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Gaming Has a Disability Problem

Gaming Corner
Gaming Corner · Day 23
Inclusion & The Industry
Gaming Has a
Disability
Problem

46 million Americans with disabilities play video games. 81% of them struggle with inaccessible features. 39% have been forced to abandon games they loved. The Last of Us Part II proved accessible design makes better games for everyone. Most of the industry has not noticed.

⚡ GAMING CORNER  ·  DAY 23  ·  GAMING HAS A DISABILITY PROBLEM  ·  AUTHORED & CURATED BY NEAL LLOYD  ·  46 MILLION DISABLED US GAMERS  ·  81% FACE BARRIERS  ·  LAST OF US PART II  ·  XBOX ADAPTIVE CONTROLLER  ·  ⚡ GAMING CORNER  ·  DAY 23  ·  GAMING HAS A DISABILITY PROBLEM  ·  AUTHORED & CURATED BY NEAL LLOYD  · 
46M
Americans with one or more disabilities who play video games regularly
81%
Of disabled gamers who struggle with inaccessible features — Samsung UK 2025 research
39%
Forced to abandon a favourite game due to inaccessible design — same study
60+
Accessibility features in The Last of Us Part II — the benchmark every studio should be held to
The Scale

One in Five Players Has a Disability. The Industry Designs for Four in Five.

The numbers are stark and rarely acknowledged in mainstream gaming discourse. Of the more than 216 million Americans who play video games regularly, approximately 46 million have one or more disabilities. Global estimates place disabled gamers at between 20% and 30% of the total player population — with some studies suggesting over 30% of gamers have a disability of some kind. This is not a niche accessibility concern. It is a fundamental question about who the industry believes its audience is.

The 2025 Samsung UK research put numbers to the experience that disabled players already knew: 81% struggle with inaccessible features, and 39% have been forced to completely abandon games they loved because of design choices that excluded them. These are not edge cases of highly specific impairments requiring specialised solutions. They are people who wanted to play, had the games, and could not — because nobody at the studio thought about them during development.

“Historically, gaming has not been particularly welcoming to the disability community. Gamers with disabilities were forced to adapt if they wanted to play, putting the onus on consumers to make gaming accessible for themselves. That is changing — but far too slowly, and far too unevenly.”

AbleGamers — 2024 Industry Report
The Barriers

What ‘Inaccessible’ Actually Looks Like in Practice

The barriers disabled gamers face are not all dramatic or obvious. Some are structural — a game that requires two simultaneous button inputs with no remapping option excludes players with one hand. A game with no subtitle option excludes Deaf players entirely. A first-person game with no motion sickness settings excludes players with vestibular disorders. These are not rare disabilities. They are common experiences affecting millions of players, and they can be addressed with features that cost studios relatively little to implement.

Samsung’s research found that 28% of disabled gamers experience cognitive overload through complex control configurations and hard-to-follow information. Nearly a quarter face dexterity issues where controllers are simply not designed for their ergonomic needs. The most-requested future features are straightforward: more accessory options for differently-abled players, more online multiplayer options catering to different disabilities, improved guides and tutorials, and a greater range of customisable controller options.

The economic argument they keep ignoring: 45% of individuals with disabilities play video games. The potential market is enormous — and largely underserved. Making games accessible is not a cost. It is an expansion of the addressable audience. Every player forced to abandon a game due to inaccessible design is a player who will not buy DLC, sequels, or future titles from that studio. The accessibility gap is a revenue gap dressed up as a design oversight.

The Benchmark

What Best Practice Actually Looks Like

Feature CategoryWhat It AddressesThe Last of Us Part IIIndustry Standard
VisionBlind and low-vision playersFull audio descriptions, high-contrast mode, text size scaling, screen reader supportInconsistent — many games still ship with no vision options
HearingDeaf and hard-of-hearing playersFull captions, visual audio cues, subtitle customisation including size and backgroundSubtitles common but quality varies enormously
MotorPlayers with limited dexterity or one-handed playFull button remapping, hold-to-toggle for all inputs, one-handed modeButton remapping still missing from many major titles
CognitivePlayers with ADHD, dyslexia, or processing differencesNavigation assistance, aim assists, combat assist modes, simplified HUD optionsRarely addressed beyond difficulty settings
VestibularPlayers with motion sickness or balance disordersCamera shake reduction, motion blur off, field-of-view controlsImproving but still inconsistently implemented

Naughty Dog’s The Last of Us Part II shipped in 2020 with over 60 accessibility features — described at the time as the most accessible game ever made. The BBC covered it. Academic researchers cited it. It won accessibility awards. And five years later, the majority of studios still do not reach anything close to that standard. The benchmark exists. It has existed for five years. The industry has largely chosen not to follow it.

The Progress

What Has Actually Changed — And What Hasn’t

There are genuine reasons for optimism that did not exist five years ago. In 2025, the Accessible Games Initiative launched — a collective of major publishers forming to create standardised accessibility tag names and definitions, helping developers communicate accessibility information to disabled players in consistent, meaningful terms. Xbox has already added these standardised tags to its digital storefront. PlayStation and Nintendo are expected to follow.

Microsoft’s Xbox Adaptive Controller, launched in 2018, remains a landmark hardware achievement — a modular controller designed from the ground up for players with limited mobility, compatible with a wide range of third-party assistive devices. Sony followed in 2023 with the Access Controller for PS5. The hardware ecosystem for disabled players is meaningfully better than it was a decade ago.

But hardware and standardised tags do not solve a software problem. The 2025 research data — 81% of disabled gamers still facing barriers, 39% forced to abandon games — was collected after these initiatives launched. The structural problem is not the absence of standards or hardware. It is that accessibility features are still treated by most studios as an optional post-launch add-on rather than a core design requirement built from day one.

The Industry Defence
Accessibility is expensive and complex to implement

Comprehensive accessibility requires significant engineering time, QA testing, and specialist consultation. For smaller studios operating on tight budgets, the cost-benefit of implementing full accessibility suites may genuinely be prohibitive. The Accessible Games Initiative is building the infrastructure to make this easier over time, and progress should be measured against where the industry was, not against an ideal standard.

The Counter
You built a $185B industry. You can afford button remapping.

The features most commonly missing — button remapping, subtitle customisation, hold-to-toggle inputs — are not complex or expensive to implement when built from the start. They are expensive to retrofit. The accessibility gap is largely a planning gap: studios that do not include disabled players in their design process from day one find that adding features later costs more than building them in. The solution is not more budget. It is earlier intention.

The Verdict

Accessibility Is Not a Checkbox. It Is a Design Philosophy.

The Last of Us Part II demonstrated something the industry has been slow to internalise: accessible design does not just help disabled players. It makes games better for everyone. Subtitle customisation benefits players in loud environments. Hold-to-toggle inputs reduce strain for all players during long sessions. High-contrast modes clarify visual information that can be overwhelming regardless of vision status. The features built for accessibility are frequently the features that make games more comfortable and enjoyable for the entire player base.

The Accessible Games Initiative, the Xbox Adaptive Controller, and the growing body of academic research on disabled gaming experiences represent genuine progress. They also represent how far the industry still has to travel. 81% of disabled gamers struggling with inaccessible features in 2025 — after five years of The Last of Us Part II as a published benchmark, after the Xbox Adaptive Controller, after the AGI — is not a number that describes an industry making adequate progress.

There are 46 million Americans with disabilities who play games. They are not asking for special treatment. They are asking to play the games everyone else is playing, using the controllers they have, with the sensory and motor capabilities they have. The industry has the knowledge, the tools, and more than enough revenue to make that possible. The only thing missing is the decision to make it a priority from day one rather than an afterthought from day three hundred.

Key Concepts
Accessible Games Initiative (AGI)
A 2025 collective of major publishers creating standardised accessibility tag names and definitions to help developers communicate accessibility features consistently to disabled players. Xbox has implemented these tags; PlayStation and Nintendo are expected to follow.
The Last of Us Part II Standard
60+ accessibility features spanning vision, hearing, motor, cognitive and vestibular needs — the most comprehensive accessibility implementation in AAA gaming history at its 2020 launch. Still not matched by most studios five years later.
Universal Design Principle
The philosophy that features designed for disabled users improve the experience for all users. Subtitle customisation helps in noisy environments. Hold-to-toggle reduces strain for everyone. Accessible design is better design.
The Planning Gap
Accessibility features built from day one cost a fraction of what they cost to retrofit post-launch. The accessibility gap is largely a priority gap — studios that do not plan for disabled players from the start pay more to catch up later, and most choose not to catch up at all.
Xbox Adaptive Controller
Microsoft’s 2018 modular controller designed for players with limited mobility, compatible with a wide range of third-party assistive devices. A landmark hardware achievement. Sony followed with the Access Controller in 2023 for PS5.
Series Index
⚡ Gaming Corner
Day 01 — The GTA 6 Problem
Day 02 — Sony Killed Bluepoint
Day 03 — The $80 Game
Day 04 — AI In Your Games
Day 05 — Stop Killing Games
Day 06 — The Toxicity Problem
Day 07 — The Backlog Is a Trap
Day 08 — PC vs Console 2026
Day 09 — Games That Made Me Cry
Day 10 — The Loot Box Never Died
Day 11 — Esports: Real Sport or Expensive Hobby?
Day 12 — Does AC Owe You Historical Accuracy?
Day 13 — What League Taught Me About Leadership
Day 14 — Why Gaming Movies Always Fail
Day 15 — The NPC Is Getting Smarter
Day 16 — Gaming Saved Me. Almost.
Day 17 — Who Is Killing the Games Industry?
Day 18 — Indie Games Are Beating AAA
Day 19 — When Gaming Becomes an Addiction
Day 20 — The State of Gaming: 2026
Day 21 — The Remake Gold Rush of 2026
Day 22 — Live Service Is a Graveyard Now
► Day 23 — Gaming Has a Disability Problem
Neal Lloyd
Authored & Curated by
Neal Lloyd
Gaming Corner — Respawn Daily Series. No PR spin. No corporate fluff. New post every day.
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