Adaptive Gaming as an Occupation: Motor Phenomena and Lived Experiences
type: CreativeWork
description: Purpose: This qualitative study examined the lived experience and motor phenomena that occur in people with disabilities during the occupation of video gaming. Historically, the occupation of video gaming, also referred to as gaming, has not been inclusive of individuals with disabilities due to the design of traditional video gaming controllers. Typical gaming controllers require fine motor control, finger dexterity, and in-hand manipulation to grasp and use the controls on the device. Although, many people with disabilities do not have the fine motor skills required to access these devices, creating a barrier for this population to engage in the occupation of gaming. Through a literature review, the researchers found that current research is primarily focused on gaming utilized as a remedial therapeutic approach to rehabilitation. However, gaming has yet to be empirically examined as an occupation. To address the gaps in literature, the following research questions were developed: (1) What are the lived experiences of gamers and their families utilizing an adaptive gaming device? and (2) What motor phenomena can be observed during the occupation of gaming as evidenced by video, audio, and field notes data? Methods: Researchers of this study established a weekly Games Club, which included four participants (N=4), ages 5-27, who engaged in an adaptive gaming experience using the Microsoft Xbox™ Adaptive Controller. The gamers and their families participated in one session of Games Club; the COVID-19 pandemic required the subsequent gaming sessions to be cancelled. Semi-structured interviews were conducted at baseline and follow-up to examine the lived experiences of families and gamers. Observational data was collected through field notes and audio/video recordings during game play to develop motor phenomena themes. Results: Preliminary qualitative analyses of lived experience and motor phenomena were conducted from the first session of Games Club. The following the…
abstract: Purpose: This qualitative study examined the lived experience and motor phenomena that occur in people with disabilities during the occupation of video gaming. Historically, the occupation of video gaming, also referred to as gaming, has not been inclusive of individuals with disabilities due to the design of traditional video gaming controllers. Typical gaming controllers require fine motor control, finger dexterity, and in-hand manipulation to grasp and use the controls on the device. Although, many people with disabilities do not have the fine motor skills required to access these devices, creating a barrier for this population to engage in the occupation of gaming. Through a literature review, the researchers found that current research is primarily focused on gaming utilized as a remedial therapeutic approach to rehabilitation. However, gaming has yet to be empirically examined as an occupation. To address the gaps in literature, the following research questions were developed: (1) What are the lived experiences of gamers and their families utilizing an adaptive gaming device? and (2) What motor phenomena can be observed during the occupation of gaming as evidenced by video, audio, and field notes data? Methods: Researchers of this study established a weekly Games Club, which included four participants (N=4), ages 5-27, who engaged in an adaptive gaming experience using the Microsoft Xbox™ Adaptive Controller. The gamers and their families participated in one session of Games Club; the COVID-19 pandemic required the subsequent gaming sessions to be cancelled. Semi-structured interviews were conducted at baseline and follow-up to examine the lived experiences of families and gamers. Observational data was collected through field notes and audio/video recordings during game play to develop motor phenomena themes. Results: Preliminary qualitative analyses of lived experience and motor phenomena were conducted from the first session of Games Club. The following the…
author: Floyd, Christina
author: Blaisdell, Melanie
author: Pope, Madeleine
author: Metzger, Audrey
author: Chen Tubig, Donna
author: Andaya, Lauren
author: Vincent, Christine
keywords: occupational therapy, adaptive gaming, assistive technology, switch use, lived experience, physical disabilities, Communication Sciences and Disorders, Development Studies, Disability Studies, Other Medicine and Health Sciences, Other Rehabilitation and Therapy, Physical Therapy, Recreational Therapy
date published: 2021-05-01T07:00:00Z
date modified: 2026-07-24T02:05:06Z
provider: Dominican University of California
publisher: Networked Digital Library of Theses and Dissertations
type: WebPage
source organization: Dominican University of California