There are no universal interfaces: how asymmetrical roles and asymmetrical controllers can increase access diversity

Many people with a disability play games despite difficulties in relation to access or quality of experience. Better access is needed, but there has been limited industry interest. For players with motor impairments the focus has been on the controller. Numerous solutions have been developed by thir...

Full description

Bibliographic Details
Main Author: Matthew Dalgleish
Format: Article
Language:English
Published: Ass.ne Culturale Ludica 2018-12-01
Series:G|A|M|E The Italian Journal of Game Studies
Subjects:
Online Access:http://www.gamejournal.it/?p=3449
id doaj-6fd0d882a1aa41abba3185272b761171
record_format Article
spelling doaj-6fd0d882a1aa41abba3185272b7611712021-01-26T08:16:05ZengAss.ne Culturale LudicaG|A|M|E The Italian Journal of Game Studies2280-77052018-12-01548There are no universal interfaces: how asymmetrical roles and asymmetrical controllers can increase access diversityMatthew Dalgleish0 University of WolverhamptonMany people with a disability play games despite difficulties in relation to access or quality of experience. Better access is needed, but there has been limited industry interest. For players with motor impairments the focus has been on the controller. Numerous solutions have been developed by third parties, but all are likely unsuitable for at least some users and there remains space for radically alternative angles. Informed by my experiences as a disabled gamer, concepts of affordance and control dimensionality are used to discuss the accessibility implications of controller design from the Magnavox Odyssey to the present. Notions of incidental body-controller fit and precarious accessibility are outlined. I subsequently draw on Lévy’s theory of collective intelligence and example games Keep Talking and Nobody Explodes and Artemis Spaceship Bridge Commander to develop a model that uses asymmetrical roles and diverse input to fit individual abilities and thereby expand participationhttp://www.gamejournal.it/?p=3449ludic-fictional worldsdisabilitycontrollersasymmetrical rolesmotor impairmentcontrol dimensionality
collection DOAJ
language English
format Article
sources DOAJ
author Matthew Dalgleish
spellingShingle Matthew Dalgleish
There are no universal interfaces: how asymmetrical roles and asymmetrical controllers can increase access diversity
G|A|M|E The Italian Journal of Game Studies
ludic-fictional worlds
disability
controllers
asymmetrical roles
motor impairment
control dimensionality
author_facet Matthew Dalgleish
author_sort Matthew Dalgleish
title There are no universal interfaces: how asymmetrical roles and asymmetrical controllers can increase access diversity
title_short There are no universal interfaces: how asymmetrical roles and asymmetrical controllers can increase access diversity
title_full There are no universal interfaces: how asymmetrical roles and asymmetrical controllers can increase access diversity
title_fullStr There are no universal interfaces: how asymmetrical roles and asymmetrical controllers can increase access diversity
title_full_unstemmed There are no universal interfaces: how asymmetrical roles and asymmetrical controllers can increase access diversity
title_sort there are no universal interfaces: how asymmetrical roles and asymmetrical controllers can increase access diversity
publisher Ass.ne Culturale Ludica
series G|A|M|E The Italian Journal of Game Studies
issn 2280-7705
publishDate 2018-12-01
description Many people with a disability play games despite difficulties in relation to access or quality of experience. Better access is needed, but there has been limited industry interest. For players with motor impairments the focus has been on the controller. Numerous solutions have been developed by third parties, but all are likely unsuitable for at least some users and there remains space for radically alternative angles. Informed by my experiences as a disabled gamer, concepts of affordance and control dimensionality are used to discuss the accessibility implications of controller design from the Magnavox Odyssey to the present. Notions of incidental body-controller fit and precarious accessibility are outlined. I subsequently draw on Lévy’s theory of collective intelligence and example games Keep Talking and Nobody Explodes and Artemis Spaceship Bridge Commander to develop a model that uses asymmetrical roles and diverse input to fit individual abilities and thereby expand participation
topic ludic-fictional worlds
disability
controllers
asymmetrical roles
motor impairment
control dimensionality
url http://www.gamejournal.it/?p=3449
work_keys_str_mv AT matthewdalgleish therearenouniversalinterfaceshowasymmetricalrolesandasymmetricalcontrollerscanincreaseaccessdiversity
_version_ 1724323230039146496