Drew Redepenning, BBME, ATP
Student, Assistive Technology Specialist
Albany Medical College
Richfield, Minnesota, United States
Sara Huss, MD
Albany Medical Center
Albany, New York, United States
Over the past two years, the field of adaptive video gaming has been growing rapidly. Despite the rising popularity of adaptive gaming, it’s acceptance as an integral service within the rehabilitation field has been slow to develop. The purpose of this study was to determine if participation in adaptive gaming and use of adaptive gaming equipment can translate to tasks related to daily independence. Demonstrating the translation of adaptive gaming to other applications, including environmental access, vocational and educational use, and communication, may help establish the value of expanding adaptive gaming services within the rehabilitation field.
Individuals eligible to participate in this study were required to be between 18 and 65 years of age, have a physical or neurologic condition that limits their ability to use a standard gaming controller, and have no less than 6-months of experience using adaptive gaming equipment. Participants took part in a self-administered electronic survey containing sections for demographic data, gaming habits, social relationships, and influence of adaptive gaming on quality of life, life satisfaction, and social relationships.
There was a total of 110 participants in the study. Of those participants, 67.3% (n=74) reported using their adaptive gaming equipment for activities other than gaming. Those who used their adaptive gaming equipment for activities other than gaming had significantly higher social relationship scores (p=0.029). They were also more likely to Agree or Strongly Agree that adaptive gaming has had a significant positive influence on their quality of life (+11.3%), satisfaction with life (+14.1%), and social relationships (+21.5%) compared to those who used their equipment for gaming alone.
The results from this study demonstrate that adaptive gaming is highly translational to tasks beyond gaming alone. Furthermore, introducing adaptive gaming equipment for tasks related to daily independence, in addition to gaming, may have greater overall benefits for participants.