
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.