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:
- Find the summary of the first sessions: Keynote and session on the European Accessibility Act.
- Find the summary of the sessions on Artificial Intelligence.
- Find the summary of the sessions on Public Procurement.
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

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.

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.