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Game accessibility

Accessibility of video games to disabled people

  • 13 min read
  • 6 chapters

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Through COVID-19 pandemic, Digital divide and Disability

In spring 2020, the COVID-19 pandemic 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 of the Rehabilitation Act mandates that schools and universities that rely on federal funding must make their electronic and information technologies accessible. As of 2015, the U.S. Federal Communications Commission (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.

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 or unable to see or distinguish visual feedback, such as different colored gems in a puzzle game due to a visual impairment such as colorblindness.
  • 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; for instance an individual might also have ataxia 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.

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