The Fayetteville Observer

Sony aims to make gaming easier for disabled players

Access joins market for accessible controller­s

- Barbara Ortutay GODOFREDO A. VÁSQUEZ/AP

SAN MATEO, Calif. – Paul Lane uses his mouth, cheek and chin to push buttons and guide his virtual car around the “Gran Turismo” racetrack on the PlayStatio­n 5. It’s how he’s been playing for the past 23 years, after a car accident left him unable to use his fingers.

Playing video games has long been a challenge for people with disabiliti­es, chiefly because the standard controller­s for the PlayStatio­n, Xbox or Nintendo can be difficult, or even impossible, to maneuver for people with limited mobility. And losing the ability to play the games doesn’t just mean the loss of a favorite pastime, it can also exacerbate social isolation in a community already experienci­ng it at a far higher rate than the general population.

As part of the gaming industry’s efforts to address the problem, Sony has developed the Access controller for the PlayStatio­n, working with input from Lane and other accessibil­ity consultant­s. Its the latest addition to the accessible-controller market, whose contributo­rs range from Microsoft to startups and even hobbyists with 3D printers.

“I was big into sports before my injury,” said Cesar Flores, 30, who uses a wheelchair since a car accident eight years ago and also consulted Sony on the controller. “I wrestled in high school, played football. I lifted a lot of weights, all these little things. And even though I can still train in certain ways, there are physical things that I can’t do anymore. And when I play video games, it reminds me that I’m still human. It reminds me that I’m still one of the guys.”

Putting the traditiona­l controller aside, Lane, 52, switches to the Access. It’s a round, customizab­le gadget that can rest on a table or wheelchair tray and can be configured in myriad ways, depending on what the user needs. That includes switching buttons and thumbstick­s, programmin­g special controls and pairing two controller­s to be used as one. Lane’s “Gran Turismo” car zooms around a digital track as he guides it with the back of his hand on the controller.

“I game kind of weird, so it’s comfortabl­e for me to be able to use both of my hands when I game,” he said. “So I need to position the controller­s away enough so that I can be able to to use them without clunking into each other. Being able to maneuver the controller­s has been awesome, but also the fact that this controller can come out of the box and ready to work.”

Lane and other gamers have been working with Sony since 2018 to help design the Access controller. The idea was to create something that could be configured to work for people with a broad range of needs, rather than focusing on any particular disability.

“Thinking on the label of a disability is not the approach to take. It’s about the experience that players need to bridge that gap between a game and a controller that’s not designed for their unique presentati­on in the world,” said Mark Barlet, founder and executive director of the nonprofit AbleGamers.

Barlet said his organizati­on, which helped both Sony and Microsoft with their accessible controller­s, has been advocating for gamers with disabiliti­es for nearly two decades. With the advent of social media, gamers themselves have been able to amplify the message and address creators directly in forums that did not exist before.

“The last five years I have seen the game accessibil­ity movement go from indie studios working on some features to triple-A games being able to be played by people who identify as blind,” he said. “In five years, it’s been breathtaki­ng.”

Microsoft said in a statement that it was encouraged by the positive reaction to its Xbox Adaptive controller when it was released in 2018 and that it is “heartening to see others in the industry apply a similar approach to include more players in their work through a focus on accessibil­ity.”

The Access controller will go on sale worldwide on Dec. 6 and cost $90 in the U.S.

Alvin Daniel, a senior technical program manager at PlayStatio­n, said the device was designed with three principles in mind to make it “broadly applicable” to as many players as possible. First, the player does not have to hold the controller to use it. It can lay flat on a table, wheelchair tray or be mounted on a tripod, for instance. It was important for it to fit on a wheelchair tray, since once something falls off the tray, it might be impossible for the player to pick it up without help. It also had to be durable for this same reason – so it would survive being run over by a wheelchair, for example.

Second, it’s much easier to press the buttons than on a standard controller. It’s a kit, so it comes with button caps in different sizes, shapes and textures so people can experiment with reconfigur­ing it the way it works best for them. The third is the thumbstick­s, which can also be configured depending on what works for the person using it.

Because it can be used with far less agility and strength than the standard PlayStatio­n controller, the Access could also be a game changer for an emerging population: aging gamers suffering from arthritis and other limiting ailments.

“The last time I checked, the average age of a gamers was in their 40s,” Daniel said. “And I have every expectatio­n, speaking for myself, that they’ll want to continue to game, as I’ll want to continue to game.”

 ?? ?? Martin Shane, right, customizes the button layout on the Sony Access controller Sept. 28 before playing a video game at Sony Interactiv­e Entertainm­ent headquarte­rs in San Mateo, Calif.
Martin Shane, right, customizes the button layout on the Sony Access controller Sept. 28 before playing a video game at Sony Interactiv­e Entertainm­ent headquarte­rs in San Mateo, Calif.

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