Playing on Hard Mode: Accessibility, Difficulty and Joy in Video Game Adoption for Gamers with Disabilities
Jesse J. Martinez, Jon E. Froehlich, James Fogarty
Abstract
Video games often pose accessibility barriers to gamers with disabilities, yet there is no standard method for identifying which games have barriers, what those barriers are, and whether and how they can be overcome. We propose and explore three phases of the “game adoption process”: Discovery, Evaluation, and Adaptation. To advance understanding of how gamers with disabilities experience this process, the resources and strategies they use, and the challenges experienced, we conducted an interview study with thirteen gamers with disabilities with differing backgrounds. We then engage with existing theories of consequence-based accessibility, of difficulty, and of identity-based gaming to better understand how these processes manifest “access difficulty” and to characterize the experience of “disabled gaming.” Finally, we present design recommendations for game developers and distributors to better support gamers with disabilities in the game adoption process by engaging with community-made resources, supporting socially-created access, and creating customizable experiences with opportunities for unconventional play.
Ask about this paper
Your agent reads all of it.
Lune indexed this paper to the last equation, along with the top-tier papers that cite it. Ask a question and the answer quotes them.
Your agent calls
Luneget_paper_fulltext
Free to start. No credit card required.
Terminal
Install the CLIlune papers fulltext 1a213a51-a1e9-4adc-bcb2-aa8d35736966Cited by top-tier papers5
- How Users Who are Blind or Low Vision Play Mobile Games: Perceptions, Challenges, and StrategiesZihe Ran, Xiyu Li, Qing Xiao, Xianzhe Fan et al.CHI 2025 · 9 citations
- Exclusion Rates among Disabled and Older Users of Virtual and Augmented RealityRosella P. Galindo Esparza, John J. Dudley, Vanja Garaj, Per Ola KristenssonCHI 2025 · 4 citations
- Exploring Aiming Techniques for Blind People in Virtual RealityJoão Mendes, Manuel Piçarra, Inês Gonçalves, André Rodrigues et al.IEEE VR 2025 · 3 citations
- Perspectives on Mixed-Ability CompetitionPedro Trindade, João Guerreiro, André RodriguesCHI 2025 · 2 citations
- Shared Control for Game Accessibility: Understanding Current Human Cooperation Practices to Inform the Design of Partial Automation SolutionsDragan Ahmetovic, Matteo Manzoni, Filippo Corti, Sergio MascettiCHI 2026
Builds on5
- What Do We Mean by "Accessibility Research"?: A Literature Survey of Accessibility Papers in CHI and ASSETS from 1994 to 2019Kelly Mack, Emma McDonnell, Dhruv Jain, Lucy Lu Wang et al.CHI 2021 · 323 citations
- Anticipate and Adjust: Cultivating Access in Human-Centered MethodsKelly Mack, Emma McDonnell, Venkatesh Potluri, Maggie Xu et al.CHI 2022 · 80 citations
- "My Zelda Cane": Strategies Used by Blind Players to Play Visual-Centric Digital GamesDavid Gonçalves, Manuel Piçarra, Pedro Pais, João Guerreiro et al.CHI 2023 · 36 citations
- A Chinese-Language Validation of the Video Game Demand Scale (VGDS-C): Measuring the Cognitive, Emotional, Physical, and Social Demands of Video GamesNicholas David Bowman, JihHsuan Tammy Lin, Chieh WuCHI 2021 · 14 citations
- Replication and Extension of Video Game Demand Scale with a Turkish-Speaking Gamer PopulationMehmet Kosa, Nicholas David BowmanCHI 2023 · 6 citations
Related papers
- Including the Experiences of Physically Disabled Players in Mainstream Guidelines for Movement-Based GamesLiam Mason, Kathrin Gerling, Patrick Dickinson, Jussi Holopainen et al.CHI 2022 · 10 citations
- Virtual Reality Games for People Using WheelchairsKathrin Gerling, Patrick Dickinson, Kieran Hicks, Liam Mason et al.CHI 2020 · 101 citations
- GAME: Game As a Measurement Environment: Scheme to Evaluate Interfaces and Game Contents Based on Test TheoriesTakahiro Miura, Masaki Matsuo, Ken-ichiro Yabu, Atsushi Katagiri et al.UbiComp 2021 · 4 citations
- How Accessibility Practitioners Promote the Creation of Accessible Products in Large CompaniesShiri Azenkot, Margot J. Hanley, Catherine M. BakerCSCW 2021 · 24 citations
- Towards Inclusive Avatars: Disability Representation in Avatar PlatformsKelly Mack, Rai Ching Ling Hsu, Andrés Monroy-Hernández, Brian A. Smith et al.CHI 2023 · 52 citations
