Within the field of
human–computer interaction
Human–computer interaction (HCI) is the process through which people operate and engage with computer systems. Research in HCI covers the design and the use of computer technology, which focuses on the interfaces between people (users) and comp ...
,
accessibility of
video games
A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
is considered a sub-field of
computer accessibility
Computer accessibility refers to the accessibility of a computer system to all people, regardless of disability type or severity of impairment. The term ''accessibility'' is most often used in reference to specialized hardware or software, or a co ...
, which studies how software and computers can be made accessible to users with various types of impairments. It can also include
tabletop RPGs,
board game
A board game is a type of tabletop game that involves small objects () that are placed and moved in particular ways on a specially designed patterned game board, potentially including other components, e.g. dice. The earliest known uses of the ...
s, and related products.
In spring 2020, the
COVID-19 pandemic
The COVID-19 pandemic (also known as the coronavirus pandemic and COVID pandemic), caused by severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2), began with an disease outbreak, outbreak of COVID-19 in Wuhan, China, in December ...
caused a massive boom of the video game industry. With an increasing number of people interested in playing video games and with video games increasingly being used for other purposes than entertainment, such as education,
rehabilitation or health, game accessibility has become an emerging field of research, especially as players with disabilities could benefit from the opportunities video games offer the most. A 2010 study estimated that 2% of the U.S. population is unable to play a game at all because of an impairment and 9% can play games but suffers from a reduced gaming experience. A study conducted by casual games studio PopCap games found that an estimated one in five casual video gamers have a physical, mental or developmental disability. As games are increasingly used as education tools, there may be a legal obligation to make them accessible, as
Section 508
In 1998, the U.S. Congress amended the Rehabilitation Act to require federal agencies to make their electronic and information technology accessible to people with disabilities. Section 508 was enacted to eliminate barriers in information tech ...
of the Rehabilitation Act mandates that schools and universities that rely on federal funding must make their electronic and information technologies accessible. , the
U.S. Federal Communications Commission
The Federal Communications Commission (FCC) is an independent agency of the United States government that regulates communications by radio, television, wire, internet, wi-fi, satellite, and cable across the United States. The FCC maintains ju ...
(FCC) requires in-game communication between players on consoles to be accessible to players with sensory disabilities. In 2021, video game developers attempted to improve accessibility through every possible avenue. This includes reducing difficulty and enabling auto fire.
Outside of being used as education or rehabilitation tools video games are used as identification aspects leading disabled people to work much harder to attach additional meaning when gaming. This transforms the very nature of playing video games into a fight against a
digitally divided culture while seeking their own
magic circle
A magic circle is a circle of space marked out by practitioners of some branches of ritual magic, which they generally believe will contain energy and form a sacred space, or will provide them a form of magical protection, or both. It may be mar ...
.
Barriers to access
Video game accessibility problems can be grouped into three categories that correlate to a specific type of impairment:
* Not being able to receive feedback from the game due to a
sensory impairment. Examples include: not being able to hear dialogue between game characters or audio cues, such as an explosion, because of a
hearing impairment
Hearing loss is a partial or total inability to Hearing, hear. Hearing loss may be present at birth or acquired at any time afterwards. Hearing loss may occur in one or both ears. In children, hearing problems can affect the ability to Lang ...
or unable to see or distinguish visual feedback, such as different colored gems in a puzzle game due to a
visual impairment
Visual or vision impairment (VI or VIP) is the partial or total inability of visual perception. In the absence of treatment such as corrective eyewear, assistive devices, and medical treatment, visual impairment may cause the individual difficul ...
such as
colorblindness
Color blindness, color vision deficiency (CVD) or color deficiency is the decreased ability to see color or differences in color. The severity of color blindness ranges from mostly unnoticeable to full absence of color perception. Color bl ...
.
* Not being able to provide input using a conventional input device due to a
motor impairment; for example, users who rely upon using
switch controller or
eye trackers to interact with games may find it very difficult or impossible to play games that require large amounts of input.
* Not being able to understand how to play the game or what input to provide due to a
cognitive impairment. People with learning disabilities may have low literacy or a combination of
complex needs
Complex commonly refers to:
* Complexity, the behaviour of a system whose components interact in multiple ways so possible interactions are difficult to describe
** Complex system, a system composed of many components which may interact with each ...
, for instance an individual might also have
Ataxia
Ataxia (from Greek α- negative prefix+ -τάξις rder= "lack of order") is a neurological sign consisting of lack of voluntary coordination of muscle movements that can include gait abnormality, speech changes, and abnormalities in e ...
or limited coordination. For example, real-time strategy games require a lot of micromanagement, which may be too difficult to understand and to perform for someone with a learning impairment.
Government regulations
United States
In the US, the
(CVAA) brought up-to-date accessibility guidelines to advanced communication services (ACS), which is considered to include video games with communication elements including text and voice chat and the user interface (UI) elements to reach the chats.
Video game trade groups including the
Entertainment Software Association
The Entertainment Software Association (ESA) is the trade association of the video game industry in the United States. It was formed in April 1994 as the Interactive Digital Software Association (IDSA) and renamed on July 21, 2003. It is based in ...
have requested waivers of CVAA enforcement for video games, arguing that while there is strong interest in the video game community to provide accessibility, video games are first and foremost for entertainment and not for communication, and that because of the complexity of video game software, there are few standardized solutions compared to other ACS platforms.
The
Federal Communications Commission
The Federal Communications Commission (FCC) is an independent agency of the United States government that regulates communications by radio, television, wire, internet, wi-fi, satellite, and cable across the United States. The FCC maintains j ...
granted a final waiver that expired on December 31, 2018, making all video games developed and released after January 1, 2019, expected to be compliant with the CVAA; games that were partially developed after January 1, 2019, are expected to reasonably meet the CVAA compliance, as well as any game that issues major updates after that date. The FCC would hear consumer complaints about games that failed to meet the CVAA, determine how feasible the remedy would be, and then determine if they should issue fines against the publisher of the game title.
Accessible game categories
Over the past decade, small companies and independent game developers have developed numerous games that seek to accommodate the abilities of players with the most severe impairments and which has led to the definition of the following accessible game categories:
* ''
Audio game
An audio game is an electronic game played on a device such as a personal computer. It is similar to a video game save that there is audible and tactile feedback but not visual.
Audio games originally started out as 'blind accessible'-games and ...
s'' are games specifically for gamers who are blind. These games can be played without visual feedback and instead use audio-based techniques such as audio cues or synthetic speech. Th
audiogameswebsite provides a comprehensive overview of available games.
* ''
One-switch games'' are games that can be played using
switch access
Switch access is the use of one or more switches to operate computers and other devices and is primarily used by people with severe physical or cognitive impairment. A switch is an assistive technology device that replaces the need to use a compu ...
and which accommodate the abilities of users with severe motor impairments or cognitive impairments. Th
oneswitchwebsite provides an overview of available one switch games.
* ''
Games for people with a learning disability
A game is a structured type of play usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or video games) or art (su ...
'', people with a
Learning disability
Learning disability, learning disorder, or learning difficulty (British English) is a condition in the brain that causes difficulties comprehending or processing information and can be caused by several different factors. Given the "difficulty ...
, may have low literacy or a combination of
Complex Needs
Complex commonly refers to:
* Complexity, the behaviour of a system whose components interact in multiple ways so possible interactions are difficult to describe
** Complex system, a system composed of many components which may interact with each ...
, for instance an individual might also have
Ataxia
Ataxia (from Greek α- negative prefix+ -τάξις rder= "lack of order") is a neurological sign consisting of lack of voluntary coordination of muscle movements that can include gait abnormality, speech changes, and abnormalities in e ...
or limited co-ordination. A detailed description o
gaming with a learning disability.
* ''
Universally Accessible games
Universality most commonly refers to:
* Universality (philosophy)
* Universality (dynamical systems)
Universality principle may refer to:
* In statistics, universality principle, a property of systems that can be modeled by random matrices
* ...
'' are games that offer multiple interfaces to support different impairments. An overview of universally accessible games can be foun
here
These games are not only great examples of accessible games, but also drive innovation in game design. In recent years, game accessibility has been actively researched, for example in student projects
.
The unique limitations of the target group make such projects interesting, instructive and challenging for students.
''The Last of Us Part II'' (2020) by Naughty Dog is known for its strong focus on accessibility. The game includes over 60 settings to help players with different disabilities. These include things like text-to-speech, high-contrast visuals, and sound cues for gameplay. The developers worked with accessibility experts and players to make sure the settings were useful. The game won the first “Innovation in Accessibility” award at The Game Awards in 2020.
Many tabletop games require the ability to see and understand complex information. Sites lik
64ozgames.comprovide accessibility kits to make inaccessible tabletop games more inclusive.
The
Entertainment Software Association
The Entertainment Software Association (ESA) is the trade association of the video game industry in the United States. It was formed in April 1994 as the Interactive Digital Software Association (IDSA) and renamed on July 21, 2003. It is based in ...
announced its Accessibility Games Initiative along with its partners EA, Google, Microsoft, Nintendo of America, and Ubisoft, in March 2025. The Initiative is designed to provide 24 tags that can be used on physical or digital product labelling to indicate a game's features that address accessibility, such as have narrated menus or joystick inversion controls.
Modifications for improved accessibility
Development tools
Electronic Arts
Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by former Apple Inc., Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry ...
announced in August 2021 that it will offer five patents related to accessibility, including the ping system introduced in ''
Apex Legends
''Apex Legends'' is a 2019 Battle royale game, battle royale-hero shooter video game developed by Respawn Entertainment and published by Electronic Arts, set in the same science fiction universe as Respawn's ''Titanfall'' series. It is offered ...
'', for free to all developers to use without fear of litigation indefinitely, as well as plans to promote any future patents related to accessibility within video games in the same manner.
Controllers
Small companies and volunteer based groups have modded video game controllers to help make video games more accessible for those with physical impairments. Despite these innovations there is no one-size-fits-all solution for accessible controllers.
* ''
Game Box Controllers'' are modified Xbox, Xbox 360, PlayStation 3 controllers, with different switches and are custom to the needs of the individual, with much variety.
* ''
Ben Heck'' modifies Xbox One controllers to be able to function single-handedly.
* ''
The Controller Project'' is a volunteer based project where people can request or build custom controller modifications to better other's gaming experiences.
* ''
SpecialEffect'' is a UK based charity where therapist and technologists modify game controllers and eye motion software to help better the accessibility for games for people with impairments.
* ''
Console Tuner'' is a piece of equipment which lets the player use their preferred controller (Xbox, PlayStation, Wii, Mouse & Keyboard) on compatible systems.
Quadstickis a controller built specifically for
quadriplegics
Tetraplegia, also known as quadriplegia, is defined as the dysfunction or loss of motor and/or sensory function in the cervical area of the spinal cord. A loss of motor function can present as either weakness or paralysis leading to partial or ...
.
Tip Deviceis a tongue-operated Ai-powered HID, built specifically for quadriplegics and
SMA users.
* In 2021 student researchers at the University of California developed and tested a control system based on Facial Expression Recognition with hopeful results.
* Xbox and Windows support the ability for a second controller to be used to assist in game input. Microsoft calls this feature "Xbox Controller Assist", formerly "Copilot".
In September 2023, Sony announced an update to PlayStation 5 allowing two controllers to be used at once, allowing a second player to assist in control of the game.
In September 2018, Microsoft released the
Xbox Adaptive Controller
The Xbox Adaptive Controller (XAC) is a video game controller designed by Microsoft for Windows PCs and the Xbox One and Xbox Series X/S video game consoles. The controller was designed for people with disabilities to help make user input for v ...
, which is the first accessible controller created by a large game controller manufacturer. Besides featuring larger-than-normal buttons and controller inputs, the device allows numerous other devices to be connected through it and programmed for various features, allowing it to be adapted to a wide range of potential handicaps. Microsoft also worked other connectivity options to allow the Adaptive Controller to be connected to other consoles including PlayStation units and the Nintendo Switch, as well as with personal computers.
Sony followed with its own first-party adaptive controller under the working name Project Leonardo in January 2023. The controller is split into two parts with the ability to customize the physical layout of buttons to the user's preference. In September 2023, Sony announced haptic feedback for menu navigation to provide additional feedback on UI inputs for players with hearing or vision impairment.
AAC
Augmentative and Alternative Communication
Augmentative and alternative communication (AAC) encompasses the communication methods used to supplement or replace speech or writing for those with impairments in the production or comprehension of spoken or written language. AAC is used by t ...
technologies are making their way into the gaming industry to improve the social experience for users who are deaf or mute by providing an alternative to mic based communication.
* ''Chat Transcription'' by PlayStation allows its user to read what others say and send text to speech messages through the PlayStation 4's Google Play App named "PlayStation Second Screen".
* ''Party Chat Speech Transcription and Synthesis'' by Microsoft provides similar functionality to its PlayStation counterpart but presents the information on the TV through a first party solution.
* ''Callouts Evolved'' is a cross-play compatible solution that adds Speech Commands and Speech Synthesis to an interactive shared visual interface. It can be accessed on Xbox and PlayStation and is compatible with
Picture-in-picture
Picture-in-picture (PiP) is a feature that can be found in television receivers, personal computers, and smartphones. It consists of a video stream playing within an inset window, freeing the rest of the screen for other tasks.
For televisions, ...
Strategies for improving accessibility
There have been several attempts at composing a set of game accessibility guidelines similar to the
Web Content Accessibility Guidelines
The Web Content Accessibility Guidelines (WCAG) are part of a series published by the Web Accessibility Initiative (WAI) of the World Wide Web Consortium (W3C), the main international standards organization for the Internet. They are a set of re ...
. The most prominent is the
Game Accessibility Guidelines.
Due to the nature of video games though, some of the guidelines are intentionally broken by developers to present a challenge. A good example of this is when
Bungie
Bungie, Inc. is an American video game company based in Bellevue, Washington, and a subsidiary of Sony Interactive Entertainment. The company was established in May 1991 by Alex Seropian, who later brought in programmer Jason Jones (programme ...
recreated the
Vault of Glass Raid. They made several choices to make the encounters more challenging. In the first version, when players were teleported at Atheon there was an indication on the minimap as to where the players went so deaf players could see what door they had to open. In the remake, this indication is removed to encourage communication and present more of a challenge, at the cost of accessibility.
Guidelines by advocacy organizations
The International Game Developers Association (IGDA
Special Interest Group on Game Accessibilityproposed 19 accessibility guidelines in 2004, which were derived from a survey of 20 accessible games. The majority of the games surveyed include games for the visually impaired, and several support motor or hearing impaired gamers.
The Norwegian Medialt organization published a set of 34 game accessibility guidelines on their website, based on the 19 IGDA game accessibility SIG guidelines as well as their own set of guidelines.
2012 saw three major launches
in April 2012 by CEAPAT
Game Accessibility Guidelinesin September 2012 by a group of developers, specialists and academics, an
Includification also in September 2012, by AbleGamers.
In 2019, AbleGamers launched Accessible Player Experienc
APX to increase the number of accessibility experts in AAA studios, as part of their new websit
accessible.games APX focuses on provided an equal play experience without making designers feel restricted, and adding 'Accessibility Champions' to design teams in large studios.
Strategies from academic research
A general criticism of the guidelines is that they tell a developer what to do but not why or how. An extensive literature survey of existing accessible games identified a game interaction design model that allows for precisely eliciting how a disability impairs the ability to play a game. Based on this interaction design model three unique types of high-level accessibility barriers can be identified. Based on existing accessible games, the following strategies are proposed to make games accessible:
*
Deaf/Hard of Hearing and
visual impairment
Visual or vision impairment (VI or VIP) is the partial or total inability of visual perception. In the absence of treatment such as corrective eyewear, assistive devices, and medical treatment, visual impairment may cause the individual difficul ...
** Enhance stimuli: for example, high contrast
color scheme
In color theory, a color scheme is a combination of 2 or more colors used in aesthetic or practical design. Aesthetic color schemes are used to create style and appeal. Colors that create a harmonious feeling when viewed together are often u ...
, increased font size, color blind friendly
color scheme
In color theory, a color scheme is a combination of 2 or more colors used in aesthetic or practical design. Aesthetic color schemes are used to create style and appeal. Colors that create a harmonious feeling when viewed together are often u ...
and zoom options.
** Replace stimuli: for example, subtitles or
closed captioning
Closed captioning (CC) is the process of displaying text on a television, video screen, or other visual display to provide additional or interpretive information, where the viewer is given the choice of whether the text is displayed. Closed cap ...
, audio cues,
sonification
Sonification is the use of non-speech audio to convey information or perceptualize data. Auditory perception has advantages in temporal, spatial, amplitude, and frequency resolution that open possibilities as an alternative or complement to vis ...
,
speech synthesis
Speech synthesis is the artificial production of human speech. A computer system used for this purpose is called a speech synthesizer, and can be implemented in software or hardware products. A text-to-speech (TTS) system converts normal langua ...
or haptic cues.
*
Motor impairments
** Replace input: for example, support for
direct voice input or a
brain–computer interface
A brain–computer interface (BCI), sometimes called a brain–machine interface (BMI), is a direct communication link between the brain's electrical activity and an external device, most commonly a computer or robotic limb. BCIs are often dire ...
.
** Reduce input: for example,
switch access scanning and remove or automate inputs.
*
Cognitive impairment
** Reduce stimuli: for example, limit the number of game objects, or simplify the storyline.
** Reduce time constraints: for example, slow down the game.
** Reduce input: for example, remove or automate inputs that needs to be provided.
Advocacy
Games Journalism articles advocate for accessibility in two ways, generally. First, with simple awareness. More discussion on the topic aids in "justifying the need to address these challenges in the breadth of game culture". And second, with solutions to accessibility problems benefiting players and developers alike.
Several Media Outlets and Game Development/Production Companies participate in
Global Accessibility Awareness Day campaigns to raise funds and spread awareness among the public as well as their own staff.
Stevie Wonder, while presenting at the 2009
VGA Awards, spoke out about game accessibility requesting the industry create more accessible games.
Several advocacy organizations and groups have been formed to raise awareness within the game industry of the importance of making games accessible.
* In 2003, the
International Game Developers Association
The International Game Developers Association (IGDA) is a nonprofit professional association whose stated mission is to "support and empower game developers around the world in achieving fulfilling and sustainable careers."
The IGDA is incorp ...
(IGDA) introduced the
Game Accessibility Special Interest Group, founded by
Thomas Westin. In 2006, the
Bartiméus Accessibility foundation initiated the
Game Accessibility project, a project which focuses on creating awareness and providing information for game developers, researchers and gamers with disabilities, led by
Richard Van Tol. These two major groups work together as advocates within the game industry for increasing the accessibility of video games for gamers with disabilities.
* In 2004, two gamers with disabilities, Mark Barlet and Stephanie Walker, founded
AbleGamers.com, set out to further advance game accessibility in the AAA gaming space. Some of their efforts include: pressuring
NCSoft
NCSoft Corporation (stylized as NC, formerly stylized as NCSOFT; ) is a South Korean video game developer and publisher headquartered in Pangyo, Seongnam, South Korea, primarily known for the distribution of massively multiplayer online role-pl ...
to remove
Game Guard from the game
Aion and discussing with game developer
Blizzard
A blizzard is a severe Winter storm, snowstorm characterized by strong sustained winds and low visibility, lasting for a prolonged period of time—typically at least three or four hours. A ground blizzard is a weather condition where snow th ...
the addition of color blind friendly enhancements to the game
World of Warcraft
''World of Warcraft'' (''WoW'') is a 2004 massively multiplayer online role-playing (MMORPG) video game developed and published by Blizzard Entertainment for Windows and Mac OS X. Set in the '' Warcraft'' fantasy universe, ''World of War ...
. In 2009 AbleGamers.com started 501(c)(3) nonprofit
The AbleGamers Foundation to facilitate their work.
* In 2010, the
Accessible GameBase was launched by the charity
SpecialEffect. This was a site that aimed to develop a welcoming, all-encompassing gaming community.
* In 2012, a group of games studios, specialists and academics came together to create the
Game Accessibility Guidelines which won the
FCC's Chairman's award for
Advancement in Accessibility. This website has many tips for game developers as to how to make their games more accessible to those who have disabilities. They raise awareness about the need for accessibility and the ease of which some features can be implemented.
* In 2016, the site
Meeple Like Us was launched. With a specific focus on board games, it provides comprehensive and detailed accessibility analyses of hundreds of modern hobbyist tabletop games, along with reviews and editorials on a range of game accessibility topics. In 2024, a book of observations and insights was published by the author.
* In 2018, Coty Craven launched
Can I Play That?, a games accessibility resource for gamers and developers. ''Can I Play That?'' expanded upon their previous Deaf / hard-of-hearing video game reviews to consider the wider experience of disabled gamers. ''Can I Play That?'' provides accessibility reviews, news and features, as well as workshops for developers and games studios and annual Accessibility Awards.
Despite these, and other initiatives, the situation is far from perfect: Many game developers are still very much unaware of game accessibility. Developers who acknowledge the importance of game accessibility and want to use it in their designs often don't know how to do so. Games developed in research projects usually consist of small demos ("
proofs of concept") which lack the quality and (re)playability of mainstream games. This is usually also the case with games that have been developed by small companies and hobbyists. Knowledge about accessible game design that is gained in such projects often fails to get documented. In recent years, game accessibility has become a topic of increasing interest to the academic research community. It is recommended that collaborating with people who have disabilities can vastly improve the results of accessibility initiatives.
See also
*
Computer accessibility
Computer accessibility refers to the accessibility of a computer system to all people, regardless of disability type or severity of impairment. The term ''accessibility'' is most often used in reference to specialized hardware or software, or a co ...
*
Xbox Adaptive Controller
The Xbox Adaptive Controller (XAC) is a video game controller designed by Microsoft for Windows PCs and the Xbox One and Xbox Series X/S video game consoles. The controller was designed for people with disabilities to help make user input for v ...
References
*
Further reading
*
{{refend
Video game development