You had your big gaming appearance at gamescom 2016, where you competed against Sep (Sebastian Lenßen) from the PietSmiet gaming collective. How did this duel, which got you major media attention, come about?
Winkens: The reason behind the duel was the "Neue Nähe" project by the Aktion Mensch (a nationwide social lottery in Germany that provides support for nonprofit organizations working in the field of disability, as well as generally supporting inclusion in society). Thanks to my controller, gaming became an interesting topic. This is when the idea came up to compete against Sep during the gamescom.
Back then, you went up in a race against the leader in the previous Formula 1 game version. Not exactly the easiest game if you don't use a standard controller, is it?
Winkens: As a genre, I love racing video games but I prefer arcade-style racing like the Need for Speed series or Dirt. Those are obviously games that don't necessarily emphasize driving accuracy. Meanwhile, Formula 1 is actually more of a racing simulation game.
Having said that, you actually had a four-second lead over the "professional" in one round. Sep took revenge on you in Cologne this year in Rocket League and won that round. Do you already have a 2018 date set for the rematch of the rematch?
Winkens: Sep is definitely interested in doing this but we have not set an official date yet. But I will definitely follow up with him as well.
How important is it for you to raise awareness of accessibility?
Winkens: Extremely important. We are fewer in quantity than the others but we are growing in numbers. At any rate, the interest of people with disabilities in gaming is great. I try to determine where I can help. For example, I help beginners with using the QuadStick. There is generally a lot of mutual assistance in the community. However, I also look for alternative controllers and enhancements for the QuadStick. Many gamers also try to develop a personal relationship with manufacturers. We are not a large community and known to the point where we can exert public pressure. However, once you get in touch with developers, they are usually very interested and willing to make changes to ensure more accessibility.
Things have already improved in the industry but what still needs to happen to make gaming an option for more people?
Winkens: After I was unable to get an appointment with the two major manufacturers Sony and Nintendo, I got in touch with a startup company during the last gamescom. Things are definitely in the making but I am not allowed to reveal any concrete details. I also recently provided input on accessibility for a beta test for a small independent game. Even though the questions were still of a more general nature, things are definitely improving. Generally speaking, there are more and more gaming-related questions. As part of the HelpCamps Barcamp (see We asked), the maker movement has recently also expressed interest. 3D printing likewise offers many new possibilities.
Generally, it would be much appreciated if the major manufacturers would pay more attention to this subject and also allow controllers made by third parties for special purpose solutions for example. PlayStation asks me every ten minutes whether my QuadStick is the original controller. If I have to constantly confirm that everything is correct, it relentlessly interrupts your game.
"Normal" video games played with consoles are already difficult in terms of their accessibility. What do you think about the trend towards virtual reality games wearing VR glasses?
Winkens: Needless to say, these games allow you to immerse even more in other worlds. The actual idea is intriguing. I have already tested this, although I was unable to connect my QuadStick. VR glasses obviously limit my range. If you are required to move around a space without a conventional controller, it clearly makes many games unplayable.
Augmented reality technology with HoloLens could offer more options for people with disabilities. The control mechanism could be voice-activated or done with an extra pressure sensor. Since the "screen" is integrated into the user's own field of vision, there is no risk of accidentally bumping into other persons or objects in the room.