How Accessible is This Video Game? An Analysis Tool in Two Steps
Bibliographic Data
| ID | 12804536 |
|---|---|
| Authors | María Eugenia Larreina-Morales (0000-0002-4783-4331, Universitat Autonòma de Barcelona, corresponding author) |
| Year | 2023 |
| Volume | 19 |
| Issue | 1 |
| Pages | 75-93 |
| Publication date | 2023-02-07 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Games and Culture (JOURNAL) |
| Journal identifiers | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Publisher | SAGE Publishing (PUBLISHER • US) |
| DOI | 10.1177/15554120231154710 |
| OpenAlex | W4319438886 |
| Language | EN |
| Citations received | 1 |
| References cited | 10 |
Game accessibility aims to ensure that every player has a chance to interact with a video game and overcome its challenges. This paper presents a game analysis tool in two steps that identify accessibility achievements and pitfalls to improve current practice. First, a game's accessibility features are reviewed through a checklist that integrates guidelines developed by users, industry, and academia. Second, user reviews are analysed to determine the suitability of the game's accessibility features. As a pilot study, the analysis tool is applied to The Last of Us Part II, released by Naughty Dog in 2020. The checklist shows that the game offers a great number of accessibility features, although users clarify in their reviews that not all interaction barriers are prevented. In that sense, the analysis tool emphasises the key role of users with disabilities in designing and assessing accessibility features so that video games may be enjoyed by all
Checklist · Cognitive psychology · Computer security · Game art design · Game design · Game design document · Game Developer · Human–computer interaction · Key (lock · Multimedia · Video game · Computer Science · Digital Accessibility for Disabilities · Digital Games and Media · Psychology · Tactile and Sensory Interactions
| Citations per year | 1 |
|---|---|
| Citation span | 2026 - 2026 (1) |
| Highly cited | No |