According to Rocky Mountain College of Art and Design (RMCAD) (2025):
Accessibility represents far more than a gaming buzzword. This term references the need for gaming experiences that can be seamlessly navigated and enjoyed by a wide range of users, regardless of whether they have physical or cognitive disabilities or whether they deal with various visual or hearing impairments.
With the above statement, we understand (somewhat) what accessibility means in video games. But why does it matter? Well, not only is it a monetary issue (i.e., the more people who can play/feel comfortable playing our game, the more money we are likely to get) but in many cases it is also a legal right. Powers et al. (2015) creates a great synopsis of the two major acts that affect accessibility in video games in the US (note: this is by no means cited correctly. However, I feel that both overviews provided by Powers et al. (2015) of the following acts are important to read):
Because "historically, society has tended to isolate and segregate individuals with disabilities," (Americans with Disabilities Act of 1990, § 12101 (a)(2)) the Americans with Disabilities Act and similar laws have been put in place to ensure equal access. Communication barriers along with education, transportation, and architectural barriers are just a few examples of the obstacles that people with disabilities encounter daily. The ADA was signed into law, by President George H.W. Bush in 1990 (Introduction to the ADA, 2014), with the purpose of "[assuring] equality of opportunity [and] full participation" (Americans with Disabilities Act of 1990, §12101 (a)(7)) in modern society.
The ADA ensures equal access through two main mechanisms. The first is by accommodating the individual with disabilities. This can include providing an American Sign Language interpreter for a person who has hearing loss or allowing a service animal into a restaurant regardless of a no pet rule. Generally, an accommodation must be provided "unless the entity can demonstrate that making such modifications would fundamentally alter the nature of such goods, services, facilities, privileges, advantages, or accommodations" (Americans with Disabilities Act of 1990, § 12182(b)(2)(A)). An entity may also be exempt from providing the accommodation if it can prove that doing so would be an undue burden because of the cost and difficulty (Americans with Disabilities Act Title III Regulations, 28 C.F.R. § 36.104).
The second mechanism is by designing physical facilities under specific scoping requirements. These Americans with Disabilities Act Accessibility Guidelines state the required number of accessible parking spaces, clear door widths, counter heights, and many other design specifications to ensure equal access. New construction must abide by these standards unless it would be structurally impracticable (Americans with Disabilities Act Title III Regulations, 28 C.F.R. § 36.401(c)). Alterations must follow these standards to the maximum extent feasible (Americans with Disabilities Act Title III Regulations, 28 C.F.R. § 36.402(a)); and existing facilities must remove any architectural barriers to access when it is readily achievable (Americans with Disabilities Act of 1990, 42 U.S.C. § 12182(b)(2)(A)(iv)). "The term readily achievable means easily accomplishable and able to be carried out without much difficulty or expense" (Americans with Disabilities Act of 1990, 42 U.S.C. § 12181(9)).
The mandate for equal access has been interpreted to apply beyond that of physical structures. For example, in an ADA Title III case the court held that " [i]t would be irrational to conclude that persons who enter an office to purchase services are protected by the ADA, but persons who purchase the same services over the telephone or by mail are not. Congress could not have intended such an absurd result" (Carparts Distrib. Ctr. v. Auto. Wholesaler's Assoc., 1994). In National Association of the Deaf, et. al., v. Netflix Inc. (2012), the court reasoned that the same principles ought to apply to services provided over the internet.
However, The ADA has not been held to apply to video game design. In Stern v. Sony Corp., et al. (2010), a plaintiff with a learning disability brought a suit claiming that Sony violated Title III by failing "to accommodate his disability by modifying … video games … to provide visual and auditory cues" in a manner to make them accessible to the plaintiff. The Court ruled against the plaintiff, holding that Sony is not a place of public accommodation as a manufacturer of video games. Whether video games are a good is somewhat of a grey area. In fact, software companies have traditionally classified games as a service (Lane, 2012). Ultimately, the difficulty in applying the ADA to the medium is that there exists no direct historical equivalent for comparison.
The 21st Century Communications and Video Accessibility Act "follows a string of laws, passed in the 1980s and 1990s that were designed to ensure that telephone and television services would be accessible to all Americans with disabilities, and the … law contains groundbreaking protections to enable people with disabilities to access broadband, digital and mobile innovations — the emerging 21st century technologies for which the act is named" (Twenty-First Century).
Before signing the bill into law on October 8, 2010, President Barrack Obama stated, "The 21st Century Communications and Video Accessibility Act will make it easier for people who are deaf, blind or live with a visual impairment to do what many of us take for granted — from navigating a TV or DVD menu to sending an email on a smart phone. It sets new standards so that Americans with disabilities can take advantage of the technology our economy depends on. These changes are about guaranteeing equal access, equal opportunity, and equal respect for every American" (Remarks by the President, 2010). The laws purpose is to increase the level of participation in the American political and economic system for individuals with disabilities by "increasing the access of persons with disabilities to modern communications" (Guide, n.d.). In other words, the law recognizes the importance of communication technologies and that any accessibility barriers to these technologies impacts citizen participation. An inaccessible sidewalk or door can restrict a person who uses a wheelchair from entering a public library to enjoy the materials within. Much in the same manner, a television program or film without closed captioning can limit a person with hearing loss's ability to understand the contents therein. Whether the barrier is physical or digital, the impact is the same: inaccessible information for individuals with disabilities. In the modern day of technology, access to digital media is essential. It is how we shop, learn, date, work, and play. The importance for an accessible digital world becomes more significant because the digital market is replacing the physical market. A widely known example of this phenomenon is the demise of the print newspaper (Plunkett, 2005).
In sum, the statutes mentioned above were designed to ensure equal and full participation in the American democracy and economy for individuals with disabilities; and the laws apply to every part of life or at least ought to according to their legislative intent (see National Association of the Deaf, et al. v. Netflix, Inc., 2012). For a number of reasons, including the laws' inability to evolve, individuals with disabilities are being left out of the digital world. "In 2009, a study conducted by the FCC revealed that people with disabilities are less likely to use Internet-based communications technologies: 65 percent of Americans have broadband at home, but only 42 percent of Americans with disabilities have these services" (Horrigan, 2010). A failure to adopt or amend these laws to include new technologies would mean that a part of our society would be segregated for individuals with disabilities and would counter the very essence of these laws.
Powers et al. (2015) state, "Their purpose is not to confer a benefit to people with disabilities, but to ensure equal access and opportunity", pointing out that accessibility is far more regulated and detailed in other countries, such as South Korea and the United Kingdom. In fact, according to Soyer (2022), the 21st Century Communications and Video Accessibility Act did not apply to video games until 2019. Soyer (2022) states, "With the 2019 update of the 21st Century Communications and Video Accessibility Act, video games must have voice over, electronic messaging, and video conference options".
Additionally, a large portion of the "gamer" population have some sort of neurodivergence or or are people with disabilities. Stabley (2023) opens his article with, "With more than 3 billion estimated players around the world today, the video game industry has grown far beyond its kid-focused, arcade origins. Yet while more people pick up and play, limitations of the games still leave some behind." This is corroborated by AbleGamers (2024), "While estimates vary, some studies show that individuals with disabilities make up around 20% of the gaming population, while others suggest over 30% of gamers have a disability. It’s also estimated that around 45% of individuals with disabilities play video games." That is roughly 600,000,000 to 900,000,000 of gamers-- a very significant part of the market.
Some of these we can probably guess (or perhaps you live with them yourself). But it is worth noting some of the common types of disabilities. Note: these are just some of examples for the following and not at all comprehensive. If you feel that I am missing something that should be put in this section please email the instructor, who will add it to the list.
This can range from people with blindness and people with partial blindness (such as blurry vision or color blindness) to Dyslexia.
This ranges from barely noticeable issues, such as walking gaits or even holding a controller (i.e., small muscle spasms or twitches), to full paralysis. This also includes more pronounced physical differences, such as a clubbed or partially formed hand or loss of motor skills due to injury.
This can include ADHD (attention deficit hyperactivity disorder), Autism, extreme anxiety, OCD (obsessive-compulsive disorder), and many more besides.
This can include various stages of hearing loss, Auditory Processing Disorder (APD), and more.
According to RMCAD (2025), "Applied to gaming, accessibility determines how easily various users can understand and control games. The goal of accessibility in gaming is to make these experiences widely available and enjoyable, but without hampering the overall vision or quality of top games."
So, how do we achieve this? Soyer (2022) gives us the best starting point:
And in order to make a space more inclusive and equitable, change can only happen when those most affected have a seat at the table. This is why large gaming companies should hire gamers with disabilities as accessibility directors and consultants.
The above statement by Soyer (2022) is also championed by AbleGamers (2024), stating "For developers looking to enhance their games’ accessibility, AbleGamers’ Player Panels provide invaluable feedback, featuring hundreds of registered playtesters with disabilities who evaluate games’ accessibility features and barriers." AbleGamers (2024) goes on to say that player panels can provide direct insights from players with disabilities, improve accessibility, and lead to better products that focus on usability. From a stand point of video games in general, this makes a lot of sense. We talked previously about gearing our marketing to our target population, and the best way to do that is to get direct feedback from the population. So to is understanding the accessibility deficits of our game-- we should go direct to the source rather than relying simply on guidelines and various other tools, which we will note further.
Soyer (2022) also points out "It’s also important to note that while an accessibility feature may be designed for one specific disability, it can end up benefiting people with various disabilities, and people without disabilities. Disabilities also often intersect, meaning an access need cannot be relegated to one condition." Powers et al. (2015) also posit that "The barriers to accessibility are usually mere oversights that can be remedied with little or no cost, and accessibility features or options do not fundamentally alter the underlying content." So, it really does behoove game developers to design with accessibility in mind.
First, it is important to note that we are not alone-- the industry is starting a paradigm shift with accessibility in mind. There are several popular guidelines and frameworks (noted in the next section, The Future of Accessibility in Video Games) that are freely accessible and, at a minimum, provide excellent starting points.
Second, the following focuses specifically on the disabilities noted above and is no way comprehensive and there are other tools, such as various benchmarks and simulations, that can help us make our game more accessible.
RMCAD (2025) suggests that we use various symbols to help quickly represent different things (i.e., an exclamation point for a quest or a question mark for someone we have yet to talk to), high-contrast colors (i.e., white text on a blue background, such as the above section, makes it so that even people who cannot see blue should be able to make out the text), and universal design principles to help provide the best visual experience. Soyer (2022) suggests that we should provide audio narration, text-to-speech, and screen magnification.
Soyer (2022) also recommends that we have content warnings/seizure warning and allow players to skip sections as needed or completely replace certain creatures (for example, many games, such as Star Wars: Jedi Survivor, Dragon Age: The Veilguard, and Monster Hunter: Wilds now have an arachnophobia toggle that either completely removes spiders from the game or changes it to a different model and other games, such as The Elder Scrolls: Skyrim have mods that do the same).
AbleGamers (2024) suggests that we provide flexibility in our game. This is more than allowing gamers to change various volume settings or even the size and background of text. It also means changing the difficulty settings, customizing control schemes, allowing players to change the speed of various mechanics (for example, leaving quick time events on the screen for longer), allowing players to adjust the brightness, darkness, gamma, and more.
Powers et al. (2015) state, "The video game industry is in its infancy, so it is no surprise that the movement to make said industry accessible is also in infancy; which is exemplified by the aim of accessibility activists." Later, they conclude:
Video games pose the same dilemmas as do other technologies for people with disabilities. On the one hand, the technology can create new ways in which a person with a disability can participate or interact in a community, but that same person may be barred from using the technology if it is not designed barrier free. (Powers et al., 2015)
Additionally, Soyer (2022) concludes:
As game accessibility advocate Kyle Abbate noted in an article from The Verge, having consistent accessibility standards across the video game industry would be greatly beneficial, allowing for accessible features gamers know they can count on in any game they purchase.
Additionally, Powers et al. (2015) note in their introduction "To achieve equal access in this industry, a legally binding accessibility standard for video game design ought to be adopted." This is further echoed by AbleGamers (2024), who state "The issues in the gaming industry include a lack of universal standards for accessibility and sporadic implementation of inclusive features". However, the US game industry, self-regulated as it is, has begun to make strides towards the direction of accessibility and inclusivity.
Xbox, one of the game industry's biggest leaders, both in hardware and games, is also leading the pack when it comes to accessibility. Their Game Accessibility Guidelines provide a baseline for video games offered on Xbox-- and is accessible to all game developers. And, because Xbox owns a number of game developers, other developers and publishers will need to follow suit so as not to alienate various player bases. Not only that, but Xbox has begun to research accessible hardware for gamers with disabilities.
Additionally, game developers should review the Game Accessibility Guidelines (check out their Excel Checklist too) and the AbleGamer's APX. These comprehensive tools can provide a great starting point for game devs.
The above guidelines and frameworks could become the base for a comprehensive law or set of laws surrounding the accessibility and inclusivity of video games and, as Soyer (2022) put it, give players with disabilities that crucial "...seat at the table" and ensuring that games have "...accessible features gamers know they can count on in any game they purchase".