Andy Chalk said:
Currently, almost 50 million Americans suffer from some sort of disability and with videogame systems in 65 percent of U.S. households, that translates into as many as 32.5 million potential customers lost because of a lack of accessibility options in most mainstream games.
Did... did you come up with that conclusion or are you just repeating what someone else told you as that is TERRIBLE abuse of statistics.
(1) disability =/= as age-related infirmity
(2) how are we defining disabled? Are we talking impaired locomotion? Insulin dependency? Even just needing to wear reading glasses?!? What is the definition and how many of those disabilities have any relevance to the ability to pick up a gamepad, use index and thumb to press buttons, and then see a TV screen and hear sound effects.
(3) individuals =/= households
Grandparents may live at home but only little Timmy would ever be interested in his PS2
(4) how BROAD is this definition of proportion of homes with a games console, if some grandparents happen to remember there is an old SNES in the attic is that really the same as a house with a PS3 plugged into the HDTV and constantly used?
(5) You can't just take that 65% and apply it to 50 million disabled and come up with 32.5 million disabled gamers.
Well maybe It shouldn't matter if it is 30 million or just 1 million, or just 1 thousand, the bottom line is even with as many disabled gamers out there they are completely dependant on charities to make adaptations of game controllers such as allowing you to play Xbox 360 games with only one functional hand.