As educational technology continues to evolve, virtual reality (VR), augmented reality (AR), and video games are increasingly being incorporated into learning experiences. While these immersive technologies offer exciting opportunities for engagement and interactivity, it’s essential to consider their accessibility for all learners.
The Current State of Accessibility
Defining Accessibility in Interactive Media
Accessibility in the context of VR, AR, and video games refers to the design and implementation of features that allow users with diverse abilities to fully engage with the content. This includes considerations for:
- Visual impairments
- Hearing impairments
- Motor skill challenges
- Cognitive differences
- Sensory sensitivities
It’s crucial to distinguish between accessible design and universal design:
- Accessible design: Specific modifications to help disabled individuals access content
- Universal design: Creating experiences that are usable by as many people as possible from the outset
Unique Challenges in Interactive Media
When compared to traditional web content or audiovisual media, interactive digital experiences present distinct accessibility challenges:
- Motion sickness in VR environments
- Navigation of 3D spaces
- Goal clarity and visual contrast
- Physical considerations of VR headsets (weight, texture, shape)
- Controller design and functionality
Case Studies in Accessibility
The Last of Us Part 2: Setting the Standard
Naughty Dog’s “The Last of Us Part 2” has become an industry benchmark for accessibility in video games. The game offers an extensive array of customization options, including:
- Visual aids for colorblind players
- Audio cues for blind or low-vision users
- Customizable controls for those with motor impairments
- Options to reduce cognitive load and sensory input
This level of accessibility customization is unfortunately not yet common in educational technology, highlighting an area for improvement in the ed-tech space.
Cosmonious High: VR Accessibility in Action
Owlchemy Labs’ “Cosmonious High” demonstrates how VR experiences can be made more accessible. The game includes features such as:
- One-handed mode
- Seated play options
- Customizable locomotion settings
However, this case also illustrates the limitations of software-specific accessibility settings, as hardware constraints in VR can still pose challenges for some users.
Implementing Accessibility in Learning Experiences
Key Considerations for Educators
When integrating VR, AR, or video games into learning experiences, educators should consider the following:
- Evaluate existing accessibility features in the chosen platform or game
- Assess potential barriers for learners with different abilities
- Explore alternative or supplementary activities for those who may not be able to fully engage with the primary experience
- Consult with accessibility experts or guidelines when possible
Practical Steps for Implementation
To ensure accessibility in these interactive learning experiences:
- Conduct a thorough review of accessibility settings in the chosen software
- Test the experience with a diverse group of users, if possible
- Provide clear instructions and support for utilizing accessibility features
- Be prepared to offer alternative learning pathways for students who may struggle with the technology
The Benefits of Prioritizing Accessibility
Emphasizing accessibility in VR, AR, and video game learning experiences offers several advantages:
- Increased inclusivity in the classroom
- Enhanced engagement for all learners
- Improved overall user experience
- Potential for better learning outcomes across diverse student populations
As I often emphasize in my presentations, “Accessibility benefits everyone.”
Conclusion
As we continue to integrate immersive technologies into educational settings, it’s imperative that we prioritize accessibility. By doing so, we ensure that all learners can benefit from these engaging and interactive experiences. The field of educational technology has an opportunity to lead by example, pushing for higher standards of accessibility in VR, AR, and video games.
Moving forward, I encourage educators and instructional designers to:
- Stay informed about accessibility best practices
- Advocate for accessibility features in educational software and hardware
- Continuously evaluate and improve the accessibility of learning experiences
By making accessibility a priority, we can create more inclusive, effective, and engaging learning environments for all students.
More Resources
Guidelines
- “A Guide to Video Game Accessibility” by Hannah Soyer at the World Institute on Disability
- “Xbox Accessibility Guidelines” V3.1 from Microsoft
- https://gameaccessibilityguidelines.com/
Content Creators/Orgs
- Steve Saylor
- LauraKBuzz (Laura K Dale)
- Annie Elainey
- Rikki Poynter
- James Rath
- Game Maker’s Toolkit
- All Access Life
- INeedDiverseGames.org
- CanIPlayThat.com
Articles
- Why VR/AR Developers Should Prioritize Accessibility in UX/UI Design at Medium
- Games Are More Visually Accessible Than Ever. It’s Just the Beginning at Wired
- Why Game Accessibility Matters at Polygon
- Gamers Forge Their Own Paths When It Comes to Accessibility at Wired
Academic Sources
- “Accessibility in Video Games: A Systematic Review” by Aguado-Delgado et al.
- “Disability and Video Games Journalism: A Discourse Analysis of Accessibility and Gaming Culture” by Anderson et al.
- “Game Not Over: Accessibility Issues in Video Games” by Bierre et al.
- “Two Sides of the Same Coin: Accessibility Practices and Neurodivergent Users’ Experience of Extended Reality” by Lukava et al.
- “The Pedagogical Value of Creating Accessible Games: A Case Study with Higher Education Students” by Sousa et al.

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