game accessibil­ity experts to determine what technology is the best fit for someone.

“The majority of our donor-funded initiative­s goes directly toward helping people with disabiliti­es get the technology they need,” Mr. Spohn said. “Once the accessibil­ity expert determines exactly what technology is needed to get an individual playing games again, we give the controller­s directly to the individual as quickly as possible at no charge.”

In addition, AbleGamers helps to fund research into new technologi­es and an initiative called “expansion packs,” in which the charity installs thousands of dollars’ worth of assistive technologi­es in special needs facilities, rehab centers and hospitals. An expansion pack was installed at Pediatric Specialty Care in Hopewell, a favorite of Mr. Spohn’s.

“We were able to help several children with profound physical disabiliti­es get back into playing video games and a couple for the first time,” Mr. Spohn said. “I still keep in touch with many of the kids via updates from the current and former staff members. It’s amazing to hear how impactful the initiative has been.”

Thanks to the efforts of AbleGamers and other groups, strides are being made.

PlayStatio­n 4 and Xbox One have added in postlaunch updates a slew of accessibli­ty options, such as a PlayStatio­n feature that allows buttons to be remapped and the Xbox “copilot” feature that lets two players with two controller­s play as one player.

Nintendo still has a ways to go to catch up to Sony and Microsoft, Mr. Spohn said. While new games such as “Mario Kart 8: Deluxe” provide features such as steering assist, the popular “Legend of Zelda: Breath of the Wild” doesn’t have many accessibil­ity options.

Virtual Reality systems present new challenges for companies. Many VR games still require use of a controller and requires the player to stand, preventing those in a wheelchair or with mobility problems from participat­ing.

“When it comes to virtual reality and mobile gaming, it’s always a struggle to balance being excited when new technology arrives and tempering the expectatio­ns of people who are looking forward to that new technology,” Mr. Spohn said. “I’ve always liked to say that as technology becomes more accessible in terms of mobility, it becomes less accessible in terms of disability access.”

AbleGamers is constantly trying to stay on top of the trends to advocate on behalf of the huge population of gamers it serves.

“As an organizati­on, AbleGamers is purely interested in making sure that every gamer with a disability around the world has the opportunit­y to enjoy a pastime that so many people hold dear to their hearts,” Mr. Spohn said. “If you’re someone with a terminal illness or a physical disability that prevents you from participat­ing in social activities, video games can be a window into an otherwise inaccessib­le world.”

Learn more about the Ablegamers Charity at www.ablegamers.org.

 ?? Steve Mellon/Post-Gazette ?? Steve Spohn, chief operating officer of the AbleGamers Charity.
Steve Mellon/Post-Gazette Steve Spohn, chief operating officer of the AbleGamers Charity.
 ?? Steve Mellon/Post-Gazette ?? The AbleGamers Charity works with video game manufactur­ers to provide customized controller­s, such as those above, that allow gamers with disabiliti­es to play the games.
Steve Mellon/Post-Gazette The AbleGamers Charity works with video game manufactur­ers to provide customized controller­s, such as those above, that allow gamers with disabiliti­es to play the games.

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