Samsung’s gaming inclusivity gap research might actually shine up some opportunities for us Mavericks!
Samsung Electronics Co research reveals the video game sector could be doing more to cater for gamers with disabilities. The study, conducted by Samsung Pioneers and OnePoll, sampled 500 adults with physical and invisible disabilities, and shows 81% of respondents have struggled to play their favourite games due to inaccessible features, such as:
– a lack of customisable control options (21%)
– hard-to-read text (33%)
– fast-paced gameplay (34%)
– flashing lighting effects (31%)
As a result, 39% have been forced to stop playing a game – or abandon it altogether : ( not OK.
It’s clear from the results there’s a desire from disabled gamers for more inclusivity in gaming. With over half (52%) of respondents expressing a wish to see characters that reflect their disabilities, the findings suggest that increased representation could substantially enhance engagement and gameplay duration.
What positive learning came from the research?
However, despite the challenges raised, the study found over a fifth (22%) of those polled feel empowered by gaming. 40% say the pastime gives them a sense of escapism. Added to this, 16% say it provides them with a way to connect with other gamers with disabilities emphasising the invaluable opportunity for social and community engagement in the gaming world. Meanwhile, 28% of gamers polled, say video games are an ‘essential’ part of their routine.
Samsung recently launched its European-wide Gaming Training Initiative. The ‘Embrace Your Game’ Portal is designed to centralise insights, and provide expert guides, training sessions and video workshops for gamers of all abilities.
Steven Woodgate, Head of Category Management MX and Chair of the True Ability Employee Resource Group – those with disabilities at Samsung Electronics UK, said:
‘We must prioritise an inclusive gaming landscape, ensuring every player, regardless of their disability, can enjoy and connect through these digital realms. The industry owes it to all its players to make games as accessible and representative as possible’.
Further barriers to gaming include games which result in ‘cognitive overload’ through complex control configurations and hard-to-follow information or instructions (28%), and nearly a quarter (24%) have experienced dexterity issues – such as controllers not being adequately designed for their ergonomic needs.
The findings found that Mario Kart (29%) and Grand Theft Auto (23%) were perceived to be the most inclusive and accommodating toward disabled gamers. Nice well done guys …
Those polled say the features and accessibility options they’d like to see in future titles include:
– more accessory options for differently abled players (34%)
– more online multiplayer options catering towards different disabilities (34%)
– nearly a third (31%) want improved guides and tutorials to help them learn controls for games, and a greater range of customisable controller options (31%)
Robin Christopherson, Head of Digital Inclusion at AbilityNet,a UK-based charity that envisions a digital world accessible to all, added: “It should be no surprise to learn that disabled people enjoy gaming as much as anyone else, but this research demonstrates quite clearly the negative impact on people’s wellbeing when hardware or software isn’t accessible.
“It also underlines that games are a vital part of the fabric of many people’s lives, creating social networks and bringing enjoyment which should be open to everyone. That’s why is so good to see Samsung leading the way in inclusive design and building accessibility into their products.”