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This research project was a collaborative effort involving four students from the University of York. The condensed version presented here provides a brief overview of the study's scope and findings. Please note that this summary is not exhaustive and represents only a concise outline of our work.

Accessibility for people without Disability in FPS games

The video gaming industry is empowering players with disabilities to accessible gaming and socialisation. Nevertheless, players without disabilities seem to value the aspect of accessibility in video games. However, there is a limited work that explicitly focuses on accessibility for people without disabilities, despite its potential benefits for everyone. This study explores how non-disabled players conceptualise and use accessibility features in multiplayer games. The study involved interviewing 11 participants who play multiplayer games and claimed to have no disabilities. Using Reflexive Thematic Analysis, the research found that non-disabled players view accessibility features as preferred settings that can enhance their gameplay experience. Additionally, the study stresses the importance of making accessibility features more visible and easily accessible to all players, regardless of their abilities or disabilities. The study, also, highlights the player motivations as well as legitimacy of non-disabled players using accessibility features and presents new research directions on the subject.

Research Qestion and Research Medthod

The aim of this study was to understand the key question of how players without disabilities conceptualise and use accessibility features in multiplayer games, therefore, is the primary research question for this study. To understand this primary research question, the study focused on uncovering answers to these questions:

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         RQ 1) Game Settings - who are they for?

          RQ 2) What are their motivations for using accessibility features? 

          RQ 3) Are there any issues or challenges to using accessibility features while playing?

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To address the exploratory nature of this research question, we conducted semi-structured interviews with 11 postgraduate students from the University of York. The interviews were divided into two parts; the first was the screening to understand the participants' suitability for the research study. The screening part of the interview was a casual conversation to understand players’ gaming habits, like how many hours they spent playing video games, What gaming devices do they usually use? Moreover, the genre of games they play in multiplayer spaces. It was important for all participants to play multiplayer games for the nature of this study. The second part was a more in-depth interview to understand what accessibility features they use and their experiences of using accessibility features. All necessary ethical protocols were followed for this research.

Thematic Analysis

The interviews were transcribed manually, and a Reflexive Thematic Analysis (RTA) approach (Braun & Clarke, 2019) was employed to examine the interview data. As all members of the research were students of HCIT and SMIT, the RTA as a method of analysis was deemed suitable because it recognizes the role of the researcher's subjectivity and preconceptions and their active involvement in data interpretation.


All the group members of this research were involved in the analysis. Braun and Clarke (2013) suggests a 15 point checklist for Thematic analysis which was utilised for RTA analysis in this research. Firstly initial analysis of all transcripts was done and open codings were conducted manually in a shared word document. Initial codes were created through comments on the document by all the team members. These codes were then put together under broad themes in a spreadsheet. After which codes were revised several times by all the group members, the non coherent codes were removed and one of the themes was split into two. In the final process, the team identified 4 themes, 4 subthemes and 16 revised codes.

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Summary of Findings

The study addressed the question of who benefits from game settings and accessibility features. While designed primarily for players with disabilities, accessibility options were found to significantly benefit players without disabilities. Out of 11 participants, 10 considered accessibility settings important for optimizing their gameplay experiences. The study highlighted the concept of "situational disabilities," demonstrating that accessibility features can address temporary limitations, catering to individual needs and preferences. For instance, controller remapping could help players customize controls and overcome challenges in specific situations.

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The study explored motivations behind using accessibility features. Players without disabilities utilized these features to enhance competitive gaming skills and gameplay comfort. Adjusting settings, such as control sensitivity, allowed players to align the game with their preferred style. This customization didn't necessarily affect their chances of winning, but it provided them with a more advantageous and comfortable gaming experience. Additionally, accessibility settings were employed to reduce friction within the game environment, making gameplay more accessible by customizing controls based on physical attributes.

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The study delved into challenges associated with using accessibility features. Some participants reported adverse effects when adjusting settings that didn't align with their gameplay style. For instance, using a Gyroscope feature for an extended period led to symptoms like migraines and dizziness. It emphasized the importance of players experimenting with settings to ensure a comfortable and accessible gaming experience. Some participants indicated that existing accessibility options fell short of fully meeting their needs, expressing a desire for additional settings to enhance their gaming experience. The study also acknowledged the lack of awareness among players about the existence and utilization of accessibility features. Many participants turned to social media and gaming communities to discover and learn about these options.

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