Problem Statement

Mobile games have rapidly gained popularity, with over three billion smartphone users worldwide and more than two billion actively engaging in gaming activities (Liao 2021). This surge in the mobile gaming market, valued at an impressive 70.3 billion dollars, has surpassed traditional console and PC games, marking a significant industry shift (Yamaguchi 2023; Liao 2021). Despite the appeal of mobile games, there are under-addressed challenges related to accessibility for people with disabilities in the mobile gaming landscape.

Prior research has acknowledged accessibility concerns in the mobile gaming industry, advocating for diverse player needs, improved usability, and enhanced product readability (Rehman 2021). These initiatives focus on accommodating individuals with various impairments, including blindness, low vision, hearing loss, limited movement, speech disabilities, photosensitivity, and cognitive limitations (Ballantyne 2018). However, significant barriers remain that hinder full participation and enjoyment of mobile games by individuals with disabilities.

This research specifically addresses the following barriers to participating in mobile gaming for individuals with disabilities that prior studies have not fully resolved:

  1. Many games lack sufficient options for customization to meet the unique needs of players with disabilities.
  2. There is a gap in game developers’ awareness and consistent implementation of accessibility features.
  3. User interfaces often remain challenging to navigate for those with visual, motor, or cognitive impairments.
  4. Players with disabilities frequently lack effective means to provide feedback on accessibility issues to developers.

In response to these gaps, this research aims to address the following questions:

  1. What obstacles do gamers with disabilities face in mobile gaming?
  2. How do gamers with disabilities view the current accessibility in mobile games?
  3. What practical suggestions can enhance mobile game accessibility for individuals with disabilities?

By identifying and addressing these specific barriers, this study aims to contribute to a more inclusive mobile gaming environment.

Literature Review

The gaming industry has made significant strides in enhancing accessibility, targeting diverse impairments (Mulrow 2021). With nearly one-third of American gamers identifying as disabled, the World Wide Web Consortium (W3C) adopted accessibility standards like the Web Content Accessibility Guidelines (WCAG), leading to innovations such as visual enhancements and adaptive gaming kits (Mulrow 2021). However, a major hurdle remains—the “disability tax” associated with the cost of accessibility peripherals, installation expenses, and frustration caused by inaccessible game mechanics due to design limitations (Mulrow 2021).

Accessible games, designed for inclusivity, incorporate features addressing various impairments, such as adjustable difficulty settings, color-blind or low-vision modes, customizable controls, and text-to-speech features (Fortes et al. 2017). Designing games with accessibility from the start ensures inclusivity (Anderson and Schrier 2022). Mobile games, played on smartphones and tablets, attract a broad audience, including casual gamers, with both positive cognitive effects and potential negative impacts (Yamaguchi 2023).

Mobile games, introduced in 2008, have become globally popular, catering to diverse players, including older adults (Lee et al. 2021). Despite widespread popularity, they face accessibility challenges, with issues like small text and confusing color schemes persisting (Wilson and Crabb 2018). The portability of mobile games enhances accessibility, yet barriers include small text and a lack of alternative controls (Wilson and Crabb 2018). Developers are increasingly addressing these issues, promising a more accessible future, with organizations like the Independent Game Developers Association (IGDA) Special Interest Group working on game accessibility guidelines (Yuan, Folmer, and Harris 2011).

Existing studies on game accessibility often focus on “committed gamers”—those who spend significant time and resources on gaming and consider it a key aspect of their identity (Wilson and Crabb 2018). Committed gamers are typically more engaged, competitive, and willing to invest in gaming peripherals and software. They constitute approximately 25% of the gaming population (Yamaguchi 2023). In contrast, the remaining 75% includes casual gamers, who engage less frequently and with less intensity, often seeking short-term entertainment without deep investment.

This focus on committed gamers leaves a significant gap in research, particularly concerning casual gamers, older adults, and those who play intermittently or seek mobile games for short-term engagement. These groups often encounter unique accessibility challenges that are not adequately addressed by features designed with committed gamers in mind. Casual gamers, for instance, may require more intuitive and easily accessible features, while older adults might need larger text and simplified controls.

The literature emphasizes the importance of addressing these challenges to ensure mobile gaming becomes accessible to all individuals with disabilities, fostering a truly inclusive gaming community (Wilson and Crabb 2018). Addressing this gap is crucial for developing a comprehensive approach to mobile game accessibility that benefits both committed and casual gamers alike.

Methods

In this research, Qualitative interviews employed to gather detailed feedback from participants regarding their experiences with mobile games. These interviews aimed to identify both positive and negative gameplay experiences, understand how participants interacted with the games, determine the aspects they found most appealing or challenging, and elicit recommendations for improving the gaming experience (Lee et al. 2021).

Study Design

This research adopts a qualitative approach, specifically employing a qualitative descriptive (QD) design to delve into the viewpoints of gamers with disabilities regarding mobile game accessibility. The QD design is chosen for its theoretical flexibility and naturalistic perspective, which allow for a comprehensive exploration of participants’ experiences without imposing rigid theoretical constraints. This approach facilitates a deeper understanding of real-world contexts and participant viewpoints, capturing nuances that more structured methodologies might overlook (Elliott and Timulak 2005). Theoretical flexibility enables the research to adapt to emerging themes and insights during data collection and analysis, ensuring that the findings are grounded in participants’ actual experiences. A naturalistic perspective allows for the study of phenomena in their natural settings, providing richer, contextually relevant data. This methodology is particularly suitable for exploring the complex and varied experiences of gamers with disabilities, offering insights that might not be attainable through more rigid, quantitative approaches.

Participant Recruitment

To address potential challenges in recruiting participants, this research employs a snowball sampling method. Snowball sampling is effective in reaching elusive or ‘hidden’ populations, such as gamers with disabilities, by leveraging existing social networks and referrals (Valerio 2016). Initial contacts will be made through disability advocacy groups, online forums, and gaming communities. While snowball sampling is often criticized for its potential to produce non-random, socially connected samples, it is well-suited for this study’s aim of pursuing meaning and understanding. By engaging participants through trusted networks, the method enhances the likelihood of recruiting individuals who might otherwise be difficult to reach. The focus is on achieving relative diversity within the sample, rather than statistical representativeness, by actively seeking participants with varied backgrounds and experiences. This approach ensures a rich, qualitative exploration of mobile game accessibility issues from multiple perspectives.

Data Collection

Data was primarily collected through one-on-one semi-structured interviews, utilizing open-ended questions and follow-up inquiries to foster flexible discussions around predetermined topics and explore unforeseen issues (Adams 2015). Interviews lasted between 30 minutes to an hour, providing a comprehensive understanding of participants’ experiences. Participants had the option to choose between traditional spoken interviews conducted via internet-based platforms or text/messaging-based interviews, ensuring flexibility and accommodating diverse preferences and accessibility needs.

Data Analysis

Thematic analysis, as outlined by Clarke and Braun (2006), was employed to identify, analyze, and interpret patterns of meaning in the qualitative data. The analysis progressed from initial coding to the identification of broader themes, capturing and organizing participants’ thoughts and perspectives on mobile game accessibility. Member-checking was incorporated, allowing participants to review summaries of their interview responses for accuracy and additional insights. Data triangulation further enhanced the reliability of findings by comparing participant insights with existing literature and accessibility guidelines.

Ethical Considerations

Ethical considerations, including confidentiality and anonymity, were strictly upheld throughout the research. Participants were informed about the study’s purpose, their right to withdraw at any time, and the measures taken to protect their personal information. Informed consent was obtained from all participants before data collection commenced.

Results

This study involved four in-depth interviews to explore the perspectives of gamers with disabilities on mobile game accessibility. The participant group included one male and three females, spanning ages 20-70, and representing a range of disabilities, including ASD, ADHD, Executive Function Impairment, Visual Impairment, Speech Impairment, Mobility Impairment, and Hand/Fine Motor Impairment. Within this small sample, a wide range of issues and challenges were identified, providing valuable insights into the experiences and perspectives of gamers with disabilities. The fruitful results of this relatively small sample suggest the need for future research to further explore these findings. Based on the thematic analysis of the interview data, three prominent themes emerged: the appeal of mobile games, challenges concerning mobile devices and games, and the need to focus on software.

Theme 1: The Appeal of Mobile Games Compared to Other Consoles

Participants highlighted the unique appeal of mobile games, emphasizing the widespread availability of devices, software, and the portability factor. Simple and accessible games like Sudoku, Candy Crush, and Pokémon GO were particularly favored, with the added advantage of being free to download. However, participants also noted the perceived “inferiority” of the mobile gaming industry compared to other gaming platforms, citing a lack of accessible features and advocacy for gamers with disabilities.

P1: “these are a lot of those games are games that I play like while sitting on the toilet or waiting for. The bus to come.”

P4: “Wordsearch, I loved doing at school and was pretty good at it. and the Candy crush I did on Facebook and liked it.”

Theme 2: Challenges Concerning Mobile Devices and Games

This theme brought attention to the numerous challenges associated with mobile gaming. Participants noted difficulties arising from small screens, hindering visibility and readability of text, and overall content enjoyment. The inability to adjust visual settings such as brightness, color, and noise, and the risk of motion sickness due to unstable screen movement, posed significant barriers. Economic concerns were raised, with participants expressing reservations about spending money to access better content. Inherent limitations in mobile game specifications and design, including the small and thin form factor, difficulty in grasping, and the less user-friendly touch screen compared to traditional controllers, were also highlighted.

P1: “There’s definitely been instances where I wish I could have, like been able to play something on my phone, but especially because of the screen size, I knew I wouldn’t be able to”

Theme 3: The Need to Focus on Software

The third theme emphasized the critical importance of software in enhancing mobile game accessibility. Participants stressed the necessity for software adjustments tailored to individual needs, including UI scaling, darker tones, in-game zooming, color-blind options, and simplified interfaces with fewer on-screen buttons. The overarching goal was to provide users with greater control over the gaming experience, addressing specific accessibility requirements and preferences.

P2: “Make your text bigger. Text and video games has been on a trend of making it much, much, much, much, much, much, much smaller in across the entire field and industry. It hurts my eyes. It hurts all of our eyes. Let’s be honest and the screen on phones is just even like with my hand size 1 like it’s it’s just so tiny like.”

These identified themes offer valuable insights into the challenges and opportunities within the realm of mobile game accessibility for individuals with disabilities. The findings suggest a need for continued research to further explore these areas and develop solutions that enhance accessibility in mobile gaming.

Discussion

The thematic analysis reveals formidable barriers in mobile game accessibility, primarily rooted in inherent limitations of device specifications. These challenges, such as small screens and difficulty adjusting visual settings, disproportionately affect individuals with disabilities, perpetuating exclusion within the gaming community. The perceived inferiority of mobile gaming amplifies social inequality.

This study sheds light on the challenges and opportunities in enhancing accessibility in the mobile industry, with a focus on both mobile phone interfaces and mobile gaming applications. The primary obstacle identified is the absence of user interfaces catering to individuals with disabilities, particularly those facing visual or motor impairments (Kane 2009). Strategies proposed for enhancing mobile phone accessibility include rescaling user interfaces, contextually appropriate actions, alternative interfaces, and typing or pointing correction mechanisms (Kane 2009). This emphasizes the importance of early consideration of accessibility in the design phase to ensure inclusivity (Díaz-Bossini and Moreno 2014).

The paper highlights the current scarcity of accessible applications in the market, raising concerns about the future as society ages, leading to an increased prevalence of disabilities (Díaz-Bossini and Moreno 2014). This underscores the need for practical guidelines and tools for developers to address accessibility issues effectively. Despite ongoing efforts by the W3C, a lack of specific rules for mobile applications is identified, indicating the necessity for further research (Díaz-Bossini and Moreno 2014).

The discussion extends to the domain of mobile game portability, noting both positive and negative effects. While it enhances accessibility and convenience, concerns about interference with normal activities, impulsivity, and excessive usage are raised (Syvertsen et al. 2022). The research underscores the importance of a standardized, inclusive approach to game development, given the varying gameplay experiences across platforms. Limited representation of mobile games in accessibility awards raises questions about the industry’s commitment to inclusivity.

The paper emphasizes the role of stakeholders beyond software developers in shaping accessibility, including hardware companies, app stores, and media policies. The suggestion to regulate accessibility in terms and conditions of app stores is notable, as it could incentivize inclusive game design and contribute to a more accessible gaming environment. The comprehensive approach proposed for achieving social justice in gaming involves inclusive design practices, economic access considerations, and advocacy for representation.

While the study identifies key challenges, it also highlights how users manage and work around these barriers, showcasing their resilience and creativity. For instance, participants’ adaptive behaviors and coping strategies provide insights into potential areas where accessibility features can be improved. These examples underscore the importance of user feedback in the design process and present opportunities for developers to create more accessible gaming experiences.

  • Theoretical and Empirical Insights

    While existing literature provides a theoretical foundation, this study’s empirical grounding allows us to expand on previous research. For example, participants’ direct experiences highlight specific areas where accessibility features fall short, offering concrete examples that support broader claims made in earlier studies. This empirical evidence is crucial for developing targeted solutions that address the real-world needs of gamers with disabilities.

  • Developer and Industry Standards

    The discussion emphasizes the need for developers to consider accessibility from the outset. Industry standards and guidelines, such as those proposed by the W3C, are essential, but there is a significant gap in their application to mobile gaming. The findings support the argument that a standardized, inclusive approach to game development is necessary to ensure all players can enjoy gaming experiences equally. This approach should be supported by practical guidelines and tools for developers, as well as regulatory measures to incentivize inclusive design practices.

  • Specific Challenges and Adaptive Strategies

    The study identifies several key challenges:

    • Economic Issues: The cost of accessibility peripherals and software can be prohibitive. Participants expressed frustration with having to pay for features that should be standard.
    • Physical Design Issues: Small screens, limited adjustability of visual settings, and the less user-friendly nature of touch screens compared to traditional controllers present significant barriers.

    Participants also highlighted how they adapt to these challenges, such as using third-party apps to enhance accessibility or modifying their playing style to accommodate physical limitations. These strategies demonstrate the agency of users and provide valuable insights for developers aiming to improve accessibility.

  • Implications for Future Research and Practice

    The limitations of this study, including the small sample size and potential recall bias, are acknowledged. These constraints highlight the need for further research with larger, more diverse samples to build on these initial findings. Future studies should also explore how users manage and overcome accessibility challenges, providing a more nuanced understanding of their experiences. Recommendations for enhancing research and industry practices include:

    • Incorporating quantitative surveys for broader insights into the accessibility needs of gamers with disabilities.
    • Conducting usability and accessibility testing to ensure that games meet the needs of all users.
    • Refining methodologies to contribute to ongoing efforts to enhance inclusivity in the gaming industry.

Conclusion

The study contributes valuable insights into the current state of mobile application accessibility, pointing out neglect, challenges, and the need for increased guidance and education. The recommendations for future research, tool integration, and inclusive design practices suggest a path forward to enhance accessibility in the mobile industry. The discussion underscores the transformative role the gaming industry can play in promoting social justice through intentional efforts to address accessibility, representation, and advocacy. The fruitful results of this relatively small sample indicate the necessity of future research to further explore and address these challenges.

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