Abstract:We present an investigation on game controller technology to enable para-esports. First, we present a review of the related literature on the information capacity of the human motor systems in pointing tasks and the evaluation of gaming controllers as pointing devices. Then we propose design criteria for controllers to enables para-esports in terms of target users, controller throughput, cognitive load, and comfort. Finally, we introduce the proposed controller with its rationale and functionality. We argue th… Show more
“…The complexity of this mapping process can be referred to as control dimensionality (CD) Mustaquim and Nyström (2014). One of our previous studies explored the control dimensionality of different controller types and used that as a basis for designing a new controller for persons with upper limb deficiencies Hassan et al (2022). Though effective, this process would require creating a special controller for each unique disability or rehabilitation program.…”
This study proposes a modular platform to improve the adoption of gamification in conventional physical rehabilitation programs. The effectiveness of rehabilitation is correlated to a patient’s adherence to the program. This adherence can be diminished due to factors such as motivation, feedback, and isolation. Gamification is a means of adding game-like elements to a traditionally non-game activity. This has been shown to be effective in providing a more engaging experience and improving adherence. The platform is made of three main parts; a central hardware hub, various wired and wireless sensors, and a software program with a stream-lined user interface. The software interface and hardware peripherals were all designed to be simple to use by either a medical specialist or an end-user patient without the need for technical training. A usability study was performed using a group of university students and a group of medical specialists. Using the System Usability Scale, the system received an average score of 69.25 ± 20.14 and 72.5 ± 17.16 by the students and medical specialists, respectively. We also present a framework that attempts to assist in selecting commercial games that are viable for physical rehabilitation.
“…The complexity of this mapping process can be referred to as control dimensionality (CD) Mustaquim and Nyström (2014). One of our previous studies explored the control dimensionality of different controller types and used that as a basis for designing a new controller for persons with upper limb deficiencies Hassan et al (2022). Though effective, this process would require creating a special controller for each unique disability or rehabilitation program.…”
This study proposes a modular platform to improve the adoption of gamification in conventional physical rehabilitation programs. The effectiveness of rehabilitation is correlated to a patient’s adherence to the program. This adherence can be diminished due to factors such as motivation, feedback, and isolation. Gamification is a means of adding game-like elements to a traditionally non-game activity. This has been shown to be effective in providing a more engaging experience and improving adherence. The platform is made of three main parts; a central hardware hub, various wired and wireless sensors, and a software program with a stream-lined user interface. The software interface and hardware peripherals were all designed to be simple to use by either a medical specialist or an end-user patient without the need for technical training. A usability study was performed using a group of university students and a group of medical specialists. Using the System Usability Scale, the system received an average score of 69.25 ± 20.14 and 72.5 ± 17.16 by the students and medical specialists, respectively. We also present a framework that attempts to assist in selecting commercial games that are viable for physical rehabilitation.
“…In the medical and welfare fields, various approaches are focusing on the theme of Esports and disabilities [ 11 ]. To utilize as para Esports, a new gaming controller has been developed for persons with upper limb deficiencies [ 12 ]. A notable point, Esports has the potential to enable patients with physical or mental disabilities to play games competitively alongside youths without these disabilities.…”
Esports (electronic sports) programs are a variant of competitive gaming and have expanded worldwide in recent years. The prevalence of problematic gaming and gaming disorders (GD) is predicted to increase in adolescents. Children with autism spectrum disorder (ASD) have a high rate of digital gaming use, and their characteristics, such as social communication deficits and restricted interests, might contribute to problematic gaming. In this study, we aimed to examine whether participation in an Esports program would lead to problematic gaming or GD in children with ASD. The Internet Gaming Disorder Test (IGD-20) scores, Kid-KINDL scores, and gaming time at home were assessed in eight children with ASD before beginning the Esports program and at the three-month follow-up timepoint. The program was held once a week at the welfare service center, where the participants played a set game for 60 min. The results indicated there was no significant worsening in any of the scores after the program. Our program provided the participation time and frequency of Esports, type of game, and motivation of the participants are adequately considered. Even though this pilot study is limited by the small sample size, we concluded that the risk of these activities leading to problematic gaming might be low.
“…These include handsfree based devices that utilize eye-gaze [52][53][54], voice control [53,54], or biosignal-based interaction [55,56]. Other studies include touch-based interaction for accessible gaming [57], as well as utilizing accessible switches [58], and one study that did utilize a wearable interaction [59]. However, this device was specifically designed for users missing upper limbs for use in esports.…”
Section: Video Game Accessibilitymentioning
confidence: 99%
“…It is additionally valuable to explore how to add a high level of physical movement as interaction to games that users already have or want to play. This was explored by Ahmetovic et al [6] in a rehabilitative/exergame context, as well as Hassan et al [59] for esports applications. However, Ahmetovic et al [6] focused on rehabilitative and exergame applications of physical movement for game interaction, which our study…”
Section: Strategies For Accessible Gaming Wearablesmentioning
confidence: 99%
“…Though incorporating physical movement in video game interaction is beneficial to users with disabilities, focusing game interaction entirely on rehabilitative purposes does not fulfill the needs of gamers with disabilities and should be balanced with game interaction for entertainment purposes. This concept was explored by Hassan et al [59] for users with limb differences who played esports. This represents one disability demographic and one entertainment video game genre and should likewise be explored with further disability demographics and video game types.…”
Section: Strategies For Accessible Gaming Wearablesmentioning
There has been increased interest in how wearables can offer new avenues of interaction in video games. However, understanding how wearable devices can support accessible gaming is missing. My research aims to explore this potential with users with upper limb motor disabilities to understand their experiences with video games and wearable devices. My thesis is divided into two parts. Firstly, I interviewed gamers with upper limb motor disabilities to understand their lived experiences in playing video games and using wearable technology. Secondly, I explored the design space of accessible gaming wearables using participatory design fiction sessions to envision the future of wearable technology and accessible video games. My study also offers methodological contributions to the HCI community by demonstrating how dialogic/performance analysis can be applied to participatory design fiction research.Though narrative inquiry is often used in HCI, specifically using the method of dialogic/performance analysis to analyze narrative inquiry data is less often used. This research provides a detailed example of how this analysis method can be utilized in HCI research.
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