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Accessible gaming might require both accessible games and suitable assistive technologies, however we lack the knowledge how many use assistive technologies, what devices are used, how suitable technologies are found, and what reasons might hinder the usage.<\/jats:p>\n          <\/jats:sec>\n          <jats:sec>\n            <jats:title>Method<\/jats:title>\n            <jats:p>This study addresses the following research questions with a survey study: (1) Do people with disabilities use assistive technology for gaming? (2) What assistive technology do people with disabilities use for gaming? (3) How do people with disabilities find suitable assistive technology? (4) Why do people with disabilities not use assistive technology for gaming?<\/jats:p>\n          <\/jats:sec>\n          <jats:sec>\n            <jats:title>Results<\/jats:title>\n            <jats:p>The results suggest that 56% of individuals with disabilities use a variety of assistive technologies, including both general-purpose devices and those tailored for gaming. Online resources and shared experiences from fellow gamers were vital in finding suitable assistive technology, although trial and error were essential to ensuring the compatibility. Among the 44% not utilizing assistive technology, the primary reason was the lack of necessity for gaming purposes. However, significant barriers such as limited awareness and the high costs of these technologies were identified.<\/jats:p>\n          <\/jats:sec>\n          <jats:sec>\n            <jats:title>Conclusion<\/jats:title>\n            <jats:p>Games should be compatible with various assistive technologies to ensure they can be used in gaming. There is a need to spread knowledge about different devices so that everyone can find an optimal way to play games. Furthermore, we need innovative solutions on how to try out these devices without a financial burden.<\/jats:p>\n          <\/jats:sec>","DOI":"10.1007\/s10209-024-01157-4","type":"journal-article","created":{"date-parts":[[2024,10,1]],"date-time":"2024-10-01T07:01:53Z","timestamp":1727766113000},"page":"1495-1507","update-policy":"https:\/\/doi.org\/10.1007\/springer_crossmark_policy","source":"Crossref","is-referenced-by-count":2,"title":["Trial and error: finding suitable assistive technology for gaming"],"prefix":"10.1007","volume":"24","author":[{"ORCID":"https:\/\/orcid.org\/0000-0002-1662-813X","authenticated-orcid":false,"given":"Pauliina","family":"Baltzar","sequence":"first","affiliation":[]},{"given":"Markku","family":"Turunen","sequence":"additional","affiliation":[]},{"given":"Lobna","family":"Hassan","sequence":"additional","affiliation":[]}],"member":"297","published-online":{"date-parts":[[2024,10,1]]},"reference":[{"key":"1157_CR1","doi-asserted-by":"publisher","unstructured":"Baltzar, P., Hassan, L., Turunen, M.: It\u2019s Easier to Play Alone: A Survey Study of Gaming With Disabilities. 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