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JOURNAL ARTICLE · EDITORIAL BRIEF

Reimagining infrastructure for video game accessibility: exploring Access Profiles with players with disabilities and game designer-developers

Lloyd May; Dan-Ha Le; Graham Lazorchak; Emily Q. Wang
Frontiers in Computer Science · 20 July 2026 · Background

Open accessUS research institutions · international recruitmentBackground reading
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The finding or development

Carrying accessibility preferences between games could ease setup, but a shared setting does not guarantee a shared experience. Players and independent developers identified context-specific needs and dependencies on game engines and retailers.

What supports it

Peer-reviewed qualitative design study with nine disabled players and five independent designer-developers; microgame probes and interviews.

Reviewed: Publisher abstract, methods, prototype, findings and limitations rechecked 27 October; supplements not reviewed.

Why it matters for design

A published practice example connecting user needs to a prototype: it distinguishes unavailable settings from settings that do not apply to a game.

Read with this in mind

Experienced players and independent developers only; no AAA studios. A medium-fidelity microgame prototype does not establish effectiveness in commercial games, long-term use or deployment at scale.

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DOI: 10.3389/fcomp.2026.1823366

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