Abstract
Video games have traditionally been considered challenging for visually impaired individuals due to their heavy reliance on visual information. However, there exists a notable number of visually impaired individuals who consistently enjoy video games as a form of entertainment. This study aims to elucidate how visually impaired players experience games differently from sighted players. Using Trajectory Equifinality Modeling (TEM), we conducted a comparative analysis of gaming experiences between visually impaired and sighted individuals who regularly play video games. The results revealed both similarities and differences in how these two groups encounter and engage with this form of entertainment over time.