Within the field of human–computer interaction, accessibility of video games is considered a sub-field of computer accessibility, which studies how software and computers can be made accessible to users with various types of impairments. It can also include tabletop RPGs, board games, and related products.[1][2]
In spring 2020, the COVID-19 pandemic caused a massive boom of the video game industry.[3] With an increasing number of people interested in playing video games and with video games increasingly being used for other purposes than entertainment, such as education, rehabilitation or health, game accessibility has become an emerging field of research, especially as players with disabilities could benefit from the opportunities video games offer the most. A 2010 study[4] estimated that 2% of the U.S. population is unable to play a game at all because of an impairment and 9% can play games but suffers from a reduced gaming experience. A study conducted by casual games studio PopCap games found that an estimated one in five casual video gamers have a physical, mental or developmental disability.[5] As games are increasingly used as education tools, there may be a legal obligation to make them accessible, as Section 508 of the Rehabilitation Act mandates that schools and universities that rely on federal funding must make their electronic and information technologies accessible. As of 2015[update], the U.S. Federal Communications Commission (FCC) requires in-game communication between players on consoles to be accessible to players with sensory disabilities.[6] In 2021, video game developers attempted to improve accessibility through every possible avenue. This includes reducing difficulty[7] and enabling auto fire.[8]
Outside of being used as education or rehabilitation tools video games are used as identification aspects leading disabled people to work much harder to attach additional meaning when gaming. This transforms the very nature of playing video games into a fight against a digitally divided culture while seeking their own magic circle.[9]
^Heron, Michael James; Belford, Pauline Helen; Reid, Hayley; Crabb, Michael (2018-04-21). "Eighteen Months of Meeple Like Us: An Exploration into the State of Board Game Accessibility". The Computer Games Journal. 7 (2): 75–95. doi:10.1007/s40869-018-0056-9. hdl:10059/2887. ISSN 2052-773X.
^Heron, Michael James; Belford, Pauline Helen; Reid, Hayley; Crabb, Michael (2018-04-27). "Meeple Centred Design: A Heuristic Toolkit for Evaluating the Accessibility of Tabletop Games". The Computer Games Journal. 7 (2): 97–114. doi:10.1007/s40869-018-0057-8. hdl:10059/2886. ISSN 2052-773X.
^"COVID-19 impact on the gaming industry worldwide - statistics & facts". Retrieved 2021-10-04.
^Yuan, Bei; Folmer, Eelke; Harris, Frederick C. (2010-06-01). "Game Accessibility; A Survey". Universal Access in the Information Society. 10: 6. doi:10.1007/s10209-010-0189-5. S2CID 12129872.
^"Survey: 'Disabled Gamers' Comprise 20% of Casual Video Games Audience". Popcap studios. Retrieved 2015-10-15.
^"FCC Pushes Back on Gaming Industry Accessibility Waiver Request, Consumer Voices Tip the Scales".
^"Video Games, Accessibility and Invincibility". 17 July 2021. Retrieved 2021-10-04.
^"Destiny 2 will get auto-fire as part of an accessibility initiative". 29 September 2021. Retrieved 2021-10-04.
^Wästerfors, David; Hansson, Kristofer (2017-10-21). "Taking ownership of gaming and disability". Journal of Youth Studies. 20 (9): 1143–1160. doi:10.1080/13676261.2017.1313969. ISSN 1367-6261. S2CID 151826073.
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