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The video games are often inaccessible to disabled motor people of the upper limbs. These users have a limited choice of the set of accessible games. We present a new accessible technique of interaction: the Video Games Accessible System. We designed it with an user-centred method. This one is composed of three modules: the Virtual Paddle [5], the AccessiBox and the voice recognition module. Next, we will present the building progress and the relevance of our technological choice through first trials. Finally, we comment the results of those trials and present few future perspectives.
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