> ## Documentation Index
> Fetch the complete documentation index at: https://devdocs.xbox.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Game Accessibility Workshop Toolkit

> Run Game Accessibility Workshops at your studio using facilitator assets, exercises, and inclusive design guidance from the XBOX Research Accessibility Team.

> "The results of inclusive design for accessibility always lead to a better product for everyone." — Phil Spencer

The **Game Accessibility Workshop Toolkit (GAWT)** is a resource from the XBOX Research Accessibility Team. It gives you everything you need to host your own **Game Accessibility Workshops (GAWs)** — sessions that evolve how your team thinks about and applies inclusive design during development.

## What's in the toolkit

* Guidance on planning and setting up a Game Accessibility Workshop.
* Visual assets to use during the workshop, plus instructions for how to use them.
* A video recording of the introductory presentation that opens the workshop and grounds attendees in the principles of inclusive design.

## Get the toolkit

Download the toolkit from the [Gaming for Everyone Product Inclusion Hub](https://developer.microsoft.com/games/resources/productinclusion/accessibility/workshop).

<Tip>
  The toolkit is scaffolding — not a prescription. Studios are all in different places on their accessibility journey; adapt, extend, or trim the exercises to fit yours.
</Tip>

## How a workshop runs

<Steps>
  <Step title="Learn">
    Attendees watch the 101 presentation to build shared context on inclusive design and game accessibility.
  </Step>

  <Step title="Engage">
    Attendees hear directly from players with disabilities through interviews and panels.
  </Step>

  <Step title="Practice">
    Facilitated exercises let attendees apply what they've learned.
  </Step>

  <Step title="Incorporate">
    The team maps insights back onto features in their in-development product.
  </Step>

  <Step title="Discuss">
    Attendees agree on accessibility goals, foreseeable challenges, and the resources they need to navigate them.
  </Step>
</Steps>

The output is a **shared team vision** for accessibility that guides planning and implementation through the rest of development — saving time and effort while improving what ships.

## Impact

Game Accessibility Workshops are the cornerstone of XBOX's approach. Features that came out of workshops with XBOX Game Studios include:

* Turn 10's [blind driving assist in Forza Motorsport](https://news.xbox.com/en-us/2023/04/27/forza-motorsport-accessibility-features-blind-driving/).
* Rare's [audio aim assist in Sea of Thieves](https://support.seaofthieves.com/articles/13407523184402-Aim-Assist-Audio-An-audio-guide-to-help-visually-impaired-players-target-other-players-and-AI-when-using-guns-and-cannons).
* Playground Games' [picture-in-picture ASL in Forza Horizon 5](https://www.youtube.com/watch?v=7-LqVe2PArM).

For a walk-through of key insights, see the [XBOX Research Accessibility presentation at European GAconf 2024](https://youtu.be/YkHiNp3skZM).

## See also

* [XBOX Accessibility Guidelines](/build/game-principles/accessibility/xbox-accessibility-guidelines)
* [Gaming Accessibility Fundamentals learning path](/build/game-principles/accessibility/gaf-info)
* [Disability etiquette](/build/game-principles/accessibility/etiquette)


## Related topics

- [Developer accessibility resources](/build/game-principles/accessibility/accessibility-resources.md)
- [Disability etiquette](/build/game-principles/accessibility/etiquette.md)
- [GDK accessibility overview](/build/game-principles/accessibility/accessibility-overview.md)
- [PlayFab Party speech-to-text and text display UX guidelines](/services/playfab/community/voice-communications/party-speech-to-text-ux-guidelines.md)
- [PlayFab Party text-to-speech and text input UX Guidelines](/services/playfab/community/voice-communications/party-text-to-speech-ux-guidelines.md)
