Disability in Games
summary
Argues for concrete fixes: add configurable controls and readable high‑contrast fonts, make dexterity prompts optional with a skip sequence option (examples: recent Mario and Bayonetta modes), provide specific seizure and trauma warnings, and design difficulty names without shaming (notes Wolfenstein). Points to the AbleGamers project called include a vacation calm and shows a built Twine game Ceremony about disabled witches where disability is not erased but used creatively, demonstrating practical, implemented alternatives to lazy horror and cyborg tropes.
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chapters (9)
- 0:00Intro
- 2:00Accessibility in games
- 3:20Extreme dexterity
- 5:50Warnings
- 6:30Examples
- 10:10Asylum
- 11:10The Wolfenstein
- 13:50Ceremony
- 16:10Conclusion
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