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Recent Publications


  • Lee, M., Yeomans, M., Lansford, E., & Kuo, H. J. (in press). Benefits, barriers, and accessibility in video games: A focus group study of college students with disabilities. Disability and Rehabilitation: Assistive Technology. https://doi.org/10.1080/17483107.2025.2568171

What you should know

  • Purpose:
    Investigated both the benefits and barriers of video gaming for college students with disabilities, using Self-Determination Theory (SDT) as a framework.

  • Methodology:
    Conducted three focus group interviews with 12 students with various disabilities to examine gaming experiences, motivations, and accessibility needs.

  • Key Findings:
    • Benefits: Gaming promotes social connection, symptom relief, and cognitive/motor skill development.
    • Barriers: Players face intrinsic (e.g., cognitive, physical, emotional) and extrinsic (e.g., poor game design, lack of accessibility options) challenges.
    • Accessibility Needs: Participants requested customizable controls, simplified interfaces, and assistive features such as adaptive difficulty or voice input.

  • Implications:
    • Highlights the need for holistic accessibility in both commercial game design and therapeutic game tools.
    • Calls for policy and industry standards that prioritize inclusive game development.
    • Suggests that accessible gaming models can inform innovation in rehabilitation counseling.

  • Conclusion:
    Video games can empower players with disabilities—but only when accessibility is intentionally designed and implemented.