
Screenshot of title page of “The Importance and Impact of Incorporating Accessibility and Inclusivity into Video Game Design and Communities”, Megan Eaton’s graduate final thesis with the University of Edinburgh
Link to Paper: [here]
Thesis Overview
In my graduate thesis titled The Importance and Impact of Incorporating Accessibility and Inclusivity into Video Game Design and Communities, I conducted an in-depth exploration of how video game developers can implement accessible design practices to create more inclusive gaming experiences. The core of my research was centered on the belief that accessible and inclusive design not only benefits players with disabilities but also enhances the gaming experience for all players.
This comprehensive study covered the methodologies for integrating accessibility features throughout the entire game development process, from the conceptual phase to post-release updates. I analyzed a wide array of accessibility tools and resources, such as the Game Accessibility Guidelines (GAG) and the AbleGamers Charity’s Accessible Player Experience (APX) guidelines, to identify best practices that can be applied across various game genres and budgets.
Key Research Insights
- Universal Design Principles: My research underscored the importance of designing with a broad spectrum of users in mind, focusing on the principle of "solving for one, extending to many." This approach, advocated by leading industry players like Microsoft, ensures that games are more accessible by considering the diverse needs of all players from the outset.
- Ethical and Business Implications: The thesis highlighted the dual benefits of accessible game design—not only is it ethically and morally right to make games inclusive, but it also expands the player base, leading to higher revenues and a more loyal fanbase. This aligns with the increasing legal requirements for accessibility in digital spaces, such as the CVAA in the United States.
- Player-Centric Design: A significant part of the research focused on understanding the diverse needs of gaming communities, particularly those of marginalized groups. The study revealed that there is no one-size-fits-all solution for accessibility, emphasizing the need for customizable gaming experiences. This includes adjustable difficulty levels, remappable controls, and options for sensory feedback, which allow players to tailor the game to their personal needs and preferences.
- Case Studies and Industry Examples: The thesis included analyses of both successful and less successful examples of accessible game design. Games like The Last of Us Part II, with its extensive accessibility features, were contrasted with titles like Elden Ring, which, despite its acclaim, has been criticized for its lack of accessibility options. These case studies provided practical insights into how inclusive design can be implemented or overlooked in the industry.
Research Methodology
To support these insights, I conducted an extensive literature review, examining both academic research and industry practices related to accessibility in video games. Key sources included articles from the AbleGamers Charity, insights from industry veterans such as Brandon Cole, and numerous case studies. Additionally, I conducted surveys and interviews with players to gather primary data that informed my research. This user-centered approach ensured that the findings were grounded in real-world experiences and challenges faced by gamers with diverse needs.

Game “Restoring Harmony” title/starting image and menu.
Project Details
Project: Restoring Harmony: To put my research into practice, I led a team of seven in the development of Restoring Harmony, a strategic game created during a five-week game jam focused on climate change. This project served as a practical application of my thesis research, aiming to incorporate the accessibility principles I had studied.
- Design and Development Process: Throughout the project, we prioritized accessibility by integrating features such as customizable controls, large interface elements, clear text formatting, and a user-friendly tutorial. These features were designed in accordance with the guidelines from GAG and APX, ensuring that the game was accessible to players with various disabilities.
- Challenges and Solutions: Given the limited resources and time constraints of the game jam, the development process required careful planning and prioritization. For instance, we focused on creating a simple yet engaging gameplay loop that allowed for multiple playstyles, ensuring that players with different levels of ability could enjoy the game. We chose the Godot engine for its open-source nature, aligning with our goal of promoting accessibility in development.
- Feedback and Iteration: We conducted several rounds of testing and gathered feedback from playtesters, including those with disabilities, to refine the game's accessibility features. The iterative process allowed us to make informed adjustments, such as simplifying menu navigation and enhancing visual and auditory cues.