Growing Up with Cerebral Palsy (CP) and Games: Case Study on the Accessible Gameplay Experiences ...
summary
Qualitative case study with five players with CP (ages 13–25) and parent interviews, workshops and thematic analysis finds three themes: Establishing Healthy Self, Navigating Peer Culture, Preparing Adult Life. Games start as family leisure then become spaces for mastery, emotional communication, peer entry, identity play and career exploration; participants co‑construct gaming culture rather than passively consume it. Design needs include accessibility features and controllers, better in‑game challenge tuning, and inclusive multiplayer plus direct involvement of players with CP in development.
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