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G|A|M|E – The Italian Journal of Game Studies
The game's core mechanics depended on color perception.
Theo Plothe's 2018 analysis examines how Hue, an indie color-theory puzzle game, initially excluded colorblind players because its core mechanics depended on color perception. The author traces how creator Henry Hoffman discovered this barrier during convention testing and resolved it by working with the colorblind community to introduce symbol- and pattern-based alternatives. The central thesis is that accessibility should be designed in from the outset, guided by Universal Design principles such as multiple means of representation, expression, and engagement, rather than retrofitted after release.
The study's key findings center on the benefits of early, community-informed design. The revised game proved more flexible and intuitive, appealing not only to colorblind players but to non-disabled audiences as well. The author also reports a commercial dimension: every positive MetaCritic review of Hue praised its accessibility features, suggesting that such measures can provide a competitive advantage even for small developers.
The scope is focused on a single title, Hue (2016), and its development history, with supporting reference to broader game accessibility research and universal design literature. The cited sources include Yuan et al.'s 2011 survey of game accessibility, Tanuwidjaja et al.'s 2014 augmented-reality approach to color blindness, and Statista figures on the U.S. video game market from 2011 to 2020, which together frame the analysis within the wider accessibility and market context.