Achievement Unlocked: Making Your Video Game Accessible
summary
Practical guidance on making video games accessible by using concrete solutions such as adapted controllers, visual filters, and cognitive adjustments to remove unintentional barriers for players with disabilities. It emphasizes accessibility as a design philosophy to integrate from the start so development teams can broaden their audience and improve player experience for people with disabilities, newcomers, and casual players.
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chapters (32)
- 0:00Video game accessibility
- 1:49Disability definitions
- 3:55Temporary vs permanent
- 5:19Barriers in games
- 8:28Pokémon Go barriers test
- 10:31Social impact of games
- 12:14Accessible vs affordable
- 13:38Sims 4 accessibility
- 14:41Beyond filters and subtitles
- 15:43Adaptive hardware for motor issues
- 16:46Remapping controls
- 17:47Palworld long-press controls
- 18:50Just Dance accessibility
- 19:54Visual filters customization
- 21:19Audio feedback for blind players
- 22:21Screen reader compatibility
- 23:45Visual cues and subtitles
- 24:48Subtitle customization
- 26:53Sign language in games
- 27:54In-game communication
- 29:41Cognitive accessibility modes
- 31:05Preventing traumatic experiences
- 33:29Memory and focus aids
- 34:54Annotated maps navigation
- 35:58Cybersickness options
- 37:01Packaging accessibility
- 38:25European Accessibility Act
- 39:49Curb-cut effect benefits
- 41:13Accessibility resources
- 42:34Designing accessible games
- 43:59Three key principles
- 45:02Progress step by step
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