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Accessibility finally matters to the game industry — but it needs to do better

[2019.10.08, Tue 23:05] Undoubtedly, no game developer or hardware designer would shun the idea of making sure that everyone who wants to can play their video games. Even viral games like Pokemon Go are exclusive in nature: its motion-based controls are one of the games main features, and present a number of accessibility issues. Some in the industry have noted that purchasing the controller, along with all of the extra input devices needed to play many games, can work out to be pretty costly. The gaming giant has also made reforms in its game design, such as only requiring disabled players to hold down a button rather than repeatedly press it. While efforts are becoming more and more visible on both sides of the gaming accessibility coin, neither hardware makers nor game developers should be relying on the other to take care of the issue. There needs to be a full awareness of accessibility needs at both the design level when it comes to hardware, as well as during the initial stages of the game development itself. Ubisoft has recently exemplified this with a new initiative that includes community experts and accessibility advocates in early-stage game development, running an accessible design workshop, and sending review copies to creators with disabilities and accessibility sites.
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