How Games Can Better Accommodate Disabled Players

From colorblindness to subtitles, the medium still has a way to go before it’s really for all the players


Author: Mike Diver

Publisher: Waypoint

Pages: N/A


“By the time the panel wrapped, though, I didn’t feel that a great deal of progress had been made. There were a lot of numbers, about disabled player statistics, and how the small advances made by the industry so far were, in Hoffman’s words, “reinventing the wheel, time and again.” Platitudes were abundant—well meant of course, and everyone involved quite sincerely wanted games to improve in terms of accessibility. But answers weren’t exactly forthcoming; more was said on defining inclusivity and accessibility, rather than illustrating a workable path towards more of it.” – Mike Diver, Waypoint

Curator: Steve Wilcox
Steve Wilcox is an assistant professor in the Game Design & Development program at Wilfrid Laurier University where he researches & creates knowledge translation games. He is also the co-founder & former editor-in-chief of First Person Scholar.

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