THE Entertainment software association introduces the Accessible game initiative to provide
Players with information on accessibility features in video games.
Founding members Electronic Arts, Google, Microsoft, Nintendo of America and Ubisoft support inter-industry effort to provide consumers with clear information on accessibility features available in video games.
The accessible initiative of the games was announced at Conference of game developers (GDC) by ESA and representatives of the five founding member companies. It is relatively rare that the game industry is gathering on a united cause, but accessibility has been on radar for some time. Microsoft launched the Xbox adaptive controller for players with reduced mobility in 2018. He also launched a superb advertising of the Super Bowl with the message: “When everyone is playing, we all win.”
The main objective of the new game initiative accessible is to help provide clear information on the question of whether a specific video game has accessibility functionalities and, in the affirmative, what are these features.
“Can you imagine how frustrated you would be to buy a video game that you are delighted to play, only to discover that you cannot,” said Quinn in the speech.
Aubrey Quinn, a senior communications vice-president, said in an interview with Gamesbeat that some players with challenges have stopped players by frustration. She spoke before the session with the five GDC 2025 companies during a session at 12:15 pm Pacific on March 20.
“We talked to a deaf player who said how frustrating when the games are motivated by dialogue. There is not always closed subtitling, and that means that they have no idea what’s going on,” said Quinn. “To talk to the players and hear first -hand how these features are so important to them, and how it will change their gaming experience, moved us.”
The initiative is launched with a set of 24 “tags”, all with clear criteria on what each beacon means. The examples of tags include: clear text, large and clear subtitles, narrated menus, a stick inversion and a backup at any time, among others. Over time, participating companies will place the initiative beacons of games accessible near their information on game products – for example on digital windows, product pages or digital catalogs.
This can help provide players and other consumers, such as parents and teachers, with clear information on features in a given game before making a purchase.
“Tens of millions of Americans have a handicap and are often confronted with obstacles to the experience of joy and the connection that accompanies video games,” said Stanley Pierre-Louis, president and chief executive officer of ESA, in a statement. “We are extremely proud to announce the accessible initiative of games in partnership with industry leaders. This initiative demonstrates how much we can have an impact when we work together in
Our industry continuation to help more people discover the power of the game. ”
The idea of the accessible initiative of games was developed for the first time by Electronic Arts, Google, Microsoft, Nintendo of America, Sony Interactive Entertainment and Ubisoft. Amazon Games, Riot Games, Square Enix and Warner Bros. Games also joined the initiative before the GDC announcement. The initiative of the accessible games will be managed by ESA, the professional association representing American video game industry.
Quinn says that the initiative and its accessibility labels will coexist with other accessibility efforts already available in the industry.
The work took place three years (and up to five years in terms of reflection). The panel was moderate by the accessibility consultant Paul Amadeus Lane, with Amy Lazarus of the electronic arts; Dara Monasch of Google; Steven Evans of Nintendo from America; Anna Waismeyer from Microsoft; and David Tissherand from Ubisoft.
It was a rare moment when Arch competitors got up on stage together. I do not remember the last time it happened on a big scene in the history of the game.
“This is a very collaborative effort,” said Evans during the panel. “We can bring together all the industry with us, even if your business has a long -standing accessibility program or you just start.”
Quinn said that work was in the name of people like Mike Luckett, who helped the project. Former army officer, Luckett underwent a serious spinal cord injury after being cut by a truck which did not give in to a motorcycle accident in 2011. Luckett almost stopped playing a few times due to the difficulty of playing while using adaptive controllers. Instead, he worked as a defender of others, trying to bring the industry to do more to help other people with disabilities feel the joy of playing again.
“Mike is an incredible example of how video games have the power to inspire and extend our world,” said Quinn.
Quinn said that she before joining ESA, she had a job in the hospitals of Children’s Miracle Network in 2008. While working there, she had the opportunity to meet hundreds of children and their families and saw the results of the disease, injuries or disabilities in children’s hospitals.
“I have often seen video games used as therapy and also as a way to provide children with a really frightening and difficult period of their lives. I saw the power of the game first,” said Quinn.
There are tens of millions of people in the United States alone with disabilities.
“At ESA, we firmly believe that everyone should be able to live the power of the game. This is why industry, for so long, has committed to exploring means of making video games more accessible,” said Quinn. Companies have invested in the development of equipment that allows disabled players to personalize their gaming experiences. There is also an increase in accessibility by design, helping players to enjoy the games from the start. But a basic question remains: how do players know that this specific game has the accessibility features that allow them to play this game. ”

She added: “Speaking to the players, we heard countless stories about the hundreds of games they bought to discover that the game does not have the accessibility features they would need to play. We love all the games.”
The accessibility experts of these companies have identified common accessibility features in their games, which are the foundation of the labels introduced today.
“Our initial set includes four major categories, hearing functionalities, game features, input features and visual features. Our tasks cover features such as surround sound, clear text, large and clear subtitles, narrated menus, stick conversion, backup of all times and others,” said Quinn. “These are features that were already available in many video games, we simply facilitate players to find the involved companies working directly with their development and compliance teams to create a set of criteria that clearly communicate what constitutes a label of game initiative accessible to a technical level, which is also available today, taking this path for interpretation, not only for players, but also for developers.”

Other key facts:
- The complete list of tags and their definitions / criteria are available on AccessibleGames.com.
- The tags have been developed with advice and comments from players with
handicaps, accessibility advocacy groups and game development teams,
has provided valuable information on the real applications of the labels. - The tags are launched in the United States.
- The TAG implementation calendar will be determined on a company by company
base and is always voluntary. - The tags will be located on the digital windows of participating companies, product pages and
Digital catalogs. - In addition to the oriented definitions of players, the accessible initiative of games also has criteria
Available for developers to use tags and help them develop their games with
accessibility to the mind. - As comments are collected from the community, and new technologies and functionalities are
Developed, we expect the existing tags to evolve and introduce additional tags in the
future. - The accessible initiative labels of games can coexist with other accessibility tags available in the
Marketplace. - The use of accessible game initiative tags is completely voluntary for video games
Companies and windows, but labels are available for everyone.
To see the labels and learn more about the initiative of accessible games, visit
www.accessiblegames.com.
As for material differences, Quinn has said that there will always be consoles of difference with different devices.

“But what is important that we are at GDC and that we are talking to developers is that if we think about it, creating the game, there are so many features that we can integrate into the game before you even need equipment,” said Quinn.
She said the initiative is launched with what the group calls tags.
“It is therefore essentially, it is a sentence or a word that allows you to know exactly what is the functionality,” said Quinn. “So the initiative is launched with 24 tags so that each company that enters and says:” We want to work with the initiative will examine and assess it. How can we use these tags? How to make our games accessible to different people? “”

She said, “The companies on board can say that they will use this feature and use this exact tag so that players can see it and know that this is accessible for them,” said Quinn. “Think of the way the different humans are. I think there is something beautiful in people who are able to open doors, make things more accessible, create access, see this opportunity and do it. ESA believes that there is a game for everyone.”
She said your abilities should not dictate if you can play games or not. And the intention of the program is to expand the number of people who can play.
“We are just trying to bring a certain level of consistency to help players who need accessibility features,” said Quinn.
As for this Super Bowl advertisement, she said that it was powerful and that the goal remains to make the power of the game accessible to everyone.
Amadeus Lane said during the closure: “What we were witnessing today was historic.”