![]() ![]() Building in accessibility from the startĪccessibility was considered right from the get-go in the side-scrolling game Way of the Passive Fist (WotPF), which was released in March of this year. ![]() So how has accessibility been emerging in video games recently and how is it similar or different to other sectors? We’ve looked at 5 developments in video game accessibility… 1. Inclusive design results in better products and is future proofing a service given the increased awareness of permanent, temporary and situational impairments. "Subtitles are an accessibility feature being used by over 60% of gamers - an example would be gamers playing on the underground with no headphones." - Ian Hamilton at London Accessibility Meetup Subtitles in games are no longer only for players with auditory health conditions or impairments. In-game features that may have originally been developed for users with disabilities are now having an overwhelmingly positive effect on all players. Companies such as EA (Electronic Arts) have for some time considered accessibility and have posted help articles for their titles, but it wasn't until earlier this year that the EA accessibility portal was launched. Like most digital sectors the championing of inclusive design in video games has been ongoing and becoming more prominent in recent years. We asked our Accessibility and Usability Consultants to share their thoughts about accessibility in gaming. ![]()
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