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Interact."],"published-print":{"date-parts":[[2021,4,30]]},"abstract":"<jats:p>Play presents a popular pastime for all humans, though not all humans play alike. Subsequently, Human\u2013Computer Interaction Games research is increasingly concerned with the development of games that serve neurodivergent<jats:sup>1<\/jats:sup>players. In a critical review of 66 publications informed by Disability Studies and Self-Determination Theory, we analyse which<jats:italic>populations<\/jats:italic>,<jats:italic>research<\/jats:italic>methods, kinds of<jats:italic>play<\/jats:italic>and overall<jats:italic>purpose<\/jats:italic>goals existing games address. We find that games are largely developed for children, in a top-down approach. They tend to focus on educational and medical settings and are driven by factors extrinsic to neurodivergent interests. Existing work predominantly follows a medical model of disability, which fails to support self-determination of neurodivergent players and marginalises their opportunities for immersion. 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