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. 2024 Dec 23;11:e58828. doi: 10.2196/58828

Table 1.

Results of the literature scoping (N=85).

Category Studies, n (%) References Summary description
Quantitative 35 (41)
  • Mackenzie et al [1]

  • Lancioni et al [9]

  • Nuyujukian et al [37]

  • Uma et al [38]

  • Holz et al [39]

  • Scherer et al [40]

  • Lancioni et al [41]

  • Aliakbaryhosseinabadi et al [42]

  • Cooper et al [43]

  • Janthanasub and Ophapasai [44]

  • Jaramillo-Gonzalez et al [45]

  • Jarosiewicz et al [46,47]

  • Kageyama et al [48]

  • Käthner et al [49,50]

  • Longatelli et al [51]

  • Mott [52]

  • Peters et al [53]

  • Plotkin et al [54]

  • Pousada et al [55]

  • Sakamaki et al [56]

  • Silversmith et al [57]

  • Simeral et al [58]

  • Simmatis et al [59]

  • Sinha and Dasgupta [60]

  • Sinha et al [61]

  • Taherian et al [62]

  • Isabela Lopes et al [63]

  • Wallock and Cerny [64]

  • Webb et al [65]

  • Whittington et al [66]

  • Wolpaw et al [67]

  • Won et al [68]

  • Zisk et al [69]

  • Yao et al [70]

Research included studies of how effective information and communications technology was for better communication and control of computer and console systems for those with movement and motor impairment issues and focused on technology such as BCIsa; software used for software tools and objects; and hardware such as eye gaze trackers, robotic limbs, and headsets. Surveys were also conducted of experiences with and preferences regarding information and communications technology.
Lived experience stories, news, or information resources 20 (24)
  • AbleGamers [15]

  • iPuntMidgets [18]

  • Beemer [19]

  • AbleGamers [71,72]

  • Ryan [73]

  • Barrett Centre for Technology Innovation [74]

  • Delibasic [75]

  • Gaddes [76,77]

  • Neil Squire [78]

  • Sharma et al [79]

  • Reddit [80]

  • Dall [81]

  • Klassen [82]

  • SpecialEffect [83]

  • Apple Inc [84]

  • Microsoft [85]

  • AbleGamers [86,87]

  • Bayliss [88]

Lived experience literature generally consisted of personal reflections, news, or reviews on gaming with disabilities; the limitations of controllers used to play games; and the accessibility features and related tools and software in games. Some of the literature discussed the gaming industry for more inclusive approaches to game development. Information resources mostly focused on game modifications for people with physical access needs.
Review 8 (9)
  • Pimentel-Ponce et al [89]

  • Jamil et al [90]

  • Kellmeyer et al [91]

  • Pasqualotto et al [92]

  • Linse et al [93]

  • Neto et al [94]

  • Pinto et al [95]

  • McFarland and Wolpaw [96]

Studies included systematic and narrative reviews of research into communication and ALSb and MNDc, information and communications technology for people with disabilities, BCIs and video games, and the role of improved approaches to the use of technology for better communication and the ability to interact with software and hardware platforms. The literature also included assessments of evidence for technology prototype development.
Quantitative and qualitative 7 (8)
  • Hobson et al [36]

  • Hernández et al [97]

  • Holz et al [98]

  • Martisius and Damasevicius [99]

  • Pedrocchi et al [100]

  • Karlsson et al [101]

  • Thais Pousada et al [102]

  • Metzler-Baddeley et al [103]

Research included literature exploring how effective information and communications technology was for better communication and control of computer and console systems for those with movement and motor impairment issues and experiences with and views on various interfaces, devices, and computer systems. Statistical analysis of technology use data, structured interviews, or participant commentary were methods reported in much of the literature.
Qualitative 6 (7)
  • Hellwig et al [104]

  • Metzler-Baddeley et al [103]

  • Dontje et al [105]

  • Canella et al [106]

  • Liberati et al [107]

  • Versalovic et al [108]

  • Judge et al [109]

The literature included reporting on focus groups, interviews, participatory design, and testing feedback to help explore the effectiveness of BCIs, games, and computer mouse control without the use of hands and communication changes for those with ALS and MND.
Guidelines 6 (7)
  • Microsoft [16]

  • Game Accessibility Guidelines [21]

  • Microsoft [22]

  • Compañ-Rosique et al [110]

  • Microsoft [111]

  • Anhong et al [112]

The literature explored features and approaches to make it easier for individuals with disabilities to play video games on computers and consoles, including game industry developments.

aBCI: brain-computer interface.

bALS: amyotrophic lateral sclerosis.

cMND: motor neuron disease.