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Game accessibility guidelines

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Ensure that all key actions can be carried out by digital controls (pads / keys / presses), with more complex input (eg. analogue, gesture) not required, and included only as supplementary / alternative input methods

Complex analogue input devices such as mice or joysticks are difficult to use if you’re a low vision gamer, and are unable to see exactly where the cursor is or where you’re facing.

The exception is mobile, for which analogue gestures are tied in to blind-accessibility functionality in the operating system, so are commonly used by people with impaired vision.

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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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