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EA's shop now includes accessibility tags

Jul 4
3 min read

Updated: 5 hours ago


Electronic Arts has started displaying Accessible Games Initiative labels on its website, following Xbox and Ubisoft in adopting the standard promoted by the initiative. This represents an important step toward greater transparency in the video game industry, as it allows players to find out which accessibility features a particular title offers before purchasing it.


The tags made their debut with one of the most popular games in EA's catalog: The Sims 4. The game's store page now features a new section called "Accessibility", located below the system requirements. It includes four categories dedicated respectively to audio, gameplay, input, and visual features.


Each category is accompanied by a dedicated icon and indicates the number of available features. Clicking on the relevant section displays the full list of accessibility options supported by the game. The structure is simple and intuitive, making this information easy to access even from smartphones and other mobile devices.



Accessible Games Initiative tags are not limited to The Sims 4. Exploring Electronic Arts' website, they can already be found on Split Fiction, Tales of Kenzera: Zau, Dragon Age: The Veilguard, and Apex Legends. The fact that the rollout will continue progressively was confirmed by Morgan Baker, EA's Director of Accessibility Development, in a message posted on Bluesky.



A gradual rollout is entirely consistent with the size of Electronic Arts' catalog. Xbox and Ubisoft have also introduced the tags progressively, updating their games over time rather than implementing them across their entire libraries simultaneously. At the moment, however, the tags are not yet available in the EA app, and the company has not announced when they will be extended to that platform.


We previously covered the Accessible Games Initiative HERE. The initiative was announced in 2025 by a group of companies from the video game industry together with the Entertainment Software Association (ESA), with the goal of creating a shared standard for describing video game accessibility features, making it easier for players to identify titles that meet their individual needs. For many people with visual, auditory, motor, or cognitive disabilities, finding this information still means having to consult reviews, forums, or specialized websites before determining whether a game is actually suitable for their needs.



In addition to Electronic Arts, Xbox, and Ubisoft, the initiative's founding partners also include Google and Nintendo. Steam, meanwhile, uses its own independently developed accessibility tagging system. The coexistence of different approaches demonstrates how the industry is still working toward the definition of a shared standard, which is precisely the goal the Accessible Games Initiative aims to achieve.


Accessibility in video games is often associated exclusively with difficulty, but the concept is actually much broader. The goal is to provide tools that allow as many people as possible to experience a game in the conditions that best suit their individual needs, regardless of any physical, sensory, or cognitive limitations.


The tags cover four main areas: audio, gameplay, input, and visual features. The tools that can be highlighted include subtitles, visual indicators for sounds, separate volume controls, customizable difficulty levels, automatic assists, full control remapping, support for alternative controllers, one-handed configurations, color-blind modes, contrast adjustments, and adjustable text size.


The introduction of these tags marks an important change in the way accessibility information is presented to consumers, as in the past these details were often hidden within settings menus or described only in developer blogs, press releases, or technical documentation. They are now displayed directly on the product page, alongside other essential information such as system requirements.


The question now is how quickly Electronic Arts will complete the implementation of the tags across its entire catalog and whether the system will also be extended to the other channels through which its games are distributed. Much will depend on the adoption of the standard: the more publishers and platforms that adopt it, the easier it will become for players to compare accessibility features before making a purchase.


If adoption of the Accessible Games Initiative continues to grow, these tags could become a reference standard for the entire industry. For players, this would mean being able to evaluate a video game more consciously before purchasing it, while for publishers and developers, it would provide a concrete incentive to invest further in accessibility from the earliest stages of development.

 
 
 

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