Drew Redepenning, MD, ATP
Resident Physician
University of Pittsburgh Medical Center
Homestead, Pennsylvania, United States
Randy Huzinec, PT
Associate director of clinical services for the Smart Tech for Paralysis program
University of Pittsburgh Medical Center
Pittsburgh, Pennsylvania, United States
Andy Wu, PhD
Sr. Director of Peer Counseling
AbleGamers Charity
Pittsburgh, Pennsylvania, United States
Christopher Power, PhD
Professor
University of Prince Edward Island
Pittsburgh, Pennsylvania, United States
Shivaali Maddali, MD
Resident Physician
University of Pittsburgh Medical Center
Pittsburgh, Pennsylvania, United States
George Tankosich, BS
Medical Student
University of Pittsburgh Medical Center
Pittsburgh, Pennsylvania, United States
Lynn Worobey, PhD, DPT, ATP
Assistant Professor
University of Pittsburgh Medical Center
Pittsburgh, Pennsylvania, United States
Brad E. Dicianno, MD (he/him/his)
Professor
University of Pittsburgh Medical Center
Pittsburgh, Pennsylvania, United States
Dan Ding, PhD
Assistant Professor
University of Pittsburgh Medical Center
Pittsburgh, Pennsylvania, United States
Participation in leisure and recreational activities has been associated with improvements in quality of life and social relationships for individuals with physical disabilities. Multiple studies have investigated facilitators and barriers to participation in specific recreational activities such as adaptive sports. However, no research has been performed to determine facilitators and barriers to adaptive video gaming participation. The purpose of this study was to determine facilitators and barriers to adaptive video gaming participation for individuals with physical disabilities.
Design:
A self-administered survey in Qualtrics was used to collect data from potential participants who currently participate in adaptive video gaming. The survey consisted of three sections: (1) Demographic Section, (2) Gamer Habits Section, and (3) Facilitators and Barriers to Adaptive Gaming Section.
Results:
A total of 256 participants met inclusion criteria and completed the study survey. The most frequently reported reasons that participants started participating in adaptive video gaming were having fun/entertainment (75.4%), stress relief/relaxation (63.7%), and personal interest in video games (55.9%). The average number of barriers participants reported they currently experience while participating in adaptive video gaming was 3.7 (SD=3.6). The most common barriers were cost of the game/adaptive game controllers or equipment (28.5%), can’t play games at desired skill level (25.8%), and too physically difficult because of my disability (25.0%). Only 13.3% of participants reported that they do not currently experience any barriers. Older age and greater severity of hand impairment were associated with a higher number of barriers (p< 0.05).
Conclusions:
This study provides insight into facilitators and barriers experienced by individuals with physical disabilities when participating in adaptive gaming. Improving funding resources, game accessibility settings, and training resources may assist in overcoming common barriers reported among participants. Those who are older in age and have greater severity of motor impairments may experience more barriers when participating in adaptive gaming.