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Game accessibility guidelines

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Give a clear indication that interactive elements are interactive

Players with cognitive or vision impairments can have difficulty distinguishing which UI elements or in-game items are intended to be interactive, and are sometimes not familiar with the same metaphors and conventions as other players.

This can be achieved by clear and consistent differences in style, contrast, or additional signifiers such as a mouseover effect, glow, icon etc.

Best practice example: Doom
Best practice example: Bertram Fiddle
Best practice example: Silence

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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