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DiGRA
It also challenges the homogenizing category of the 'disabled gamer'.
This study examines how disabled players who use adaptive controllers, such as the Xbox Adaptive Controller, experience pleasure when playing mainstream games not designed with their bodies in mind. Its central argument is that pleasure in adaptive play is an active, negotiated achievement rather than a passive result of accessible design. Drawing on crip technoscience and intersectionality, the work treats adaptive gaming as a sociotechnical practice and challenges the normative "standard player" that underlies most game design as well as the homogenizing category of the "disabled gamer."
The methodology combines qualitative digital ethnography within online disabled gaming communities, including specialized subreddits and Discord servers, with planned semi-structured interviews of roughly 15 to 20 regular adaptive controller users and, where possible, screen-recorded play sessions. The paper is framed as a preliminary study, and its analysis is organized around comparative case studies of different genres, using examples such as the action title Elden Ring and the social simulation Animal Crossing: New Horizons to illustrate how players remap intended challenges and reclaim casual creativity.
The anticipated findings identify three forms of negotiated pleasure: the intellectual and affective satisfaction of solving control puzzles, the communal joy of sharing configuration solutions, and a sense of agency gained by overcoming design not built for one's body. The analysis also argues that access to these pleasures is unevenly distributed, shaped by economic capital for specialized peripherals, cultural capital for technical literacy, and social capital through supportive communities.
The authors conclude that mainstream game design's latent ableism functions as a provocation for player-led innovation that broadens definitions of play. They position the work as bridging accessibility research and experience-quality research, and they recommend that designers move beyond static accessibility options toward negotiable systems with open input interfaces and shareable configuration layers that treat players as expert co-designers.
Elden RingGame · FromSoftware · 2022 · 235 documents
Animal Crossing: New HorizonsGame · Nintendo EPD Production Group No. 5 · 2020 · 50 documents
MicrosoftCompany · United States · founded 1975 · 1,282 documents
Animal CrossingGame · Nintendo Entertainment Analysis & Development · 2002 · 114 documentsEach row is a game or company this document names, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
DiGRA · 2026
DiGRA · 2026