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Goal

Ensure players can get a sense of whether a title will be playable for them before they purchase it, and provide support and guidance on accessibility features they can use after purchase.

Overview

When a title lacks an accessibility feature a player needs, the game may be unplayable immediately or after some progress. For example, a d/Deaf player who buys a game without subtitles for NPC chat or visual cues for critical audio may be blocked entirely — resulting in wasted money and emotional disappointment. Well-documented accessibility features on accessible, easy-to-find pages let players assess a game before buying it. Publishing this information before launch also helps build excitement in the Gaming & Disability Community and supports informed preorders.

Scoping questions

  • Does your game include audio, visual, input, or difficulty configuration options that improve usability for players with disabilities?
  • Does your game include accessibility-specific features such as single-stick mode, toggle aim, auto-reload, screen narration, subtitles and captions, or reduced button hold time?

Implementation guidelines

Publish accessible online documentation

All accessibility features, functionality, user guides, and product support options should be described in accessible, easy-to-discover online product documentation.
  • Websites must conform to WCAG 2 Level AA.
  • Give each title its own dedicated accessibility page. Avoid combining multiple titles onto a single page.

Localize accessibility documentation

If the game ships in multiple languages, accessibility documentation should be available in the same languages.

Make in-game Help accessible

When in-game Help systems (tutorial hints, contextual prompts) are present, all accessibility features must also be explained in an accessible format — meeting text display, contrast, and narration guidelines.

Use respectful, up-to-date terminology

Documentation — in-game or online — should use respectful, current disability language.
  • Person-first language (e.g., “gamers with disabilities”) is generally recommended over disability-first language, though preferences vary regionally.
  • Avoid antiquated or offensive terms like “handicapped,” “impaired,” or “incapacitated.” Reference the NCDJ Disability Language Style Guide.
Examples of strong documentation practice include the dedicated Gears 5 accessibility site and Ubisoft’s per-feature FAQ pages for Assassin’s Creed Valhalla.

Potential player impact

This XAG reduces barriers for:
  • Players without vision or with low vision
  • Players with little or no color perception
  • Players without hearing or with limited hearing
  • Players without speech
  • Players with cognitive or learning disabilities
  • Players with limited reach, strength, or manual dexterity
  • Players using prosthetic devices
  • Players with limited ability to use time-dependent controls
  • Players who don’t want to share their voice online, or who don’t own a microphone or headset

Resources and tools

Last modified on August 4, 2026