thebestkinectgames

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INCLUSIVE GAME DESIGN

The best game is one
everyone can play.

A game is only fun if you can get into it.

A person seen from behind sitting in a wheelchair in a bright living room, playing a game on a large screen with a handheld controller
AI-generated image, not a photograph of a real person or place.

Small design choices decide who can: whether buttons can be moved, whether speech has subtitles, whether colour is the only clue, and whether a game insists on full-body movement.

24%of people in the UK are disabled

Match a barrier to a fix

Keep in mind

  • Let players remap controls
  • Never rely on colour alone
  • Offer a way round motion tracking
  • Design for more players

THE SHORT ANSWER

Options, not
one way to play.

Accessibility guidelines aim to remove
unnecessary barriers, not lower the fun.

CONTROLS

Let players move the buttons

Allowing controls to be remapped is a basic guideline, and one of the four most complained-about issues alongside text size, colour blindness and subtitles.

Match a barrier

MOTION

Bodies are not all the same

Guidelines say do not rely on motion tracking of specific body types, and keep gesture input supplementary, with key actions also possible by pad, keys or presses.

How studios use them

SOUND AND SIGHT

Subtitles and colour

Basic guidelines include subtitles for all important speech and making sure no essential information is shown by a fixed colour alone.

See the numbers

BARRIER AND FIX

Which guideline
fixes which barrier?

Pick a common barrier to see the matching guideline. The bar shows how demanding the Game Accessibility Guidelines rate it: basic, intermediate or advanced.

Barrier check

Choose a barrier
Buttons in awkward placesBasic: remap

Allow controls to be remapped or reconfigured. It is listed as a basic guideline: easy to implement and wide reaching.

Missing what is saidBasic: subtitles

Provide subtitles for all important speech. Further guidelines cover clear presentation and letting players customise subtitles.

Colour-coded cluesBasic: not colour alone

Ensure no essential information is conveyed by a fixed colour alone, so colour-blind players are not locked out.

Full-body motion trackingIntermediate

Do not rely on motion tracking of specific body types, and make sure key actions can be done with digital controls, with gesture only supplementary.

Split-second timingAdvanced

Do not make precise timing essential: offer alternatives, actions that can be done while paused, or a skip mechanism.

Source: Game Accessibility Guidelines, gameaccessibilityguidelines.com, supporting the industry since 2012.

Guideline wording and levels from the Game Accessibility Guidelines (basic, intermediate and advanced lists). Levels balance reach, impact and cost to implement.

TWO NUMBERS WORTH KNOWING

Disability is common,
and mobility leads.

Both figures from the UK government's
Family Resources Survey, 2022 to 2023.

24%

Share of people who were disabled

16.1 million people in 2022 to 2023, up from 12.2 million (19%) in 2012 to 2013. Disability follows the Equality Act 2010 definition.

UK · FAMILY RESOURCES SURVEY

69%

Disabled people reporting a mobility impairment

Mobility was the most common impairment among disabled adults over State Pension age, followed by stamina, breathing or fatigue (46%) and dexterity (33%).

OVER STATE PENSION AGE · FRS

Among disabled working-age adults, 47% reported a mental health impairment and 41% a mobility impairment. Impairments that affect movement, stamina and dexterity all shape how someone can use a controller or play standing up.

HOW STUDIOS ARE ASKED TO USE THEM

Plan early,
test with players.

The guidelines describe a simple process for teams. Starting early matters, because retrofitting later costs more.

A television screen showing a blurred game scene with large, clear subtitle text on a dark band at the bottom
AI-generated image, not a photograph of a real person or place.

Step 1

Familiarise

Review the guidelines before work starts; many can be met by simple design decisions at the design document stage.

Step 2

Evaluate and plan

Not every guideline fits every game, so decide which ones are relevant to your mechanics.

Step 3

Implement and test

Test prototypes with disabled players; including some in existing play-testing sessions makes a big difference.

Step 4

Tell people

List accessibility features where players can find them, and do not hide options away in settings menus.

THREE LEVELS

Basic, intermediate
and advanced.

Close-up of hands resting on a large, simple one-button switch controller on a wooden table
AI-generated image, not a photograph of a real person or place.

The guidelines sort advice into three levels by balancing reach (how many people benefit), impact (how much difference it makes) and value (the cost to implement). Basic guidelines are easy to implement and apply to almost all game mechanics.

Intermediate ones need some planning but are still good general game design; advanced ones are complex adaptations for profound impairments and niche mechanics. Within each level, guidelines are grouped by motor, cognitive, vision, hearing, speech and general.

Questions

Questions on the way

What does accessibility mean for games?

The Game Accessibility Guidelines define it as avoiding unnecessary barriers that prevent people with a range of impairments from accessing or enjoying a game.

What are the most common complaints?

The guidelines say the four most commonly complained-about issues are remapping, text size, colour blindness and subtitle presentation, while noting that most complained-about is not necessarily the same as most needed.

Are motion-controlled games a problem for accessibility?

They can be for some players. The guidelines say not to rely on motion tracking of specific body types and to make sure key actions can also be done with pads, keys or presses, with gesture as a supplement.

How many people in the UK are disabled?

The Family Resources Survey found 24% of people, 16.1 million, were disabled in 2022 to 2023, using the Equality Act 2010 definition.

Who wrote the Game Accessibility Guidelines?

A group of studios, specialists and academics, with core contributors from organisations including the BBC, OneSwitch.org.uk and Stockholm University. The site says it has supported the industry since 2012.

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