Earlier you mentioned input devices. Do you see any trends that other manufacturers, aside from Microsoft, are following suit in terms of hardware for people with disabilities?
Jagnow: These trends have always been there in my opinion. After all, input devices are not just a challenge when it comes to gaming but in job settings as well, where they have to enable people with mobility impairments and motor skills disorders to work on computers. These are ultimately the same technologies that apply in eSports. No matter what program you run on the computer, it’s always about the input, which is why there are already a wide variety of available options. USB interfaces are considered universal interfaces and facilitate custom use. Depending on the impairment, these input devices are made in small quantities since all disabilities are unique and the devices must be adapted accordingly. This represents the crux of the matter. We need to increase awareness that many technical solutions are already available and that people can also use them for gaming or eSports. This tends to be more of a social problem, not a technology problem. The trends are emerging, we just have to give them space and amplify visibility.
So far, many people found their own solutions because there has not been a standard, commercial solution that met their needs. Has Microsoft’s involvement changed all that?
Jagnow: The leading manufacturers are now increasingly aware that they bear and assume social responsibility. Regardless of what happens, the digital sports movement must be committed to utilizing and promoting opportunities in the hardware sector, and if necessary, even bypass commercial interests.
What improvements and changes does the ESBD like to see in the future?
Jagnow: It should be noted that Germany has been a fervent event organizer for more than 20 years. We are primarily lagging in athletic performance. And this is where we as an association come into play and emphasize the creation and professionalization of structures. It's all about having a strong popular sports sector. This means giving amateur athletes the chance to grow and improve in the game, but also to evolve their personalities and build an athletic profile. In doing so, we boost the professional realm, which can benefit from young, highly skilled players. We need a solid regulatory framework to make this possible. We need charitable non-profit structures for organizations that offer eSports options and for pure eSports clubs. As an event and tournament location, we also need an expansion of current visa requirements and qualifications. Right now, holders are allowed a total stay of up to 90 days for sports purposes. This is a first legal ruling that focuses on sports. However, to be able to encourage long-term commitments from athletes or trainers or build major leagues, we need the general approval of "sports privileges".