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Multiple sclerosis is a chronic autoimmune disease of the central nervous system (CNS) that affects the brain, spinal cord, and optic nerves. It is an inflammatory demyelinating disorder and a leading cause of neurological disability in young adults.EpidemiologyMS commonly begins between 20 and 40 years of age and is twice as common in women. Its exact cause remains unclear, but genetic susceptibility contributes, with higher risk in first-degree relatives and identical twins. A greater...
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Making Video Games More Inclusive for People Living With Motor Neuron Disease: Scoping Review.

Ben O'Mara1,2, Matthew Harrison3, Kirsten Harley4

  • 1Department of Media & Communication, Faculty of Health, Arts & Design, Swinburne University, Melbourne, Australia.

JMIR Rehabilitation and Assistive Technologies
|December 23, 2024
PubMed
Summary
This summary is machine-generated.

Motor neuron disease (MND) patients face challenges gaming due to physical and technological barriers. More inclusive game design and technology are needed to reduce isolation and enhance enjoyment for people with MND.

Keywords:
disabilityinclusioninformation technologymobile phonemotor neuron diseasevideo gameswell-being

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Area of Science:

  • Rehabilitation and Assistive Technology
  • Human-Computer Interaction
  • Game Design and Accessibility

Background:

  • Motor neuron disease (MND) is a terminal illness impacting quality of life.
  • Video games offer enjoyment and social connection for individuals with MND.
  • Barriers to gaming can worsen isolation, stress, and loss of control for people with MND.

Purpose of the Study:

  • To scope existing research and practices on reducing gaming difficulties for people with MND.
  • To identify technological, physical, social, and economic barriers and enablers.
  • To inform future research and practical interventions for inclusive gaming.

Main Methods:

  • A scoping review was conducted using established frameworks and lived experience input.
  • Literature searches included peer-reviewed studies (PubMed, Swinburne Library) and gray literature.
  • Data extraction and summarization focused on barriers, enablers, and technological solutions for gaming in MND.

Main Results:

  • Only 8 of 85 documents (9%) directly addressed video games and MND, with limited depth and quality.
  • Key technologies examined include customized ICT, game software, and hardware accessibility features.
  • Barriers encompass technological, physical, social, and economic factors, necessitating greater involvement of people with MND in R&D.

Conclusions:

  • A significant gap exists in understanding the lived experience of MND patients with video games.
  • Exclusion from gaming exacerbates social isolation; inclusive design is crucial.
  • Future research and development must prioritize user-focused design, lived experience, and accessible, affordable gaming solutions.