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Goal

Ensure players can pause or completely stop content that scrolls, blinks, auto-updates, or otherwise moves. Provide adjustable settings for field of view, camera movement/sensitivity, and other camera or screen movement. Benefits players prone to motion sickness, players distracted by moving content, and players who can’t read quickly enough before auto-updates.

Overview

This XAG covers two areas:
  1. Text or visual elements that blink, scroll, auto-update, or move without player input. These can cause motion sickness, be missed by players who read slowly, and be hard for screen readers to handle.
  2. In-game experiences that elicit motion sickness. When visual perception of body movement (walking-bob, weapon-sway, head-bob) conflicts with the player’s actual stationary body, motion sickness follows.
Intentional settings around field of view, camera bobbing, motion blur, weapon sway, and automatic camera changes are critical to accessible experiences.

Scoping questions

Animated UI content when text is present

  • Moving or animated backgrounds behind text/UI critical to gameplay?
  • Blinking or flashing content behind text/UI?
  • Auto-updating content like leaderboards or rankings?

Non-gameplay visual behaviors

Does your game include behaviors (outside core gameplay) that move the field of view, camera angle, or UI without player initiation?
  • First vs. third person point of view choice?
  • Adjustable camera angle?
  • Automatic camera view or angle changes (auto-centering)?
  • Camera shake, head bob?
  • Repetitive side-to-side or up-and-down on-screen movement?
  • Weapon sway or similar movement behaviors?

Implementation guidelines

Moving, blinking, scrolling, auto-updating content when text is present

Auto-updating content:
  • A method to control the frequency of updates. Example: Microsoft Store on XBOX lets players disable Autoplay Video and Autoplay Sound.
  • A method to pause, stop, or hide auto-updating content.
Moving, blinking, scrolling, or flashing content:
  • A mechanism to entirely disable it.
  • A mechanism to pause or hide it. Example: HyperDot’s “Animate Background” toggle.
Ancillary gameplay surrounding a text-based UI experience isn’t in scope, though providing an adjustable-opacity background behind text during active gameplay (e.g., Sea of Thieves) increases readability.

Camera and motion settings

  • Avoid or allow disabling camera shake, camera bobbing, motion blur, and mouse blur. Examples:
    • Halo Infinite sliders (0–100%) for radial blur, screen shake, full screen effects, and speed lines.
    • Cyberpunk 2077 adjusts additive/secondary camera motions.
  • Avoid repetitive side-to-side or up-and-down on-screen movement outside core gameplay (weapon sway, camera bobbing). Example: Elder Scrolls Online adjustable first-person head-bob intensity.

Field of view

  • Provide adjustable field-of-view settings.
Adjustable FOV lets players choose an angle least likely to make them sick based on sitting distance and other factors.
Examples:
  • Halo Infinite FOV slider with contextual explanation of the “fishbowl” effect at higher angles.
  • Assassin’s Creed Valhalla Close Camera setting for third-person view.
  • Minecraft FOV angle up to 110 degrees.

Camera movement settings

  • Provide horizontal and vertical camera sensitivity settings (Halo Infinite look sensitivity sliders).
  • Provide the ability to disable automatic camera movement. Example: Sea of Thieves Auto Centre Camera toggle plus delay and speed sliders.

First vs. third person

  • Allow players to choose between 1st and 3rd person camera views.

Potential player impact

Resources

Last modified on August 1, 2026