{"id":993073,"date":"2026-06-26T06:37:37","date_gmt":"2026-06-26T06:37:37","guid":{"rendered":"https:\/\/ifdb.io\/accessible-gaming-how-games-are-becoming-playable-for-everyone\/"},"modified":"2026-10-14T11:12:29","modified_gmt":"2026-10-14T11:12:29","slug":"accessible-gaming-how-games-are-becoming-playable-for-everyone","status":"publish","type":"post","link":"https:\/\/ifdb.io\/en\/accessible-gaming-how-games-are-becoming-playable-for-everyone\/","title":{"rendered":"Accessible gaming: How games are becoming playable for everyone"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">Accessible gaming refers to games that people with disabilities can play without assistance. It is no longer a niche topic. After all, around a third of all gamers live with a disability. At the same time, the legal landscape has been evolving since the BFSG came into force. And platforms such as Xbox and PlayStation are making accessibility a hallmark of quality. In this guide, I\u2019ll show you what makes gaming accessible, the four types of barriers that exist, and the specific features you can use to overcome them. I\u2019ll also explain which parts of a game\u2019s features in Germany actually fall under the law \u2013 and which do not. And I\u2019ll reveal a trick that many studios still fail to get right to this day.       <\/p>\n\n<h2 id=\"h-was-ist-barrierefreies-gaming\" class=\"wp-block-heading\">What is accessible gaming?<\/h2>\n\n<p class=\"wp-block-paragraph\">Accessible gaming means designing games in such a way that they remain playable despite visual, hearing, motor or perceptual impairments. It is not about making games easier. Rather, it is about making the same challenge accessible through different senses and input methods. A blind player navigates using voice output and spatial audio. A deaf player reads subtitles and looks for visual cues. And a player with tremors can switch to controls with larger buttons. At its core, this involves two aspects. Some barriers relate to output \u2013 a person cannot perceive something. Others relate to input \u2013 a person cannot operate something. Good accessibility always takes both into account.         <\/p>\n\n<p class=\"wp-block-paragraph\">The target audience is large. According to estimates, around a third of gamers in the US have a disability. This means that accessibility is not a minor issue. Rather, it affects millions of paying customers. This applies across all platforms \u2013 from consoles and PCs to smartphones, where accessibility is particularly important on small touchscreens. I explore what matters most for mobile offerings in more detail in the guide to <a href=\"https:\/\/ifdb.io\/app-barrierefrei-machen\/\">mobile accessibility<\/a>. Broadly speaking, the barriers can be categorised into four types, each corresponding to a specific kind of impairment.      <\/p>\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><thead><tr><th class=\"has-text-align-left\" data-align=\"left\">Barrier type<\/th><th class=\"has-text-align-left\" data-align=\"left\">A typical obstacle<\/th><th class=\"has-text-align-left\" data-align=\"left\">An example of a remedy<\/th><\/tr><\/thead><tbody><tr><td class=\"has-text-align-left\" data-align=\"left\">Vision<\/td><td class=\"has-text-align-left\" data-align=\"left\">tiny text, colour-coded only<\/td><td class=\"has-text-align-left\" data-align=\"left\">High contrast, text scaling, colour-blind mode<\/td><\/tr><tr><td class=\"has-text-align-left\" data-align=\"left\">Listen<\/td><td class=\"has-text-align-left\" data-align=\"left\">No subtitles, only audio cues<\/td><td class=\"has-text-align-left\" data-align=\"left\">Subtitles with a narrator, visual cues<\/td><\/tr><tr><td class=\"has-text-align-left\" data-align=\"left\">Motor skills<\/td><td class=\"has-text-align-left\" data-align=\"left\">complex keyboard shortcuts, no remapping<\/td><td class=\"has-text-align-left\" data-align=\"left\">customisable button layout, adaptive controllers<\/td><\/tr><tr><td class=\"has-text-align-left\" data-align=\"left\">Cognition<\/td><td class=\"has-text-align-left\" data-align=\"left\">cluttered menus, strict time limits<\/td><td class=\"has-text-align-left\" data-align=\"left\">clear structure, time limits that can be disabled<\/td><\/tr><\/tbody><\/table><\/figure>\n\n<h2 id=\"h-wer-profitiert-dauerhaft-vorubergehend-situativ\" class=\"wp-block-heading\">Who benefits? Long-term, temporary, situational <\/h2>\n\n<p class=\"wp-block-paragraph\">Accessibility helps far more people than it might initially appear. After all, a disability does not have to be permanent. In its Inclusive Design model, Microsoft distinguishes between three types. A disability may be permanent, temporary or situational. And when it comes to using a product, this often makes no difference.    <\/p>\n\n<p class=\"wp-block-paragraph\">An example makes this clearer. Anyone who can only use one arm needs a one-handed control. This applies permanently following an amputation, temporarily with a broken arm, and in certain situations, such as when someone is holding a baby. The same feature therefore covers three very different life situations. As a result, the target group for a single measure extends far beyond the group of people with disabilities. This is precisely what makes accessibility an investment that almost always pays off more widely than anticipated.     <\/p>\n\n<h2 id=\"h-warum-barrierefreies-gaming-fur-studios-zahlt\" class=\"wp-block-heading\">Why accessible gaming matters to studios<\/h2>\n\n<p class=\"wp-block-paragraph\">Accessible gaming is worthwhile because it expands the market and strengthens player loyalty. After all, every accessible feature reaches more people. And it also contributes to the quality of the game. Subtitles are a good example. According to a 2023 Scope survey, around 80 per cent of gamers use them at least occasionally. Most of them have no hearing problems; they simply use them when playing in noisy environments or to follow the plot more easily.      <\/p>\n\n<p class=\"wp-block-paragraph\">This effect has a name. What is built for one group ultimately benefits many \u2013 the well-known \u2018curb-cut effect\u2019. In this way, remapping also helps people with small hands. And a colour-blind mode is also helpful in bright sunlight. I explain the economic rationale behind this in the guide to the <a href=\"https:\/\/ifdb.io\/en\/benefits\/\">economic benefits of accessibility<\/a>.    <\/p>\n\n<p class=\"wp-block-paragraph\">One title has set the benchmark for years. *The Last of Us Part II* was released in 2020 with over 60 accessibility options. Since then, the industry has been following suit. Platforms are also driving this agenda. In March 2025, the US industry association ESA, together with EA, Google, Microsoft, Nintendo and Ubisoft, launched an initiative featuring 24 standardised labels for accessibility features. Back in 2021, Electronic Arts also released five patents relating to accessibility \u2013 including the ping system from Apex Legends \u2013 so that any studio could use them without risk. Major studios are increasingly treating accessibility as a standard feature, rather than an extra.      <\/p>\n\n<h2 id=\"h-fallt-gaming-unter-das-bfsg\" class=\"wp-block-heading\">Does gaming fall within the scope of the BFSG?<\/h2>\n\n<p class=\"wp-block-paragraph\">The game itself does not usually fall directly under the Accessibility Enhancement Act (BFSG) in Germany. However, two aspects of a game offering certainly do. Firstly, sales: as soon as you sell games to consumers via an online shop, this purchasing process must be accessible. Secondly, communication: games featuring real-time chat or voice chat are classified as communication services and must be accessible.   <\/p>\n\n<p class=\"wp-block-paragraph\">The deadlines are clear. The BFSG has been in force since 28 June 2025. New services launched on the market must comply immediately. For existing services, however, there is a transition period until 27 June 2030. Breaches may result in fines of up to 100,000 euros. There is also a second risk. Warning letters relating to competition law from competitors or trade associations are also to be expected in this context. You can read more about the Act in the <a href=\"https:\/\/ifdb.io\/en\/digital-accessibility-deadlines-for-2026-and-2027-what-applies-and-when\/\">BFSG guide for businesses<\/a>.        <\/p>\n\n<p class=\"wp-block-paragraph\">Incidentally, the US is further ahead in this respect. There, the CVAA has for years stipulated that communication features in games must be accessible. This is precisely why chat accessibility, in particular, is already quite well established internationally. This leads to an important distinction for you. The gaming experience itself remains optional for the time being. The digital framework surrounding it \u2013 shop, account, launcher, chat \u2013 is, by contrast, often compulsory. It is precisely this level that we examine with our in-depth \u2018<a href=\"https:\/\/ifdb.io\/en\/access-ready\/\">Access Ready<\/a>\u2019 audit.      <\/p>\n\n<h2 id=\"h-wcag-oder-game-standards-was-wirklich-gilt\" class=\"wp-block-heading\">WCAG or gaming standards? Which really applies? <\/h2>\n\n<p class=\"wp-block-paragraph\">There is no single standard for games \u2013 the correct requirement depends on the level. The web-based part of a service complies with the WCAG. This applies to the store, the account, the launcher and every web interface. Criteria such as 1.4.3 Contrast (Minimum), 1.4.4 Change text size and 2.1.1 Keyboard apply here. The actual game, on the other hand, follows its own industry frameworks.    <\/p>\n\n<p class=\"wp-block-paragraph\">Two frameworks have become established. The Game Accessibility Guidelines are a freely available, industry-wide checklist. They categorise measures into three levels: Basic, Intermediate and Advanced. The Basic level includes, for example, separate volume controls, scalable subtitles and full remapping. Alongside these are Microsoft\u2019s Xbox Accessibility Guidelines. These cover 23 categories relating to input, display, sound and cognitive load.     <\/p>\n\n<p class=\"wp-block-paragraph\">Timing is key. Microsoft expressly recommends taking accessibility into account right from the pre-production stage. This is because incorporating it at a later stage is significantly more expensive. Those who only retrofit accessibility features after launch end up paying the most. This is precisely why our \u2018<a href=\"https:\/\/ifdb.io\/en\/access-ready\/\">Access Ready<\/a>\u2019 audit deliberately starts early, rather than simply listing shortcomings at the end.    <\/p>\n\n<h2 id=\"h-universelles-design-statt-nachtraglicher-hilfen\" class=\"wp-block-heading\">Universal design rather than retrofitted aids<\/h2>\n\n<p class=\"wp-block-paragraph\">Accessibility works best when it is built into the core system \u2013 not as an optional extra on top. Experts distinguish between two approaches here. With universal design, a feature is usable by everyone from the outset. With a purely additional layer, it is only enabled for those who actively activate it.   <\/p>\n\n<p class=\"wp-block-paragraph\">The first approach is usually the more robust one. After all, if you design a colour-blind-friendly palette for the entire game, you inevitably create a colour scheme that works better for everyone. A feature added as an afterthought, on the other hand, often ends up being piecemeal. That is precisely why I see accessibility as a design principle, not as a special feature. The result is a game that caters to more people right from the start.    <\/p>\n\n<h2 id=\"h-sehen-kontrast-farbe-und-text-im-spiel\" class=\"wp-block-heading\">Vision: Contrast, colour and text at play<\/h2>\n\n<p class=\"wp-block-paragraph\">For players with visual impairments, contrast, scalability and avoiding reliance on colour-coding alone are key. This is because small, thin text and pale HUD elements are the most common visual barriers. You should therefore incorporate a high-contrast mode that clearly distinguishes important objects. Also, provide scalable fonts for menus and subtitles. And never rely solely on colour to distinguish between enemies, allies or targets. Pay attention to flashing effects as well, as rapid flashes of light can trigger seizures in people with photosensitivity. An option to reduce these effects and a warning message should therefore be included (in line with 2.3.1: three flashes or fewer).       <\/p>\n\n<p class=\"wp-block-paragraph\">Colour-blind modes are now standard practice. They adjust the colour palette to suit the three most common forms of colour blindness: deuteranopia, protanopia and tritanopia. For blind players, the support goes even further. For example, a menu voice output reads out the text. And spatial audio makes in-game positions audible. For completely blind players, this spatial audio is often the most important source of information of all. I explore the importance of clear contrast values in more detail in the guide on <a href=\"https:\/\/ifdb.io\/barrierefreie-farben\/\">colours and contrasts<\/a>.      <\/p>\n\n<p class=\"wp-block-paragraph\">An example illustrates just how far this can go. Forza Motorsport offers a \u2018Blind Driving Assist\u2019 feature that makes the racing game playable even without sight. Just a few years ago, such features were considered unthinkable. Today, they are setting new standards for the entire industry.   <\/p>\n\n<h2 id=\"h-horen-untertitel-und-visuelle-hinweise\" class=\"wp-block-heading\">Listening: Subtitles and visual cues<\/h2>\n\n<p class=\"wp-block-paragraph\">For deaf and hard-of-hearing players, good subtitles and visual cues are crucial. However, simply having them is not enough. Subtitles must identify the character who is speaking. They must also describe non-verbal sounds, such as [footsteps] or [door creaks]. Furthermore, make sure the size, colour and background of the subtitles can be adjusted.    <\/p>\n\n<p class=\"wp-block-paragraph\">Auditory information also needs a visual counterpart. A sound coming from the right should also be accompanied by a visual cue, such as an arrow or a directional indicator. You should also provide a mono option so that the sound is heard clearly in one ear. In multiplayer mode, text chat serves as a useful alternative to voice chat. Some games even go a step further and display a sign language translation during cutscenes. The basics of good subtitling also apply outside of games, as I explain in my guide to <a href=\"https:\/\/ifdb.io\/barrierefreie-videos\/\">subtitles for videos<\/a>.     <\/p>\n\n<p class=\"wp-block-paragraph\">It\u2019s well worth the effort. As mentioned, subtitles are by no means used only by deaf people. In fact, they have become the most widely used accessibility feature of all. Microsoft has even turned this into a mark of quality. On the Xbox platform, subtitles are only awarded an \u2018Accessibility Badge\u2019 once they meet a certain quality threshold. This means that this area in particular offers an immediate benefit for any studio.     <\/p>\n\n<h2 id=\"h-motorik-steuerung-remapping-und-hardware\" class=\"wp-block-heading\">Motor Control: Control, Remapping and Hardware<\/h2>\n\n<p class=\"wp-block-paragraph\">For players with motor impairments, the control scheme determines whether they can access the game or are excluded from it. That is why the most important single measure is customisable key mapping. Every action should be assignable to any key. You should also offer alternatives to rapid button sequences. For example, a quick-time event should be held rather than hammered away at. Where possible, repeated inputs should also be automatable or omitted entirely. And time limits should be set generously.      <\/p>\n\n<p class=\"wp-block-paragraph\">A lot has happened on the hardware front. Microsoft launched the Xbox Adaptive Controller in 2018. It offers 19 ports for external switches, buttons and mounts. Sony followed suit at the end of 2023 with the Access Controller for the PS5. It lies flat on the table, has large, widely spaced buttons and allows for custom button mapping. You can even lock individual buttons to prevent accidental inputs. Another handy feature is that the Xbox Adaptive Controller also works with PlayStation, Nintendo Switch and PC.      <\/p>\n\n<p class=\"wp-block-paragraph\">Another feature is split control. On Xbox and PlayStation, two controllers can be paired as a single player. This allows a second person to assist at difficult points. This, too, lowers a motor skills barrier without altering the game itself. Furthermore, even the most severe limitations can be compensated for using switches, eye tracking or specialised hardware loaned from organisations such as SpecialEffect. Added to this is the console\u2019s software mapping, which applies across all titles.     <\/p>\n\n<h2 id=\"h-kognition-klarheit-tempo-und-hilfen\" class=\"wp-block-heading\">Cognition: Clarity, speed and support<\/h2>\n\n<p class=\"wp-block-paragraph\">For players with cognitive impairments, clarity, pace and reliable assistance are key. Overloaded menus and strict time limits are the biggest hurdles here. You should therefore keep the interface uncluttered and reduce the number of menu levels before the game begins. You should also provide clear objective markers so that nobody loses their way. Consistent, predictable controls also noticeably reduce the mental strain.    <\/p>\n\n<p class=\"wp-block-paragraph\">You can specifically adjust the pace and intensity. For example, a time limit that can be disabled takes the pressure out of a scene. A feature that allows you to skip tricky puzzles prevents you from getting stuck. And separately adjustable difficulty levels for combat, exploration and skill ensure there\u2019s a suitable level for everyone.   <\/p>\n\n<p class=\"wp-block-paragraph\">The text also plays a part. A more legible font, such as OpenDyslexic, makes it easier for people with dyslexia to get started. Short, clear instructions and good tutorials do the rest. Ultimately, this benefits all players, not just those with a disability.   <\/p>\n\n<h2 id=\"h-die-grossten-mythen-uber-barrierefreies-gaming\" class=\"wp-block-heading\">The biggest myths about accessible gaming<\/h2>\n\n<p class=\"wp-block-paragraph\">There are some persistent misconceptions surrounding this topic. Three of them are particularly widespread \u2013 and all three are incorrect. <\/p>\n\n<p class=\"wp-block-paragraph\">The first myth is: accessibility makes games easier. That\u2019s not true. Because text-to-speech, a colour-blind mode or a mono option merely change the way information is conveyed. They do not alter the level of difficulty. Perceptibility and challenge are, quite simply, two different things.    <\/p>\n\n<p class=\"wp-block-paragraph\">The second myth is: \u2018This only affects a small group.\u2019 That isn\u2019t true either. Around a third of gamers have a disability. And features such as subtitles are used by far more people than that.   <\/p>\n\n<p class=\"wp-block-paragraph\">The third myth is: you can add it later. That is the most costly mistake. Because accessibility features added retrospectively cost significantly more than those built in from the outset. That is why they belong in pre-production, not in a patch released after launch.   <\/p>\n\n<h2 id=\"h-der-kniff-an-dem-viele-studios-scheitern\" class=\"wp-block-heading\">The trick that many studios fail to get right<\/h2>\n\n<p class=\"wp-block-paragraph\">Even the most meticulous teams overlook one hurdle. It isn\u2019t in the game itself, but before it begins. And it renders all other efforts worthless in one fell swoop.  <\/p>\n\n<p class=\"wp-block-paragraph\"><strong>From real-world experience \u2013 the menu paradox<\/strong>: even the best range of accessibility options is of no use if a blind player cannot even reach the menu where they are located. This is precisely where many games fall short. Whilst text-to-speech can be switched on \u2013 it can only be done via a menu that cannot be navigated without text-to-speech. So turn this around. The first level of a game should be read aloud automatically or start with a spoken announcement. Titles where you have to actively switch off the voice output rather than switch it on set a good example. This allows a blind person to navigate to the options menu without assistance \u2013 and to configure everything else themselves from there. So why not test your product \u2018blind\u2019? Close your eyes and try to navigate from the home screen to the accessibility settings using only the audio.       <\/p>\n\n<h2 id=\"h-testen-mit-echten-spielenden-statt-nur-mit-tools\" class=\"wp-block-heading\">Testing with real players rather than just using tools<\/h2>\n\n<p class=\"wp-block-paragraph\">Whether a product is truly accessible only becomes apparent in real-world use. Whilst automated testing tools can identify measurable flaws, such as insufficient contrast, they cannot determine whether a blind person can find the options menu or complete a quick-time event without having to repeatedly press buttons. It is precisely this gap that can only be bridged by testing with people with visual impairments.   <\/p>\n\n<p class=\"wp-block-paragraph\">The industry has recognised this. Organisations such as AbleGamers and SpecialEffect have been working with gamers with disabilities for years. And major service providers have set up their own testing programmes involving people with disabilities. The underlying principle is always the same: if you\u2019re developing for a particular group, you should also have them test it. That way, assumptions are turned into reliable findings.     <\/p>\n\n<h2 id=\"h-so-wird-ihr-spiel-angebot-wirklich-barrierefrei\" class=\"wp-block-heading\">How to make your range of games truly accessible<\/h2>\n\n<p class=\"wp-block-paragraph\">The process begins at the measurable web level and ends with the authentic gaming experience. The free <a href=\"https:\/\/ifdb.io\/en\/access-score\/\">Access Score<\/a> provides a quick overview of the store, account and launcher in a matter of minutes. It identifies measurable issues: insufficient contrast, lack of keyboard control, targets that are too small. This gives you an initial, reliable assessment of the current situation in just a few minutes.   <\/p>\n\n<p class=\"wp-block-paragraph\">However, the real truth only becomes apparent in practice. Can a blind customer navigate the purchasing process? Does a deaf player understand the voice chat alternative? Can someone with tremors find the remapping options? No scanner can measure that. Our in-depth \u2018<a href=\"https:\/\/ifdb.io\/en\/access-ready\/\">Access Ready<\/a>\u2019 audit tests the BFSG-relevant web, shop and account levels with real users and issues a legally compliant certificate.     <\/p>\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><thead><tr><th class=\"has-text-align-left\" data-align=\"left\">Approach<\/th><th class=\"has-text-align-left\" data-align=\"left\">Checks<\/th><th class=\"has-text-align-left\" data-align=\"left\">Real users<\/th><th class=\"has-text-align-left\" data-align=\"left\">Legally valid certificate<\/th><\/tr><\/thead><tbody><tr><td class=\"has-text-align-left\" data-align=\"left\">Free scanner<\/td><td class=\"has-text-align-left\" data-align=\"left\">Shop website, measurable data only<\/td><td class=\"has-text-align-left\" data-align=\"left\">no<\/td><td class=\"has-text-align-left\" data-align=\"left\">no<\/td><\/tr><tr><td class=\"has-text-align-left\" data-align=\"left\">Specialised Game Q-A<\/td><td class=\"has-text-align-left\" data-align=\"left\">a purely in-game experience<\/td><td class=\"has-text-align-left\" data-align=\"left\">in part<\/td><td class=\"has-text-align-left\" data-align=\"left\">no<\/td><\/tr><tr><td class=\"has-text-align-left\" data-align=\"left\">Access Ready (ifdb)<\/td><td class=\"has-text-align-left\" data-align=\"left\">BFSG-relevant web\/shop\/account level<\/td><td class=\"has-text-align-left\" data-align=\"left\">yes<\/td><td class=\"has-text-align-left\" data-align=\"left\">yes<\/td><\/tr><\/tbody><\/table><\/figure>\n\n<p class=\"wp-block-paragraph\">The difference lies in the support we provide. Other providers simply give you an automated report and leave you to get on with the results on your own. We, on the other hand, support you every step of the way \u2013 from the initial assessment through to the specific measures and final verification. This transforms a legal risk into an offering that reaches more people. And when it comes to the actual game, we provide you with established game frameworks rather than leaving you to guess. This allows you to cover both aspects: the legally required web component and the voluntary, yet brand-enhancing, gaming experience.     <\/p>\n\n<p class=\"ifdb-cta wp-block-paragraph\"><strong>Would you like to know exactly what digital accessibility entails in your sector? In 30 minutes, we\u2019ll work with you to clarify the requirements and the next steps. <\/strong><\/p>\n\n<div class=\"wp-block-buttons ifdb-cta is-layout-flex wp-block-buttons-is-layout-flex\">\n<div class=\"wp-block-button\"><a class=\"wp-block-button__link wp-element-button\" href=\"https:\/\/calendly.com\/ifdb\/30min\">Book a 30-minute Call<\/a><\/div>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>Accessible gaming refers to games that people with disabilities can&hellip;<\/p>\n","protected":false},"author":1,"featured_media":993074,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[72],"tags":[],"class_list":["post-993073","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-industries-target-audiences"],"yoast_head":"<!-- This site is optimized with the Yoast SEO Premium plugin v28.8 (Yoast SEO v28.8) - https:\/\/yoast.com\/product\/yoast-seo-premium-wordpress\/ -->\n<title>Accessible gaming: Making games playable for everyone | ifdb<\/title>\n<meta name=\"description\" content=\"Accessible gaming: the four types of barriers, specific features ranging from subtitles to remapping \u2013 and what aspects of a game\u2019s features actually fall within the scope of the BFSG.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/ifdb.io\/en\/accessible-gaming-how-games-are-becoming-playable-for-everyone\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Accessible gaming: How games are becoming playable for everyone\" \/>\n<meta property=\"og:description\" content=\"Around a third of players have a disability. 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