Sony’s innovative access controller for PlayStation revolutionizes gaming for individuals with disabilities

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SAN MATEO, Calif. Paul Lane, a passionate gamer, uses his mouth, cheek, and chin to navigate and control his virtual car in the thrilling “Gran Turismo” racetrack on the PlayStation 5. This unique method of gaming has been his go-to for the past 23 years, ever since a car accident left him with limited use of his fingers.

Playing video games has historically posed challenges for individuals with disabilities, primarily because the standard controllers for gaming consoles like PlayStation, Xbox, or Nintendo can be incredibly difficult, or even impossible, for those with limited mobility to operate. The inability to partake in gaming isn’t merely the loss of a cherished pastime; it can also deepen social isolation, a challenge already prevalent among the disabled community.

In a move to address this issue, Sony has introduced the Access controller for PlayStation, developed in consultation with accessibility experts and individuals like Lane. This controller represents the latest addition to the accessible-controller market, a realm encompassing contributions from large companies like Microsoft to innovative startups and even hobbyists equipped with 3D printers.

“I was heavily involved in sports before my injury,” shared Cesar Flores, 30, who has been using a wheelchair since a car accident eight years ago and also provided input to Sony regarding the controller. “I wrestled in high school, played football. I lifted weights and did all these little things. And even though I can still train in certain ways, there are physical activities that I can’t participate in anymore. When I play video games, it serves as a reminder that I’m still human. It tells me that I’m still one of the guys.”

Instead of relying on traditional controllers, Lane, who is 52 years old, switches to the Access controller, a round, customizable device that can be placed on a table or wheelchair tray. It can be configured in numerous ways, tailored to the specific needs of the user, including button and thumbstick customization, programming special controls, and linking two controllers to function as one. Lane steers his “Gran Turismo” car around the digital racetrack using the back of his hand on the controller.

He explained, “I have a unique gaming style, so it’s comfortable for me to use both hands when I play. To achieve this, I need to position the controllers in a way that allows me to use them without interfering with each other. Not only is it fantastic to be able to control the controllers, but the fact that this controller is ready to use right out of the box is great.”

Lane, along with other gamers, has collaborated with Sony since 2018 to help design the Access controller. The objective was to create a controller that could be adapted to cater to a wide range of requirements, rather than focusing on specific disabilities.

“Show me a person with multiple sclerosis, and I can show you someone who may have hearing or visual impairments or motor impairments,” said Mark Barlet, founder and executive director of the nonprofit AbleGamers. “So thinking in terms of a single disability label is not the way to go. It’s about the experience that players need to bridge the gap between a game and a controller that’s not designed for their unique perspective.”

Barlet’s organization has been advocating for gamers with disabilities for nearly two decades and provided assistance to both Sony and Microsoft in the development of accessible controllers. He noted that, with the advent of social media, gamers have been able to amplify their message and engage directly with creators, which was not possible in the past.

“In the past five years, I’ve seen the game accessibility movement evolve from indie studios working on a few features to major games that can be played by individuals who are blind,” he remarked. “It’s been an astonishing transformation in just five years.”

Microsoft, in a statement, expressed its encouragement for the positive reception of its Xbox Adaptive controller when it was introduced in 2018, highlighting the industry-wide push for increased accessibility.

The Access controller will be available worldwide starting on December 6, with a price of $90 in the United States.

Alvin Daniel, a senior technical program manager at PlayStation, explained that the device was designed with three key principles to maximize its adaptability to various players. First, the player does not need to physically hold the controller to use it. It can be positioned flat on a table, wheelchair tray, or mounted on a tripod, providing flexibility for different user scenarios. It was crucial for the controller to fit on a wheelchair tray because if it were to fall off, a player with limited mobility might be unable to retrieve it without assistance. Durability was also a priority to ensure the controller could withstand incidents like being run over by a wheelchair.

Second, pressing the buttons on the Access controller is considerably easier compared to a standard controller. The kit includes button caps in various sizes, shapes, and textures, allowing users to experiment with reconfiguring the controller to suit their needs. The third principle is the customization of thumbsticks, which can be adapted to the preferences of the user.

Since the Access controller can be operated with significantly less agility and strength than a standard PlayStation controller, it has the potential to be a gamechanger for another emerging demographic: aging gamers who may be grappling with ailments like arthritis.

Daniel remarked, “The last time I checked, the average age of a gamer was in their forties. And I have every expectation, speaking for myself, that they’ll want to continue to game, just as I’ll want to continue to game because it’s a source of entertainment for us.”

After his accident, Lane refrained from gaming for seven years. For someone who started playing video games as a young child on the Magnavox Odyssey, released in 1972, this hiatus left a significant void in his life.

Resuming gaming, even with the limitations of a standard controller, felt like being reunited with a long-lost friend. Lane acknowledged the positive social impact of gaming, how it brightened his outlook, and how it was a reminder that he was still part of a community despite his physical limitations.

“Everything changes,” he said. “The more you take away from us, the more isolated we become. Having gaming and the opportunity to game at an advanced level, to be able to play again, is like a reunion. It’s like reuniting with a close friend.”

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Carlo Juancho FuntanillaFrontend Developer, WordPress, Shopify
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AMA ACLC San Pablo