Navigated to December Dinner w/ the Devs - Community Management in Games

Accessibility in Games

By Ali Cannon

December 12, 2025 · insights

Screenshot of a door with a crystal doorknob reflecting lights for the Lens of Accessbility

  • If a game is in virtual reality (VR), it’s important to include systems to support reducing simulation sickness during continuous locomotion (e.g. vignetting) or mechanics to bypass locomotion (e.g. teleportation)
  • The game allows adjustment of the relative volume of audio (vo, sfx, music, etc.)
  • If the game contains mature content, the game clearly telegraphs the inclusion of any mature content or difficult themes upfront

Screenshot of a Greek-inspired statue holding a glass lens, preparing to throw it like a discus, as an illustration for the Lens of Skill

  • The game's difficulty can be adjusted
  • The game includes tutorials
  • The game includes a way to practice without failure, such as a practice level or sandbox mode
  • The game provides reminders about current objectives during game

  • If using VR/AR or physical space, the game provides adjustments to the height of important objects to accommodate players of differing heights
  • The game can comfortably accommodate both left-handed or right-handed players (consider controls, UI, and game-world layout)
  • The game can accommodate players being seated in a chair or wheelchair
  • If in VR, the game does not require players to carry objects in both hands

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