Levelling the Playing Field: Enhancing Gaming for People with...
summary
Argues that about 1 in 5 gamers have a disability (roughly 46 million) and that accessibility is practical not just aspirational, citing standards like the Xbox Accessibility Guidelines and IGDA APX, platform features such as adaptive controllers and system-wide screen readers, and concrete fixes: remappable controls, Assist Mode and one‑handed layouts, subtitles and customizable fonts, color‑blind modes, field‑of‑view and motion reduction, macros and haptic cues. Recommends checklist driven testing with diverse users, case studies (Celeste, Last of Us), and portable settings across console, PC and mobile.
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chapters (18)
- 0:00Inclusive Design 24
- 0:42Speaker & session
- 1:04Speaker intro
- 3:34Talk purpose
- 4:42Gaming accessibility trends
- 8:43Accessibility challenges
- 11:09Affected user groups
- 16:37Standards & guidelines
- 19:07Basic game accessibility
- 22:27Intermediate game accessibility
- 24:33Advanced game accessibility
- 27:33Hearing & speech accessibility
- 30:27General game accessibility
- 33:26Platform features
- 38:47Testing approaches
- 43:40Accessible gaming tips
- 45:35Case studies
- 47:26Q&A
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