For Grant Stoner, video games have been a lifelong passion. His earliest gaming memory dates back to playing Super Nintendo at the tender age of three. Born with spinal muscular atrophy type 2, a neuromuscular disorder, Stoner found solace and social connection through gaming. He said, “Gaming has always been my way to bond with family and peers, especially since I couldn’t partake in physical activities like sports.”
However, the gaming industry has historically been less accommodating to players with disabilities. Many, like Stoner, had to resort to makeshift solutions, such as using a Popsicle stick attached to a controller, to continue enjoying their favorite games.
Paul Amadeus Lane, who became quadriplegic after an accident, shared a similar sentiment. He adapted to his new reality by using his chin and lips to operate game controllers. Gaming became a refuge from social isolation, offering an environment free from judgment.
In a groundbreaking move, Sony Interactive Entertainment, the creators of the PlayStation, has introduced the Access controller, specifically designed for gamers with disabilities. This initiative followed Microsoft’s release of an Adaptive Controller for Xbox in 2018. The Access controller, priced at $89.99, is set to launch on December 6.
This innovative controller is highly customizable, catering to a diverse range of mobility needs. It can be configured with interchangeable button and stick caps. Alvin Daniel, the senior technical program manager for the Access controller, emphasized the importance of understanding individual needs, stating, “No two people experience disability in the same way.”
Lane, who had the opportunity to test the unreleased controller, expressed his excitement, especially about playing racing games again. “It felt like driving again after 30 years,” he shared.
Stoner, too, is optimistic about the PlayStation Access controller. He appreciates its affordability compared to other market options. However, he also stressed the need for continuous innovation in both gaming software and hardware to cater to the diverse needs of the disabled community.
In conclusion, while the industry is taking commendable steps towards inclusivity, there’s always room for improvement. As Stoner aptly put it, “The industry needs to remember that there’s always more work to be done.”