Start with a player’s workable route
We write for interface designers, developers and players who want to understand the relationship between a barrier and a design decision. Our organising principle is player choice: flexible input, perceivable information, manageable cognitive effort and evaluation with the people affected.
Disabled players have varied preferences, devices, strategies and experiences. A feature can help one person, hinder another or work differently across modes. That is why our guides describe considerations and trade-offs rather than promising universal solutions.
How to use the guides
Choose a task or barrier, compare the available options and inspect what needs testing. Each topic includes a practical matrix and links to further reference. These pages are educational guidance, not accessibility certification, medical advice or a substitute for research with players.
Sources and independence
We reference resources including W3C, Microsoft’s Xbox Accessibility Guidelines, Game Accessibility Guidelines, AbleGamers and SpecialEffect. External resources have their own scope and may change. Brand and product names belong to their respective owners. This site is not affiliated with or endorsed by the organisations referenced.
Help improve the reference
If a statement is unclear, a source has moved or an interaction creates a barrier, tell us which page and task are involved. You do not need to disclose a diagnosis. We welcome corrections and concrete examples without asking anyone to speak for all disabled players.