July 2, 2021, 5:30 p.m.

The A11Y Project update: July 2nd, 2021

The A11Y Project

Accessibility Frontiers

In this short section, Sam, Accessibility Evangelist at Fable, and full-time screen reader user, will share something interesting that’s happening at the frontier of accessibility:

Gaming

The accessibility of mainstream games is a conversation that’s been slowly gaining in momentum for several years, now. With a slow start involving games like Skullgirls adding screen reader accessibility to the PC version in 2014, Sony and Microsoft adding accessibility features to their consoles over the last three years, and the widely reported accessibility of The Last of Us II in 2020, the interest in gaming accessibility has never been higher.

If you’d like to learn more about the state of this emerging field, visit Can I Play That, a website that reports on and reviews the latest in mainstream gaming accessibility, or take a minute to listen to The Latest Trailers from Ubisoft with audio description. You can also read an article I wrote about accessible gaming for Fable. As the accessibility needs of more diverse gamers continue to gain attention, I expect that 2022 will be remembered as the year of accessible mainstream gaming. Don’t miss out on the trend!


What we shared this week

How to start testing screen reader support using VoiceOver
Yakim

Teach Your Kids Not to Call People 'Derpy'
Lifehacker

Improving Wireframe Accessibility: A more inclusive Design process
Bocoup

Things every designer needs to know about accessibility
UXPin

I am not cruel to my service dog
Part of a Whole

10 things I Learned about Accessibility from UK News Sites
DEV Community

Screen Reader User Survey #9 Results
WebAIM

Using focus-within to style input groups
Alex Carpenter

Advocating for Accessibility in Video Games
Morgan L. Baker

From our archives

Quick test: How to navigate a website with a keyboard
Dave Rupert

Quick tip: Using alt text properly
Susan Robertson


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