European Accessibility summit: accessibility in higher education... and gaming!



European Accessibility summit: accessibility in higher education... and gaming!

The following article is the last article in our series on the European Accessibility Summit. It focuses on the panels on higher education, and on the accessibility of video games.

Also:

Higher education: accessibility in the curricula and in practice

This session consisted of a conversation between:

  • Dr Klaus Miesenberger, Head of Institute, Johannes Kepler University Linz
  • Lydia Vlagsma, Chair of EDF Youth Committee
Klaus Miesenberger and Lydia Vlagsma
Credits: We tell stories

They discussed how higher education is more than access to classes and knowledge, and how the entire experience must be accessible and inclusive: from the built environment to the community, passing by integrating it as a subject. It is also about the accessibility and inclusiveness of the environment around higher education, such as accessible housing and mobility support.

The discussion also focused on ensuring that students with disabilities receive support and guidance before they arrive at higher education, with appropriate counselling to choose their path.

These issues lead to a high dropout rate for persons with disabilities.

Lydia Vlagsma stated that

Many people with disabilities are also forced to switch because the teacher cannot provide with the support they need or don’t want to support.

Dr Klaus Miesenberger asked the audience

what was really the thing that excited you most? Very few mathematics and statistics. It is meeting people. And developing. Perhaps the dancefloor. Perhaps other activities. And we develop a personality. And only thinking about library accessibility and built environment accessibility perhaps comes a bit short.

Practical applications in videogames

The last presentation, focused on practical applications of accessibility by taking the example of the game Sea of Thieves. Presenters included:

  • Xander Ashwell, Director for Accessibility & User Experience, Rare Ltd (Xbox Game Studios)
  • Topher Winward, Software Engineer, Rare Ltd

They explained that the interactive aspect of video games poses an interesting challenge to make it accessible. On top of it, it is essential for creators to ensure that they keep the video games challenging without creating barriers due to accessibility.

A sign interpretr works while Xander Ashwell shws some images from the videogame
Credits: We tell stories

They described their experience working with tests with disabilities, and how it’s important for it to be a dialogue to find the right solution. Developers must also ensure that changes and updates do not break the accessibility solutions already in place

Xander Ashwell said

barriers is what make games fun, but only the right barriers. (The challenge is) when we are removing barriers in inclusive design, (while) keeping the barriers that making the experience enjoyable.