Case study · Accessibility · Events · Research

Over the Barriers

A fully accessible gaming tournament at Nokia Arena — and the research it became.

2024 & 2025 · Nokia Arena, Tampere · Xbox sponsorship · Streamed live on Yle Areena

AccessibilityEsportsEvent DesignEthnography

The problem

Gaming events are rarely built for disabled players. Accessibility, where it exists, is an afterthought — a ramp at the door of an experience designed for someone else. I wanted to test what happens when a tournament is designed accessible-first: venue, hardware, format, communications, everything.

What I did

I designed, fundraised and led the tournament end to end, twice.

  • Secured Xbox as sponsor and Nokia Arena as venue — an international brand and Finland’s flagship arena backing an accessibility-first event.
  • Recruited and led the volunteer team; designed the tournament format around adaptive controllers and mixed-ability play.
  • Ran communications: brand, social media, press, and the live broadcast relationship with Yle Areena, Finland’s national streaming service.

Results

  • 2024: 100+ attendees in person, a packed venue, streamed live on Yle Areena.
  • 2025: second edition, ~50 in person, again live on Yle Areena.
  • The event became an ethnographic study of accessible esports event design, now under review at Academic Mindtrek 2026 — and a talk at the Spring Game Researcher Seminar, Tampere Game Research Lab (May 2026).

What it proves

Accessibility is my specialism, not a side interest. I can take an idea from nothing to a sponsored, broadcast, arena-scale event — and then turn the practice into research.

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