MYOLINK esports: Exploring EMG-based Control Interface through Muscle Activation and Inhibition to Enable Common Gameplay Mechanics among Players with and without Physical Disabilities

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Authors: Masato Shindo, Shiina Takano, Shuto Sako, Akihiro Miyata, Ryosuke Aoki
Cited by: 1
References: 64

Abstract

Esports have highlighted both their potential for social inclusion and the accessibility challenges faced by individuals with physical disabilities. This study introduces a novel paradigm for inclusive esports by shifting game control from traditional kinematic inputs to kinetic inputs. An EMG-based control interface enables gameplay through force regulation (e.g., muscle activation and inhibition). The aim is to explore how this interface enables common gameplay mechanics among players with and without physical disabilities. User Study 1 involved 20 able-bodied participants performing competitive esports tasks to examine how EMG-based control accuracy is influenced by movement range, such as wrist and elbow motion. User Study 2 extended the investigation to eight participants with physical disabilities to compare control accuracy between disabled and able-bodied users. The findings suggest that the interface enables common gameplay mechanics for individuals who can separately control activation and inhibition of each muscle corresponding to each EMG sensor via calibration adjustment but disability-related involuntary muscle activity and unintended co-contraction remains a major challenge for the interface.

Fields of Study & Subjects

Muscle activation and electromyography studies Motor Control and Adaptation Stroke Rehabilitation and Recovery

Publication details

Journal / source
Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems
Publisher
ACM
Pages
1–24
Publication date
13 April 2026