Tag Archives: disability

To Microsoft, Gaming is About Inclusion

B21983C2-A0D1-42B4-B661-23D095725BB4I have been a gamer since I was a young boy. I’m not someone who grew out of one of my favorite hobbies, and I have owned quite a bit of the video game hardware released since the Atari 2600 and the original NES. I was an 80s kid. I spent hundreds of hours hopping on on the heads of Goombas and turtles in Super Mario Bros, and watching as a dog laughed at me as I missed a shot in Duck Hunt with the Nintendo light gun. I also was raised in a family that was very accepting and understanding for people with disabilities. My father had polio and was born before the vaccine, and my brother is autistic. I have always been around people who show me they are so much more than their disabilities, and have taught me to grow as a human being.

As a boy, I watched my father bowl by taking a set of his crutches and filing one of them down a bit so he could lean and throw the ball better. He played basketball. He drove a car. He chopped firewood. Now, I could tell by watching him, that these things weren’t easy, but he was determined to do them anyway. I look back on how hard my father worked to do basic things, and think of all of the other determined individuals who do this every day, just to get around and live their life. What if at least something they did for fun could be easier? Enter the Xbox Adaptive Controller by Microsoft.

196C1C44-19AA-4770-A2CB-1E8F47DC9038Microsoft created a large rectangular controller that is highly customizable to cover a large swath of assistive and Joystick devices. On the front there is a traditional D-pad, menu, options, profile select, and very large A and B buttons. Along the back are a large amount of 3.5 inputs that you can map to the corresponding buttons of a traditional Xbox controller. From the face buttons, the triggers, bumpers, the analog sticks and even the clicking in of the analog sticks or a direction of the d-pad such as up and down, and left and right. On the side of the controller there are multiple USB inputs for joysticks and other devices. It even looks cool. It fits right in with the Xbox family with the white and black color scheme that would look sleek and stylish in any room.

1B698CBA-6F6C-41C8-BFC9-BC3C5D1BCB45I am sure many of us take the use of our limbs for granted. What if myself and other gamers couldn’t walk, use our hands, any of our limbs, or had other things that would either keep us, or make it very difficult for us to play games and much more. No longer are we using just a joystick and a button or two like in the Atari or Arcade. The controls have become much more complex. Now there are analog sticks, context-sensitive buttons, triggers, bumpers, menu, options, share, touch screens and so many other options that require our input, and most of them may require the gamer to press several of them quickly and within a second of each other.

The most impressive thing about the controller is just how many devices it supports. Think of it less as just a basic controller, and more as a hub that allows some amazing depth and customization to fit the gamers needs. Like the name suggests, it is extremely adaptable. It supports large buttons, mouth operated joysticks, and other input devices that allow gamers to press with their legs, use foot pedals, and so much more. The controller will cost $99 and will ship in the fall of this year, 2018. The accessories do not come with it, those are sold separately, but the controller supports many different companies products.

The other feature that can tie into the Adaptive Controller is Co-Pilot. This is a feature built into the Xbox operating system that allows two controllers to act as one. If someone is having trouble pressing buttons or is unable to, a second person with a second controller can do that for them. Co-Pilot is available now, and does not need the Adaptive Controller to work. You can use two standard Xbox controllers. This, combined with the Adaptive Controller, makes for an impressive ecosystem that welcomes everyone.

FB85FBBC-7BDA-4B2C-9D74-2D318814B6FFWhat Microsoft has done with it’s Adaptive Controller is shown that it’s being inclusive with it’s platform. What many of us have taken for granted, is a reality that many people with disabilities deal with every day. They have issues that they have to deal with that are much bigger than video games, but I am glad to see a corporation as big as Microsoft take the step to bring them an easier way to have fun, without all of the roadblocks they would have to face with a traditional controller. Game on my friends!

Catch ‘Em If You Can: Accessibility in Pokémon Go

Pokemon GoPokémon Go has been everywhere this past week: whether you’ve been playing it or not, it’s everywhere. I loaded it up the day of its release. I played a lot of Pokémon back in 2000, but haven’t really kept up with the franchise or its successive iterations since, and I hadn’t heard about the game until a few of my friends who are die hard Pokémon fans started posting about it, but the technology and gameplay was interesting enough to pique my interest.  Since then, I’ve shown my parents, grandparents, cousins, coworkers, and even a few strangers, how to play the game. It’s impossible to escape discourse around it: it’s come up in two of my meetings at work.

And the more we play and talk, the more issues surrounding the game are emerging: there have been discussions of how the game may affect crime investigations or even be used to commit crimes, including reports that it’s been used as a tool to target victims of robberies and to target criminals themselves. I spoke with a professional crime pattern data analyst about these issues, and they informed me that, as police departments have access to the game itself and have excellent tools in place for eliminating red flags from their crime pattern systems, this should not have too much of an effect on their ability to do their jobs over time, but we are also seeing that the risks of the game may go beyond simply walking into traffic because you’re trying to catch a Jigglypuff.

There are also privacy concerns.  It appears that Pokémon Go has more access than it should to many users’ Google accounts, but Niantic, the Google-offshoot company that developed Pokémon Go, has already taken steps to correct this. Beyond the typical issues that come up around any software that can track location and potentially match it to other personal data (and there are many these days), Pokémon Go seems to have real-world privacy (and consent!) concerns as well.  Many of the featured locations in game were selected from data from Ingress, a previous, similar game built by Niantic, and these include places of worship, businesses, and even in at least one case, a private residence, all of which were highlighted as stops in the game without the permission of the owners or congregations involved. This has led to businesses, churches, and even the National Holocaust Museum having to ask players to stop catching Pokémon at their locations. Which begs the question: if Niantic has been irresponsible when it comes to issues of privacy and consent in the real world, how will this translate to their responsibility with handling virtual information, as well?

pokemon go pikachuBut beyond these issues, there are also social patterns beginning to form around the game, and important ones. We’re seeing, in a quantifiable way, how any individual person’s access to certain areas and communities can affect their ability to play the game and their success within the game.

Geography, AR mapping, and the crowdsourced nature of Pokémon Go have loaned themselves to creating a game in which not every player has the same opportunity within the game.

I’ve now played Pokémon Go in multiple different environments and communities over the course of the past week. More rural communities have far fewer Pokestops and gyms. Since there are fewer people, the smaller number of gyms means that they are equally competitive with the gyms in other locations. But people need to travel further to get to those gyms, which limits people’s ability to interact in competitive gameplay if they live in rural areas. And the lack of Pokestops means that rural-living people can access a far more limited number of resources each day to enhance their gameplay. Since a player has to stop at a Pokéstop to collect Pokéballs, which are required to play, a person who doesn’t have any Pokéstops in their immediate community can’t play as often as someone who lives in an urban setting, where Pokéstops are plentiful.  There are three Pokéstops accessible from the office where I work– that means I can fill up my stock of items easily on my lunch hour and after work.  But this weekend, I visited a suburban housing development, where the closest Pokéstop was a ten-minute walk away, along a highway with no sidewalks. That makes it difficult for kids (as well as adults who don’t have access to a car) to play the game safely in their own community. Rural communities are so often cut off from many real-world resources, and we’re seeing that reflected within the economy of Pokémon Go.

first-pokemon-go warningPokémon Go really seems to be attracting players of all ages, backgrounds, and walks of life. However, for people who do not present as white men, the enjoyment of the game can be more limited.  In some cases, the Pokéstops are located in areas where it’s unsafe for women and other female-presenting to walk alone at night, or uncomfortable to walk at all without company. I’ve spoken to several people who felt that they could not go to a Pokéstop or gym in their neighborhood without a group of friends, because of safety concerns. A woman having to decide whether she feels safe enough to play the game if she doesn’t have a friend to accompany her is not unlike a woman having to decide whether she feels safe enough to go to a local bar or event without a friend to accompany her.

And black players of all genders are facing similar issues: they likewise can’t participate in the same way white players can, because oftentimes, the Pokéstops, gyms, and even the random Pokémon they might want to hunt, are in areas where their presence will be deemed “suspicious” by white residents and local law enforcement. And some black players have already expressed concern that playing is a “death sentence.” It’s only natural that black players would want to avoid putting themselves in grave danger simply by walking down the wrong block to catch a specific Pokémon. Black players are even putting together safety tips to try to avoid danger while playing, that are the kinds of things white players would never have to think about. It begs the question of whether Niantic did.

And because descriptions of locations, also user-generated, do not appear to have been vetted editorially, the game includes some deeply troubling and even overtly racist descriptions, as in the case of this memorial to Trayvon Martin. These don’t go very far toward expressing that Niantic is taking particular concern for players from marginalized communities or the impact the game might have on them.

Players who use mobility devices are likewise cut off from many Pokéstops and gyms, and from following Pokémon in non-accessible areas. Other parts of the game, such as the “walking” required to hatch an egg, do not actually require walking, and rely on a measure of speed rather than footsteps, so those should be accessible to people using wheelchairs or scooters, but plenty of the actual locations in the game are not necessarily easy to get to, so people who rely on devices to get around are limited in gameplay in a way that’s all too similar to the limitations of inaccessible buildings and transit.

All of these things are pretty good examples of how living with certain inequities can create further inequity, even in something that is supposed to be a fun, simple activity.  People are, simply by the facts of their life, not all able to play the game in the same ways, and experience inequity in the way they can interact with the game.

I’m sure as gameplay continues, we’ll see more examples of how the mechanics of the game favor certain players over others, and it’s worth opening up discussions about game mechanics that would resolve this: for example, rather than giving Pokémon in the game a specific real-world GPS-driven location, why not make them appear as soon as someone has walked a certain distance, whatever direction that distance is in? (or even if the person moves in circles?)  How about an algorithm that makes Pokéstops in less-populous areas provide more resources to the people accessing them?  There are definitely ways to fix these inequities within the game, technologically, and I’d like to see some thought put into doing that. It may seem like a small thing, to create equity within the virtual world of a game, but doing these things within the microcosm of an online community also be an exercise for exposing and talking about real-world inequities, and coming up with ways to fix those.


Tea is a professional comic editor who cosplays, writes, and draws comics in her spare time.  She’s been in love with comics ever since she started sneaking them behind her parents’ back as a child, and she’s a vocal advocate for fanworks and fan creation. You can keep up with Tea at http://teaberryblue.tumblr.com

Disabled Gamers Among Us: A Look At Gaming Accessibility

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AbleGamers Helps Those In Need.

Twenty percent of the video gaming market is alienated by most AAA titles out there. Twenty percent of the market is unable to play certain games; Not because of money, not because of lack of a console, but because of their accessibility. Twenty percent of gamers out there are disabled in some way.

Disability is anything that could prevent you from being accessible to doing something else. Inability to use a body part is fairly common, whether it’s use of a hand, legs, eyes, but even color blindness and Parkinson’s disease are other fairly common problems. Someone that wears glasses can even be considered disabled. A lot of these make several games out there very difficult for this twenty percent.

Everyone is susceptible to it, even later on in life, as aging can cause problems and disabilities. This is referred to as Temporarily Able Bodied, or TABs, as nearly everyone will eventually have a disability in life. Even minor inconveniences can occur earlier in life. For instance, I suffer from minor “tremors” in my hands that prevent me from playing most First Person Shooter Games on a normal keyboard and mouse. I have to use a controller to sustain my grip, as I have a problem double and triple clicking on a mouse.

I attended a panel on Disability in Gaming at DragonCon (in Atlanta, GA) a few weeks back with a great discussion on this issue. Mark Barlet, President of AbleGamers Foundation, was on the panel to discuss what they have been doing to help disabled gamers from a developer angle. Liz Prasad and Ben Jacobs from Tools For Life (at Georgia Tech) discussed the accommodations of proper tools and devices to help disabled gamers enjoy more games, where Laura Levy of Georgia Tech’s Psychology Department discussed the economics of need for this to be a pushed issue. Also in attendance, Chris Larson (Executive Producer at Hi-Rez Studios) and Daniel Fishman (Game Designer at Hi-Rez Studios) discussed their game SMITE and all of the accessibility features they bring to the table.

Mark (of AbleGamers) spends a lot of his time pairing up with developers of video games, discussing how the developers and publishers can maximize their market share among that percentage, as accessibility starts with software and development. Laura Levy agreed that there has to be a market need and necessity for disabled gamers to enjoy games the same way able-bodied gamers can, but it has to be cost effective. The problem with catering to disability is whether it’s profitable or not. If the developer loses money in the process, they would be less inclined to do it.

On the opposite end of the discussion, Chris and Daniel (of Hi-Rez Studios) discussed their newest game, SMITE. SMITE is a MOBA-style game, similar to League of Legends and DOTA 2, that utilizes deities and gods from all different religions and faiths; So, a match featuring Zeus, Odin, and Ra would be fairly common in this game. SMITE features several functions that would cater to disability and accessibility. Chris explained he is color blind, and this can prove to be disastrous in a game like SMITE. Allies’ tags are colored green, where enemies are colored red, which makes it very difficult to play for someone with this quirk. A special screen overlay is available for their game that caters to color blindness, boosting colors and hues, helping visibility.

Not all of their accessibility tools cater only to disability. Many gamers want the option to re-map their controls or change the heads-up display or mini-map. SMITE allows for these functions, and many games out there are following suit. Customization is key among all gamers, not just those with special needs. Closed Captioning is really for the hard of hearing and language barriers, but many gamers utilize it as subtitles for everyday use. SMITE, among many others, allow for a mini-map to become larger, or move to a different part of the HUD.

Liz and Ben (of Tools For Life) discussed devices and options that can be used to help aid against the problems disabled gamers face. Several manufacturers cater to this market, such as Evil Controllers and the Quad Stick. Sony’s own Playstation 4 now even gives accessibility options, such as remapping buttons. Left-handed mice are available from Razer and Corsair, for those that need it. They discussed other thoughts on virtual reality, such as the Oculus VR and even Google Cardboard. Haptics and feedback can be paired with touch screens and tablets, or even the virtual reality, to immerse both able-bodied and disabled gamers alike.

Mark Barlet, President of AbleGamers

Mark Barlet, President of AbleGamers

Mark’s non-profit company, AbleGamers Foundation, helps find other ways for disability and inconvenience. When asked what impact the AbleGamers has really had, Mark responded, “Before we came along, no one was really putting any real world work into these challenges. It was all academic and rarely made it out of the classroom.” He explained that he helps to make sure the structure and groundwork within games allows for more players with disabilities to enjoy these games just as much as an able-bodied person can. Mark also pointed out there is a 48-page document, written by AbleGamers, readily available for free, called Includification.com, that game developers can use to make their games more accessible (or as he puts it, “a total guide for how to include more people.”). “It is easy to include basic accessibility,” he added. “Just do good game design.”

Those with disability can request a grant to help them obtain tools to make their lives better from AbleGamers’ website, ablegamers.com, or if you are not approved for the grant, they can get you in contact with the manufacturers and vendors that sell the peripherals to help better your life. The AbleGamers Fellowship, on the other hand, is a new cause that awards two $10K scholarships to disabled gamers in need. The resources are there.

Twenty percent of the gaming market can’t play many of new games out there. That twenty percent would really like to, though. Accessibility is a need and necessity in this day and age that developers need to stop avoiding.