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Building Accessible Games: WCAG for Interactive Content

David Edgecombe

By David Edgecombe

·9 min read

A practical guide to making games accessible to players with disabilities, covering WCAG 2.2 AA standards applied to interactive content.

Accessibility in games is not charity work. It is sound engineering, responsible design, and increasingly, a contractual requirement. When public institutions, government bodies, and educational publishers commission interactive content, they expect compliance with established accessibility standards. And even for commercial titles targeting the widest possible audience, accessible design consistently improves the experience for everyone who plays.

Our team's prior institutional work included educational projects for Cambridge University Press, the Museum of London, and European research consortia funded by EU Horizon 2020. In every one of those projects, accessibility was not a nice-to-have feature bolted on at the end. It was a design constraint from Day 1, and it made the games better.

This article is a practical guide to applying WCAG 2.2 AA standards to interactive game content. We will cover what the guidelines actually mean for games, where they apply, and how to implement them without compromising the player experience.


Why Accessibility Matters for Games

The Numbers Are Significant

Disability and temporary or situational access needs affect a substantial part of any broad audience. Designing an experience that depends on one input method, one colour distinction, or perfect hearing needlessly narrows who can use it.

Institutional Clients Require It

If you are building interactive content for government bodies, museums, or educational publishers, accessibility requirements are often part of procurement. The exact legal and contractual standard depends on the client, jurisdiction, platform, and nature of the service, so confirm the required conformance target during discovery rather than assuming one rule applies to every game.

During our team's work on the Great Fire of London interactive game for the Museum of London, accessibility was a core deliverable. The game needed to be playable in classrooms across the UK on a range of devices, by children of varying abilities. This meant responsive layouts, readable text, keyboard-navigable menus, and colour-blind-friendly visual design were non-negotiable.

It Improves UX for Everyone

This is not just a feel-good talking point. Accessible design patterns consistently produce better user experiences across the board:

  • Larger tap targets designed for motor-impaired players also reduce misclicks on mobile for all players
  • High-contrast UI designed for low-vision players also improves readability in bright sunlight or on cheap screens
  • Remappable controls designed for players with limited dexterity also satisfy power users who prefer custom bindings
  • Subtitles and visual cues designed for deaf players also help anyone playing on a commuter train with the volume off

Key Takeaway: Accessible design is not a constraint on creativity. Many accessibility decisions - clearer hierarchy, flexible input, readable UI, captions - also improve usability in everyday situations for a wider audience.


Understanding WCAG 2.2 in a Game Context

The Web Content Accessibility Guidelines (WCAG) were written for web content, not games specifically. Applying them to interactive experiences requires interpretation. Here is how the four core principles, known by the acronym POUR, translate to game development.

1. Perceivable

Players must be able to perceive the information presented. In a game, this means:

  • Text alternatives for non-text content. If a quest objective is communicated through an icon alone, provide a text label or tooltip alongside it.
  • Captions and subtitles for audio content. Any dialogue, narration, or critical sound effect should have a visual equivalent.
  • Sufficient colour contrast. The minimum contrast ratio for normal text is 4.5:1 against its background. For large text (18pt or 14pt bold), the ratio is 3:1. HUD elements, menu text, and in-game dialogue must meet these thresholds.
  • No information conveyed by colour alone. If a health bar goes from green to red, it must also change shape, label, or pattern so colour-blind players can interpret it.

2. Operable

Players must be able to operate the interface. For games, this is where things get interesting:

  • Keyboard/controller accessibility. Every menu, dialogue, and critical gameplay interaction should be operable without a mouse. For educational web games deployed to classrooms (where students may use Chromebooks with trackpads or keyboard-only setups), this is essential.
  • No time-dependent inputs unless adjustable. If a game mechanic requires a player to press a button within a strict time window, provide an option to extend or disable that timer. This is particularly relevant for quick-time events (QTEs).
  • Seizure safety. Avoid flashing content that exceeds three flashes per second. This is not just a guideline; it is a serious health concern.
  • Navigable structure. Players should always know where they are in the game's menu hierarchy and how to return to the main menu or pause screen.

3. Understandable

The game's interface and content must be understandable:

  • Readable text. Use clear fonts and test them at the actual physical sizes, viewing distances, resolutions, and scaling settings your players will use. A single point-size rule does not translate reliably across phones, tablets, browsers, and televisions.
  • Predictable behaviour. Menus should behave consistently. A "back" button should always go back. Settings should persist across sessions.
  • Error prevention and recovery. If a player makes a purchase, confirm it. If a player accidentally deletes a save file, ask for confirmation. This aligns with both accessibility best practice and good UX.

4. Robust

The content must be robust enough to be interpreted by a wide range of user agents, including assistive technologies:

  • Semantic markup. For HTML5/WebGL games, use proper ARIA roles and labels so screen readers can interpret menu elements.
  • Assistive technology compatibility. Test with screen readers (NVDA, VoiceOver) to ensure critical UI elements are announced correctly.

Practical Implementation Guide

Colour Blindness Modes

Colour vision deficiency is common enough that colour-only communication is a poor default. The most common categories you will encounter in testing are:

  1. Deuteranopia (red-green, most common)
  2. Protanopia (red-green)
  3. Tritanopia (blue-yellow, rare)

Implementation approach:

  • Never use colour as the sole indicator of state. Pair every colour change with a shape, icon, or text change.
  • Provide a colour-blind mode in the settings menu that swaps problematic colour pairs. At minimum, target deuteranopia.
  • Use a colour-blind simulation tool during development. We recommend the Coblis simulator or Unity's built-in colour blindness simulation in the Scene View.
  • Test your UI with the Ishihara plate methodology: if two UI elements are distinguishable only by hue (not by brightness, shape, or label), they will fail for some players.

In our work on educational games, we adopted a "shape-first" design language. Every interactive element has a distinct silhouette, and colour is layered on top as a secondary cue. This approach survived colour-blind testing without requiring a separate "mode" at all.

Screen Reader Support for Menu Systems

For HTML5 and WebGL games, screen reader support is achievable and increasingly expected:

  • Use semantic HTML elements (<button>, <nav>, <dialog>) rather than generic <div> elements for all menu UI
  • Apply aria-label attributes to any interactive element where the visible text is insufficient (such as icon-only buttons)
  • Manage focus programmatically. When a menu opens, move focus to the first interactive element. When it closes, return focus to the element that opened it.
  • Announce dynamic changes with aria-live regions. If a player's score changes, a screen reader user should be able to access that information.

For Unity-based games deployed to native platforms, screen reader integration is more limited but improving. Unity's UI Toolkit supports some accessibility features natively, and third-party packages like UAP (Unity Accessibility Plugin) can bridge the gap for mobile deployments.

Motor Accessibility

Motor impairments range from tremors that make precision inputs difficult to conditions that limit a player to a single switch input. Here is what we recommend:

  • Remappable controls. Allow every control to be rebound. This is already standard practice on PC and console, but mobile games often neglect it.
  • Adjustable input sensitivity. Provide sliders for camera speed, dead zones, and aim assist.
  • Hold vs. toggle options. Any action that requires holding a button (sprinting, aiming) should have an alternative toggle mode.
  • Auto-play and assist modes. For educational games, consider whether a teacher or carer needs a way to advance, repeat, or operate content on behalf of the learner. The right option depends on the learning objective and target users.

Key Takeaway: Motor accessibility features are not "easy mode." They are input flexibility. Many non-disabled players prefer toggle-to-sprint, adjustable sensitivity, and remapped controls. Building these options benefits your entire player base.

Subtitle and Caption Best Practices

Subtitles in games have historically been an afterthought: tiny white text with no background, rendering them useless in bright scenes. Modern standards demand better:

  • Background contrast. Place subtitles on a semi-transparent dark background. Never render white text directly over gameplay footage.
  • Speaker identification. Use colour coding or labels to indicate who is speaking. Remember to pair colour with a name label for colour-blind players.
  • Size options. Provide at least three subtitle size options (small, medium, large).
  • Sound effect captions. Critical gameplay sounds (an approaching enemy, an alarm) should have optional visual indicators or descriptive captions like "[footsteps approaching from behind]".
  • Positioning. Allow players to adjust subtitle position to avoid covering important gameplay elements.

Accessibility in Educational and Government Games

When we build games for government institutions and museums, the accessibility requirements are typically more formal and more stringent than for commercial titles.

Compliance Documentation

Institutional clients may require an accessibility conformance report documenting which criteria the experience meets, partially meets, or does not meet. Some procurements use a VPAT/ACR format; others specify their own evidence. We recommend maintaining this document throughout development rather than producing it as a last-minute exercise before delivery.

Testing with Real Users

Automated accessibility checkers (Axe, Lighthouse) can catch low-hanging fruit like missing alt text and poor contrast ratios. But they cannot tell you whether a game is genuinely playable by someone using a switch device or screen reader. We strongly recommend:

  1. Inclusive user testing with disabled participants during the prototype phase
  2. Expert accessibility audits from a specialist consultancy during beta
  3. Ongoing regression testing to ensure new features do not break existing accessibility features

Classroom Deployment Considerations

During our team's experience building educational games for projects funded by EU Horizon 2020, we learned that classroom environments introduce unique accessibility challenges:

  • Students may be using shared Chromebooks with no personalised accessibility settings
  • Teachers may need to operate the game on behalf of a student using a projector
  • Internet connectivity may be unreliable, so the game needs to function offline
  • Multiple students with different accessibility needs may be playing simultaneously on different devices in the same classroom

These constraints forced us to build accessibility settings that are easy to change per-session rather than per-installation, stored in-game rather than relying on OS-level accessibility features.


Testing Your Game's Accessibility

Here is a practical testing checklist we use at Ocean View Games:

Visual Accessibility

  1. Run every screen through a colour contrast checker (minimum 4.5:1 for body text)
  2. Enable a colour-blind simulation and verify all critical information is still distinguishable
  3. Scale text to 200% and verify no content is lost or overlapping
  4. Verify all images and icons have text alternatives

Motor Accessibility

  1. Play through the entire game using only a keyboard (no mouse)
  2. Play through using only a controller
  3. Verify all hold-to-activate actions have a toggle alternative
  4. Test with reduced input speed (simulate motor impairment by limiting inputs per second)

Auditory Accessibility

  1. Play through the entire game with volume at zero
  2. Verify all critical audio information has a visual equivalent
  3. Check that subtitles are readable, properly timed, and correctly attributed

Cognitive Accessibility

  1. Verify all instructions are clear and use plain language
  2. Check that the game can be paused at any point
  3. Verify that tutorials can be replayed
  4. Test that difficulty options are accessible and clearly explained

Building Accessibility Into Your Development Process

One of the most expensive mistakes is treating accessibility as a post-production polish pass. Retrofitting it late can force changes across input, UI architecture, content, audio, and QA at the point where those systems are hardest to change.

Here is how we integrate it into our process:

  1. Discovery phase: Define accessibility targets (WCAG AA, platform-specific guidelines) as formal requirements in the GDD
  2. Prototyping phase: Test core mechanics with keyboard-only and controller-only input before committing to a control scheme
  3. Production sprints: Include accessibility acceptance criteria in every user story. "As a colour-blind player, I can distinguish between friendly and enemy units without relying on colour alone."
  4. QA phase: Run the accessibility checklist above as part of every test pass
  5. Delivery: Produce an accessibility conformance report alongside the final build