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VERSION:2.0
PRODID:Linklings LLC
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TZID:America/Chicago
X-LIC-LOCATION:America/Chicago
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TZOFFSETFROM:-0600
TZOFFSETTO:-0500
TZNAME:CDT
DTSTART:19700308T020000
RRULE:FREQ=YEARLY;BYMONTH=3;BYDAY=2SU
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TZNAME:CST
DTSTART:19701101T020000
RRULE:FREQ=YEARLY;BYMONTH=11;BYDAY=1SU
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BEGIN:VEVENT
DTSTAMP:20251016T135146Z
LOCATION:Riverside East
DTSTART;TZID=America/Chicago:20251015T173000
DTEND;TZID=America/Chicago:20251015T183000
UID:HFESAM_ASPIRE 2025_sess138_POST459@linklings.com
SUMMARY:A Qualitative Study on Leisure Constraints of Individuals With Mob
 ility Disabilities and the Potential of XR Leisure Content
DESCRIPTION:San Hong and Woojin Park (Seoul National University)\n\nThis s
 tudy investigates the potential of extended reality (XR) technologies to a
 ddress leisure participation barriers for individuals with mobility disabi
 lities in South Korea. Employing qualitative methods and Failure Modes and
  Effects Analysis (FMEA), we systematically identified constraints across 
 intrapersonal, interpersonal, and structural dimensions. Results indicate 
 that intrapersonal barriers manifest as negative social feedback leading t
 o passive engagement; interpersonal constraints create dependency relation
 ships resulting in unequal opportunities; and structural limitations signi
 ficantly impede participation through inadequate physical accessibility an
 d service systems. These constraints generate cascading effects including 
 social withdrawal, passive participation, and sustained negative impressio
 ns of leisure activities. XR technologies demonstrate promising capacity t
 o mitigate these barriers by providing personalized environments for skill
  development, facilitating equitable social interactions independent of ca
 regiving relationships, and offering alternative experiences that transcen
 d physical accessibility constraints. However, implementation challenges p
 ersist, including hardware accessibility limitations and fundamental exper
 iential differences between XR-mediated and traditional leisure participat
 ion. Future XR development should prioritize realistic simulations while i
 mproving accessibility across hardware, software, and content design to ef
 fectively address unmet leisure needs and enhance quality of life for indi
 viduals with mobility disabilities.\n\n
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