BACKGROUND
Evidence suggests that people living with Motor Neurone Disease (MND), a terminal illness with no cure, enjoy playing video games purely for enjoyment, alone and as a social experience. However, significant barriers associated with MND can make playing video games much harder and risk worsening feelings of boredom, stress, isolation and a lack of choice and control in daily life.
OBJECTIVE
We scoped the evidence to describe relevant research and practice for what may help reduce barriers to playing games with the MND community.
METHODS
A scoping review protocol and the methodology was used to identify peer-reviewed studies from PubMed and Swinburne University Library. The methodology drew on Arksey and O’Malley and recent guidance on conducting scoping reviews and engaging with lived experience of MND. Grey literature was also identified from government, not-for-profit, commercial and community websites. Data were extracted from the literature gathered and summarised.
RESULTS
The evidence base consisted of quantitative and qualitative research, lived experience stories, information resources, reviews and guidelines. Of the 82 studies reviewed, 7 explored video games and involved people with MND, but these were very limited in their depth and quality. Overall, the major kinds of technology studied were customised augmentative and assistive technology for communication and control of computer systems (including desktop, laptop, smartphone, tablet and console systems), and video games software and hardware (including hand controllers and accessibility features in game software such as difficulty level, speed and re-mappable buttons and controls). The data suggested technological, physical, social and economic barriers that can be reduced by: greater involvement of people with MND in games and technology research and development; and, changing augmentative and assistive communication technology, games software and hardware and relevant policies and guidelines to better meet the needs of people with MND.
CONCLUSIONS
There is a significant gap in understanding about the lived experience of people with MND with video games and what makes playing them easier, including appropriate customisation of technology and the social experience of games. The gap is contributing to exclusion from games communities and recreation and risks worsening the burden of living with MND. Existing evidence suggests viable options for future research and practice. Video games and assistive and augmentative communication technology research and development must prioritise qualitative and quantitative research with people with MND at an appropriate scale, with a focus on lived experience, use of improved participant engagement techniques and user focused design for more inclusive games. Practical work needs to increase awareness of what can help make games more inclusive, including accessibility features in games and affordable options for customised interfaces and other devices to play games.