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G|A|M|E – The Italian Journal of Game Studies
Assistive hardware, accessibility interest groups, customizable input systems and funding initiatives are growing. Players with disabilities remain underserved.
Contested field. The games industry is becoming more inclusive, yet players with disabilities remain underserved and scholarly literature on the topic is scarce.
This special issue examines the relationship between digital games and individuals with special needs, framing the field as contested: on one hand, the games industry is becoming more inclusive through assistive hardware such as the Microsoft Adaptive Controller, accessibility interest groups, customizable input systems, and funding initiatives; on the other, players with disabilities remain underserved, toxic community behavior persists, and scholarly literature on the topic is scarce. The authors justify further inquiry on four grounds: video games sit at the forefront of technological adoption, they shape cultural representations and attitudes toward disability, they allow the combination of the social model and cultural lens on disability, and they hold demonstrated potential for supporting special education and learners with disabilities.
The five articles in the collection, drawn from educational technology, computer science, games studies, design, and biology, converge on the value of inclusion and universal access. Their topics include asymmetrical roles and diverse input that let impaired and unimpaired players share the same play space rather than being segregated into simplified sub-sections, the role of game controllers in including or excluding players, haptic technology as a means of richer interaction, inclusive mechanics that create common ground between sighted and visually impaired players, and universal design principles that avoid retrofitting. Several contributions also argue that community-building and intergroup cooperation in multiplayer environments can reduce bias and foster empathy, perspective-taking, and self-efficacy.
The editors identify four directions for future work: analyzing the representational and ludic features of games, which can embed biases in rules and heuristics; studying gaming communities on platforms such as Twitch, Steam, and Reddit, where both support and harassment of disabled players occur; expanding research on special education applications across disabilities, genres, and pedagogies, including mainstream games; and fostering partnerships between technology companies and scholars to develop accessible software and hardware, a need the editors describe as unmet.
Each row is a game or company this document names, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
European Conference on Games Based Learning (ECGBL) · 2026