Abstract

We present an investigation on game controller technology to enable para-esports. First, we present a review of the related literature on the information capacity of the human motor systems in pointing tasks and the evaluation of gaming controllers as pointing devices. Then we propose design criteria for controllers to enable para-esports in terms of target user, controller throughput, cognitive load, and comfort. Finally, we introduce the proposed controller with its rationale and functionality. We argue that the proposed controller is suitable to enable para-esports for persons with upper limb deficiencies because it enables bimanual control of video games like conventional controllers, and because of the achievable throughput and control dimensionality. The conducted experiments address the performance of the developed controller in terms of throughput and latency. A qualitative evaluation addresses the perceived usability, fatigue, and satisfaction of the users when using the prosthetic controller. We conclude that similar to para-sports, para-esports will have to be organized in classes that consider the game type and the type of physical disability of the athletes, and each class will require a controller suitable for its content and participants.

Highlights

  • We present an investigation on game controller technology to enable para-esports

  • The majority of upper limb loss cases happen unilaterally, with 61% of the cases with transcarpal amputation, 12% with transradial amputation, and 2% with wrist disarticulation [3]. This amounts to 75% of the persons with amputation having some level of remaining forearm, which can be the initial target for para-esports with specialized game controller technology

  • We argue that the proposed controller is suitable to enable para-esports for persons with upper limb deficiencies due to the achievable throughput and control dimensionality

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Summary

Introduction

We present an investigation on game controller technology to enable para-esports. First, we present a review of the related literature on the information capacity of the human motor systems in pointing tasks and the evaluation of gaming controllers as pointing devices. Upper limb amputation or deformation limits a person’s ability to participate in a variety of activities that require hand dexterity One such activity is to play video games for leisure or competitively as in esports. The majority of upper limb loss cases happen unilaterally, with 61% of the cases with transcarpal amputation, 12% with transradial amputation, and 2% with wrist disarticulation [3] This amounts to 75% of the persons with amputation having some level of remaining forearm, which can be the initial target for para-esports with specialized game controller technology. In the case of any unilateral hand or forearm deficit, the player will suffer a handicap that severely impacts their ability to play the game competitively, or play the game at all To solve this issue a new game controller is needed.

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