ABSTRACT

Nowadays, electronic (i.e., computer and console) games constitute a key source of entertainment. According to Entertainment So ware Association (ESA) (2008), “sixty-nine percent of American heads of households play computer and video games.” And, in contrast to the past, where their vast majority constituted young male gamer players, currently the gaming population comprises a wide range of people of all ages and sexes, 10% to 20% of which is disabled (Gwinn, 2007).