Kinect: The head of Xbox believes that Kinect contributed to the advancement of the video game industry: it boosted Microsoft’s interest in accessibility. Kinect, that cutting-edge device released for the Xbox 360 in 2010 with the ability to adapt motion control and voice recognition through a camera, was an absolute hit at the time. Its more than 35 million units sold support a commercial milestone that, while fleeting and now forgotten, was Xbox’s proper name for a few years. Phil Spencer, Xbox Chief Executive Officer, sees this as one of the company’s greatest contributions to the video game industry.
“It really opened our eyes to what Xbox could be”
In an interview with Edge, Spencer believes that Kinect has sparked a total interest in accessibility; Aspects that we now see materialized with peripherals such as the Xbox Adaptive Controller, which opens the doors to players with reduced mobility or any type of physical disability. This technological product, celebrated and recognized for its contribution to the environment, belongs to the journey started by Kinect a decade earlier.
“Before that, it wasn’t like they were all M-rated games,” he comments on Microsoft’s productions in the e-entertainment sector (via VGC), “but when we started doing things like Kinect Sports and things from other developers [from Happy Action Theater to other dance games], it really opened our eyes to what Xbox could become, ”he says.
Phil Spencer credits the Kinect with serving as a catalyst for Xbox’s future when it comes to accessibility. They wanted everyone to be able to play, not necessarily with a controller in hand, but with actions adaptable to the physical circumstances of each person. He even acknowledges having received emails from parents explaining that their children could not play video games until Kinect arrived at their homes.