1 free read left. Create a free account for unlimited reading + AI research.
Create free accountWhitepaperUniversity of York
This analysis explores the concept of emotional accessibility in digital games, arguing that current industry practices—which often rely on simply removing or warning about intense content—fail to provide a truly inclusive experience. The central thesis posits that emotional challenge should be treated as a manageable resource rather than a binary state of comfort or discomfort. By reframing emotional accessibility through the lens of individual sensitivity and cognitive load, the authors advocate for design strategies that allow players to process intense affective states without being forced to disengage from the game.
The research highlights that emotional experiences are constructed through arousal and valence, and that players possess varying capacities for emotional response regulation and acceptance. When a game’s emotional intensity exceeds a player’s available cognitive resources—or "body budget"—the experience becomes inaccessible, leading to frustration or abandonment. The study identifies that traditional "moderation" techniques, such as skipping content or providing trigger warnings, are insufficient for players who wish to engage with challenging themes but require different pacing or structural support to do so.
Drawing on psychological models of affect and personal player perspectives, the analysis concludes that games should integrate emotional processing tools directly into their design. Suggested approaches include reducing cognitive demand during high-arousal sequences, aligning game expectations to help players prepare for stimuli, and providing narrative transitions that allow for emotional recalibration. By treating emotional regulation as a skill-based component of gameplay, developers can create more inclusive environments that accommodate diverse sensitivities, moving beyond the current focus on mental health-specific protections toward a broader framework of emotional accessibility for all players.
National Taipei University of Technology · 2021