Jeux Sans Frontiers — Games without Barriers.
By: David Banes
Tags: Gaming, Design, Inclusion, Innovation, Disability

Jeux Sans Frontiers — Games without Barriers.

Photo by Fredrick Tendong on Unsplash

Gaming has become a crucial part of social interaction for vast numbers of people especially a younger generation; it has enormous market value, and much of the reduced income to for music, film and Television can be ascribed to the cost of games.

During lockdown, gaming has become not only a way of staying connected with friends and family but a way of keeping mind and body active, with both needing regular exercise. Those with disabilities often feel that this opportunity is denied to them due to a lack of accessible design. This is exacerbated by an industry that evolves rapidly with innovation at the heart of success.

Gaming changes with regular new consoles and platforms accessibility and ease of use are dependent on a chain of features

• The device, be it console or streaming service

• Controllers, design and ease of use, and the extent to which alternatives are available

• Operating system and the accessibility options built into the OS

• Individual game accessibility.

There are game accessibility standards, to support developers and they are easy to read and understand and can be found at http://gameaccessibilityguidelines.com/

I spoke to many people with disabilities about gaming and as a result, focussed attention on two popular platforms that reflect how games are being played in 2020. I don’t have the space to discuss gaming on mobile phones and that perhaps deserves a separate discussion, and so we decided to look at the Nintendo Switch and “Steam” the streaming gaming platform. Both are popular as forms of “social gaming” multiplayer games where the social interactions can be as popular as the game itself.

Nintendo Switch

When it was launched, the system was highly criticised as the options contained no accessibility features. But more recently those with low vision have welcomed the ability to zoom in on part of a screen by activating the zoom feature, and with a double press of the home button can zoom in on the screen. You can move around the magnifying window and zoom in and out with the X and Y buttons, a handy feature.

More recently, third party developer “Hori” has released an accessibility controller designed for the Nintendo Switch. The Nintendo licensed “HORI Flex” Switch and joystick interface adds a range of inputs and can be either Switch or Windows PC. Gamers with a physical disability can use a variety of devices to control the game, including single switches and some USB joysticks. They have included a remapping application for users to program six different button profiles, there is even some support for eye-tracking. Sadly, the Flex is only available in Japan and is expensive at over $200 for the interface.

Ring Fit adventure

Ring Fit adventure has been one of the most popular fitness games for a console since “Wii fit”. It perhaps also redefines a little of what we mean to be accessible. In this case, the options made it possible for the game to be meaningful even if you had a physical disability. In the game, there is an “Assist Mode,” where you can choose to include or exclude different body parts. These include Shoulder Assist, Back Assist, AB Assist, and Knee Assist. By choosing Knee assist the parts of the game that ask you to jog or run on the spot are automated, and your avatar will jog automatically through the game and sprinting as needed. For those with limited use of their legs, they can still play the game using the resistance band to blast obstacles, collect powerups, and fly or jump. All of the upper body exercises remain unchanged.

Other modes could be ideal for those with different needs, including older users who want to play with children or grandchildren. Other features include a sound-only version, which is great for those with a visual impairment, as much as for those who want to exercise whilst watching TV. The switch can be connected to a television if you want to play on a large screen, making text and graphics more comfortable to follow.

Ring Fit is an example of accessibility being baked into a game beyond technical compliance to standards. The design of these features allows you to customise to a person, using options for a range of different needs.

Steam

Steam is one of the most popular gaming platforms in the world, especially by those who prefer to play games on their PC, rather than purchasing a dedicated console. That’s quite an important starting point as we know that PC’s, windows and mac are full of accessibility features and options that Steam can utilise. Much of the discussion focusses on accessibility for those who are blind. This remains an issue, one highlighted repeatedly by writers, bloggers and gamers. At the heart of the issue is that blind gamers can’s access the Steam software using a screen reader, technology that reads aloud the content of screens, without this they can’t reach the point of browsing, downloading and playing the games.

This does not mean that no disabled people ever play games on Steam. It would be misleading to say otherwise. Point and Click games which need limited keyboard access are highly regarded, they can be played using a range of input devices such as a touchscreen, joystick or trackball. During Covid, collaborative social games have been popular with many with disabilities to reduce a sense of isolation.

Jackbox games

One of the most popular social games on Steam is “Jackbox” these are collections of mini-games, which might ask you to draw a picture, type a few words or answer some questions to play a range of puzzle and party games. Because the gameplay is quite simple, the instructions narrated, and the graphics large and clear they have been played by families including older and disabled members.

Jackbox games are a useful blueprint for inclusive (if not fully accessible) games. They are also ideal for co-piloting where barriers to gameplay need assistance, because they are social in nature, sharing a computer screen is inherent in the game, not a form of “cheat mode.”

So what?

Two things emerge from this quick scan. The first is that using accessibility standards is essential but getting feedback on real use by people with a disability builds products which anyone can use. In a world where we choose our games not only to play alone but alongside friends and family, demand for inclusive products, which do not exclude through design, become increasingly important. Inaccessible games become a part of decision making not just for people with a disability themselves, but for their friends and families also. That may be a market you don’t want to ignore.