Abstract

AbstractVideo games addressing environmental issues have the potential to raise awareness among players about the pressing ecological crisis and motivate them to take individual and collective action towards sustainability. For these games to generate change on a large scale, everyone should be able to play them. However, persons with disabilities often encounter accessibility barriers that prevent or hinder their access to these games. This paper aims to bridge the gap between environmental awareness and accessibility by analysing three video games: Plasticity, Alba: A Wildlife Adventure, and The Sims 4: Eco Lifestyle. First, their environmental themes are examined. Second, their accessibility features are listed and assessed using a mixed-methods tool that combines a quantitative checklist with a user qualitative evaluation. Results show that these three games are similar in their exploration and slow-paced mechanics but lack a specific focus on accessibility, particularly regarding visual, hearing, and haptic stimuli. This leads to a reduced gaming experience for some players, and complete unplayability for others, especially users in need of visual accessibility features. To improve the situation, accessibility should be co-created with users and implemented from the design stage of the game. Future research includes analysing a larger selection of games, directly involving players in the assessment of accessibility features, and reception research examining the impact of environmental awareness on players with and without disabilities. In short, to bridge the accessibility gap in environmental awareness, it is crucial to prioritise inclusivity in video games so that everyone can participate in creating a more sustainable world.

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