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Who Can Play? Rethinking Video Game Controllers and Accessibility
14 references·1 citing·49 second hop
Who Can Play? Rethinking Video Game Controllers and Accessibility (2023)Who Can Play? Rethinking Video Game Contr…Extended Analysis Procedure for Inclusive Game Elements: Accessibility Features in the Last of Us Part 2 (2021)Extended Analysis Procedure f…Exploring Asymmetric Roles in Mixed-Ability Gaming (2021)Exploring Asymmetric Roles in…“There are no universal interfaces: how asymmetrical roles and asymmetrical controllers can increase access diversity. (2018)“There are no universal inter…The Disability Studies Reader (2015)The Disability Studies ReaderRethinking disability: the social model of disability and chronic disease (2015)Rethinking disability: the so…Exploring the critiques of the social model of disability: the transformative possibility of Arendt's notion of power (2014)Exploring the critiques of th…Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities (2013)Value Creation in the Video G…Where good ideas come from: the natural history of innovation (2011)Where good ideas come from: t…Games for rehabilitation: the voice of the players (2010)Games for rehabilitation: the…Game accessibility: a survey (2010)Game accessibility: a surveyDesigning universally accessible games (2009)Designing universally accessi…Game Not Over : Accessibility Issues in Video Games (2005)Game Not Over : Accessibility…Architectural Innovation: The Reconfiguration of Existing Product Technologies and the Failure of Established Firms (1990)Architectural Innovation: The…The Adoption of Radical and Incremental Innovations: An Empirical Analysis (1986)The Adoption of Radical and I…Gaming (With) the Xbox Adaptive Controller (2025)Gaming (With) the Xbox Adapti…Understanding Disability: From Theory to Practice (1995)Understanding Disability (1996)The Fragility of Goodness (2001)What a body can do: Rethinking body functionality through a feminist materialist disability lens (2021)Changing the medical model of disability to the normalization model of disability: clarifying the past to create a new future direction (2023)Structural ableism in public health and healthcare: a definition and conceptual framework (2023)Give me that online religion (2001)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Playability: analysing user experience in video games (2012)Avatars and computer-mediated communication: A review of the definitions, uses, and effects of digital representations on communication (2018)The Purpose of Play (2021)Hedonic Consumption: Emerging Concepts, Methods and Propositions (1982)Flow: the psychology of optimal experience (1990)Platform Competition in Two-Sided Markets (2003)A dual identification framework of online multiplayer video games: The case of massively multiplayer online role playing games (MMORPGs) (2014)Analyzing the influence of electronic word of mouth on visit intention: the mediating role of tourists’ attitude and city image (2016)Not all digital word of mouth is created equal: Understanding the respective impact of consumer reviews and microblogs on new product success (2016)Digital game-based learning (2003)Designing Effective Serious Games: Opportunities and Challenges for Research (2010)Best Practices for Teaching Accessibility in University Classrooms (2016)Digital Game-Based Learning (2019)Organizational Innovation: The Influence of Individual, Organizational, and Contextual Factors on Hospital Adoption of Technological and Administrative Innovations (1981)Innovation in conservative and entrepreneurial firms: Two models of strategic momentum (1982)Demography and Design: Predictors of New Product Team Performance (1992)CASE Tools as Organizational Change: Investigating Incremental and Radical Changes in Systems Development (1993)Is innovation always beneficial? 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References

  • 1990Architectural Innovation: The Reconfiguration of Existing Product Technologies and the Failure of Established Firms8,369 cited
  • 1986The Adoption of Radical and Incremental Innovations: An Empirical Analysis2,468 cited
  • 2011Where good ideas come from: the natural history of innovation524 cited
  • 2015The Disability Studies Reader481 cited
  • 2015Rethinking disability: the social model of disability and chronic disease458 cited
  • 2010Game accessibility: a survey379 cited
  • 2013Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities346 cited
  • 2014Exploring the critiques of the social model of disability: the transformative possibility of Arendt's notion of power168 cited
  • 2009Designing universally accessible games160 cited
  • 2005Game Not Over : Accessibility Issues in Video Games94 cited
  • 2021Exploring Asymmetric Roles in Mixed-Ability Gaming54 cited
  • 2010Games for rehabilitation: the voice of the players30 cited
  • 2021Extended Analysis Procedure for Inclusive Game Elements: Accessibility Features in the Last of Us Part 210 cited
  • 2018“There are no universal interfaces: how asymmetrical roles and asymmetrical controllers can increase access diversity.6 cited

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Cited by

  • 2025Gaming (With) the Xbox Adaptive Controller1 cited