ESA Unveils The Accessible Games Initiative

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The Entertainment Software Association (ESA), comprised of the leading gaming, tech, and publishing giants, unveiled its latest initiative, the Accessible Games Initiative.

The program, endorsed by powerhouse video game studios square enix, electronic arts, nintendo of america, riot Games, sony interactive entertainment, warner bros. games, and ubisoft alongside tech giants google, amazon games, and microsoft is described as a categorisation tool targeted at unifying a shared industrial language to help a swath of gamers with disabilities.

As technology continues to climb, attributes of games are changing with accessibility the initiative is not only aimed at helping players identify what accessibility features are available in any given video game, but it would also hold studios to task in providing consistent terminology across platforms to describe their accessibility features.

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For example, if a player is looking for video games with narrated menus or to avoid something that can only be played with a keyboard, they can use the site as a navigation tool to help them find the right game available or upcoming for their needs.

Stanley Pierre-Louis, ESA president and CEO, in a press release, said “Tens of millions of Americans have a disability and often face barriers to experiencing the joy and connection that comes with playing video games.”

“We are immensely proud to announce the Accessible Games Initiative in partnership with industry leaders.

“This initiative demonstrates how impactful we can be when we work together in our industry-wide pursuit of helping more people experience the power of play,” he said.

During the ESA press presentation at the Game Developers Conference (GDC) Thursday in San Francisco, it was revealed that the team had prepared a list of 24 tags (and counting) on their accessible games website.

These tags, which will be located on participating companies’ digital shops and product pages, were developed from the feedback of players with disabilities, accessibility advocacy groups, and game development teams.

Anna Waismeyer, the Senior Accessibility Research Lead at Microsoft/Xbox, explained the research process further: “It’s a communication tool between developers and players. So not only did we take into account the players’ needs, but we also reached out to developers across all of our studios, across the world to better understand what kinds of accessibility features they would want to communicate to players.

“And then we tried to strike a balance between meeting the needs of as many players as possible, but also ensuring that the tags would be viable would be something that our developers could adopt and use.” 

The team also explained that the Accessible Games Initiatives also has “criteria available for developers to use the tags to help them develop their games with accessibility in mind” and that tags that already exist in the disabled gamer community will also be recognised in the marketplace.

 

 

 

 

DEADLINE/ Chidimma Gold

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