Designing for gamers with disabilities
summary
Design argues that disability is a product of barriers not conditions, backed by numbers: UK 18% with impairments, PopCap finds 20% of gamers, color blindness affects 8% of men, reading difficulty 14% of adults. Practical fixes include resizing and contrast changes (one UI took one hour to add a contrast slider), clear subtitles with letterboxing toggles and OS accessibility APIs, movable touch controls in Zenonia and Need for Speed’s press-anywhere steering, and Into the Dead adding alternate schemes with an almost 25% split of players using each option.
AI-written summary · about
chapters (9)
- 0:00Introduction
- 1:00What is disability
- 4:15Vision
- 6:52Hearing
- 8:14Fun
- 10:01Motor Accessibility
- 11:14Avoiding Complexity
- 12:31Into the Dead
- 13:30Conclusion
related talks
51mLevelling the Playing Field: Enhancing Gaming for People with...
20mHow to make your mobile games more accessible to people with disabilities
46mInclusive Game Design: Accessible Mechanics & UI
17mLooking beyond blindness: The important role of the disabled in product development
19mDisability in Games
21mMaking a friendly game for players with disabilities
49mFrom Exclusion to Inclusion Advancing Accessible Gaming Together
50mAccessibility Panel
