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For Steve Spohn, who needs a ventilator to breathe and lacks the strength to propel his wheelchair, video games have been a virtual life changer.

Spohn, 41, has spinal muscular atrophy. His body doesn’t make proteins; his backbone “doesn’t send messages to” [his] muscles,” he said. The effect is a slow but sure closing.

He was only 9 when he lost the ability to breathe on his own and switched to a ventilator. By 10, his arms could no longer push his wheelchair. The physical world presented more obstacles every year.

“Gaming has always been an equalizer for me when I couldn’t go and whatever activity was popular,” he said.

Xbox estimates that there are 400 million gamers like Spohn with disabilities worldwide, and it has taken steps to make its hardware and software more accessible to them. While proponents often find the virtual world more accessible than the world outside, they say more needs to be done by tech companies looking to capture the estimated $2 billion market for gamers with disabilities.

Steve Spohn plays video games from his bed using special devices made for people with disabilities.  He uses the green screen behind him to overlay images for his fellow players to see when they play him online.

There are many aspects to accessible gaming, from the physical hardware to the software and game design, and Xbox is trying to figure out where its customers with disabilities encounter obstacles, said Kaitlyn Jones, a native Wayne and Xbox’s accessibility program manager. games. .

Rather than venturing into the physical world, where he was “facing deadly enemies like stairs,” a Pittsburgh native Spohn met his friends through games like Ultima Online, a massive multiplayer fantasy that aims to approach real life. with an extensive landscape — and offers dozens of people to meet.