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Game accessibility guidelines

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Avoid any sudden unexpected movement or events

Unexpected/unpredictable sensory shocks, (for example a large sudden movement or sound) can cause significant issues for people with some cognitive impairments, particularly autistic spectrum. In some cases the level of distress can be intense, enough to force them to stop playing immediately and take some time to recover.

Although unexpected actions are a typical element in many game mechanics, if the mechanic does not require them (for example turn based strategy) or designing specifically for an audience with a high prevalence of cognitive impairment, they should be avoided wherever possible.

Best practice example: Civilization V

All guidelines

Three cogs, smallest coghighlightedBasic
Three cogs, medium sized cog highlightedIntermediate
Three cogs, largest cog highlightedAdvanced
Three cogs, all  highlightedFull list
ExcelExcel checklist download

Help & advice

How to work with these guidelines

FCC Chairman's Award for Advancement in Accessibility
finalist 2016, tiga games industry awards
DFA foundation best practice award, Horizon Interactive Bronze Winner, 7-128 industry & community leader

About the guidelines

A collaborative effort between a group of studios, specialists and academics, to produce a straightforward developer friendly reference for ways to avoid unnecessarily excluding players, and ensure that games are just as fun for as wide a range of people as possible.

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