Accessibility In Video Game Design
Date
2025-02-25
Authors
Journal Title
Journal ISSN
Volume Title
Publisher
ORCID
0000-0002-4596-452X
Type
Thesis
Degree Level
Masters
Abstract
Play is a fundamental human experience with significant social, developmental, and psychological benefits. Beyond these, there is intrinsic value to fun and enjoyment. Everyone deserves equal access to play, yet there are significant barriers in video games that prevent disabled individuals from fully participating. This thesis explores these access barriers through the lenses of game design and game review analysis. This thesis consists of two empirical studies and an ethical reflection. The first study is a content analysis of 30 top-played games on Steam, using the 'basic' accessibility features as described by the Game Accessibility Guidelines. This analysis reveals that nearly two-thirds of basic accessibility features were fully implemented, showing both what progress has been made in game accessibility while also highlighting what work still needs to be done. The second study serves as a proof of concept, exploring the use of ChatGPT to uncover discussion of accessibility and disability in video game reviews. The results show that ChatGPT can accurately distinguish relevant game reviews. An ethical discussion follows, addressing concerns regarding the use of LLMs such as ChatGPT, defining LLMs as an assistive technology, and the impact of that definition. This thesis concludes by exploring what the responsibilities of developers, researchers, and educators are towards inclusive, accessible, and disability-led research and design. This thesis underscores the urgent need for broader accessibility in video games and invites a dialogue regarding our collective responsibilities toward disabled users within the video game industry.
Description
Keywords
Accessibility, video game, usability, user design, generative artificial intelligence
Citation
Degree
Master of Science (M.Sc.)
Department
Computer Science
Program
Computer Science