Photo credit: venturebeat.com
Entertainment Industry Takes Steps Towards Greater Accessibility in Gaming
The Entertainment Software Association has unveiled the Accessible Games Initiative, aimed at enlightening players about the accessibility features available in video games.
Supported by founding members such as Electronic Arts, Google, Microsoft, Nintendo of America, and Ubisoft, this cross-industry initiative seeks to deliver clear information regarding the accessibility options players can expect when selecting a game.
The initiative was officially introduced at the Game Developers Conference (GDC), a notable event where collaboration across the gaming sector is not typically common. However, the importance of accessibility has gained increasing visibility over the years. Notably, Microsoft introduced the Xbox Adaptive Controller in 2018 to aid gamers with limited mobility and launched a memorable Super Bowl commercial with the empowering message, “When everybody plays, we all win.”
A core aim of the Accessible Games Initiative is to ensure players are informed about which accessibility features are integrated into specific video games.
“Imagine the disappointment of buying a game you were eager to play, only to discover it doesn’t cater to your needs,” stated Aubrey Quinn, the ESA’s Senior Vice President of Communications, during the conference.
Quinn elaborated in an interview with GamesBeat that many players facing challenges have abandoned gaming due to frustration over accessibility limitations. While discussing the initiative, she shared the story of a deaf player frustrated by the lack of closed captioning in dialogue-driven games, resulting in confusion about the game’s narrative. “Listening to players express how crucial these features are for their gaming experience has deeply resonated with us,” Quinn remarked.
The initiative begins with a set of 24 clearly defined tags, each representing specific accessibility features. For example, tags may indicate large and clear subtitles, narrated menus, and the ability to save gameplay at any time, among others. Over time, companies involved in the initiative will integrate these tags into their game listings—either on digital storefronts or product pages—to assist consumers, including parents and educators, in better understanding what features are available before making a purchase.
“Tens of millions of Americans live with disabilities and often encounter obstacles that hinder their ability to enjoy gaming,” stated Stanley Pierre-Louis, ESA president and CEO. “We take immense pride in announcing the Accessible Games Initiative alongside industry leaders. It exemplifies the positive impact we can achieve when we join forces toward a common goal of making gaming more inclusive.”
The initiative’s conception traces back to collaboration among Electronic Arts, Google, Microsoft, Nintendo of America, Sony Interactive Entertainment, and Ubisoft, with Amazon Games, Riot Games, Square Enix, and Warner Bros. Games joining shortly before the GDC announcement. The ESA will oversee the initiative, representing the U.S. video game industry.
Quinn indicated that the tags for accessibility would complement existing industry efforts. This initiative is the result of three years of planning and discussion, with significant input from accessibility experts and industry professionals, including responses from players with disabilities.
During the panel discussion, which featured notable representatives from the founding companies, there was a rare display of unity among competitors. “This is a collective endeavor,” said Steven Evans from Nintendo of America. “We believe we can engage the entire industry, whether it has established accessibility programs or is starting from scratch.”
Quinn noted the contribution of advocacy work, mentioning individuals like Mike Luckett, a former Army officer who experienced a life-altering spinal cord injury and became an advocate for accessibility in gaming. “Mike’s story illustrates the potential of video games to inspire and broaden horizons,” she emphasized.
Before joining the ESA, Quinn worked with Children’s Miracle Network Hospitals in 2008, where she witnessed firsthand the therapeutic benefits of gaming for children facing serious health challenges. “I often saw video games used as therapy and a means for kids to find joy in daunting circumstances. I truly grasped the transformative power of play,” she recounted.
With millions of people in the United States living with disabilities, the ESA maintains that everyone should have the opportunity to enjoy gaming. “Our industry has long sought innovative methods to enhance game accessibility,” Quinn remarked, highlighting the ongoing investments in adaptive technologies as well as design processes that prioritize inclusivity.
She continued, “Many players have recounted experiences of buying games only to discover they lacked the necessary accessibility features for them to play.” The initiative aims to address this by providing clear, straightforward information on accessibility features.
The established set of tags includes categories such as auditory features, gameplay features, input features, and visual features. “These tags encompass existing features widely found in many games, and our goal is simply to make them easier for players to locate,” Quinn explained.
The full list of tags and their definitions can be accessed at accessiblegames.com, developed with input from players with disabilities and advocacy groups, ensuring they reflect real-world needs.
While the implementation timeline varies by company, participation in the program remains voluntary. Tags will be placed in prominent locations on digital platforms to boost visibility.
Quinn asserted that the initiative focuses on fostering an inclusive environment where every individual can engage with gaming, stating, “We aim to make the power of play accessible to all and ensure we bring consistency for players seeking such features.”
She concluded by emphasizing the vision of a gaming landscape where everyone’s ability to play is respected and facilitated. The work on improving accessibility remains ongoing, with the expectation of evolving tags and introducing new ones in response to community feedback and technological advancements in the future.
“What we’ve initiated here is truly historic,” stated accessibility consultant Paul Amadeus Lane, marking a significant step in the industry’s journey toward inclusivity.
Source
venturebeat.com