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Virtual Hurdles: Fighting for Gaming Accessibility

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My best friend has Muscular Dystrophy, and I forget about it all the time.

It is a weird phenomenon; spending so much time with a person that their disability becomes mundane. It is especially odd when American culture offers very little impetus for people to consider how to treat those different from themselves. Meaning: Just like they would treat anyone else. In fact, the only time I am reminded of Adam's disability is when interacting with strangers.

Perhaps this familiarity prevented me from reaching a rather obvious epiphany until several months ago.  You see, Adam and I both like to spend our free time playing video games. Unlike me, however, Adam's focus seldom leaves EA's stable of sports titles. He has spent the better part of four years peddling these games to me; games whose rules are of alien design, nearly undecipherable to myself. It should be no surprise to learn that I have dodged these strange requests as if the fate of this and several other worlds depended on it.

I never paid much attention to Adam's love for these games. It is not exactly as if he is the only person excited for Madden 10. Like millions of other people, Adam likes sports games. Big deal. Then I started to think a little more critically about this. The games I enjoy are those in which I am granted the ability to do something new, something outside the bounds of my natural ability. Assuming that most gamers seek the same exploration of the unknown, perhaps it could be that Adam enjoys the virtual sports arena simply because it allows him to participate in an otherwise aloof experience.

I rushed to my computer and booted up my browser with a vigor certainly experienced by the most renowned minds when upon the precipice of creation. I felt as if I had solved all of life's mysteries; played through the entirety of Professor Layton with no hint coins. I went to Adam's Facebook wall and said, "Do you think you are drawn to sports games because you are unable to play the sport they are based upon?"

About an hour later, I received, quite simply:  "Yeah, I think so."

Not quite the "wow, Scott, you are a genius!" I was expecting, but I felt content just the same. Adam and I talked more about this the next time I saw him. By the end of our conversation, I was convinced; there must be a community somewhere for disabled gamers.

Adam's draw to video games could not be entirely unique. I spent a few days scouring search engines and message boards in hopes of finding something representing a hub for disabled gamers. Finally, after seeing the link on a personal blog, I found AbleGamers.

AbleGamers is exactly what I had hoped to find. The site essentially serves two purposes. Firstly, like most any other video game site, AbleGamers reviews products, offers previews, and posts news stories. As might be expected, however, this coverage is tailored to its community. You will find reviews both for games, which specifically talk about how accessible they are, as well as third party products designed to assist players who cannot operate a typical control scheme.

News updates will feature any number of things, from upcoming conferences where gaming accessibility will be discussed, to a recent patch for an MMO allowing gamers who are colorblind to be able to denote ally from enemy.

Secondly, AbleGamers also represents the disabled community at several key events throughout the year, including the Game Developers Conference and the Games for Health Conference. It is in these moments that AbleGamers' Founder Mark Barlet and the rest of his staff are able to effect change on behalf of an oft-overlooked segment of the gaming populace.

Awe became me. One week ago I thought I was among the brightest alive when I discovered why my friend liked to play sports games, yet here before me was erected a monument to disabled gamers everywhere. I was humbled even further when I spoke with Mark and he shared with me the genesis of AbleGamers.

"The reason for the site was simple, my dearest friend in the world and I use to use games as a way to bridge the distance between us as we grew up and started our own families. The game of the day was Everquest, and the hunt was on Friday nights. Well one day she and her hubby did not log on. I waited. After about 15 minutes, I gave her a call."

"She was crying "Mark, I can't feel my hand, it is not working" and she handed the phone to her husband. 4 months prior to that night, she was told she has Multiple Sclerosis." Barlet continued, "So I said to myself that there had to be a site about disabled people and gaming... there was none. So I started one. I am disabled myself, and while my disability does not really interfere with my gaming, I could relate."

Mark was quick to stress that he has no desire to make games easier. AbleGamers' work is meant to level the playing field, ensuring that as many people as possible have a chance to experience a given game. Remappable key bindings, adjustable mouse/stick sensitivity, closed captioning for voiceovers; these are the sort of things that can make or break a game for someone with a disability.

They ask, why not turn these features into standards required before a game can be released?

Despite the work of AbleGamers, I can recall, with ease, a moment that has since had me concerned with the future of gaming for those with disabilities. I purchased Wii Fit the day it was released, doing squats and push-ups until newly discovered muscles burned in response. That night, I brought the game over to Adam's house to show a small gathering of my friends. We took turns standing on the board, guiding our respective Mii down a snow-covered mountain.

However, for the first time ever, Adam was unable to partake in our virtual foray. Video games, which allowed an experience unattainable to be recreated in the living room, had begun to mirror the actual activity with such fidelity that playability was actually limited.

I did not worry about this too much at the time, though, as the Wii Balance Board is very much an auxiliary piece of the ever-expanding white-plastic clutter resting in corners or storage rooms across America. It never seemed like the product would actually be essential to playing most games.

Now, though, I grow worried. Project Natal boasts revolution with its interface-less approach to gaming, but what happens to those with limited mobility?  Much like the Balance Board, segregation is inherent in Natal's design. Unlike the Balance Board, however, Natal is rumored to be integral in the next evolution of the Xbox brand.

Should gaming continue to shift towards movement and gesture-based control, there is no doubt that many people will find themselves effectively disqualified from one of their favorite hobbies.

I expressed my concern to Mark and asked him his thoughts. He actually directed me straight to AbleGamers' write up of the Project Natal announcement from E3. The author of the piece, Tim Donaghy, took the position opposite me, arguing instead that this sort of interface could be ideal for gamers unable to hold or operate a typical controller, particularly with its voice-recognition ability.

In the comments section, much to my surprise, intelligent conversation was held from gamers on both sides of the argument. Donaghy discussed his views, and Mark himself even chimed in, letting everyone know that AbleGamers had actually been invited to use and critique Natal in hopes of catering to as many gamers as possible.

Regardless of how gaming changes over the next few years, it is comforting knowing that Mark and his staff are there fighting on behalf of those who are typically overlooked. While complete accessibility is perhaps impossible, there is no reason why games cannot be designed to be as inclusive as possible. Games, at their core, are meant to embolden the player. Once they begin to turn people away based on real-life limitations, their usefulness as entertainment medium wanes.

Scott Thompson is a writer at crushfragdestroy.com and this was republished with his permission. AbleGamers wants to thank him and his group for such a great story, and to connect with our cause.

Edited by Steve Spohn

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Rob Thomas
August 07, 2009
24.11.113.62
Votes: +1
...

As the executive editor and owner of www.crushfragdestroy.com I would just like to thank Mark and the crew at AbleGamers for posting Scott's feature jointly with us.

We're glad to help push as many new users your way as we can because you all deserve to be recognized for the good work you're doing. Thanks guys. smilies/smiley.gif

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