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Game accessibility guidelines

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Include every relevant category of impairment (motor, cognitive etc) amongst play-testing participants, in representative numbers based on age / demographic of target audience

For best results from play testing recruit according to the demographics of your target audience. For average gamer age, aim for around 20% of playtesters to represent a mix of the 4 main types of impairment (motor/visual/cognitive/hearing), or slightly more if your game involves speech chat/recognition. For children, focus on motor and cognitive impairment. For over 65s, ensure all groups are represented, and increase the proportion to 50%.

If you work for a large studio / publisher and use a recruitment agency to find participants, simply adapt your recruitment profile.

If you don’t have this available, both social media and local community groups can be good recruitment grounds. Universities/colleges also often have a central contact point for students with disabilities.

Best practice example: Something Special: Out and About (video)

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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