# Game Accessibility Guidelines: reference for inclusive game design

**URL:** <https://community.humanetech.com/t/game-accessibility-guidelines-reference-for-inclusive-game-design/5060>\
**Category:** Best practices\
**Tags:** best-practice\
**Created:** [October 30, 2020, 6:09pm UTC](https://community.humanetech.com/t/game-accessibility-guidelines-reference-for-inclusive-game-design/5060 "2020-10-30T18:09:14Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![aschrijver](https://yyz2.discourse-cdn.com/flex036/user_avatar/community.humanetech.com/aschrijver/32/1498_2.png) [@aschrijver](https://community.humanetech.com/u/aschrijver)\
**Post date:** [October 30, 2020, 6:09pm UTC](https://community.humanetech.com/t/game-accessibility-guidelines-reference-for-inclusive-game-design/5060/1 "2020-10-30T18:09:14Z")

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I found this resource on inclusive game design:

> ## [Game Accessibility Guidelines](http://gameaccessibilityguidelines.com/)
> 
> Supporting the industry since 2012, through award winning guidance and examples of how to cater for gamers with disabilities and other impairments
> 
> _“A collaborative effort between a group of studios, specialists and academics, to produce a straightforward developer friendly reference for ways to avoid unnecessarily excluding players, and ensure that games are just as fun for as wide a range of people as possible.”_
> 
> ### [How to work with the guidelines](http://gameaccessibilityguidelines.com/why-and-how/)
> 
> These guidelines are in three categories – basic, intermediate and advanced. These levels are based on a balance of three things:
> 
> - Reach (number of people who benefit)
> - Impact (the difference made to those people)
> - Value (cost to implement)
> 
> They are then grouped in sub-categories that relate to types of skill / impairment: motor, cognitive, visual and speech, and also some general considerations that apply to all areas.
