AbleGamers

Last updated
AbleGamers Foundation
Founded2004
FoundersMark Barlet
TypePublic Charity
FocusImproving accessibility in video games
Headquarters Kearneysville, West Virginia
Founder and Executive Director
Mark C. Barlet
Key people
Mark Barlet, Steve Spohn, Craig Kaufman, Chris Power
Revenue
~$2,000,000 in 2021
Employees
11
Website ablegamers.org

The AbleGamers Foundation (also known as The AbleGamers Charity) is an American nonprofit organization dedicated to improving accessibility in the video game space, enabling more people with disabilities to be able to play video games. [1] [2] The charity creates resources, assists individuals in getting the peripherals they need, runs scholarships, [3] and works with video game publishers and video game companies to improve accessibility. [4]

Contents

History

Steven Spohn, COO of AbleGamers, at the Game Developers Conference 2022 Steven Spohn GDC 2022.jpg
Steven Spohn, COO of AbleGamers, at the Game Developers Conference 2022

AbleGamers was founded by Mark Barlet in 2004 after his best friend, Stephanie Walker, began losing the ability to control a computer mouse due to multiple sclerosis. Barlet and Walker used video games as a way of socializing and maintaining their close friendship. AbleGamers was created with the goal of assisting people with disabilities to play video games. [5] The charity works with individuals to assess their needs and challenges, determining what equipment they need to help them play video games, including both existing and new, custom-made hardware. This includes both online consultations and visits to the charity's facilities. [6] The charity helps up to 300 people every year through direct support, and more through online resources. [7] While the program was initially opened for applications only at certain times of the year, it began being offered year-round from 2013. [8]

The charity has opened Accessibility Arcades in locations such as Washington, D.C.'s Martin Luther King Jr. Memorial Library and the University of Toronto's Semaphore Research Cluster, showcasing accessible hardware and games. [9] [10] In 2013 the charity topped $100,000 USD in donations. [11]

January 2016 the charity announced that it was extending its mission to include a new program entitled "Expansion Packs". Partnering with sponsors, AbleGamers is building accessible game rooms for activity centers that support people with disabilities, the first being at the Pediatric Specialty Care in Hopewell PA. [12]

In 2017 AbleGamers started the Player Panels initiative, whereby gamers with disabilities work with game developers to improve the accessibility of upcoming games, and participate in research studies. [13]

Also in 2017, Mark Barlet, AbleGamer's Founder, talked at Google highlighting the organization and his involvement in bettering the lives of people with disabilities. [14]

The AbleGamers Foundation worked with Evil Controllers to design accessible peripherals for disabled gamers, [15] and in 2018 it was announced that the Xbox Adaptive Controller had been created in partnership with organizations including AbleGamers. [16]

August 6, 2020, marked the premier of a collaboration between AbleGamer's COO Steve Spohn and actor Ryan Reynolds. [17]

Spohn said in September 2020 that he had a goal of raising $1 million for AbleGamers within a year through a series of live streams in an effort he called "Spawn Together". On November 14, 2020, during their virtual convention "GlitchCon", live streaming service Twitch announced that they would be donating US$1 million to the foundation; Spohn was grateful for this contribution but did not consider it part of the $1 million target he had. [18] Spohn reached this goal in August 2021. [19]

AbleGamers was awarded its first patent in 2021 for a "Gaming support assembly and controller holster" that essentially mounts a video game controller into a surface as a way to mitigate being able to support the weight of one. [20]

Center for Inclusive Play

In 2012, The AbleGamers Foundation opened "The AbleGamers Center on Game Accessibility and Inclusive Play" in Harpers Ferry, West Virginia. The center offered a place for people with disabilities to experience new accessible technology as well as a maker space for custom controller design and prototyping. [21]

AbleGamers' facility includes a life-size Songbird from BioShock Infinite donated to the charity by Irrational Games in 2014, [22] in addition to rare items such as original Fallout concept art and signed games. [7]

AbleGamers expanded to a new facility, The AbleGamers Center for Inclusive Play, in Charles Town, West Virginia, in 2017. The building was previously a US Coast Guard facility, [6] and includes space to hold consultations, demonstrations, and has a 3D printing studio for manufacturing of specialized equipment. It was funded by a grant from Level Access. [23] The new facility is a much larger space with more room for AbleGamers to create and display hardware, now has a dedicated streaming room, and had many features, such as wide doors, which made it beneficial for supporting disabled guests. [6]

AbleGamers has since moved to Kearneysville, West Virginia, and has widely expanded. The new headquarters building features gaming memorabilia, a full workshop, and the previously mentioned life-size songbird.

Mission statement

Create opportunities that enable play, in order to combat social isolation, foster inclusive communities, and improve the quality of life for people with disabilities. [24]

Five Pillars

AbleGamers utilizes five major pillars to operate under and abide by. These pillars can be thought of as different "departments" that build off of each other. Each pillar and the people who work under them contribute to the mission of the organization.

Peer-Counseling

"The AbleGamers peer counseling program crafts individualized strategies for people with disabilities to develop solutions to accessibility challenges, combat their social isolation, and join a community of millions of players worldwide.

Our peer counseling team consists of players with disabilities and occupational professionals who work together to find the best solutions to enable play. Through these one-on-one sessions, people with disabilities can connect with other like-minded players who can share their knowledge and experience firsthand." [25]

These peer counseling sessions also play hand in hand with the grant program. Adaptive technology is not always affordable. When AbleGamers find players who meet the requirements for the program, there are supportive opportunities that allow the often custom hardware to be granted. [25]

Engineering Research

The Engineering Research team works in tandem with the Peer Counseling team. When situations arise that do not have physical answers, the engineering team gets to work designing solutions. They often take controllers and modify them to fit the player's needs, whatever that may entail. The Engineering Research pillar has a state-of-the-art facility equipped with 3D printers and laser C&C cutters at their disposal. They currently have three patents, including one design patent. [26]

Community & Inclusion

The Community & Inclusion pillar sits right in the middle of the five pillars. This pillar is about combating the social isolation that comes with having a disability. The gaming community itself has historically been rich with social interaction and sub-communities that allow it to grow and thrive. AbleGamers aims to include disabled players into that already vast gaming community. Community & Inclusion works to improve accessibility at events, break stereotypes, and provide representation for people with disabilities. They also support a large group of people with disabilities through their twitch stream. The AbleGamers twitch stream allows player with disabilities to interact with other players, share their experiences, and highlight accessibility and people with disabilities as an active part of video gaming. [27]

User Research

The User Research pillar focuses on the present and future of accessibility. They are tasked with finding and documenting current options for players in games as well as barriers that still exist. "With this pillar we strive to anticipate the next big areas, such as augmented and virtual reality, so that these new technologies can be accessible faster than previous generations of gaming." [28]

The Player Panel is a huge part of User Research as well. The Player Panel is one of the world's largest group of people with disabilities dedicated to lending their experiences to make the world more accessible. There are over 400 players currently in the Player Panel program. AbleGamers acts as a middle man between these players and gaming studios (Indie to Triple-A). The purpose of the connection between the players and the gaming studios is to allow those companies to test their accessibility features, overall improving accessibility throughout video games. [28]

The User Research team also has multiple publications:

Professional Development

This pillar was designed to educate game studios on how to make their games more accessible. Peer Counseling and Engineering Research are great at helping people with physical disabilities, but it all starts with the games that are being made. Professional Development teaches an APX (Accessible Player Experiences®) course. There are currently 22 APX design patterns that help developers craft accessible experiences into their games. For some studios, those patterns were not enough. The Professional Development team came up with a multi-day, 16-hour course that remedies this. This completed course certifies developers as APX practitioners and gives them the deeper knowledge they need to create better accessibility in their games. [29]

Awards

Mark Barlet, president of AbleGamers, received the 2012 American Association of People with Disabilities Hearne Leadership Award for his work at AbleGamers. [30]

In 2013, AbleGamers won an MS Society Da Vinci Award for their document "Includification: A Practical Guide to Game Accessibility", the first time the award had been given to a document and concept, not a product. [31]

The foundation distributes its own awards each year to the most accessible games released that year, with winners including FIFA 13 and Bayonetta 2 . [32] [33] [34] The awards are given to games with customisable control schemes and colors, optional or minimal quick time events, and unique features such as Bayonetta 2's one-button combat mode. [33]

Related Research Articles

<span class="mw-page-title-main">Accessibility</span> Modes of usability for people with disabilities

Accessibility is the design of products, devices, services, vehicles, or environments so as to be usable by people with disabilities. The concept of accessible design and practice of accessible development ensures both "direct access" and "indirect access" meaning compatibility with a person's assistive technology.

Sequent was a DikuMUD derivative codebase developed by Raja Kushalnagar. It was a text-based online role-playing game that was an accessible DikuMUD based MUD. It added several new playing areas with shorter text descriptions that was designed to be accessible to users with sensory disabilities. It also supported more players online at the same time by being hosted on a Sequent multi-processor machine at the University of California, Berkeley, and was first started in March 1991.

Within the field of human–computer interaction, accessibility of video games is considered a sub-field of computer accessibility, which studies how software and computers can be made accessible to users with various types of impairments. It can also include tabletop RPGs, board games, and related products.

<span class="mw-page-title-main">PlatinumGames</span> Japanese video game company

PlatinumGames Inc. is a Japanese video game developer that was founded in October 2007 as result of a merger between two companies, Seeds Inc. and Odd Inc. Shinji Mikami, Atsushi Inaba, and Hideki Kamiya founded Seeds Inc. after the closure of Capcom's Clover Studio, while Odd Inc. was founded by Tatsuya Minami. A year after the studio was founded, video game publisher Sega announced that it would be publishing four intellectual properties developed by the company: MadWorld, Infinite Space, Bayonetta, and Vanquish. Their partnership later extended to include Anarchy Reigns. Most of these games were met with positive reception. Over the years, PlatinumGames had developed an expertise in action games and one of their key philosophies was that the team would not follow conventional game design concepts.

<i>Bayonetta</i> (video game) 2009 video game

Bayonetta is a 2009 action-adventure hack and slash video game developed by PlatinumGames and published by Sega. It was released for PlayStation 3 and Xbox 360 in Japan in October 2009, and in North America and Europe in January 2010. It was released on Wii U in September 2014, Windows in April 2017, Nintendo Switch in February 2018, and PlayStation 4 and Xbox One in February 2020.

Ableism is discrimination and social prejudice against people with physical or mental disabilities. Ableism characterizes people as they are defined by their disabilities and it also classifies disabled people as people who are inferior to non-disabled people. On this basis, people are assigned or denied certain perceived abilities, skills, or character orientations.

<i>Bayonetta 2</i> 2014 video game

Bayonetta 2 is a 2014 action-adventure hack and slash video game developed by PlatinumGames and published by Nintendo. It is the sequel to the 2009 game Bayonetta, and was directed by Yusuke Hashimoto and produced by Atsushi Inaba, Akiko Kuroda, and Hitoshi Yamagami, under supervision by series creator Hideki Kamiya.

<span class="mw-page-title-main">Xbox One</span> Video game console developed by Microsoft

The Xbox One is a home video game console developed by Microsoft. Announced in May 2013, it is the successor to Xbox 360 and the third console in the Xbox series. It was first released in North America, parts of Europe, Australia, and South America in November 2013 and in Japan, China, and other European countries in September 2014. It is the first Xbox game console to be released in China, specifically in the Shanghai Free-Trade Zone. Microsoft marketed the device as an "all-in-one entertainment system", hence the name "Xbox One". An eighth-generation console, it mainly competed against Sony's PlayStation 4 and Nintendo's Wii U and later the Switch.

The live streaming of video games is an activity where people broadcast themselves playing games to a live audience online. The practice became popular in the mid-2010s on the US-based site Twitch, before growing to YouTube, Facebook, China-based sites Huya Live, DouYu, and Bilibili, and other services. By 2014, Twitch streams had more traffic than HBO's online streaming service, HBO Go. Professional streamers often combine high-level play and entertaining commentary, and earn income from sponsors, subscriptions, ad revenue, and donations.

<span class="mw-page-title-main">Xbox Adaptive Controller</span> Video game controller designed by Microsoft for people with disabilities

The Xbox Adaptive Controller (XAC) is a video game controller designed by Microsoft for Windows PCs and the Xbox One and Xbox Series X/S video game consoles. The controller was designed for people with disabilities to help make user input for video games more accessible.

<i>Pokémon: Lets Go, Pikachu!</i> and <i>Lets Go, Eevee!</i> 2018 video games

Pokémon: Let's Go, Pikachu! and Pokémon: Let's Go, Eevee! are 2018 remakes of the 1998 Game Boy role-playing video game Pokémon Yellow. They were developed by Game Freak and published by The Pokémon Company and Nintendo for the Nintendo Switch. Announced in May 2018, Let's Go, Pikachu! and Let's Go, Eevee! were released worldwide for the Nintendo Switch on 16 November 2018. The games are part of the seventh generation of the Pokémon video game series and are the first main series installments to be released for a home game console. They feature connectivity with the mobile game Pokémon Go and support an optional controller, the Poké Ball Plus.

<span class="mw-page-title-main">Google Stadia</span> Cloud gaming service

Stadia was a cloud gaming service developed and operated by Google. Known in development as Project Stream, the service debuted through a closed beta in October 2018, announced in March 2019 and publicly launched in November 2019. Stadia was accessible through Chromecast Ultra and Android TV devices, on personal computers via the Google Chrome web browser and other Chromium-based browsers, Chromebooks and tablets running ChromeOS, and the Stadia mobile app on supported Android devices. There was also an experimental mode with support for all Android devices that were capable of installing the Stadia mobile app. In December 2020, Google released an iOS browser-based progressive web application for Stadia, enabling gameplay in the Safari browser.

<span class="mw-page-title-main">SpecialEffect</span> British video gaming charity

SpecialEffect is a charity based in the United Kingdom founded in 2007. It specialises in helping physically disabled people, specifically children, play video games. The organisation works with developers to create specialised game control devices as well as making their games more accessible. This includes controllers using inputs from any part of the body that can move, such as small toe movements or the player's gaze. The ability to play video games, now seen as an almost universal pastime, can help improve the mental health of disabled people who otherwise could not play them.

<i>Game Makers Toolkit</i> YouTube channel about videogame design

Game Maker's Toolkit (GMTK) is a video game analysis video series created by British journalist Mark Brown. Beginning in 2014, the series examines video game design and aims to encourage developers to improve their craft. It is hosted on YouTube and funded via Patreon.

Kayla Marie Sims, also known by her YouTube handle lilsimsie, is an American YouTuber and Twitch streamer. Sims is best known for playing The Sims 4, her collaborations with EA on projects such as The Sims 4: Snowy Escape and The Sims 4: Growing Together, and her charity work for St. Jude Children's Research Hospital.

Can I Play That? is an American video game journalism website founded in 2018. A self-billed ‘game accessibility resource for both players and developers’, Can I Play That? specializes in providing accessibility reviews, features and news coverage on accessibility in games and the wider games industry. Can I Play That? also advocates for diversity and inclusion in games, and educates developers and studios about accessibility.

Joker (<i>Mass Effect</i>) Supporting character in the Mass Effect series

Jeff "Joker" Moreau is a character from BioWare's Mass Effect franchise. In the original Mass Effect video game trilogy, he is the pilot in command of the Normandy-class SR, a highly advanced series of spacecraft with stealth capabilities which serve as the base of operations for the player character, Commander Shepard. In Mass Effect 2, Joker briefly becomes a playable character when the Normandy is invaded and the majority of its crew captured by hostile forces. Outside of the video game series, Joker appears as the central character of the 2013 comic book, Mass Effect: He Who Laughs Best, which explores the backstory behind how he became the pilot of the Normandy. He is voiced by American actor Seth Green, who was given a level of creative freedom to improvise the character's dialogue during recording sessions.

<i>Bayonetta 3</i> 2022 video game

Bayonetta 3 is a 2022 action-adventure hack and slash video game developed by PlatinumGames and published by Nintendo for Nintendo Switch. The game was directed by Yusuke Miyata and produced by Yuji Nakao, with the Bayonetta creator Hideki Kamiya as supervising director. It was announced in December 2017, and was released on October 28, 2022.

<i>HyperDot</i> 2020 video game

HyperDot is a minimal action arcade game where the goal is to dodge everything. Players control a dot in a circular arena, and must dodge a variety of enemies until time runs out. It features a single-player campaign mode, multi-player battles and a level editor where players can build custom challenges.

Michael Phillip Begum, better known as BrolyLegs, was an American professional fighting game player primarily known for competing in Street Fighter. Begum's accolades as a competitive player include being ranked the #1 Chun-Li player online in Ultra Street Fighter IV from 2013 to 2017 and placing #25 in Street Fighter V in the 2022 Evolution Championship Series (EVO). He was affiliated with the AbleGamers charity and was a member of the Street Fighter League.

References

  1. Schuster, Shawn (9 April 2009). "Do Developers Consider Disabled Gamers Enough". Massively by Joystiq. Archived from the original on 29 January 2015. Retrieved 1 October 2016.
  2. Adams, Paul (2011-07-14). "Gamers With Disabilities Battle Indifferent Industry". Wired. Retrieved 1 October 2016.
  3. Minotti, Mike (1 December 2017). "AbleGamers will send 3 developers with disabilities to Train Jam and GDC 2018". VentureBeat. Retrieved 30 September 2018.
  4. Corden, Jez (5 June 2018). "How AbleGamers aims to bring gaming to those with disabilities". Windows Central. Retrieved 30 September 2018.
  5. "Mark Barlet, Founder | The AbleGamers Charity". 2016-12-31. Retrieved 2021-04-27.
  6. 1 2 3 Mejia, Ozzie (9 May 2017). "How AbleGamers Turned an Old Coast Guard Facility to a Hub for Disabled Gamers". Shacknews. Retrieved 1 October 2018.
  7. 1 2 NG, Alfred (7 April 2017). "Playing Street Fighter with your face -- and kicking butt". CNET. Retrieved 1 October 2018.
  8. "AbleGamers grant for gamers with disabilities now permanently open". Polygon. 13 December 2013. Retrieved 1 October 2018.
  9. Mallory, Jordan (3 October 2012). "AbleGamers Foundation to open first permanent 'Accessibility Arcade'". Engadget. Retrieved 1 October 2018.
  10. Tach, Dave (22 April 2014). "Accessibility Arcade for disabled gamers opens April 26 at the University of Toronto". Polygon. Retrieved 1 October 2018.
  11. Tach, Dave (10 January 2014). "AbleGamers donations topped $100,000 in 2013". Polygon. Retrieved 1 October 2018.
  12. "Ablegamers... So Everyone can Game!". Pediatric Specialty Care. December 19, 2015.
  13. Chacos, Brad (29 June 2017). "AbleGamers' Player Panels could make future games more disability-friendly". PC World. Retrieved 30 September 2018.
  14. AbleGamers | Mark Barlet | Talks at Google , retrieved 2021-04-27
  15. Fletcher, JC (24 June 2011). "'Adroit' controller line to make games more accessible". Massively by Joystiq. Archived from the original on 1 February 2015. Retrieved 1 October 2016.
  16. Conditt, Jessica (17 May 2018). "Xbox Adaptive Controller first look: A new, necessary gamepad". Engadget. Retrieved 30 September 2018.
  17. A word about AbleGamers from Steve Spohn and Ryan Reynolds , retrieved 2021-04-27
  18. Michael, Cale (14 November 2020). "Twitch donates $1 million to AbleGamers during GlitchCon". Dot Esports. Retrieved 15 November 2020.
  19. Sanchez, Kait (August 19, 2021). "Spawn Together campaign surpasses $1 million fundraising goal for AbleGamers charity". The Verge . Retrieved August 19, 2021.
  20. US 10898794,Barlet, Mark; Hall, Jessie& Greenspan, Mark Benjamin,"Gaming support assembly and controller holster",published 2021-01-26, assigned to The AbleGamers Foundation Inc.
  21. Tipps, Seth (12 September 2013). "Charity opens facility to help disabled gamers". MCV. Retrieved 1 October 2018.
  22. "Songbird has Landed". YouTube. AbleGamers. January 2015. Retrieved 1 October 2018.
  23. Hall, Charlie (27 April 2017). "AbleGamers opens new facility to help those with disabilities get back in the game". Polygon. Retrieved 1 October 2018.
  24. "The AbleGamers Charity". 2016-02-18. Retrieved 2021-04-27.
  25. 1 2 "Peer Counseling". The AbleGamers Charity. Retrieved 2021-05-19.
  26. "Engineering Research". The AbleGamers Charity. Retrieved 2021-05-19.
  27. "Community & Inclusion". The AbleGamers Charity. Retrieved 2021-05-19.
  28. 1 2 3 "User Research". The AbleGamers Charity. Retrieved 2021-05-19.
  29. "Professional Development". The AbleGamers Charity. Retrieved 2021-05-19.
  30. "Meet the 2012 Hearne Leadership Award Winners". AAPD. March 2012.
  31. "da Vinci Award Winners announced at gala April 11, 2013". National MS Society. April 2013. Archived from the original on 2013-07-10.
  32. Makuch, Eddie (2 January 2013). "FIFA 13 named AbleGamers Game of the Year". IGN. Retrieved 30 September 2018.
  33. 1 2 Matulef, Jeffrey (8 January 2015). "AbleGamers names Bayonetta 2 the most accessible mainstream game of 2014". Eurogamer. Retrieved 30 September 2018.
  34. Tach, Dave (28 January 2014). "AbleGamers honors Final Fantasy 14, The Stanley Parable". Polygon. Retrieved 1 October 2018.