Grant Stoner, a Pittsburgh native with spinal muscular atrophy type 2, a neuromuscular disorder, expressed his lifelong passion for playing video games. He reminisced about his earliest gaming memories which involve playing Super Nintendo in his parents' bedroom when he was around 3 years old. Stoner emphasized that gaming has always held a special place for him, serving as a means of social interaction since he was unable to actively partake in traditional schoolyard or sporting events. He found solace in bonding with family members and classmates through gaming.
For individuals with disabilities, gaming has been a crucial lifeline for building friendships and fostering a sense of community, according to Stoner. However, he highlights that the technology powering the gaming industry has long been known for its lack of inclusivity.
Grant Stoner.
Courtesy Grant Stoner
"Disabled individuals often have to display great ingenuity by designing or creating their own adaptive setups, using objects such as 3D-printed items or, in my case, a Popsicle stick," Stoner shared with CNN. He explained how his brother devised a solution by attaching a Popsicle stick to one of his gaming controllers, allowing Stoner to continue playing even when he experienced weakening grip in his fingers.
These challenges resonate deeply with Paul Amadeus Lane, who articulated to CNN that he had to adapt his gaming techniques after becoming quadriplegic and losing mobility in his fingers due to an accident nearly three decades ago. He acquired the skill of playing games by utilizing his chin, lips, and cheeks to operate the buttons on a controller.
Lane also remembers the shift in his social circle following his accident, resulting in feelings of isolation as he found himself unable to participate in activities such as playing basketball or going for a drive.
According to Lane, gaming can alleviate these social barriers, particularly when it comes to combating social isolation. He explained to CNN that gaming creates an environment where individuals with disabilities can experience enjoyment without fear of being judged.
Lane received a call in 2021 to contribute his expertise to a confidential project at Sony. He was thrilled to discover that the gaming division of this renowned tech company was covertly developing a controller specifically tailored for individuals with disabilities. Sony Interactive Entertainment, known for producing the immensely popular PlayStation consoles and a range of beloved PlayStation games, was making strides in inclusivity. While Microsoft's Xbox gaming unit had previously released an Adaptive Controller for Xbox in 2018, receiving accolades from the disability community, people with disabilities still encountered significant hurdles when attempting to play games on PlayStation or Nintendo consoles.
Sony Interactive Entertainment employs Paul Amadeus Lane, an accessibility consultant, who is seen in this photo with the Access controller. This Sony device is specifically created for gamers facing disabilities.
"I was filled with immense joy when Sony, against my expectations, decided to take on a project of this nature," Lane shared with CNN.
Following an extensive period of experimentation and seeking input from gamers, including Lane, who face disabilities, Sony Interactive Entertainment recently unveiled a preliminary glimpse of its Access controller tailored specifically for gamers with disabilities. This groundbreaking Access controller is currently open for pre-orders and is scheduled to be officially launched on December 6, retailing at a price of $89.99.
The controller is highly customizable to cater to the varying needs of players with disabilities. Sony aims to assist these gamers in playing comfortably and for extended periods. In order to accommodate a range of mobility requirements, the circular device can be personalized with interchangeable button and stick caps.
unveils the Access controller, a uniquely customizable gaming device tailored to individuals with disabilities, providing gamers with a sneak peak during a September event held in San Mateo.
In a Q&A published on Sony's PlayStation company blog, Alvin Daniel, the senior technical program manager for the Access controller, emphasized the unique experiences individuals with disabilities may have. Daniel highlighted the team's collaborative efforts with players and accessibility experts to create an inclusive controller. Through extensive research, they discovered a valuable perspective: rather than focusing on specific conditions or limitations, they decided to shift their attention to the controller itself.
The result is a Sony-designed device that allows gamers to customize it according to their preferences, doesn't require holding, and has easily accessible buttons. Lane, one of the gamers who had the opportunity to test the controller before its release, expressed his excitement about being able to play racing games again after his accident.
Lane expressed that he couldn't play racing games in the past due to the fine motor skills required and the high speed of the gameplay. However, after trying out Gran Turismo, he regained the ability to enjoy racing games once again.
Furthermore, Lane pointed out that it has been more than three decades since he last drove a vehicle. Playing Gran Turismo brings back nostalgic memories of his past experience behind the wheel.
Stoner expressed enthusiasm for the PlayStation Access controller, noting its affordable price compared to other alternatives on the market. Although there is a promising trend towards inclusive innovation in gaming, he emphasized the need for further progress.
According to him, the gaming industry should recognize that the Xbox and PlayStation controllers, despite their merits, are not universally suitable and cannot address everyone's needs. He acknowledged that they are not a flawless solution.
"We must continue to innovate in both the software and hardware aspects of gaming, as our current offerings are not fully accessible to all individuals with disabilities," he emphasized. "While I am uncertain if achieving complete accessibility is possible due to the unique experiences of disabled individuals, there is always room for improvement and the gaming industry must remain mindful of this."