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Game accessibility guidelines

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Do not rely on motion tracking of specific body types

As a disabled gamer, I get kind of worried about VR. I can’t walk around, I have a hard time moving my arms. Are people like me going to be left behind when this moves forward?
Johanna Roberts, via YouTube

Motor accessibility in gaming traditionally means ability to operate a controller. Aside from a few gesture related games, this has meant that the motor requirements of gaming have centred on your hands and arms. With motion tracking, VR in particular, the range and complexity of motor ability required in order to participate has increased considerably. Sometimes insurmountably; in other circumstances play can be enabled through flexible design.

Factors to consider include:

  • Range of motion – how far a head or a hand can be moved in any direction, and how far fingers can move too, particularly with controllers that place buttons on a range of sides, and controls located directly on the headset.
  • Accuracy – ability to make small, smooth or precise movements
  • Height – a wide range, including sitting in a wheelchair
  • Locomotion – ability to walk, lean, duck or kneel
  • Presence of limbs and digits – not everyone has two working hands with ten working fingers

Some of these issues can be addressed through standard accessibility considerations such as avoiding unnecessary control complexity, and offering a choice of input devices. Other VR specific options include offering alternatives to crouching or leaning, or offering the ability to configure head height.

This guideline is intentionally broad and open-ended as best practices are still to be defined, with plenty of room for innovation. However there are some good examples from studios already doing work in this area.

Best practice example: Fantastic Contraption
Best practice example: Unseen Diplomacy
Best practice example: Star Wars VR

More information: Accessibility in VR: Head height
More information: Solving for physical limitations in VR
More information: VR & accessibility

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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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