The Business Case for Accessibility
As the number of gamers with disabilities continues to grow, the need to prioritize accessibility in game design has never been more important. How can we work towards a world where everyone is able to play? We asked Améliane Chiasson, Game Accessibility Lead at Player Research – a Keywords Studios.
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Disabled players account for 31% of US gamers and 29% in the UK, according to a recent study from industry analysts Newzoo. Looking even beyond the video games industry, 16-20% of the world’s population identify as having a disability. These are numbers that can’t be ignored and confirm accessibility as not only a moral obligation but a financially sound decision.
Accessibility can be defined as the breadth of people that are able to enjoy and access an experience, oftentimes focused on people with disabilities but also benefiting the wider population. Creating an accessible game means adopting considerate, inclusive and customisable game design that accommodates the needs of all kinds of players. Examples include, colourblind friendly design, configurable control schemes, subtitles, closed captions and audio features. That’s accessibility. Not to be confused with approachability, which is something I see often online. Approachability is mostly onboarding new players into an experience. Sometimes there can be overlaps, for example when an experience is made to be approachable, it can be made, almost by accident rather than design, to be more accessible and vice versa. However, these are two completely different intentions that are important to separate out as their own things.
Making a business case for accessibility in video games
While ethics and morality provide a strong foundation for accessibility, it’s equally important to recognize the business advantages. It’s these conversations that are perhaps most crucial in terms of securing dedicated budgets for these types of tasks. Integrating accessibility into the early stages of game development minimizes costs. However, having to fix accessibility issues after a video game’s release can be much more costly.
Allocating a budget for accessibility up front will prevent you from having to spend a lot more money if unforeseen challenges crop up post-launch or even during launch. This foresight prevents the need to hurriedly assign resources to fixing barriers that are, in some cases, causing harm to your audience. Not to mention, assigning a team to map out a feature that you haven’t planned is going to be very costly. Having to damage control online sentiment when you have a bunch of articles that are coming out about the game having poor accessibility is also an unforeseen cost that’s entirely avoidable when implementing accessibility from the beginning of your process. It’s really about prevention, and being proactive in these efforts.
Accessibility by design
Accessibility begins with thoughtful design. A lot of accessibility barriers can be prevented at the design level of production. So even before we start making the case for a feature to be implemented, we need to first understand what can be made more inclusive and accessible within the design itself.
That’s where the concept of inclusive design comes into play. When developing a new video game, you already have to think about UI, creating a control scheme, building new environments etc. When tackling these tasks, how can you ensure that an accessibility mindset is being integrated into them? This approach will prevent a lot of unforeseen costs, and potential backlash.
You should also consider integrating user testing with disabled players during early design phases. Their insights can help identify potential barriers and opportunities for improvement before development progresses too far.
Working with development teams to build accessible games
Creating accessible games requires a thoughtful and collaborative approach. When we work with development teams, we won’t provide them with a grocery list of 160 features that they have to develop. Usually, we will meet with them first to understand where they are at in their accessibility journey.
If a team is just beginning, that’s often an ideal starting point. This allows us to understand the current processes and what can be improved within those, before going on to establish objectives and goals over the short, medium and long term. We have to be realistic and strategic in our approach. That’s probably the trickiest balancing act with accessibility – everything is important because every single thing that doesn’t make it into the process means that someone won’t be able to play your game. However, to progress in a realistic manner, we have to aim for progress and not perfection. Step by step, we can slowly but surely build a world that is more accessible, but such a task doesn’t happen overnight. We have to meet people where they are.
If you are interested to find out more about how to build accessible games, you can reach out to Player Research’s Advancing Accessibility team via the form below.