Enabled Players: The Value of Accessible Digital Games

Paul Cairns, Christopher Power, Mark Barlet, Gregory Haynes, Craig Kaufman, Jen Beeston

Games and Culture · 2019 · 78 citations · 26 references

Concepts

TL;DR

Many mainstream digital game players have disabilities, yet it is unclear which game aspects they value. The authors surveyed 71 general players and 123 players with disabilities about what makes games important to them. Players reported valuing social connection, escapism, artistic experiences, and for those with disabilities, games that enable them and level the playing field, indicating that accessible games are valued not merely for play but for enabling equal participation, highlighting the importance of adapting games to provide connection and enablement.

Abstract

It is increasingly recognized that there are many players of mainstream digital games who have some form of disability. It is not known which aspects of games are valued by players, regardless of whether they have a disability. We report on a survey of 71 players from the general game community and 123 players with disabilities asking what makes games important to them. We found established motivations to play such as social connection and escapism but additionally that players find games beneficial and provide artistic experiences. Players with disabilities explicitly referred to games helping them to feel enabled or being on a level footing with nondisabled players. The value of accessible games is not just mere play but playing the same games as everyone else. This implies that achieving accessibility through adapting games is an important approach to provide the valued connection and enablement that games provide.

References

26