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Game accessibility

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432:, which is the first accessible controller created by a large game controller manufacturer. Besides featuring larger-than-normal buttons and controller inputs, the device allows numerous other devices to be connected through it and programmed for various features, allowing it to be adapted to a wide range of potential handicaps. Microsoft also worked other connectivity options to allow the Adaptive Controller to be connected to other consoles including PlayStation units and the Nintendo Switch, as well as with personal computers. 354: 768:") which lack the quality and (re)playability of mainstream games. This is usually also the case with games that have been developed by small companies and hobbyists. Knowledge about accessible game design that is gained in such projects often fails to get documented. In recent years, game accessibility has become a topic of increasing interest to the academic research community. It is recommended that collaborating with people who have disabilities can vastly improve the results of accessibility initiatives. 150: 494:. They made several choices to make the encounters more challenging. In the first version, when players were teleported at Atheon there was an indication on the minimap as to where the players went so deaf players could see what door they had to open. In the remake, this indication is removed to encourage communication and present more of a challenge, at the cost of accessibility. 633:
Games Journalism articles advocate for accessibility in two ways, generally. First, with simple awareness. More discussion on the topic aids in "justifying the need to address these challenges in the breadth of game culture". And second, with solutions to accessibility problems benefiting players and
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Sony followed with its own first-party adaptive controller under the working name Project Leonardo in January 2023. The controller is split into two parts with the ability to customize the physical layout of buttons to the user's preference. In September 2023, Sony announced haptic feedback for menu
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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. As games are increasingly used as education tools, there may be a legal obligation to make them accessible, as
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A general criticism of the guidelines is that they tell a developer what to do but not why or how. An extensive literature survey of existing accessible games identified a game interaction design model that allows for precisely eliciting how a disability impairs the ability to play a game. Based on
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granted a final waiver that expired on December 31, 2018, making all video games developed and released after January 1, 2019, expected to be compliant with the CVAA; games that were partially developed after January 1, 2019, are expected to reasonably meet the CVAA compliance, as well as any game
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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 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
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have requested waivers of CVAA enforcement for video games, arguing that while there is strong interest in the video game community to provide accessibility, video games are first and foremost for entertainment and not for communication, and that because of the complexity of video game software,
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Xbox and Windows support the ability for a second controller to be used to assist in game input. Microsoft calls this feature "Copilot". In September 2023, Sony announced an update to PlayStation 5 allowing two controllers to be used at once, allowing a second player to assist in control of the
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Despite these, and other initiatives, the situation is far from perfect: Many game developers are still very much unaware of game accessibility. Developers who acknowledge the importance of game accessibility and want to use it in their designs often don't know how to do so. Games developed in
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These games are not only great examples of accessible games, but also drive innovation in game design. In recent years, game accessibility has been actively researched, for example in student projects . The unique limitations of the target group make such projects interesting, instructive and
212:(CVAA) brought up-to-date accessibility guidelines to advanced communication services (ACS), which is considered to include video games with communication elements including text and voice chat and the user interface (UI) elements to reach the chats. Video game trade groups including the 65:(FCC) requires in-game communication between players on consoles to be accessible to players with sensory disabilities. In 2021, video game developers attempted to improve accessibility through every possible avenue. This includes reducing difficulty and enabling auto fire. 68:
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
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Over the past decade, small companies and independent game developers have developed numerous games that seek to accommodate the abilities of players with the most severe impairments and which has led to the definition of the following accessible game categories:
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that issues major updates after that date. The FCC would hear consumer complaints about games that failed to meet the CVAA, determine how feasible the remedy would be, and then determine if they should issue fines against the publisher of the game title.
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Small companies and volunteer based groups have modded video game controllers to help make video games more accessible for those with physical impairments. Despite these innovations there is no one-size-fits-all solution for accessible controllers.
736:. This website has many tips for game developers as to how to make their games more accessible to those who have disabilities. They raise awareness about the need for accessibility and the ease of which some features can be implemented. 506:
proposed 19 accessibility guidelines in 2004, which were derived from a survey of 20 accessible games. The majority of the games surveyed include games for the visually impaired, and several support motor or hearing impaired gamers.
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was launched. With a specific focus on board games, it provides comprehensive and detailed accessibility analyses of hundreds of modern hobbyist tabletop games, along with reviews and editorials on a range of game accessibility
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caused a massive boom of the video game industry. 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,
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this interaction design model three unique types of high-level accessibility barriers can be identified. Based on existing accessible games, the following strategies are proposed to make games accessible:
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The Norwegian Medialt organization published a set of 34 game accessibility guidelines on their website, based on the 19 IGDA game accessibility SIG guidelines as well as their own set of guidelines.
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is a cross-play compatible solution that adds Speech Commands and Speech Synthesis to an interactive shared visual interface. It can be accessed on Xbox and PlayStation and is compatible with
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or limited coordination. For example, real-time strategy games require a lot of micromanagement, which may be too difficult to understand and to perform for someone with a learning impairment.
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are games specifically for gamers who are blind. These games can be played without visual feedback and instead use audio-based techniques such as audio cues or synthetic speech. The
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technologies are making their way into the gaming industry to improve the social experience for users who are deaf or mute by providing an alternative to mic based communication.
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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, the
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is a UK based charity where therapist and technologists modify game controllers and eye motion software to help better the accessibility for games for people with impairments.
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by PlayStation allows its user to read what others say and send text to speech messages through the PlayStation 4's Google Play App named "PlayStation Second Screen".
1968:"Proceedings from RDIG Discussion of Making Collaboration Technologies Accessible for Persons with Disabilities | Web Accessibility Initiative (WAI) | W3C" 536:. APX focuses on provided an equal play experience without making designers feel restricted, and adding 'Accessibility Champions' to design teams in large studios. 393: 385: 486:. Due to the nature of video games though, some of the guidelines are intentionally broken by developers to present a challenge. A good example of this is when 369: 420:
In 2021 student researchers at the University of California developed and tested a control system based on Facial Expression Recognition with hopeful results.
714: 491: 679:. These two major groups work together as advocates within the game industry for increasing the accessibility of video games for gamers with disabilities. 586: 251: 676: 651:
Several advocacy organizations and groups have been formed to raise awareness within the game industry of the importance of making games accessible.
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is a piece of equipment which lets the player use their preferred controller (Xbox, PlayStation, Wii, Mouse & Keyboard) on compatible systems.
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by Microsoft provides similar functionality to its PlayStation counterpart but presents the information on the TV through a first party solution.
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are modified Xbox, Xbox 360, PlayStation 3 controllers, with different switches and are custom to the needs of the individual, with much variety.
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provides accessibility reviews, news and features, as well as workshops for developers and games studios and annual Accessibility Awards.
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is a volunteer based project where people can request or build custom controller modifications to better other's gaming experiences.
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are games that offer multiple interfaces to support different impairments. An overview of universally accessible games can be found
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introduced a new category "Innovation in Accessibility" to honor games that made strides in improving game accessibility, with
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expanded upon their previous Deaf / hard-of-hearing video game reviews to consider the wider experience of disabled gamers.
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announced in August 2021 that it will offer five patents related to accessibility, including the ping system introduced in
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Video game accessibility problems can be grouped into three categories that correlate to a specific type of impairment:
1670:"Destiny 2 Vault of Glass guide, changes and everything else you need to know about the returning raid • Eurogamer.net" 1669: 1134: 638: 213: 994: 221: 190: 1717: 1244: 686:, set out to further advance game accessibility in the AAA gaming space. Some of their efforts include: pressuring 120:
to interact with games may find it very difficult or impossible to play games that require large amounts of input.
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or unable to see or distinguish visual feedback, such as different colored gems in a puzzle game due to a
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and which accommodate the abilities of users with severe motor impairments or cognitive impairments. The
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navigation to provide additional feedback on UI inputs for players with hearing or vision impairment.
1037: 707: 1385:"Design and Evaluation of a Hands-Free Video Game Controller for Individuals With Motor Impairments" 478:
There have been several attempts at composing a set of game accessibility guidelines similar to the
782: 429: 357: 1779:"Disability and Video Games Journalism: A Discourse Analysis of Accessibility and Gaming Culture" 1245:"EA making its accessibility tech patents, including Apex Legends' ping system, available to all" 981:"FCC Pushes Back on Gaming Industry Accessibility Waiver Request, Consumer Voices Tip the Scales" 645: 284: 1945: 959: 855:"Meeple Centred Design: A Heuristic Toolkit for Evaluating the Accessibility of Tabletop Games" 777: 699: 603: 532:, to increase the number of accessibility experts in AAA studios, as part of their new website 312: 29: 804:"Eighteen Months of Meeple Like Us: An Exploration into the State of Board Game Accessibility" 319:
Many tabletop games require the ability to see and understand complex information. Sites like
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Yuan, Bei; Folmer, Eelke; Harris, Frederick C. (2010-06-01). "Game Accessibility; A Survey".
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Yuan, Bei; Folmer, Eelke; Harris, Frederick C. (2010-06-01). "Game Accessibility; A Survey".
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Yuan, Bei; Folmer, Eelke; Harris, Frederick C. (2010-06-01). "Game Accessibility; A Survey".
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campaigns to raise funds and spread awareness among the public as well as their own staff.
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Heron, Michael James; Belford, Pauline Helen; Reid, Hayley; Crabb, Michael (2018-04-27).
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Heron, Michael James; Belford, Pauline Helen; Reid, Hayley; Crabb, Michael (2018-04-21).
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In 2012, a group of games studios, specialists and academics came together to create the
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Reduce stimuli: for example, limit the number of game objects, or simplify the storyline.
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is a tongue-operated Ai-powered HID, built specifically for quadriplegics and SMA users.
1850:"Game accessibility guidelines | A straightforward reference for inclusive game design" 1806: 1759: 1609:"Game accessibility guidelines - A straightforward reference for inclusive game design" 1225: 1100: 1065: 941: 721:. This was a site that aimed to develop a welcoming, all-encompassing gaming community. 592: 467: 94: 90: 1696: 1121: 1992: 1810: 1798: 1642: 1406: 1295: 1271: 1229: 1215: 1069: 1057: 980: 886: 835: 765: 748: 703: 570: 553: 98: 44: 1763: 1527: 1135:
http://transition.fcc.gov/Daily_Releases/Daily_Business/2017/db1226/DA-17-1243A1.pdf
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Not being able to understand how to play the game or what input to provide due to a
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Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction
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In 2004, two gamers with disabilities, Mark Barlet and Stephanie Walker, founded
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Several Media Outlets and Game Development/Production Companies participate in
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Reduce input: for example, remove or automate inputs that needs to be provided.
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provide accessibility kits to make inaccessible tabletop games more inclusive.
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in September 2012 by a group of developers, specialists and academics, and
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Not being able to provide input using a conventional input device due to a
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Twenty-First Century Communications and Video Accessibility Act of 2010
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there are few standardized solutions compared to other ACS platforms.
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modifies Xbox One controllers to be able to function single-handedly.
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Bolesnikov, Adrian; Kang, Jin; Girouard, Audrey (2022-02-13).
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the addition of color blind friendly enhancements to the game
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website provides a comprehensive overview of available games.
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deal primarily with the United States and do not represent a
1147:"CiteUlike repository on game accessibility research papers" 751:, a games accessibility resource for gamers and developers. 533: 244: 1473:"Microsoft's trickiest product might be its most important" 326: 263:
website provides an overview of available one switch games.
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In 2019, AbleGamers launched Accessible Player Experience
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Not being able to receive feedback from the game due to a
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Anderson, Sky LaRell; Schrier, Karen (Kat) (March 2022).
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Reduce time constraints: for example, slow down the game.
473: 414: 320: 497: 1197: 1988:"Blind games: The next battleground in accessibility" 852: 801: 706:. In 2009 AbleGamers.com started 501(c)(3) nonprofit 502:
The International Game Developers Association (IGDA)
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is a controller built specifically for quadriplegics.
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Wästerfors, David; Hansson, Kristofer (2017-10-21).
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or limited co-ordination. A detailed description of
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research projects usually consist of small demos ("
1825:"Spike TV Announces 2009 Video Game Award winners" 1528:"Augmentative and Alternative Communication (AAC)" 1383:Taheri, Atieh; Weissman, Ziv; Sra, Misha (2021). 1382: 1035: 2010: 1741: 1082: 923: 1776: 1501:"Sony Releases Its First Accessible Controller" 1444: 1442: 995:"Video Games, Accessibility and Invincibility" 458:Party Chat Speech Transcription and Synthesis 279:, for instance an individual might also have 228: 157:The examples and perspective in this section 131:, for instance an individual might also have 1718:"Guidelines for developing accessible games" 1439: 644:Stevie Wonder, while presenting at the 2009 562:, increased font size, color blind friendly 558:Enhance stimuli: for example, high contrast 504:Special Interest Group on Game Accessibility 275:, may have low literacy or a combination of 1744:Universal Access in the Information Society 1417: 1085:Universal Access in the Information Society 1038:"Taking ownership of gaming and disability" 926:Universal Access in the Information Society 569:Replace stimuli: for example, subtitles or 268:Games for people with a learning disability 1272:"Assistive Technology - Game Box Consoles" 445:Augmentative and Alternative Communication 428:In September 2018, Microsoft released the 175:, or create a new section, as appropriate. 1938: 1400: 1166: 880: 870: 829: 819: 661:Game Accessibility Special Interest Group 657:International Game Developers Association 525:, also in September 2012, by AbleGamers. 191:Learn how and when to remove this message 139: 112:; for example, users who rely upon using 1242: 591:Replace input: for example, support for 352: 327:Modifications for improved accessibility 1629:https://www.bungie.net/title=Bungie.net 1179:from the original on September 26, 2020 1116: 1114: 2011: 1888: 1498: 1470: 1167:Takahashi, Dean (September 23, 2020). 474:Strategies for improving accessibility 63:U.S. Federal Communications Commission 80: 1985: 1111: 498:Guidelines by advocacy organizations 480:Web Content Accessibility Guidelines 331: 143: 1471:Wilson, Mark (September 16, 2019). 698:and discussing with game developer 255:are games that can be played using 13: 1978: 1939:Beresford, Trilby (May 30, 2021). 669:BartimĂ©us Accessibility foundation 639:Global Accessibility Awareness Day 214:Entertainment Software Association 14: 2035: 1499:Stoner, Grant (January 4, 2023). 1243:Peppiatt, Dom (August 24, 2021). 540:Strategies from academic research 285:gaming with a learning disability 222:Federal Communications Commission 1986:Moss, Richard (August 6, 2013). 203: 148: 73:culture while seeking their own 1960: 1932: 1907: 1882: 1862: 1842: 1817: 1770: 1735: 1710: 1689: 1662: 1621: 1601: 1581: 1560: 1540: 1520: 1492: 1464: 1376: 1364:"ConsoleTuner Â» Titan One" 1356: 1332: 1308: 1288: 1264: 1236: 1191: 1139: 1128: 1076: 513:2012 saw three major launches, 1452:. Eurogamer. 13 September 2023 1029: 1008: 987: 973: 952: 917: 897: 846: 795: 747:In 2018, Coty Craven launched 606:and remove or automate inputs. 348: 1: 1389:Frontiers in Computer Science 1054:10.1080/13676261.2017.1313969 788: 726:Game Accessibility Guidelines 519:Game Accessibility Guidelines 515:Best Practices in Video Games 484:Game Accessibility Guidelines 316:awarded the inaugural title. 28:is considered a sub-field of 1889:Stoner, Grant (2024-08-23). 734:Advancement in Accessibility 717:was launched by the charity 482:. The most prominent is the 292:Universally Accessible games 7: 771: 628: 602:Reduce input: for example, 171:, discuss the issue on the 10: 2040: 1548:"Using Chat Transcription" 859:The Computer Games Journal 808:The Computer Games Journal 673:Game Accessibility project 304:challenging for students. 229:Accessible game categories 18:human–computer interaction 1795:10.1177/15554120211021005 1756:10.1007/s10209-010-0189-5 1720:. Medialt. Archived from 1402:10.3389/fcomp.2021.751455 1097:10.1007/s10209-010-0189-5 938:10.1007/s10209-010-0189-5 872:10.1007/s40869-018-0057-8 821:10.1007/s40869-018-0056-9 710:to facilitate their work. 708:The AbleGamers Foundation 517:in April 2012 by CEAPAT, 1344:www.specialeffect.org.uk 1316:"The Controller Project" 1042:Journal of Youth Studies 783:Xbox Adaptive Controller 597:brain–computer interface 430:Xbox Adaptive Controller 358:Xbox Adaptive Controller 40:, and related products. 1212:10.1145/3490149.3501327 2024:Video game development 1946:The Hollywood Reporter 1320:The Controller Project 778:Computer accessibility 730:FCC's Chairman's award 659:(IGDA) introduced the 604:switch access scanning 439: 386:The Controller Project 360: 313:The Last of Us Part II 140:Government regulations 30:computer accessibility 356: 1425:"How to use Copilot" 612:Cognitive impairment 550:Deaf/Hard of Hearing 370:Game Box Controllers 308:The Game Awards 2020 169:improve this section 125:cognitive impairment 43:In spring 2020, the 16:Within the field of 1018:. 29 September 2021 715:Accessible GameBase 492:Vault of Glass Raid 273:Learning disability 2019:Game accessibility 1589:"Callouts Evolved" 739:In 2016, the site 634:developers alike. 593:direct voice input 468:Picture-in-picture 452:Chat Transcription 361: 95:hearing impairment 91:sensory impairment 81:Barriers to access 54:game accessibility 1783:Games and Culture 1650:Missing or empty 1221:978-1-4503-9147-4 766:proofs of concept 704:World of Warcraft 587:Motor impairments 571:closed captioning 566:and zoom options. 554:visual impairment 332:Development tools 201: 200: 193: 114:switch controller 99:visual impairment 71:digitally divided 45:COVID-19 pandemic 2031: 2004: 2002: 2000: 1972: 1971: 1964: 1958: 1957: 1955: 1953: 1936: 1930: 1929: 1927: 1926: 1911: 1905: 1904: 1902: 1901: 1886: 1880: 1879: 1877: 1876: 1866: 1860: 1859: 1857: 1856: 1846: 1840: 1839: 1837: 1836: 1821: 1815: 1814: 1774: 1768: 1767: 1739: 1733: 1732: 1730: 1729: 1714: 1708: 1707: 1705: 1704: 1693: 1687: 1686: 1684: 1683: 1666: 1660: 1659: 1653: 1648: 1646: 1638: 1636: 1635: 1625: 1619: 1618: 1616: 1615: 1605: 1599: 1598: 1596: 1595: 1585: 1579: 1578: 1576: 1575: 1564: 1558: 1557: 1555: 1554: 1544: 1538: 1537: 1535: 1534: 1524: 1518: 1517: 1515: 1513: 1496: 1490: 1489: 1487: 1485: 1468: 1462: 1461: 1459: 1457: 1446: 1437: 1436: 1434: 1432: 1421: 1415: 1414: 1404: 1380: 1374: 1373: 1371: 1370: 1360: 1354: 1353: 1351: 1350: 1336: 1330: 1329: 1327: 1326: 1312: 1306: 1305: 1303: 1302: 1292: 1286: 1285: 1283: 1282: 1276:www.rjcooper.com 1268: 1262: 1261: 1259: 1257: 1240: 1234: 1233: 1195: 1189: 1188: 1186: 1184: 1164: 1158: 1157: 1155: 1154: 1143: 1137: 1132: 1126: 1125: 1118: 1109: 1108: 1080: 1074: 1073: 1048:(9): 1143–1160. 1033: 1027: 1026: 1024: 1023: 1012: 1006: 1005: 1003: 1002: 991: 985: 984: 977: 971: 970: 968: 967: 962:. 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Index

human–computer interaction
accessibility
video games
computer accessibility
tabletop RPGs
board games
COVID-19 pandemic
rehabilitation
Section 508
U.S. Federal Communications Commission
digitally divided
magic circle
sensory impairment
hearing impairment
visual impairment
colorblindness
motor impairment
switch controller
eye trackers
cognitive impairment
complex needs
Ataxia
worldwide view
improve this section
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Twenty-First Century Communications and Video Accessibility Act of 2010
Entertainment Software Association
Federal Communications Commission
Audio games

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