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Game accessibility guidelines

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Provide an option to turn off / hide all non interactive elements

We created a special version of Fruit Ninja used in hospitals to help recovery and hand-eye coordination. They asked us to put in options to make the background a single colour and make the fruit have big outlines.
Steven Last, via Twitter

Judging which elements are interactive and which aren’t can be a significant issue for some people, who may not understand the same metaphors and conventions as others. If developing for more profound cognitive impairments consider removing all background elements. The backgrounds however may still be of great benefit to other players within the same demographic, so allowing them to be turned on/off via settings will allow both groups to benefit.

Best practice example: Shoot1Up
Best practice example: Something Special: Out and About
Best practice example: Street Fighter IV

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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