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SHIN Jh,
KAWABATA Miki 2025/10/25-26 "Toward Inclusive Game Environments: Theories and Practices of Accessibility",
障害学国際セミナー2025, 於:京都(日本)
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障害学国際セミナー2025
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障害学国際セミナー
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障害学
SHIN Jh, KAWABATA Miki 2025/10/25-26 "Toward Inclusive Game Environments: Theories and Practices of Accessibility"
SHIN Jh (Kinugasa Research Organization, , Ritsumeikan University)
KAWABATA Miki (Kinugasa Research Organization Institute of Ars Vivendi, Ritsumeikan University)
Background and Purpose
Digital games are increasingly transcending the boundaries of entertainment, being utilized in education, welfare, and the resolution of social issues. Furthermore, they are gaining multifaceted value as social platforms that connect people.
In recent years, the concept of game accessibility (hereafter GA) has emerged, aiming to ensure that diverse players—including the elderly and those with disabilities—can both access games and participate in them enjoyably.
The realization of GA requires approaches that extend beyond technological solutions, encompassing institutional development, social support, and the assurance of cultural inclusivity.
This study focuses on the multilayered characteristics of GA, seeking to systematize its theoretical framework and clarify the challenges associated with its implementation.
What is Game Accessibility?
GA refers to the design and consideration that ensures all players—including those with disabilities or age-related limitations—can fully enjoy games.
The rise of GA movements is influenced by the Americans with Disabilities Act (ADA), the growing emphasis on universal design and inclusion, and the emergence of "Gray Gamers"—a term that refers to senior gamers—which highlights the importance of reflecting the diverse and evolving needs of players.
Global Practice in Game Accessibility
AbleGamers Foundation provides resources, advocacy, and developer guidance. Established in 2004, the most well-known organization in GA.
AAA companies such as Ubisoft, Sony Interactive Entertainment, and Microsoft, as well as indie game developers, offer accessibility guidelines and support services.
In South Korea,? Governmental and institutional support is expanding through workshops and media visibility.
Increase in the needs of diverse players, such as Gray Gamers.
Cases from Japan
“Taiyou no ie”, "Universal eSports Network" and other community-based initiatives for players who have disabilities.
Launch of the Game Accessibility Association of Japan in 2024.
Senior-focused GA workshops and events using games.
Challenges and Key Findings
・ Broadening the Conceptual Scope
GA should expand beyond players with disabilities to include seniors and diverse play environments.
・ Regional & Cultural Contexts
Since global models cannot be applied universally, localized approaches are essential.
・ Accessibility of Information
Players need better access to information about accessible games and gaming environments.
Current Conclusions and Limitations
Game Accessibility is not only a technical issue; it is a multidimensional issue involving sociocultural factors such as cultural expectations and societal norms.
Collaborative efforts across academia, industry, government, and communities are vital to make games without barriers to accessibility, or "games for all."
Inclusive game design and diversity contribute to new trends in digital game play cultures.
For deeper understanding and insight, future research will examine a broader range of cases. Through this analysis, the study aims to identify both the potential and the challenges of GA.