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DiGRA
Accessibility efforts have concentrated on sensory and physical impairments, leaving people with intellectual disabilities largely overlooked in game design.
This paper, presented at the DiGRA 2009 conference, argues that people with intellectual disabilities (ID) are a misunderstood and largely overlooked group within game accessibility efforts. Its central thesis is that "universal" accessibility, the goal of making games playable regardless of age, experience, or disability, cannot be achieved without explicitly addressing the needs of ID players. The author observes that accessibility advocacy has concentrated on sensory and physical impairments, and that many developers and publishers lack the expertise or commercial motivation to account for cognitive disability, which frequently co-occurs with visual, motor, or sensory impairments.
The paper frames video games as a potential "quality of life resource" and introduces the ID audience before presenting findings from a small qualitative study. Its results are used to identify characteristics of games that make them well suited to people with intellectual disabilities, and the discussion extends to the role games can play in promoting equality and inclusion for this group. Notably, the author points to the advantages that consoles such as Nintendo's Wii have offered players with physical impairments as a model for how mainstream hardware can broaden access.
Beyond these arguments, the paper contends that accessibility should be integrated throughout the game development process rather than treated as an afterthought, with particular attention to user testing methods. The author also notes that commercial interest in expanding audiences, exemplified by Microsoft's marketing of Halo 3, could be leveraged to justify inclusive design. The study's sample is described as small, so its findings are best understood as exploratory. The paper closes by calling for further research and dialogue on ID accessibility within the broader field of game accessibility studies.
Extra Credits · 2024