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
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.
Original source
Opens the publisher outside this reading room. If nothing opens, copy the source address below.
Reference tools · Paperpile & more
Using Paperpile? Open the original source above, then use the Paperpile extension to save it to your library. Its inline buttons appear on supported websites.
Paperpile’s browser extension guide (opens an external website)Or download the original reference and import the file into Paperpile, Zotero or EndNote. Check the details against the source before citing.
Citation details are requested from Crossref when you download. The file contains a reference, not the full paper.
DOI: 10.3389/fcomp.2026.1823366
This is the complete UX Observatory brief, not the publisher’s full article. Follow the original source to read the work.