Is this project an undergraduate, graduate, or faculty project?

Graduate

Project Type

group

Campus

Daytona Beach

Authors' Class Standing

Carmen Van Ommen, Graduate Student Amanda Dhanpaul, Graduate Student Corey Walton, Graduate Student Isabella Curtorillo, Undergraduate Student

Lead Presenter's Name

Carmen Van Ommen

Lead Presenter's College

DB College of Arts and Sciences

Faculty Mentor Name

Barbara Chaparro PhD

Abstract

A significant percentage of video gamers have disabilities and face challenges in gaming, which indicates a demand for assistive technology in the gaming industry. Assistive technology is equipment that is used to increase, maintain, or improve functional capabilities of people with disabilities. The Xbox Adaptive Controller is assistive technology for gaming and is designed to accommodate many motor disabilities. Because people with disabilities may have varying levels of experience with gaming or may require caregivers to set up equipment for them, it is important to ensure a wide variety of users can set up and use the Xbox Adaptive Controller effectively. Part of this experience includes the Out-of-Box-Experience (OOBE), which refers to the first experiences someone has with new technology, including purchasing the product, unboxing it, setting it up, and using it for the first time. The purpose of this study is to evaluate the OOBE of the Xbox Adaptive Controller for people who have varying levels of disability and gaming experience. The aim is to identify areas of strength that can be implemented in the design of other assistive technology, as well as areas of weakness that can be improved.

Did this research project receive funding support (Spark, SURF, Research Abroad, Student Internal Grants, Collaborative, Climbing, or Ignite Grants) from the Office of Undergraduate Research?

No

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Xbox Adaptive Controller OOBE: Creating a Fun and Accessible Video Gaming Experience for All!

A significant percentage of video gamers have disabilities and face challenges in gaming, which indicates a demand for assistive technology in the gaming industry. Assistive technology is equipment that is used to increase, maintain, or improve functional capabilities of people with disabilities. The Xbox Adaptive Controller is assistive technology for gaming and is designed to accommodate many motor disabilities. Because people with disabilities may have varying levels of experience with gaming or may require caregivers to set up equipment for them, it is important to ensure a wide variety of users can set up and use the Xbox Adaptive Controller effectively. Part of this experience includes the Out-of-Box-Experience (OOBE), which refers to the first experiences someone has with new technology, including purchasing the product, unboxing it, setting it up, and using it for the first time. The purpose of this study is to evaluate the OOBE of the Xbox Adaptive Controller for people who have varying levels of disability and gaming experience. The aim is to identify areas of strength that can be implemented in the design of other assistive technology, as well as areas of weakness that can be improved.

 

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