Review
BibTex RIS Cite

Accessibility Technologies in Esports and Their Impact on Quality of Life in People with Physical Disabilities

Year 2023, , 464 - 474, 25.10.2023
https://doi.org/10.33438/ijdshs.1355037

Abstract

This study addresses the multifaceted challenges faced by individuals with physical disabilities, encompassing health, economic, and social aspects. The sustainable development of societies hinges on the collective contributions of both disabled and healthy individuals. Esports has recently emerged as a promising avenue for the integration of individuals with physical disabilities into societal life, primarily due to its capacity to transcend physical and demographic constraints. This research therefore aimed to explore the impact of accessibility technologies employed in esports on the quality of life for individuals living with physical disabilities. For this purpose, a literature review was conducted to examine the effect of accessibility technologies currently used in esports on the quality of life of physically disabled individuals. A comprehensive review of the literature suggests that esports, coupled with diverse software and hardware technologies designed to enhance the accessibility of individuals with physical disabilities to esports, yields positive outcomes, which encompass improved socialization, enhanced career opportunities within esports, heightened cognitive and intellectual skills, ultimately leading to an elevated quality of life. As a result, it can be said that these technologies, in addition to widening accessibility to esports, hold the potential to facilitate the organization of tailored esports tournaments and events for disabled individuals, thereby encouraging greater participation in the esports realm.

References

  • Abraham, K.M., Chang, M.M., Van, T., Resnick, S.G.and Zivin, K. (2021). Employment After Vocational Rehabilitation Predicts Decreased Health Care Utilization In Veterans With Mental Health Diagnoses. Military medicine; 186 (9-10): 850–857.
  • Anderson, S.L. and Johnson, M.R. (2022). Gamer Identities of Video Game Live Streamers With Disabilities. Information, Communication & Society; 25(13): 1900-1915.
  • Burdett, H., Fear, N.T., Wessely, S. and Rona, R.J. (2021). Military And Demographic Predictors of Mental Ill-Health And Socioeconomic Hardship Among UK Veterans. BMC psychiatry; 21(1):1-11.
  • Butcher, L. and Teah, K. (2023). Setting the Research Agenda of the eSports Revolution. Journal of Global Sport Management; 8(2): 455-459.
  • Byra, S. and Gabryś, A. (2023). Coping Strategies of Women With Long-Term Spinal Cord Injury: The Role of Beliefs About the World, Self-Efficacy, and Disability. Rehabilitation Counseling Bulletin; 66(2): 136–148.
  • Cairns, P., Power, C., Barlet, M., Haynes, G., Kaufman, C.and Beeston, J. (2021). Enabled Players: The Value of Accessible Digital Games. Games and Culture; 16(2): 262–282.
  • Campbell, M.J., Toth, A.J., Moran, A.P., Kowal, M. and Exton, C. (2018). eSports: A New Window On Neurocognitive Expertise?. Progress in Brain Research; 240: 161–174.
  • Chen, H.J.H., Hsu, H.L., Chen, Z.H. and Todd, A. G. (2021). Investigating the Impact Of Integrating Vocabulary Exercises Into An Adventure Video Game On Second Vocabulary Learning. Journal of Educational Computing Research; 59(2): 318-341.
  • Choi, K.H. (2021). eSports Recognition And Difference Analysis For Physically Challenged. eSports Studies; 3(2): 24-35.
  • Colder Carras, M., Van Rooij, A.J., Spruijt-Metz, D., Kvedar, J., Griffiths, M.D., Carabas, Y. and Labrique, A. (2018). Commercial Video Games As Therapy: A New Research Agenda To Unlock The Potential Of A Global Pastime. Frontiers in psychiatry; 8:1-7.
  • Dae-Won, Y. and Hyun-Woo, K. (2022). The Effect Of Esports Event Spectators' Motives On Perceived Value And Happiness:For Disabled Visitors. eSports Studies; 4(2): 46-56.
  • Dinansyah, F., Tjokrodinata, C. and Bangun, C. (2022). The Role of Esports Organisations in Accessibility for Disability Players. Ultimacomm: Jurnal Ilmu Komunikasi; 14(1): 67-79.
  • Eckert, M.,Gómez-Martinho, I., Meneses, J.and Martínez, J.F. (2017). New Approaches to Exciting Exergame-Experiences for People with Motor Function Impairments. Sensors; 17(2): 1-22.
  • Ellcessor, E. and Kirkpatrick, B. (2017). Disability Media Studies, New York: NYU Press.ISBN: 978-1479849383 Ellis, K. and Kao, K. (2019).Who Gets To Play? Disability, Open Literacy, Gaming. Cultural Science Journal; 11(1): 111-125.
  • Etter, D., Kamen, C., Etter, K. and Gore-Felton, C. (2017). Modern Warfare: Video Game Playing and Posttraumatic Symptoms in Veterans. Journal Of Traumatic Stress; 30(2): 182–185.
  • Fekih-Romdhane, F., Jahrami, H., Away, R., Trabelsi, K., Pandi-Perumal, S.R., Seeman, M.V., Hallit, S. and Cheour, M. (2023). The Relationship Between Technology Addictions And Schizotypal Traits: Mediating Roles Of Depression, Anxiety, And Stress. BMC Psychiatry; 23(1):1-9.
  • Geleta, T.O. and Hirpa, D.A. (2023). Beliefs Of Adults With Disabilities About Literacy Skills’ Roles On Their Livelihood As Well As Quality Of Life And Their Influence On Becoming Literate In Ethiopia.Cogent Education; 10(1): 2201167.
  • Giakoni-Ramírez, F., Duclos-Bastías, D. and Yáñez-Sepúlveda, R. (2021). Professional Esports Players Are Not Obese: Analysis Of Body Composition Based On Years Of Experience. International Journal of Morphology; 39(4): 1081-87.
  • Godineau, C. (2018). The New Xbox Adaptive Controller, Another Step Towards Digital Inclusion? Retrieved August 28, 2023, from http://mastersofmedia.hum.uva.nl/blog/2018/09/23/the-new-xbox-adaptive-controller-another-step-towards-digital-inclusion/.
  • Grant, J.E. and Chamberlain, S.R. (2023). Gambling Disorder In Minority Ethnic Groups. Addictive Behaviors; 136: 1-5.
  • Hak-jun, L., Young-sun, K. and Yong-wook, K. (2022). Tasks and Current Status of eSports Research in Inclusive Physical Education. Journal Of Special Education: Theory And Practice; 23(1): 69-80.
  • Hamilton, A.B., Williams, L. and Washington, D.L. (2015). Military and Mental Health Correlates of Unemployment in a National Sample of Women Veterans. Medical Care; 53(4): 32–38.
  • Hashim, N.A., Abd Razak, N.A., Gholizadeh, H. and Abu Osman, N.A. (2021). Video Game-Based Rehabilitation Approach for Individuals Who Have Undergone Upper Limb Amputation: Case-Control Study. JMIR Serious Games; 9(1): 1-10.
  • Heilig, M. (2023). Stress-Related Neuropeptide Systems As Targets For Treatment Of Alcohol Addiction: A Clinical Perspective. Journal Of Internal Medicine; 293(5): 559–573.
  • Hollist, K.E. (2015). Time To Be Grown-Ups About Video Gaming: The Rising Esports Industry And The Need For Regulation. Arizona Law Review; 57(3): 823-847.
  • Holm, M.E., Sainio, P., Suvisaari, J., Sääksjärvi, K., Jääskeläinen, T., Parikka, S. and Koskinen, S. (2022). Differences In Unfavorable Lifestyle Changes During The Covid-19 Pandemic Between People With And Without Disabilities In Finland: Psychological Distress As A Mediator. International Journal of Environmental Research and Public Health; 19(12):1-15.
  • Horowitz, K.S. (2019). Video Games And English As A Second Language: The Effect Of Massive Multiplayer Online Video Games On The Willingness To Communicate And Communicative Anxiety Of College Students In Puerto Rico. American Journal of Play; 11(3): 379-410.
  • Ikin, J.F., Sim, M.R., McKenzie, D.P., Horsley, K. W., Wilson, E.J., Harrex, W.K., Moore, M. R., Jelfs, P.L. and Henderson, S. (2009). Life Satisfaction And Quality In Korean War Veterans Five Decades After The War. Journal Of Epidemiology And Community Health; 63(5): 359–365.
  • Johnson, M.R. (2019). Inclusion And Exclusion In The Digital Economy: Disability And Mental Health As A Live Streamer On Twitch.Tv. Information,Communication & Society; 22(4): 506–520.
  • Kagan, M., Itzick, M. and Tal-Katz, P. (2018). Demographic, Psychosocial, And Health- And Disability-Related Factors Associated With Psychological Distress Among People With Physical Disabilities. Rehabilitation Psychology; 63(3): 392–399.
  • Kartal, M. (2020). E-Sports in Turkey in the Context of Globalization. Temel, C. (Ed.), Ankara: Gazi Bookstore. ISBN: 9786257727877.
  • Keeling, M., Kintzle, S. and Castro, C.A. (2018). Exploring U.S. Veterans’ post-service employment experiences. Military Psychology; 30 (1): 63-69.
  • Ketelhut, S., Martin-Niedecken, A.L., Zimmermann, P. and Nigg, C.R. (2021). Physical Activity and Health Promotion in Esports and Gaming-Discussing Unique Opportunities for an Unprecedented Cultural Phenomenon. Frontiers In Sports And Active Living; 3: 1-8.
  • Kim, H.C. and Zhu, Z.Y. (2023). A Gender Perspective On The Use Of Mobile Social Network Applications To Enhance The Social Well-Being Of People With Physical Disabilities: The Mediating Role Of Sense Of Belonging. Behaviour & Information Technology; 42(4): 444-457.
  • Knierim, M.T, Berger, C. and Reali, P. (2021). Open-Source Concealed EEG Data Collection For Brain-Computer-Interfaces-Neural Observation Through OpenBCI Amplifiers With Around-The-Ear Ceegrid Electrodes. Brain-Computer Interfaces; 8(4): 161-179.
  • Komatsu, M., Matsumoto, T. and Prowant, C. (2021). Learning Through Esports in Innovation Practice on Electrical Technology. Procedia Computer Science; 192: 2550-2557.
  • Lin, H.W., Aflatoony, L. and Wakkary, R. (2014). Design for One: A Game Controller for a Quadriplegic Gamer. CHI '14 Extended Abstracts on Human Factors in Computing Systems (CHI EA '14), 1243-1248.
  • Lin, S., Xu, Z. and Xie, Z. (2023). Cultural Diversity In Semi-Virtual Teams: A Multicultural Esports Team Study. Journal Of International Business Studies; 54(4): 718–730.
  • Liou, T.H., Pi-Sunyer, F.X. and Laferrère, B. (2005). Physical disability and obesity. Nutrition Reviews; 63(10): 321–331.
  • Newman, J.I., Xue, H., Watanabe, N.M., Yan, G. and McLeod, C.M. (2022). Gaming Gone Viral: An Analysis of the Emerging Esports Narrative Economy.Communication & Sport; 10(2): 241–270.
  • Nishino, H. (2023). Introducing Project Leonardo For PlayStation 5, A Highly Customizable Accessibility Controller Kit. Retrieved August 28, 2023, from https://blog.playstation.com/2023/01/04/introducing-project-leonardo-for-playstation-5-a-highly-customizable-accessibility-controller-kit/.
  • Nota, L., Ferrari, L., Soresi, S. and Wehmeyer, M. (2007). Self-Determination, Social Abilities And The Quality Of Life Of People With Intellectual Disability. Journal Of Intellectual Disability Research; 51(11): 850–865.
  • Okhabska, I., Budzyn, V., Rybchych, I., Zyma, I. and Kalichak, Y. (2022). Management Of Medical Institutions On Context Of Provision Medical And Preventive Care In COVID-19 Condition. International Journal of Health Sciences; 6(1): 347–356.
  • Özkan, Z. and Kale, R. (2023). Investigation Of The Effects Of Physical Education Activities On Motor Skills And Quality Of Life In Children With Intellectual Disability. International Journal of Developmental Disabilities; 69(4): 578-592.
  • Pallavicini, F., Ferrari, A. and Mantovani, F. (2018). Video Games For Well-Being: A Systematic Review On The Application Of Computer Games For Cognitive And Emotional Training In The Adult Population. Frontiers in Psychology; 9: 1-16.
  • Pinto, R.D., Peixoto, B., Melo, M., Cabral, L. and Bessa, M. (2021). Foreign Language Learning Gamification Using Virtual Reality—A Systematic Review of Empirical Research. Education Sciences; 11(5):1-19.
  • Pizzo, A.D., Baker, B.J., Na, S., Lee, M., Kim, K. and Funk, D.C. (2018). eSport vs. Sport: A Comparison Of Spectator Motives. Sport Marketing Quarterly; 27(2): 45–60.
  • Raith, L., Bignill, J., Stavropoulos, V., Millear, P., Allen, A., Stallman, H.M., Mason, J., De Regt, T., Wood, A. and Kannis-Dymand, L. (2021). Massively Multiplayer Online Games and Well-Being: A Systematic Literature Review. Frontiers In Psychology; 12: 1-13.
  • Ringland, K.E. (2019). Do You Work For Aperture Science?: Researching And Finding The Gamer Identity In A Minecraft Community For Autistic Children, p. 1-8,Proceedings of the 14th International Conference on the Foundations of Digital Games, August 2019.
  • Sana, R. and Sosso, F.A.E. (2017). Cyberpsychology: Video Games As A Perspective For Cognitive Training. Mental Health and Addiction Research; 2(3): 1-2.
  • Savari, K., Naseri, M. and Savari, Y. (2023). Evaluating the role of perceived stress, social support, and resilience in predicting the quality of life among the parents of disabled children, International Journal of Disability, Development and Education; 70(5): 644-658.
  • Scholz, T.M. (2019). Esport Is Business: Management In The World Of Competitive Gaming, London: Palgrave Macmillan. ISBN: 3030111989.
  • Shakespeare, T. (2017). The Social Model Of Disability. In Davis, L.J. (ed.), The Disability Studies Reader, (5th Edition). Newyork: Routledge.ISBN 9781315680668 (e-book).
  • Shams, T.A., Foussias, G., Zawadzki, J.A., Marshe, V.S., Siddiqui, I., Müller, D.J. and Wong, A.H. (2015). The Effects Of Video Games On Cognition And Brain Structure: Potential Implications For Neuropsychiatric Disorders. Current Psychiatry Reports;17(9): 71.
  • Ströh, J.H.A. (2017). The Esports Market And Esports Sponsoring, (1st Edition), Tectum Verlag Marburg. ISBN: 978-3828838918.
  • Taheri, A., Weissman, Z. and Sra, M. (2021). Exploratory Design of a Hands-free Video Game Controller for a Quadriplegic Individual, p. 1-16, In Augmented Humans Conference 2021 (AHs'21), February 22–24, 2021, Rovaniemi, Finland. ACM, New York.
  • Thomas, K.P., Vinod, A.P. and Guan, C. (2013). Design Of An Online EEG Based Neurofeedback Game For Enhancing Attention And Memory, p.433–436,Annual International Conference of the IEEE Engineering in Medicine and Biology Society. IEEE Engineering in Medicine and Biology Society. Annual International Conference.
  • Tjokrodinata, C., Bangun, C.R.A., Dewi, H.L.C., Nuranindya, D. and Riatun. (2022). Video Pembelajaran Ramah Disabilitas Bagi Komunitas E- Sports Ability Indonesia. Jurnal Komunikasi Profesional; 6(2): 169-180.
  • Toh, W. and Lim, F.V. (2021). Using Video Games For Learning: Developing A Metalanguage For Digital Play. Games and Culture; 16(5): 583–610.
  • Vari, J. (2021). Playful Trajectories and Experimentations: Video Games in the Moral and Political Socialization of Children and Young People. In Playful Trajectories and Experimentations. Leiden, The Netherlands: Brill Publishing.
  • Verdugo, M.A., Navas, P., Gómez, L.E. and Schalock, R.L. (2012). The concept of quality of life and its role in enhancing human rights in the field of intellectual disability. Journal Of Intellectual Disability Research;56(11): 1036–1045. Viana, R.B. and de Lira, C.A.B. (2020). Exergames as Coping Strategies for Anxiety Disorders During the COVID-19 Quarantine Period. Games For Health Journal; 9(3): 147–149.
  • Vidal, J.J. (1973). Toward Direct Brain-Computer Communication. Annual Review Of Biophysics And Bioengineering; 2: 157–180.
  • Wehmeyer, M.L. and Palmer, S.B. (2003). Adult Outcomes For Students With Cognitive Disabilities Three-Years After High School: The Impact Of Self-Determination. Education and Training in Developmental Disabilities; 38(2): 131-144.
  • Wiederhold, B.K. (2021). Kids Will Find A Way: The Benefits Of Social Video Games. Cyberpsychology, Behavior And Social Networking; 24(4): 213–214.
  • World Health Organization (WHO). (2012). The World Health Organization Quality of Life (WHOQOL). Retrieved August 26, 2023, fromhttps://apps.who.int/iris/rest/bitstreams/110129/retrieve.
  • Yamazaki, T., Tsurugasaki, Y., Taya, A., Tobe, Y. and Toyama, H. (2022). CBWS: Design of a Brain Wave Analysis System Suitable for Brain-Wave-Based Games. IEICE Technical Report; IEICE Tech. Rep.
  • Yeo, H. (2022). A Study on the Legal and Institutional Basis for the Development of E-Sports for the Disabled: Focused on the Act on the Promotion of E-Sports. eSports Studies; 4(1), 32-40.
Year 2023, , 464 - 474, 25.10.2023
https://doi.org/10.33438/ijdshs.1355037

Abstract

References

  • Abraham, K.M., Chang, M.M., Van, T., Resnick, S.G.and Zivin, K. (2021). Employment After Vocational Rehabilitation Predicts Decreased Health Care Utilization In Veterans With Mental Health Diagnoses. Military medicine; 186 (9-10): 850–857.
  • Anderson, S.L. and Johnson, M.R. (2022). Gamer Identities of Video Game Live Streamers With Disabilities. Information, Communication & Society; 25(13): 1900-1915.
  • Burdett, H., Fear, N.T., Wessely, S. and Rona, R.J. (2021). Military And Demographic Predictors of Mental Ill-Health And Socioeconomic Hardship Among UK Veterans. BMC psychiatry; 21(1):1-11.
  • Butcher, L. and Teah, K. (2023). Setting the Research Agenda of the eSports Revolution. Journal of Global Sport Management; 8(2): 455-459.
  • Byra, S. and Gabryś, A. (2023). Coping Strategies of Women With Long-Term Spinal Cord Injury: The Role of Beliefs About the World, Self-Efficacy, and Disability. Rehabilitation Counseling Bulletin; 66(2): 136–148.
  • Cairns, P., Power, C., Barlet, M., Haynes, G., Kaufman, C.and Beeston, J. (2021). Enabled Players: The Value of Accessible Digital Games. Games and Culture; 16(2): 262–282.
  • Campbell, M.J., Toth, A.J., Moran, A.P., Kowal, M. and Exton, C. (2018). eSports: A New Window On Neurocognitive Expertise?. Progress in Brain Research; 240: 161–174.
  • Chen, H.J.H., Hsu, H.L., Chen, Z.H. and Todd, A. G. (2021). Investigating the Impact Of Integrating Vocabulary Exercises Into An Adventure Video Game On Second Vocabulary Learning. Journal of Educational Computing Research; 59(2): 318-341.
  • Choi, K.H. (2021). eSports Recognition And Difference Analysis For Physically Challenged. eSports Studies; 3(2): 24-35.
  • Colder Carras, M., Van Rooij, A.J., Spruijt-Metz, D., Kvedar, J., Griffiths, M.D., Carabas, Y. and Labrique, A. (2018). Commercial Video Games As Therapy: A New Research Agenda To Unlock The Potential Of A Global Pastime. Frontiers in psychiatry; 8:1-7.
  • Dae-Won, Y. and Hyun-Woo, K. (2022). The Effect Of Esports Event Spectators' Motives On Perceived Value And Happiness:For Disabled Visitors. eSports Studies; 4(2): 46-56.
  • Dinansyah, F., Tjokrodinata, C. and Bangun, C. (2022). The Role of Esports Organisations in Accessibility for Disability Players. Ultimacomm: Jurnal Ilmu Komunikasi; 14(1): 67-79.
  • Eckert, M.,Gómez-Martinho, I., Meneses, J.and Martínez, J.F. (2017). New Approaches to Exciting Exergame-Experiences for People with Motor Function Impairments. Sensors; 17(2): 1-22.
  • Ellcessor, E. and Kirkpatrick, B. (2017). Disability Media Studies, New York: NYU Press.ISBN: 978-1479849383 Ellis, K. and Kao, K. (2019).Who Gets To Play? Disability, Open Literacy, Gaming. Cultural Science Journal; 11(1): 111-125.
  • Etter, D., Kamen, C., Etter, K. and Gore-Felton, C. (2017). Modern Warfare: Video Game Playing and Posttraumatic Symptoms in Veterans. Journal Of Traumatic Stress; 30(2): 182–185.
  • Fekih-Romdhane, F., Jahrami, H., Away, R., Trabelsi, K., Pandi-Perumal, S.R., Seeman, M.V., Hallit, S. and Cheour, M. (2023). The Relationship Between Technology Addictions And Schizotypal Traits: Mediating Roles Of Depression, Anxiety, And Stress. BMC Psychiatry; 23(1):1-9.
  • Geleta, T.O. and Hirpa, D.A. (2023). Beliefs Of Adults With Disabilities About Literacy Skills’ Roles On Their Livelihood As Well As Quality Of Life And Their Influence On Becoming Literate In Ethiopia.Cogent Education; 10(1): 2201167.
  • Giakoni-Ramírez, F., Duclos-Bastías, D. and Yáñez-Sepúlveda, R. (2021). Professional Esports Players Are Not Obese: Analysis Of Body Composition Based On Years Of Experience. International Journal of Morphology; 39(4): 1081-87.
  • Godineau, C. (2018). The New Xbox Adaptive Controller, Another Step Towards Digital Inclusion? Retrieved August 28, 2023, from http://mastersofmedia.hum.uva.nl/blog/2018/09/23/the-new-xbox-adaptive-controller-another-step-towards-digital-inclusion/.
  • Grant, J.E. and Chamberlain, S.R. (2023). Gambling Disorder In Minority Ethnic Groups. Addictive Behaviors; 136: 1-5.
  • Hak-jun, L., Young-sun, K. and Yong-wook, K. (2022). Tasks and Current Status of eSports Research in Inclusive Physical Education. Journal Of Special Education: Theory And Practice; 23(1): 69-80.
  • Hamilton, A.B., Williams, L. and Washington, D.L. (2015). Military and Mental Health Correlates of Unemployment in a National Sample of Women Veterans. Medical Care; 53(4): 32–38.
  • Hashim, N.A., Abd Razak, N.A., Gholizadeh, H. and Abu Osman, N.A. (2021). Video Game-Based Rehabilitation Approach for Individuals Who Have Undergone Upper Limb Amputation: Case-Control Study. JMIR Serious Games; 9(1): 1-10.
  • Heilig, M. (2023). Stress-Related Neuropeptide Systems As Targets For Treatment Of Alcohol Addiction: A Clinical Perspective. Journal Of Internal Medicine; 293(5): 559–573.
  • Hollist, K.E. (2015). Time To Be Grown-Ups About Video Gaming: The Rising Esports Industry And The Need For Regulation. Arizona Law Review; 57(3): 823-847.
  • Holm, M.E., Sainio, P., Suvisaari, J., Sääksjärvi, K., Jääskeläinen, T., Parikka, S. and Koskinen, S. (2022). Differences In Unfavorable Lifestyle Changes During The Covid-19 Pandemic Between People With And Without Disabilities In Finland: Psychological Distress As A Mediator. International Journal of Environmental Research and Public Health; 19(12):1-15.
  • Horowitz, K.S. (2019). Video Games And English As A Second Language: The Effect Of Massive Multiplayer Online Video Games On The Willingness To Communicate And Communicative Anxiety Of College Students In Puerto Rico. American Journal of Play; 11(3): 379-410.
  • Ikin, J.F., Sim, M.R., McKenzie, D.P., Horsley, K. W., Wilson, E.J., Harrex, W.K., Moore, M. R., Jelfs, P.L. and Henderson, S. (2009). Life Satisfaction And Quality In Korean War Veterans Five Decades After The War. Journal Of Epidemiology And Community Health; 63(5): 359–365.
  • Johnson, M.R. (2019). Inclusion And Exclusion In The Digital Economy: Disability And Mental Health As A Live Streamer On Twitch.Tv. Information,Communication & Society; 22(4): 506–520.
  • Kagan, M., Itzick, M. and Tal-Katz, P. (2018). Demographic, Psychosocial, And Health- And Disability-Related Factors Associated With Psychological Distress Among People With Physical Disabilities. Rehabilitation Psychology; 63(3): 392–399.
  • Kartal, M. (2020). E-Sports in Turkey in the Context of Globalization. Temel, C. (Ed.), Ankara: Gazi Bookstore. ISBN: 9786257727877.
  • Keeling, M., Kintzle, S. and Castro, C.A. (2018). Exploring U.S. Veterans’ post-service employment experiences. Military Psychology; 30 (1): 63-69.
  • Ketelhut, S., Martin-Niedecken, A.L., Zimmermann, P. and Nigg, C.R. (2021). Physical Activity and Health Promotion in Esports and Gaming-Discussing Unique Opportunities for an Unprecedented Cultural Phenomenon. Frontiers In Sports And Active Living; 3: 1-8.
  • Kim, H.C. and Zhu, Z.Y. (2023). A Gender Perspective On The Use Of Mobile Social Network Applications To Enhance The Social Well-Being Of People With Physical Disabilities: The Mediating Role Of Sense Of Belonging. Behaviour & Information Technology; 42(4): 444-457.
  • Knierim, M.T, Berger, C. and Reali, P. (2021). Open-Source Concealed EEG Data Collection For Brain-Computer-Interfaces-Neural Observation Through OpenBCI Amplifiers With Around-The-Ear Ceegrid Electrodes. Brain-Computer Interfaces; 8(4): 161-179.
  • Komatsu, M., Matsumoto, T. and Prowant, C. (2021). Learning Through Esports in Innovation Practice on Electrical Technology. Procedia Computer Science; 192: 2550-2557.
  • Lin, H.W., Aflatoony, L. and Wakkary, R. (2014). Design for One: A Game Controller for a Quadriplegic Gamer. CHI '14 Extended Abstracts on Human Factors in Computing Systems (CHI EA '14), 1243-1248.
  • Lin, S., Xu, Z. and Xie, Z. (2023). Cultural Diversity In Semi-Virtual Teams: A Multicultural Esports Team Study. Journal Of International Business Studies; 54(4): 718–730.
  • Liou, T.H., Pi-Sunyer, F.X. and Laferrère, B. (2005). Physical disability and obesity. Nutrition Reviews; 63(10): 321–331.
  • Newman, J.I., Xue, H., Watanabe, N.M., Yan, G. and McLeod, C.M. (2022). Gaming Gone Viral: An Analysis of the Emerging Esports Narrative Economy.Communication & Sport; 10(2): 241–270.
  • Nishino, H. (2023). Introducing Project Leonardo For PlayStation 5, A Highly Customizable Accessibility Controller Kit. Retrieved August 28, 2023, from https://blog.playstation.com/2023/01/04/introducing-project-leonardo-for-playstation-5-a-highly-customizable-accessibility-controller-kit/.
  • Nota, L., Ferrari, L., Soresi, S. and Wehmeyer, M. (2007). Self-Determination, Social Abilities And The Quality Of Life Of People With Intellectual Disability. Journal Of Intellectual Disability Research; 51(11): 850–865.
  • Okhabska, I., Budzyn, V., Rybchych, I., Zyma, I. and Kalichak, Y. (2022). Management Of Medical Institutions On Context Of Provision Medical And Preventive Care In COVID-19 Condition. International Journal of Health Sciences; 6(1): 347–356.
  • Özkan, Z. and Kale, R. (2023). Investigation Of The Effects Of Physical Education Activities On Motor Skills And Quality Of Life In Children With Intellectual Disability. International Journal of Developmental Disabilities; 69(4): 578-592.
  • Pallavicini, F., Ferrari, A. and Mantovani, F. (2018). Video Games For Well-Being: A Systematic Review On The Application Of Computer Games For Cognitive And Emotional Training In The Adult Population. Frontiers in Psychology; 9: 1-16.
  • Pinto, R.D., Peixoto, B., Melo, M., Cabral, L. and Bessa, M. (2021). Foreign Language Learning Gamification Using Virtual Reality—A Systematic Review of Empirical Research. Education Sciences; 11(5):1-19.
  • Pizzo, A.D., Baker, B.J., Na, S., Lee, M., Kim, K. and Funk, D.C. (2018). eSport vs. Sport: A Comparison Of Spectator Motives. Sport Marketing Quarterly; 27(2): 45–60.
  • Raith, L., Bignill, J., Stavropoulos, V., Millear, P., Allen, A., Stallman, H.M., Mason, J., De Regt, T., Wood, A. and Kannis-Dymand, L. (2021). Massively Multiplayer Online Games and Well-Being: A Systematic Literature Review. Frontiers In Psychology; 12: 1-13.
  • Ringland, K.E. (2019). Do You Work For Aperture Science?: Researching And Finding The Gamer Identity In A Minecraft Community For Autistic Children, p. 1-8,Proceedings of the 14th International Conference on the Foundations of Digital Games, August 2019.
  • Sana, R. and Sosso, F.A.E. (2017). Cyberpsychology: Video Games As A Perspective For Cognitive Training. Mental Health and Addiction Research; 2(3): 1-2.
  • Savari, K., Naseri, M. and Savari, Y. (2023). Evaluating the role of perceived stress, social support, and resilience in predicting the quality of life among the parents of disabled children, International Journal of Disability, Development and Education; 70(5): 644-658.
  • Scholz, T.M. (2019). Esport Is Business: Management In The World Of Competitive Gaming, London: Palgrave Macmillan. ISBN: 3030111989.
  • Shakespeare, T. (2017). The Social Model Of Disability. In Davis, L.J. (ed.), The Disability Studies Reader, (5th Edition). Newyork: Routledge.ISBN 9781315680668 (e-book).
  • Shams, T.A., Foussias, G., Zawadzki, J.A., Marshe, V.S., Siddiqui, I., Müller, D.J. and Wong, A.H. (2015). The Effects Of Video Games On Cognition And Brain Structure: Potential Implications For Neuropsychiatric Disorders. Current Psychiatry Reports;17(9): 71.
  • Ströh, J.H.A. (2017). The Esports Market And Esports Sponsoring, (1st Edition), Tectum Verlag Marburg. ISBN: 978-3828838918.
  • Taheri, A., Weissman, Z. and Sra, M. (2021). Exploratory Design of a Hands-free Video Game Controller for a Quadriplegic Individual, p. 1-16, In Augmented Humans Conference 2021 (AHs'21), February 22–24, 2021, Rovaniemi, Finland. ACM, New York.
  • Thomas, K.P., Vinod, A.P. and Guan, C. (2013). Design Of An Online EEG Based Neurofeedback Game For Enhancing Attention And Memory, p.433–436,Annual International Conference of the IEEE Engineering in Medicine and Biology Society. IEEE Engineering in Medicine and Biology Society. Annual International Conference.
  • Tjokrodinata, C., Bangun, C.R.A., Dewi, H.L.C., Nuranindya, D. and Riatun. (2022). Video Pembelajaran Ramah Disabilitas Bagi Komunitas E- Sports Ability Indonesia. Jurnal Komunikasi Profesional; 6(2): 169-180.
  • Toh, W. and Lim, F.V. (2021). Using Video Games For Learning: Developing A Metalanguage For Digital Play. Games and Culture; 16(5): 583–610.
  • Vari, J. (2021). Playful Trajectories and Experimentations: Video Games in the Moral and Political Socialization of Children and Young People. In Playful Trajectories and Experimentations. Leiden, The Netherlands: Brill Publishing.
  • Verdugo, M.A., Navas, P., Gómez, L.E. and Schalock, R.L. (2012). The concept of quality of life and its role in enhancing human rights in the field of intellectual disability. Journal Of Intellectual Disability Research;56(11): 1036–1045. Viana, R.B. and de Lira, C.A.B. (2020). Exergames as Coping Strategies for Anxiety Disorders During the COVID-19 Quarantine Period. Games For Health Journal; 9(3): 147–149.
  • Vidal, J.J. (1973). Toward Direct Brain-Computer Communication. Annual Review Of Biophysics And Bioengineering; 2: 157–180.
  • Wehmeyer, M.L. and Palmer, S.B. (2003). Adult Outcomes For Students With Cognitive Disabilities Three-Years After High School: The Impact Of Self-Determination. Education and Training in Developmental Disabilities; 38(2): 131-144.
  • Wiederhold, B.K. (2021). Kids Will Find A Way: The Benefits Of Social Video Games. Cyberpsychology, Behavior And Social Networking; 24(4): 213–214.
  • World Health Organization (WHO). (2012). The World Health Organization Quality of Life (WHOQOL). Retrieved August 26, 2023, fromhttps://apps.who.int/iris/rest/bitstreams/110129/retrieve.
  • Yamazaki, T., Tsurugasaki, Y., Taya, A., Tobe, Y. and Toyama, H. (2022). CBWS: Design of a Brain Wave Analysis System Suitable for Brain-Wave-Based Games. IEICE Technical Report; IEICE Tech. Rep.
  • Yeo, H. (2022). A Study on the Legal and Institutional Basis for the Development of E-Sports for the Disabled: Focused on the Act on the Promotion of E-Sports. eSports Studies; 4(1), 32-40.
There are 67 citations in total.

Details

Primary Language English
Subjects Physical Training, Sports and Physical Activity For Disabled
Journal Section Review
Authors

Mehmet Kartal 0000-0003-3153-0496

Early Pub Date October 17, 2023
Publication Date October 25, 2023
Published in Issue Year 2023

Cite

APA Kartal, M. (2023). Accessibility Technologies in Esports and Their Impact on Quality of Life in People with Physical Disabilities. International Journal of Disabilities Sports and Health Sciences, 6(Special Issue 1- Healthy Life, Sports for Disabled people), 464-474. https://doi.org/10.33438/ijdshs.1355037
AMA Kartal M. Accessibility Technologies in Esports and Their Impact on Quality of Life in People with Physical Disabilities. International Journal of Disabilities Sports &Health Sciences. October 2023;6(Special Issue 1- Healthy Life, Sports for Disabled people):464-474. doi:10.33438/ijdshs.1355037
Chicago Kartal, Mehmet. “Accessibility Technologies in Esports and Their Impact on Quality of Life in People With Physical Disabilities”. International Journal of Disabilities Sports and Health Sciences 6, no. Special Issue 1- Healthy Life, Sports for Disabled people (October 2023): 464-74. https://doi.org/10.33438/ijdshs.1355037.
EndNote Kartal M (October 1, 2023) Accessibility Technologies in Esports and Their Impact on Quality of Life in People with Physical Disabilities. International Journal of Disabilities Sports and Health Sciences 6 Special Issue 1- Healthy Life, Sports for Disabled people 464–474.
IEEE M. Kartal, “Accessibility Technologies in Esports and Their Impact on Quality of Life in People with Physical Disabilities”, International Journal of Disabilities Sports &Health Sciences, vol. 6, no. Special Issue 1- Healthy Life, Sports for Disabled people, pp. 464–474, 2023, doi: 10.33438/ijdshs.1355037.
ISNAD Kartal, Mehmet. “Accessibility Technologies in Esports and Their Impact on Quality of Life in People With Physical Disabilities”. International Journal of Disabilities Sports and Health Sciences 6/Special Issue 1- Healthy Life, Sports for Disabled people (October 2023), 464-474. https://doi.org/10.33438/ijdshs.1355037.
JAMA Kartal M. Accessibility Technologies in Esports and Their Impact on Quality of Life in People with Physical Disabilities. International Journal of Disabilities Sports &Health Sciences. 2023;6:464–474.
MLA Kartal, Mehmet. “Accessibility Technologies in Esports and Their Impact on Quality of Life in People With Physical Disabilities”. International Journal of Disabilities Sports and Health Sciences, vol. 6, no. Special Issue 1- Healthy Life, Sports for Disabled people, 2023, pp. 464-7, doi:10.33438/ijdshs.1355037.
Vancouver Kartal M. Accessibility Technologies in Esports and Their Impact on Quality of Life in People with Physical Disabilities. International Journal of Disabilities Sports &Health Sciences. 2023;6(Special Issue 1- Healthy Life, Sports for Disabled people):464-7.


Flag Counter