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Accessibility by Numbers: A Critical Review of Game Accessibility Guidelines

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Disability and Video Games

Part of the book series: Palgrave Games in Context ((PAGCON))

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Abstract

As official regulations and unofficial recommendations on designing accessible video games have continued to grow, several organisations have developed guidelines to make the endeavour easier for developers. This chapter discusses a variety of these guidelines, tests how well these documents delineate areas for improvement in commercial video games and attempts to apply accessibility checklists based on these documents against titles with which are considered applicable. Horowitz’s findings demonstrate each of the documents’ strengths and weaknesses, concluding that while more recent publications are thorough, they also feature highly inapplicable areas that could disproportionately cost developers time and effort. However, in conducting this evaluation, he is also able to conclude by indicating some important areas of accessible game design that developers appear to almost universally neglect.

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Notes

  1. 1.

    Compliance testing and subsequent conformance is an important part of the late stage of developing a title. First-party licensors of consoles have developed their own checklists for developers to use against their titles, including Sony’s Technical Requirements Checklist, Microsoft’s Xbox Requirements, and Nintendo’s Lotcheck. A title which fails to meet these requirements will not be granted permission to release on the corresponding platform.

  2. 2.

    Ipsative measures (i.e. “Which of these do you agree with more strongly? A. I find the game easy to navigate. B. I find navigating the game difficult.”) may have also been appropriate here if not dealing with existing game accessibility guideline documents, of which the original wording needs to be preserved as much as possible.

  3. 3.

    The 23rd category, “118: Photosensitivity”, was absent from the evaluations as its only guideline (in summary, “Xbox Game Studio titles should go through and pass Harding FPA product safety testing without failures”) is untestable without specialist equipment which was not available for this study. Removing the guideline removed the guideline category.

  4. 4.

    n.b. Such a result does not mean that all 15 games returned a value of 5.00 for this guideline, as some values returned an ‘n/a’ result. As 19.6% of the evaluation questions were not applicable, such a scenario was common.

  5. 5.

    Speech-to-text and text-to-speech refer to technologies capable of converting analogue speech into digital text and vice versa. Speech-to-text (STT) software converts the spoken word of users into digital text that is transmittable by chat services or parsable by computers. Text-to-speech software converts digital text—either originally written by human users or generated by machines—into audible spoken text playable over headphones or loudspeakers.

  6. 6.

    “Advanced Best Practices” is a term in the Xbox document covering sign language interpretation, appropriate reading ages, and mechanisms for displaying definitions of words, phrases, idioms, jargon, abbreviations, and acronyms.

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Correspondence to Alexander Horowitz .

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Horowitz, A. (2024). Accessibility by Numbers: A Critical Review of Game Accessibility Guidelines. In: Spöhrer, M., Ochsner, B. (eds) Disability and Video Games. Palgrave Games in Context. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-031-34374-2_10

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