Games Journalism articles advocate for accessibility in two ways, generally. First, with simple awareness. More discussion on the topic aids in "justifying the need to address these challenges in the breadth of game culture". And second, with solutions to accessibility problems benefiting players and developers alike. Several Media Outlets and Game Development/Production Companies participate in
Global Accessibility Awareness Day campaigns to raise funds and spread awareness among the public as well as their own staff. Stevie Wonder, while presenting at the 2009
VGA Awards, spoke out about game accessibility requesting the industry create more accessible games. Several advocacy organizations and groups have been formed to raise awareness within the game industry of the importance of making games accessible. • In 2003, the
International Game Developers Association (IGDA) introduced the
Game Accessibility Special Interest Group, founded by
Thomas Westin. In 2006, the
Bartiméus Accessibility foundation initiated the
Game Accessibility project, a project which focuses on creating awareness and providing information for game developers, researchers and gamers with disabilities, led by
Richard Van Tol. These two major groups work together as advocates within the game industry for increasing the accessibility of video games for gamers with disabilities. • In 2004, two gamers with disabilities, Mark Barlet and Stephanie Walker, founded
AbleGamers.com, set out to further advance game accessibility in the AAA gaming space. Some of their efforts include: pressuring
NCSoft to remove
Game Guard from the game
Aion and discussing with game developer
Blizzard the addition of color blind friendly enhancements to the game
World of Warcraft. In 2009 AbleGamers.com started 501(c)(3) nonprofit
The AbleGamers Foundation to facilitate their work. • In 2010, the
Accessible GameBase was launched by the charity
SpecialEffect. This was a site that aimed to develop a welcoming, all-encompassing gaming community. • In 2012, a group of games studios, specialists and academics came together to create the
Game Accessibility Guidelines which won the
FCC's Chairman's award for
Advancement in Accessibility. This website has many tips for game developers as to how to make their games more accessible to those who have disabilities. They raise awareness about the need for accessibility and the ease of which some features can be implemented. In 2024, a book of observations and insights was published by the author. • In 2018, Coty Craven launched
Can I Play That?, a games accessibility resource for gamers and developers.
Can I Play That? expanded upon their previous Deaf / hard-of-hearing video game reviews to consider the wider experience of disabled gamers.
Can I Play That? provides accessibility reviews, news and features, as well as workshops for developers and games studios and annual Accessibility Awards. Despite these, and other initiatives, the situation is far from perfect: Many game developers are still very much unaware of game accessibility. Developers who acknowledge the importance of game accessibility and want to use it in their designs often don't know how to do so. Games developed in research projects usually consist of small demos ("
proofs of concept") which lack the quality and (re)playability of mainstream games. This is usually also the case with games that have been developed by small companies and hobbyists. Knowledge about accessible game design that is gained in such projects often fails to get documented. In recent years, game accessibility has become a topic of increasing interest to the academic research community. It is recommended that collaborating with people who have disabilities can vastly improve the results of accessibility initiatives. == See also ==