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ENGL 210 – Need Analysis Report

Gaming for Everyone – Adaptive gaming controller

An Aggie does not lie, cheat or steal or tolerate those who do.

Date Submitted: 6/3/2018

Student(s) name:
 Salem AlMarri
 Jerahmeel Bautista
 Jassim Al-Naama
 Mohammed Abu-Holayqah
Introduction

Gaming is one of the common ways for people to socialize with others around the world.
A worldwide study shows that 48% of gamers play social games [1]. Games that enable
multiplayer mode give families, friends and strangers from across the world the space for digital
interaction and competition. The sociality of games helps players identify their place in both the
gaming world, and the real world, which translates across countries and cultures. Similarly,
players also form bonds with characters as they navigate the game’s world, fight its villains, and
save the day. As they advance, players develop a sense of cultural and personal place; the
gaming experience becomes the player’s experience and eventually, a fond memory.

People with disabilities are restricted from doing many things, but at Gaming for
Everyone, we believe that they shouldn’t be left out. The gaming community can help them
connect with others around the world and allow them to enjoy themselves. With 65% of the
households around the world owning a device used for playing video games, most if not all of us
have tried to game at least once in our lives or know someone who does, and it has either turned
into a beloved hobby, or not [1]. Developing gaming into a hobby can help people with limited
mobility in various ways such as significantly building their confidence by being able to game
with others, be it competitively or casually. A study from Brock University found emotional and
developmental gains among gamers. Researchers found that adolescents who play sports video
games show enhanced self-esteem and confidence and are more likely to get involved in athletics
[2]. Moreover, it was found that gamers tend to have better reactions, dexterity, multitasking
skills and hand-eye coordination [3]. In addition, gaming can help them socialize with people
outside their community which will lead to a personal development. Certain games can help
boost their creativity and passion, which is critical in the real world [3].

The adaptive gaming controller, designed by our team, is a project that aims to provide
easier accessibility for people with limited mobility, allowing for new possibilities for the
gaming community to grow even further. By expanding the gaming community, we are
enhancing their creative skills, building their confidence and helping people unite [4]. The
project aims to welcome multiple new and returning players with their own unique controllers on
multiple platforms. Our motto for this project is “Your desires and needs, your controller” as we
believe it is essential that we push the boundaries of what technology can do in a concerted effort
to be inclusive of everyone around the world.

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Primary Research

The first thing that our team thought of when brainstorming about primary researching
was asking people with experiences with the target audience or the audience themselves so that
we can have a better insight on how to design the product. We all agreed to contact Ms. Erin
Wehrenberg, Program Coordinator for Leadership and Service - and Best Buddies representative
in TAMUQ, to see if she has any experiences with people who have mobility impairment. We
scheduled a meeting with her on the 31st of May where we could talk about what the product that
we would like to make and the purpose of this ENGL 210 assigned project. We briefly explained
what we would like the product to do, like giving the users the flexibility to customize the
sensitivity of the joy stick and the switches that will be used in the deck so that they can be used
more comfortably. We also asked if Ms. Erin knew any contacts that we could get in touch with
so that we can further research this topic. Best buddies is a nonprofit organization that wants to
establish a global volunteer movement that creates new friendship, integrated employment and
leadership for people with different types of disabilities. The meeting concluded with Ms. Erin
giving us information about Rania Ghaida working in Best buddies who can help out even more.
She also wanted us to show her the final product at the end of the semester because she liked the
idea of the project so much. We contacted Rania Ghaida via email and asked her a couple of
questions and are currently waiting for her reply. The questions that we sent are listed below:

1. Do you think that such a product will benefit people with disabilities? and Why?
2. Do you currently have any similar technologies that your students are using?
3. Are there any specific criteria that you suggest our product should have that will benefit the
most to this community?
4. We are also interested in learning about the types of disabilities/conditions that your students
are having so we can specify our target community even more. From your community, what are
the variety of conditions, and what is the most common health condition that people have?

We are still waiting for a response from Ms. Rania. While waiting for the response from Ms.
Rania, we decided to do some secondary research and how to further improve our product using
previous researches.

Secondary Research

After researching for our topic in different engines, we can see that this topic has been
tackled before by many organizations and companies. Kathrin M. Gerling mentioned the use of
wheelchairs as controllers for video games [5]. This is done by using a sensor that tracks the
wheelchair movement and converts that movement into input that is sent to the video game. In
addition, Gerling revealed the effects of using the Participatory design (PD) approach when
designing the product compared to experts designing. According to Gerling, PD is the most
acceptable and respectful process when designing technology, but there might be a few
constraints [5]. The first constraint is the involvement of the audience with special needs as this
can have practical and ethical challenges in the design process. The second constraint is using
non-experts when designing video games, or other products can lower the quality of the product
due the participants lack in skills in that specific field.

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Kevin J. Bierre discusses the types of disabilities and the hardships that are encountered
when trying to play a video game. He noticed that people with disabilities would often go to a
store to buy a game, try it out at home just to be disappointed that it is either very hard to play or
that it doesn’t support the kind of controller that they use. They will then have no choice but to
return the game. One of the broad groups of disabilities that they talk about in the article is the
group that has a type of mobility disability (e.g. disability due to injury, illness or old age).
Almost 12% (25,139,000) of the population in the US have a type of mobility disability [6].
Bierre provides alternative solutions that can be used to help different types of disabilities; some
solutions might utilize software like speech recognition or pointing devices and others might use
hardware like gloves or an external switch controller. The external switch controller is somewhat
similar to the product that we are trying to create, except that we would like to attach a joystick
to the controller so that the user can have easier accessibility to move the characters inside the
game.

Andrew J. Riggs does not discuss how controllers can benefit those with mobility
disabilities but instead emphasizes on a game controller with interchangeable controls which is
also related to our project. Riggs proclaimed that: “For example, in U.S. Pat. No. 5,615,083 a
lap-top computer is designed to have a removable controller to use when desired or removed in
situations in which the computer must be folded or put away.” [7]. We find this beneficial to our
project because we are trying to make a joy stick that has a similar function where you would be
able to remove the joy stick from the gamepad and insert another with a difference in sensitivity.

Accessibility to the gaming world is very important. Many people assume that gaming is
trivial, just a timewaster, or a niche interest. Other than the large annual revenue of the gaming
industry and the biggest entertainment medium going, what games actually represent is access to
recreation, cultural life, and entertainment. These are all things that are essential for quality of
life, so for people who have limited opportunities to access these things in the physical world,
gaming can be incredibly important.

The Targeted Audience

Dan Bertholomey is one of many people who had to give up gaming due to an
unfortunate accident. He was once a competitive gamer who placed sixth in the Madden Nation
televised competition of the NFL game in 2005. He loved the competitiveness of gaming and the
places it took his imagination. It all began from a pong Atari console featuring a 2D arcade table
tennis game transforming his family’s living room into a lively, friendly, fun and richly
competitive playground that he can control [8]. From that day onward, he knew that gaming is
truly a beloved hobby to him allowing him to meet new people and enjoying his time even more
with his friends after school. However, due to an unfortunate motorcycle hit and run accident
that almost killed him, he had to accept the devastating knowledge that he lost the use of his right
arm completely making him unable to game again, ever [8]. Bertholomey was stripped from all
the things that once defined him in a matter of seconds.

The solution for Bertholomey and many more can now become a reality and will
potentially open gaming worldwide to players with disabilities. The adaptive controller sports a
portable dock and 2 large and sensitive buttons representing the D pads of a regular controller.

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However, unlike a normal D pad, this would feature an 8-direction D pad allowing for more
accessibility and usage. Moreover, the dock would include the necessary navigation console
buttons in the form of switches. These switches will have a low sensitivity, when compared to
other controllers, making them easier to be pressed by the user. For furthering customizability,
the dock will feature multiple ports supporting third party accessories for an added experience
whilst gaming.
Touch bar Control buttons

Action buttons

Joysticks

8 Direction D-pad

Figure 1 – Design of the Adaptive Gaming Controller

David Thomas, born with a neuromuscular disorder called Spinal Muscular Atrophy
(SMA), was never able to walk and was always physically behind his peers [9]. Thomas got into
gaming with the Atari 2600 and the Commodore 64 which provided him with a level playing
field where he could have “friendly competition”. He found that it gave him the confidence to
perform and excel at tasks, and also helped other children from thinking differently of him
because of his disability. Video games provided him and other people with the chance to do
things “virtually” that would otherwise be impossible, such as sports, drive cars, and physically
fight.

According to a 2008 study from PopCap Games, “more than 20.5% of players of casual
video games had a physical, mental or developmental disability”, compared to the 15.1% of the
American population overall who were disabled at that time. The most common benefits of
playing video games experienced by disabled gamers who took the survey were stress relief,
mood lifting, distraction from issues related to disability, and improved concentration and mental
workouts. David Thomas, who has neuromuscular disorder, has started playing video games and
realized that there was an increase in his confidence level that was minimal prior to gaming [9].
This is due to him being able to virtually experience things he couldn’t have done in real life.
Another interesting discovery was that disabled gamers spent more time playing casual games
than the average person, showing 60% of disabled gamers who play for five or more hours per
week versus 52% of casual gamers overall. The benefits of gaming to the disabled people show
the seriousness that the issues in accessibility of the video game consoles.

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Similarities and differences to different controllers
Existing gaming consoles, such as those produced by the gaming giants Sony, Microsoft
and Xbox, have very specific shapes that are made to comfortably sit in the consumer’s hands.
However, these gaming companies need to better consider accessibility during the design process
of controllers in order to greatly benefit all gamers and avoid disabled gamers being unfairly
restricted. Most games require the consumer to simultaneously and quickly press buttons on the
controller, which may be impossible for the disabled to do so comfortably.

To overcome such issues, our group has planned to create a flat controller that includes
touch-screen buttons that are positioned at comfortable distances and adjustable sensitivities
which can be customized by the consumer. This will allow the user to comfortably hold the
controller and each button will be within their reach. Unlike most consoles designed nowadays
that require the consumer to repeatedly press on a button to turn a certain way (e.g. racing
games), we will adapt this by letting the consumer create macro buttons which is simply having
one button carrying out the function of multiple buttons pressed together.

Limitations of the team’s strategy

The team will be faced with many limitations especially when designing and creating the
controller. Many factors will need to be considered when creating a device for people with
disabilities. For instance, each individual may have a different disability which will make
designing the device challenging as their needs will differ. Another limitation of this project is that
recently a similar device has been developed for people with physical disabilities and we need to
find a way to make ours unique and different – better than what’s in the market. This may be
challenging as there is a limit to what can be done for the device to fit most needs. Due to this, the
team may encounter challenges in the technical aspect of the device such as determining the
intermediate sensitivity of the controller when it is being created. Selecting this sensitivity is quite
difficult as each disability is distinctive. Another issue is the sensitivity of the electrical
components. The sensitivity of the electrical components that will be fitted into the device will
need to be precise. This is to ensure that there is a limited delay between the user, the device and
the output. Considering this will further improve and develop our interface.

To minimize the effects of these limitations, the team and the designed device will need to
be flexible. The team will need to be flexible as at any instant the design can change or new
information can be provided. As for the device, it will need to be accessible for multiple disabilities
which we as a team need to consider in the designing stage. To tackle this problem, the team has
contacted Rania Ghadia, who works for Best Buddies in Qatar, to help us connect with local
organizations to gather the information we need. Rania has connections to local organization that
serve disabled people, therefore she will have more information related to that area. If she agrees
to help us, we would like to communicate and send a questionnaire to people with limited
disability. Moreover, the team will visit Al Shafallah Center and Hope Qatar to get a better insight
on the targeted audience. After all, the product is made for them and we wish to meet their needs.
When designing the device, we will consider the disability that has the most similarities with the
other types of disabilities. This will ensure that our device can be used by a broader range of people
and not just one group of disabilities. To make sure that our product will be different than what’s

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in the market today, we will carefully look at their design and the electrical components within the
controller and further develop it. This may be challenging, but it’s achievable. As for the technical
aspect of the device, the team may need to consult with an electrical engineer expert at TAMU-Q.
The electrical engineering faculty will provide us with further insight of the components used. For
example, if a small adjustment is made to the component, the whole device may be changed which
could possibly result in our device being different than what’s available in the market.

Design constraints

A design constraint that may have an impact on this device is the affordability of it. Since
we aim to create the product for a large group of people with similar disabilities, the design will
need to be carefully planned as it will involve many electrical components to help fit the need of
each individual and disability. These high-tech components may cause our product to be highly
priced and unaffordable by the majority of our audience. To counteract this problem, the team will
try to minimize the components used but at the same time avoid affecting the gaming experience
of the individual. In addition, the team will make sure that range of the targeted disabilities will
not be affected when the electrical components are reduced. As previously mentioned, the
members will consult with a faculty of the electrical engineering department to ensure this is do-
able. Moreover, Dr. Yasser and Mr. Baobeid (faculty in the Mechanical Engineering department
at TAMU-Q) will both be consulted regarding which material should be used for the controller
casing. The factors that will influence the choice of material include cost and durability. A low-
cost material will be better as that will not raise the selling price of the controller. As for the
material’s durability, this is to ensure the controller will not be damaged easily causing for a
replacement to be made.

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References

[1] K. Lofgren, “2017 Video Game Trends and Statistics - Who’s Playing What and Why?,” Big
Fish Games, Apr. 5, 2017. [Online]. Available: https://www.bigfishgames.com/blog/2017-video-
game-trends-and-statistics-whos-playing-what-and-why/. [Accessed: Jun. 7, 2018].

[2] “Video Game Research Shows Boost in Confidence and Cognitive Function,” Entertainment
Software Association. [Online]. Available: http://www.theesa.com/article/video-game-
research-shows-boost-confidence-cognitive-function/. [Accessed: Jun. 7, 2018].

[3] Cazaam, “Video games: Do video games improve a person’s confidence?,” Debate. [Online].
Available: http://www.debate.org/opinions/video-games-do-video-games-improve-a-persons-
confidence. [Accessed: Jun. 8, 2018].

[4] D. Bolton, “Video games may improve children’s intellectual and social skills, study
finds,” Independent, Mar. 9, 2016. [Online].
Available: https://www.independent.co.uk/news/science/video-games-children-learning-
intelligence-social-skills-study-a6920961.html. [Accessed: Jun. 7, 2018].

[5] A. B. Evans, K. M. Gerling, K. C. Hicks, M. R. Kalyn, B. Kirman, and C. Linehan, “Creating


wheelchair-controlled video games: Challenges and opportunities when involving young people
with mobility impairments and game design experts,” International Journal of Human-Computer
Studies, vol. 94, pp. 64-73, Oct. 2016. [Online]. Available:
ScienceDirect, https://www.sciencedirect.com.ezproxy.library.tamu.edu/science/article/pii/S10
71581915001433. [Accessed: Jun. 1, 2018].

[6] K. J. Bierre, J. Chetwynd, B. Ellis, D. M. Hinn, S. Ludi, and T. Westin, “Game Not Over:
Accessibility Issues in Video Games,” Research Gate, Nov. 20, 2014. [Online].
Available: https://www.researchgate.net/profile/Kevin_Bierre/publication/267403944_Game_
Not_Over_Accessibility_Issues_in_Video_Games/links/546de0d70cf2a7492c560d87.pdf.
[Accessed: Jun. 1, 2018].

[7] A. J. Riggs, M. Hammond, C. K. Shek, “Game controller with interchangeable


controls,” Google Patents, May 11, 2004. [Online].
Available: https://patents.google.com.ezproxy.library.tamu.edu/patent/US7758424B2/en.
[Accessed]: Jun. 7, 2018].
[8] J. Robinson, “Madden Nation,” Imagine Games Network, Dec. 7, 2005. [Online]. Available:
http://www.ign.com/articles/2005/12/07/madden-nation. [Accessed: Jun. 1, 2018].

[9] D. Thomas, “How I Found Games Useful in Dealing with Disability,” Ayogo, Mar. 17, 2015.
[Online]. Available: https://ayogo.com/blog/games-useful-in-dealing-with-disability/.
[Accessed: Jun. 9, 2018].

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