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Universal Accessibility Tags: The Code That's Changing Video Games

Modern-style digital illustration of a video game controller surrounded by accessibility icons—symbols for mobility, hearing, and vision—under the title 'Universal Accessibility Tags: The Code That's Changing Video Games'.

Universal Accessibility Tags

The world of video games is vast, with numerous genres to suit a wide range of tastes.

In platform games, we jump over obstacles, run across moving platforms, and save our princess ; in action games, we shoot enemies, sneak into ancient ruins , or throw bombs in a typical war scenario. Let's not forget survival horror games, where we have to use limited resources to escape hordes of zombies or monsters created in mysterious laboratories; or fighting games, where we challenge our friends to combat with punches, kicks, and gruesome fatalities . It should be easy to know what to dive into when shopping on a digital platform, watching a trailer, or getting advice from friends and acquaintances. But is this really the case for everyone?

Imagine knowing, before you even buy a video game, whether you'll actually be able to play it. That's the goal of the new universal accessibility tags.


Why accessibility tags are needed in video games

For a person with a disability, whether they have motor, visual, or cognitive impairments, there is a significant obstacle to overcome when purchasing: is that title accessible to their needs? For those people, simply watching a trailer isn't enough: they're often forced to get lost in video reviews, accessibility articles (often in foreign languages), or read information released by the developers and publishers themselves , if any. And that's how a moment that should be for entertainment and social interaction turns into a long-term quest that would make even Detective Saga Anderson's Alan Wake II pale in comparison .

The solution to this problem is the use of labels called accessibility tags which, through simple descriptions, clearly indicate which options are available within the game .

However, each platform often uses different languages, making it difficult to determine whether that description indicates an identical, similar, or partial accessible functionality compared to another. How can this be resolved?


Image of the Accessible Games Initiative's introduction, located on the homepage of the website, accessiblegames.com. At the top, in large print, is the text: "What is the Accessible Games Initiative?" On the right, a text in English explains that the initiative aims to provide players with clear information about accessibility features in video games, so they can identify available features and improve their gaming experience. On the left, the initiative's colorful logo, with the words "Accessible Games Initiative." At the bottom right, a black button with the words "Learn More" and an arrow.

What is the Accessible Games Initiative ?

Not only universal Accessibility Tags


For a person with a disability — whether motor, visual, or cognitive — there’s a significant obstacle to overcome when purchasing a game: is that title accessible according to their needs ??

This is precisely why the Accessible Games Initiative aims to create a common language for as many platforms as possible , so that players with disabilities can understand the necessary information about accessibility features within a given title and be able to use them with complete peace of mind.

The project was launched last March by the Entertainment Software Association , a trade association representing the various companies in the video game industry. The founding members of the project are Google, Microsoft, Nintendo of America, Electronic Arts, Ubisoft, and Sony, which, despite having contributed to the project's development, is not among the founding members. Subsequent partners include Riot, Amazon Games, Square Enix, and Warner Bros.

A total of 24 accessibility tags have been created, divided into four categories: Auditory Features, Gameplay Features, Input Features, and Visual Features . Each feature within each tag is explained in detail in the document found on the association's portal , which is useful both for players who want to learn how to recognize them and for developers who want to implement them into their games.


In Auditory Features we find all those functions for managing the audio or selecting a different output type.

  • Speech-to-Text & Text-to-Speech Chat Allows us to transform the conversation from spoken to text and vice versa.

  • Mono Sound Allows us to play mono audio.

  • Multiple Volume Controls Separate volume control is available for various sound types.

  • Narrated Menus Allows us to use screen readers to read menus and notifications.

  • Stereo Sound Allows us to play stereo sound.

  • Surround Allows us to play surround sound.


In Gameplay Features we find the options to adjust the game difficulty to your liking and manage your saves.

  • Difficulty Levels Allows us to select from multiple difficulty options, including at least one option that reduces the intensity of the challenges.

  • Save Anytime Allows us to save progress at any time


In Input Features we find all the options for configuring the game controls.

  • Basic Input Remapping Allows us to rearrange the key controls.

  • Full Input Remapping Allows us to choose which action in the game to assign to which key.

  • Playable with Buttons Only Allows us to play using only buttons whose presses do not affect the controls.

  • Playable with Keyboard Only Allows us to play using only the keyboard.

  • Playable with Mouse Only Allows us to play using only the mouse.

  • Playable with Touch Only Allows us to play using only touch controls.

  • Playable without Button Holds Allows us to play without holding down buttons.

  • Playable without Motion Controls Allows us to play without using motion controls.

  • Playable without Rapid Button Presses Allows us to avoid repetitive button actions, such as long button presses and quick-time events (QTEs).

  • Playable without Touch Controls Allows us to play without using a touchpad or touchscreen.

  • Stick Inversion Allows us to change how directional inputs, such as the analog sticks, affect the game's movement in the up and down and left and right directions.


In Visual Features we find the options related to the management of texts and the in-game view.

  • Camera Comfort There are no camera effects that could cause discomfort or harm (e.g. nausea, headache) and such effects can be turned off or adjusted.

  • Speech-to-Text & Text-to-Speech Chat Allows us to use text-to-speech and voice-to-text conversion for game chats with other players.

  • Clear Text The text in menus, control panels, and settings is at a reasonable size. The contrast can be adjusted.

  • Color Alternatives Color is not used to communicate important information or can be adjusted.

  • Large & Clear Subtitles Subtitles are available for all dialogues.

  • Large Text Allows us to use large fonts for text in menus, control panels, and settings.


A screenshot of the Xbox Game Pass store for "DOOM: The Dark Ages." Accessibility features are shown on the left, including difficulty levels, on-demand tutorials, pause options, surround sound, color toggles, large and clear subtitles, and various simplified input options. On the right, an image with inclusive avatars accompanies Xbox's message: "This game is for everyone."

As of this writing, the tags have only been implemented across the Xbox ecosystem, maintaining the 6 already active Xbox Game Accessibility Feature tags for a total of 30.

Pending global implementation…

The implementation of accessibility tags in digital stores becomes much more than a technical detail: it represents an open invitation to everyone to experience the world of video games without barriers, transforming the purchase and gaming experience into a truly inclusive experience, accessible to everyone.



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Erwan
Dec 05
Rated 5 out of 5 stars.

Great post, thanks a lot

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Thank you for your feed.

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Edgard_gamer
Nov 10
Rated 5 out of 5 stars.

I had already heard this news, but I didn’t know it was a step forward in accessibility, it’s good that things are slowly moving forward. Regards Ed.

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Hello Edgard, we confirm this is a new accessibility step, and we hope to get more ways in the future.

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Stewen
Nov 10
Rated 5 out of 5 stars.

Very great post, I just discovered a new accessibility tips. Thank you Daniele for this amazing article. GG

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Thank you Stewen for your feed.

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