this Entertainment Software Association Introduction Accessible game plan supply
Players with information about accessibility features in video games.
Founding members Electronic Arts, Google, Microsoft, America and Ubisoft’s Nintendo are supporting cross-industry efforts to provide consumers with clear information on accessibility features in video games.
Accessible game plans in Game Developer Conference (GDC) ESA and representatives of five founding member companies. It is relatively rare for the gaming industry to combine a unified career, but accessibility has been around for some time. Microsoft launched the Xbox adaptive controller for players with limited mobility in 2018. It also launched a Super Bowl ad and conveyed that “when everyone plays, we all win.”
The main purpose of the new Accessible Game Program is to help provide clear information on whether a particular video game has accessibility features and, if so, what are those features.
“You can imagine how frustrated you can feel to buy a video game that you’re excited about, just find yourself unable to,” Quinn said in his speech.
Aubrey Quinn, senior vice president of communications, said in an interview with GamesBeat that some challenging players quit the player game due to frustration. She spoke to five GDC 2025 companies at the meeting at 12:15 pm on March 20.
“We talked to a deaf man and he said how frustrating the game was in conversation. It wasn’t always off the captions, which meant they didn’t know what was going on,” Quinn said. “We touched us by talking to players and hearing first-hand that these features are so important to them and how it will change their gaming experience.”
The program is being launched with a set of 24 “tags”, all with clear standards. Example tags include: clear text, large and clear subtitles, narrative menus, pasting inverted and save, and more. Over time, participating companies will place accessible game plan tags near their gaming product information, such as on digital storefronts, product pages, or digital directories.
This can help players and other consumers, such as parents and teachers, and what features are available in any given game before purchasing.
“Thousands of Americans with disabilities and often face barriers to experiencing the joy and connection that comes with playing video games,” Stanley Pierre-Louis, president and CEO of ESA, said in a statement. “We are very proud to announce the announcement of an accessible game plan with industry leaders. This initiative shows how much impact we can make when we work together,”
Our entire industry pursuit helps more people experience the power of competition. ”
The idea for an accessible game plan was developed by Electronic Arts, Google, Microsoft, Nintendo of America, Sony Interactive Entertainment and Ubisoft. Before the GDC announcement, Amazon Games, Riot Games, Square Enix and Warner Bros. Games also joined the program. Accessible gaming plans will be managed by ESA, a trading association representing the American video game industry.
Quinn said the initiative and its accessibility tags will coexist with other accessibility efforts that are already available in the industry.
This work is three years of work (as much as five years in terms of thought). The group was chaired by accessibility consultants Paul Amadeus Lane and Emy Lazarus. Dara Monasch of Google; Steven Evans of Nintendo, USA; Anna Waismeyer of Microsoft; and David Mexicoland of Ubisov.
It was a rare moment when Arch competitors came on stage together. I don’t remember the last time that happened on the big stage in game history.
“It’s a very cooperative effort,” Evans said in the group. “Even if your company has a long-term accessibility program, or you’re just starting out, we can bring the entire industry with us.”
Quinn said the work was helpful on behalf of people like Mike Luckett. Luckett, a former military officer, suffered severe spinal cord injury after being cut off by a truck that failed to surrender in a motorcycle accident in 2011. Luckett almost quit the game a few times because it’s hard to play when using an adaptive controller. Instead, he worked as an advocate for others, trying to get the industry to do more to help other people with disabilities play the fun of playing games again.
“Mike is an incredible example of how video games have the power to inspire and expand our world,” Quinn said.
Quinn said she worked at Children’s Miracle Network Hospital in 2008 before joining ESA. While working there, she had the opportunity to meet hundreds of children and their families and saw the results of illness, injury or disability at the Children’s Hospital.
“I often use video games as a therapy and it’s a way to provide children with outlets during a truly terrifying and challenging time of their lives. I’ve seen the power of games for myself.”
In the United States alone, tens of millions of people with disabilities.
“At ESA, we strongly believe that everyone should be able to experience the power of the game. That’s why the industry has been working on exploring ways to make video games more accessible for a long time,” Quinn said. The company has invested in developing hardware that allows people with disabilities to customize their gaming experience. Design can also be improved through design, helping players enjoy the game from the beginning. But one core question remains: how players know that the particular game has accessibility features that enable them to play the game. ”

She added: “When talking to players, we heard countless stories just to find out that the game doesn’t have the accessibility features needed to play the game. We all love the game.”
Accessibility experts at these companies identified their shared accessibility features in the game, which is the basis for the tags introduced today.
“Our initial collection includes four main categories, auditory features, gaming features, input features and visual features. Our tasks cover things like surround sound, clear text, large and clear subtitles, narrative menus, paste menus, rocker conversions, any time, and more,” Quinn said. “These features are already available in many video games, and we just make it easier for them to find involved companies to work directly with their development and compliance teams to create a set of standards that clearly convey the level of technology that constitutes an accessible game plan tag that can be used today, which can also be explained, not only for players, but for developers, but also for use.”

Other key facts:
- A complete list of tags and their definitions/standards can be found on accessiblegames.com.
- Tags are developed through guidance and feedback.
Disability, accessibility advocacy groups and game development teams, all of which
Provides valuable insights on realistic applications for tags. - These tags are being published in US English.
- The timetable for implementing the tag will be determined company by company
The foundation is always voluntary. - Tags will be located in the digital storefronts, product pages and
Digital catalog. - In addition to the player-oriented definition, accessible game plans also come with standards
Available for developers to use tags and help them pass
With accessibility in mind. - As feedback is collected from the community, new technologies and features are
We hope that the existing tags can develop and
future. - Accessible game plan tags can coexist with other accessibility tags
market. - Fully voluntary video games with accessible game plan tags
Company and storefront, but the tags are available for everyone.
To view the tags and learn more about access to the game plan, visit
www.accessiblegames.com.
As for hardware differences, Quinn said there will always be differences with consoles from different devices.

“But the importance of having a conversation with developers at GDC is that if we think about it, there are a lot of features that can build the game before you even need the hardware,” Quinn said.
The program is being launched under the group’s name tag, she said.
“Essentially, it’s a phrase or a word that lets you know exactly what the feature is,” Quinn said. “So the program is being launched with 24 tags, so every company that comes in says, ‘We want to work with the program and evaluate it. How do we use these tags? How do we make our game accessible to different people?’’’’’

“The companies on board can say they will use this feature and will use this exact tag so players can see it and know that it is accessible to them,” she said. “Think about the difference between human beings. I think it’s a bit beautiful for people who have the ability to open doors and make things easier to get, create access, see this opportunity and do that. ESA believes everyone has games.”
Your abilities should not determine whether you can play games, she said. The purpose of the program is to expand the number of people you can play.
“We’re just trying to bring some degree of consistency to help players who need accessibility features,” Quinn said.
As for that Super Bowl ad, she said it was powerful and the goal was still to make the power of the game available to everyone.
“What we witnessed today is historic,” Amadeus Lane said in the closing ceremony.
Source link