Exploring the Current Status of e-sports Participation among People with Disabilities in South Korea
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This study aimed to investigate the current state of E-sports for people with disabilities and provide suggestions for future development in this field. A total of 243 people with disabilities completed a paper-pencil questionnaire, which assessed their participation in E-sports and experiences during participation. The results showed that 44.6% of the respondents participated in e-sports activities. The main reasons for participating were 'fun' and 'to relieve stress'. Respondents mostly played in their own facilities, followed by public and school facilities, with PC games being the most popular genre. The favorite e-sports events were 'Nintendo Wii', 'GoStop', 'FIFA Online', and others. Respondents mostly played 1-2 times a week.This study proposes the cultivation of inclusivity, prioritizing enjoyment and entertainment as primary motivators, and augmenting the accessibility of gaming facilities and equipment through the integration of assistive technologies for future advancements. Overall, the study provides insights into the current status of e-sports use by people with disabilities and offers tangible directions for future improvements, aiming to make e-sports participation more accessible and inclusive.
Abstract
This study aimed to investigate the current state of E-sports for people with disabilities and provide suggestions for future development in this field. A total of 243 people with disabilities completed a paper-pencil questionnaire, which assessed their participation in E-sports and experiences during participation. The results showed that 44.6% of the respondents participated in e-sports activities. The main reasons for participating were 'fun' and 'to relieve stress'. Respondents mostly played in their own facilities, followed by public and school facilities, with PC games being the most popular genre. The favorite e-sports events were 'Nintendo Wii', 'GoStop', 'FIFA Online', and others. Respondents mostly played 1-2 times a week.This study proposes the cultivation of inclusivity, prioritizing enjoyment and entertainment as primary motivators, and augmenting the accessibility of gaming facilities and equipment through the integration of assistive technologies for future advancements. Overall, the study provides insights into the current status of e-sports use by people with disabilities and offers tangible directions for future improvements, aiming to make e-sports participation more accessible and inclusive.
참고문헌 (23)
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