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The charity also developed a solution for six-year-old Xbox fan Elliott. "It just makes him the same as everyone else," his mom told the charity. "He's naturally competitive, and this puts him on an equal footing." Through their modifications, SpecialEffect made it possible for him to play couch co-op with his sister for the very first time.For people like Ceyda, Ajay, and Elliott, video games mean something bigger. It's not just about the simple pleasure of being able to bomb it down the track on Sonic & All-Stars Racing Transformed, or faff around on the latest FIFA. They're a means of escaping the ennui and struggle of everyday life, a way of feeling included and being able to compete against and communicate with other people. It seems that when everything's stripped away, video games take on a profound new meaning. It's about being able to feel the magic. And the positive impact this technology has on their lives is immeasurable."Many traditional funding bodies don't see video games as a priority. It's a bonkers business model." —SpecialEffect's Mark Saville
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There's a growing and heart-warming world of stories created by the fantastic work of the charity. They go on and on. There's 11-year-old Conor, who communicates with his family using his PlayStation 3. There's Tom, who was able to spank his older brother seven-nil on FIFA after years of playing the underdog. And there's Becky, who created a series of weird, wonderful, eye-sculpted creatures in Spore. None of these stories could be told without SpecialEffect.When all's said and done, we're left with the images of nine-year-old Ceyda, giggling at the screen, surrounded by her Disney figures, exploring worlds that were previously off limits, and forging friendships that were otherwise impossible.Ceyda, you're right. You are most definitely a gamer now.Find out more about SpecialEffect, and donate if you like, here.Follow Jonathan on Twitter.Read on Motherboard: In the Transhumanist Age, We Should Be Repairing Disabilities, Not Sidewalks