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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>technology in gaming: A survey of gamers with</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Pauliina Baltzar</string-name>
          <email>pauliina.baltzar@tuni.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lobna Hassan</string-name>
          <email>lobna.hassan@lut.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Markku Turunen</string-name>
          <email>markku@turunen.tuni.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>LUT University</institution>
          ,
          <addr-line>Mukkulankatu 19, 15210, Lahti</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Tampere University</institution>
          ,
          <addr-line>Kanslerinrinne 1, 33014, Tampere</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2023</year>
      </pub-date>
      <fpage>18</fpage>
      <lpage>21</lpage>
      <abstract>
        <p>Assistive technology (AT), i.e. products to assist people with disabilities (among others), can enhance accessibility, yet we know little about their use in gaming. This study aims to answer the following research questions: 1. Do people with disabilities use assistive technology for gaming? 2. What assistive technology do people with disabilities use for gaming? 3. Why people with disabilities do not use assistive technology for gaming? The questions are addressed with survey data of 92 gamers with disabilities. The findings suggest that people with disabilities use different ATs for gaming. The most mentioned products were screen readers and custom controllers. However, the analysis has shown that people who are not currently using assistive technology could benefit from them, but barriers, such as price and lack of knowledge impede this use.</p>
      </abstract>
      <kwd-group>
        <kwd>0F1</kwd>
        <kwd>Game accessibility</kwd>
        <kwd>assistive products</kwd>
        <kwd>assistive technology</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        There are over three billion gamers in the
world [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Moreover, 98,3% play at least some
type of games, and 80,3% play digital games in
Finland [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Further, it is estimated that 1% have
a visual disability [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], 2% have a brain injury (a
type of cognitive disability) [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], and 14% have a
hearing disability [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] in Finland.
      </p>
      <p>With these
estimates, at least 764000 gamers in Finland could
be expected to have a disability. When taking all
disabilities into</p>
      <p>account in addition to the
mentioned ones, the number of gamers with
disabilities could be much higher. Globally, 1,3
billion</p>
      <p>
        people have a disability [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] and for
example, in the USA there are 400 million gamers
with disability [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>There are multiple types of disabilities, e.g.,
sensory (e.g., auditory, and visual disabilities),
physical (e.g., mobility and motor disabilities),
cognitive (e.g., learning, reading, and emotional</p>
      <p>
        2023 Copyright for this paper by its authors. Use permitted under Creative
one
“disability experience” we can talk about since
every disability, as every person, is different [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
In this study, all disabilities are considered
regardless of their severity and form.
      </p>
      <p>
        Games can be made accessible typically in two
ways: either by making a mainstream game with
a variety of accessibility options (e.g., subtitles,
audio cues, and adjustable game speed) or by
making a game that is purposely designed for
people with disabilities, such as audio games [
        <xref ref-type="bibr" rid="ref10 ref9">9,
10</xref>
        ]. In addition to making the game accessible,
the use of different assistive technology can make
the whole gaming session more accessible (e.g.,
offering different input and output methods).
      </p>
      <p>
        Assistive technology (AT) is utilizing the
existing knowledge and skills of assistive
products in real environments [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Assistive
product (AP) can be any product from software to
different devices which are used by people with
disabilities for participating in different activities
[
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], in this case, gaming. Besides, assistive
technology is used not only by people with
disabilities but also, e.g., by the elderly, and
people with chronic illnesses and mental health
problems [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. In this paper, we mainly refer to
AT, since it is a more commonly used term,
furthermore the participants used mostly assistive
technology rather than products.
      </p>
      <p>
        In some cases, assistive technology is
necessary so that a person can play, in other
occasions AT can make gaming easier and more
comfortable. Overall AT helps overcome barriers
and enable participation in society [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. There are
different products targeted at especially gamers
with disabilities such as the Xbox Adaptive
Controller [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], Tobii Eye Tracker [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], and
mouth-controlled Quadstick [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. However, these
products, like any ATs, can be used by anyone and
not only by people with disabilities.
      </p>
      <p>This study addresses the following research
questions based on the collected survey data:
RQ1. Do people with disabilities use assistive
technology for gaming? RQ2. What assistive
technology do people with disabilities use for
gaming? RQ3. Why people with disabilities do
not use assistive technology for gaming?</p>
    </sec>
    <sec id="sec-2">
      <title>2. Methodology</title>
      <p>This paper is based on a collected survey data,
which focuses on playing games with a disability,
hence, assistive products are only a part of its
contributions. The survey was conducted in
English and Finnish between February 25th and
April 25th, 2022, using Microsoft Forms. The
survey had 34 questions consisting of
multiplechoice and open-ended questions. Questions
focused on background information (e.g., age,
country, type of disability), playing habits (e.g.,
playing experience, platforms), and game
accessibility (e.g., accessibility settings, assistive
products, how games could be more accessible)
and the participants were asked to “Describe your
disability especially from viewpoint how it affects
your playing“.</p>
      <p>The study was distributed to various disability
organizations especially in Finland via email, on
Twitter, and in different accessibility-related
Facebook groups. The survey relied on the
snowball method for gathering answers. In total
95 responses were collected of which three were
excluded since the participants did not play games
or were not disabled. The final data set consists
therefore of 92 responses.</p>
      <p>The analysis was conducted by the first author
who speaks both English and Finnish using
ATLAS.ti (version 22). The data analysis process
started by combining the data from both survey
versions, English (n=30) and Finnish (n=62).
After close-reading the data twice the next step
was data-driven, inductive, coding.</p>
      <p>
        For this study, additional coding was done on
top of the existing codes from a previous study
[
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] based on the research questions. The coding
was done separately for people who used and did
not use AP based on the question “Do you use
assistive products while playing?” followed with
“What assistive products do you use while
playing?” First, the coding was done with data
from people who use AP, to specify what kind of
products they use. For this study, the coded
assistive products were now coded under larger
themes (e.g., the original code “Xbox Adaptive
Controller” was now under the theme
“Controllers”). Next, the data from gamers who
do not use AP was analyzed to discover if they
could benefit from using AT and if there are
reasons why they are not using them, since this
was not considered in the first coding rounds.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Findings</title>
      <p>First, this section presents relevant background
information. Next, the focus is on using assistive
technology in gaming, and finally, on not using
AT.
3.1.</p>
    </sec>
    <sec id="sec-4">
      <title>Background information</title>
      <p>The most present age group in the survey was
25-34 years old (n=30), detailed information is
available in Table 1. 48% (n=44) of the
participants identified as men, 38% (n=35) as
women, 11% (n=10) as non-binary and 3% (n=3)
preferred not to answer the question. Most
participants were from Finland (n= 65), all present
countries are listed in Table 2.</p>
      <p>Age
Under 18
18-24
25-34
35-44
45-54
55-65</p>
      <p>Over 65</p>
      <p>Of the participants 68% (n=63) had one
disability, 19% (n=19) had two disabilities and
14% (n=10) had more than two disabilities. The
present disability groups are listed in Table 3.</p>
      <p>According to the survey, 42% (n=39) use
assistive products while gaming, however, the
majority, 58% (n=53), do not use APs. Out of 39
participants who used APs 37 specified the
products they were using. 59% (n=22/37) of the
respondents were using one assistive product and
41% (n=15) were using two or more APs.</p>
      <p>The most used AT was related to different
controllers (n=15/37) and screen readers (n=12).
Only some of the respondents specified the exact
devices they were using, such as Xbox Adaptive
Controller, Quadstick, and Tobii. Likewise, some
software solutions were mentioned, such as Cheat
Engine and different accessibility add-ins or
mods. In addition to AT related to gaming, the
respondents mentioned products such as stool
chairs, blankets, and noise-canceling headphones.</p>
      <p>Since the participants were using multiple
platforms for gaming, there are no clear results on
how many used specific AT on which platform.
However, some limited findings can be reported,
since some participants specified what ATs they
were using on which platform, and some were
playing only on one platform. Different custom
controllers were used on every platform, screen
readers were used on other platforms than
Wii/WiiU and PlayStation 4/5. Quadstick was
used on PC, and PlayStation 4/5, Tobii was used
on PC, and Xbox Adaptive Controller on
Nintendo Switch, PC, and Xbox 360/Series X.
3.3.</p>
    </sec>
    <sec id="sec-5">
      <title>Gamers not using AT in gaming</title>
      <p>As stated, most of the participants (58%, n=53)
did not use assistive products. Eight participants
who did not use APs said their disability does not
affect their gaming, so it is logical that there is no
need for any APs.</p>
      <p>Most participants did not specify why they are
not using assistive products, however, some stated
that at least the custom-made controllers are too
expensive for them. Another identified reason for
not using the devices is a lack of knowledge.
"I have dreamed for many years that someone
would make a controller for disabled people
whose hands work the same way as mine do, so
that by turning your head you could perform at
least some functions."
(Participant 77, male, physical and
neuropsychiatric disabilities)</p>
      <p>[Translated from Finnish]
Furthermore, some participants stated that they do
know some assistive products exist, but it is hard
to find any information, especially in Finnish, on
them.</p>
      <p>Nevertheless, at least 53% (n=24/45) of
respondents, who do not use APs and whose
disability affects their gaming, could benefit from
using ATs, such as accessible controllers based on
our analysis. For example, many respondents with
physical disabilities who did not use AT reported
that controllers are too heavy for them, cannot be
used with one hand, or cause pain, hence more
lightweight customized controllers could be
beneficial to the participants. In some identified
cases, participants with neuropsychiatric and
hearing disabilities report that they do not get all
game information if only communicated in audio,
so speech-to-text software could be useful for
them.</p>
    </sec>
    <sec id="sec-6">
      <title>4. Discussion</title>
      <p>The discussion section is divided into three
subsections. First, the focus is on using assistive
technology in gaming, and next, on barriers to
using AT. Finally, limitations and future research
are discussed.
4.1.</p>
    </sec>
    <sec id="sec-7">
      <title>Using AT in gaming</title>
      <p>
        The most used assistive products, outside of
games, were screen readers, text-to-speech, and
magnifying features [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. Likewise, one of the
most used ATs within gaming was screen reader.
Overall, 46% (n=43) of the participants in our
survey were using assistive products, however,
many participants reported that games could be
made more accessible for them by allowing using
their ATs more freely on all platforms and games.
For example, participants reported that their
gaming setup for PlayStation 4 is not supported by
PlayStation 5. These are the key barriers needing
to be tackled in the future.
      </p>
      <p>Based on the answers people see different
products as AP, for example, some mentioned
everything they use to make their gaming more
comfortable such as blankets and pillows, while
most focused on more technical aspects. In
addition, some were thinking of eyeglasses and
hearing aids as assistive products.
4.2.</p>
    </sec>
    <sec id="sec-8">
      <title>Barriers for using AT</title>
      <p>
        As stated at least 53% (n=24/45) of the
participants who do not currently use assistive
technologies could benefit from them. However,
even if ATs would be decidedly considered
useful, not everyone has access to them. In fact, in
2018 only 10% of the people who would need AT
had access to them [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. Overall, the World
Health Organization [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] has identified four
reasons blocking assistive technology usage: 1)
Policy, the technology is not included in health or
welfare schemes which leads to people needing to
pay for their products. 2) Products, the industry
is quite limited and lacks funding. 3) Provision,
depending on the country’s income-rate people
need to use stand-alone services in multiple
locations, products do not exist in national
services, or they need to rely on donations and
charity services. 4) Personnel are not educated
enough about different products. [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ].
Furthermore, other researchers have identified
different barriers to using ATs, such as
availability and acceptance [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], funding and
costs, lack of awareness, inadequate assessment,
attitudes, and stigma [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ].
      </p>
      <p>
        Likewise, we identified a lack of knowledge as
one barrier to the usage of AT. In fact, sometimes
it might take years for people to find suitable
products for them [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. Overall, it seems people
do not know what kind of products exist, if they
would be useful, or where to get the products.
      </p>
      <p>Furthermore, even with the knowledge of
different ATs, the high price was identified as a
barrier. In Finland, people need to pay themselves
for the AT they are using for gaming, for example,
custom controllers, even if they would need these
devices e.g., for studying. ATs can be expensive,
for example, the regular Xbox Controller costs
around 65€. The most mentioned used AT, the
Xbox Adaptive Controller is around 100€, Tobii
Eye Tracker 5 costs around 260€, and when it
comes to mouth-controlled devices, Quadstick
price is already over 500€, in addition, some
adaptors are often needed. Taken altogether, e.g.,
the Xbox Series X console costs 510€ - so gaming
with the newest console with a mouth-controller
could cost already over 1000€, doubling the
starting cost for a gamer with a disability.</p>
      <p>The high prices of AT lead easily to injustice.
We are not equal until all people with and without
disabilities can study and work in their desired
field without the need to consider how they can
cover the AT costs. The prices also lead to gamers
needing to be really invested in gaming as a hobby
to be willing and able to buy the needed products.
It is extremely difficult to try out a device and then
realize the product is not suitable. However, some
of the assistive technology can be affordable such
as screen readers and different software-based
products.</p>
      <p>
        To conclude it seems that both assistive
products and gaming-related ATs have the same
barriers to tackle. Luckily it seems that the
barriers have been noted and there are attempts to
overcome them, such as through the Global
Cooperation on Assistive Technology (GATE),
which is working towards easier access to
assistive products on a global scale [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. More,
however, is needed in the game industry, starting
from advocacy groups that educate and push the
popularity of ATs forwards to facilitating
crossplatform use of ATs and ensuring their
compatibility.
4.3.
      </p>
    </sec>
    <sec id="sec-9">
      <title>Limitations and future research</title>
      <p>The survey question subject of the main
analysis here was formulated “Do you use
assistive products while playing? For example,
screen readers or custom-made controllers.” It is
possible that the examples given led the
participants to answer with the named products,
making them some of the most mentioned.
Nevertheless, we see respondents who interpreted
the question openly and mentioned all products
that assist their gaming, such as pillows and
blankets.</p>
      <p>While considering who would benefit from
AT, the authors relied purely on the collected data,
it might be that the information participants have
given over emphasized the importance of ATs, but
it is also possible that the participants have only
given limited information on how their disability
affects their gaming and potential need for ATs
could not be identified.</p>
      <p>This study is also limited by its survey format,
offering a limited amount of data and no way to
ask more from the participants, hence future
studies should focus on the ATs used in gaming
in-depth for example via additional surveys or
interviews. Likewise, studies could analyze
gender and age differences in using AT. In
addition, studies should focus on discussing if
using AT can be considered as cheating (e.g.,
using aim bots), and how could we overcome the
potential problems related to it.</p>
    </sec>
    <sec id="sec-10">
      <title>5. Conclusion</title>
      <p>This paper aimed to address the following
research questions based on the collected survey
data: 1. Do people with disabilities use assistive
technology for gaming? 2. What assistive
technology do people with disabilities use for
gaming? 3. Why do people with disabilities not
use assistive technology for gaming?</p>
      <p>This study has shown that people with
disabilities use different assistive products. The
most mentioned products were screen readers and
custom controllers. However, the analysis has
shown that people who are not currently using
ATs could benefit from them, and are not using
them due to external barriers, such as price and
lack of knowledge.</p>
      <p>This study offers a new opening to investigate
further AT in the gaming context. To conclude we
need to increase awareness of assistive
technology in general, improve these products,
their compatibility, and pricing, and in addition,
improve societies’ awareness of the importance of
games if we are aiming to see more equality in
gaming.</p>
    </sec>
    <sec id="sec-11">
      <title>6. Acknowledgements</title>
      <p>We thank all the disability organizations who
helped us to share the survey reported in this
paper. In addition, special thanks to Markus
Kämäräinen and Tuuli Keskinen for their support.
This research was supported by the Finnish
foundation for economic education [grant number
22-12430].
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