Analysis: Accessibility of VR Games Could Be Better
Laura Meiser
1 a
, Kristina Nagel
1,2 b
and Maria Rauschenberger
1 c
1
Faculty of Technology, University of Applied Sciences Emden/Leer, Emden, Germany
2
Department of Computer Languages and Systems, University of Seville, Seville, Spain
Keywords:
Accessibility, Virtual Reality, Games, Software Test, Guidelines.
Abstract:
The rapid growth of the video game industry, including the niche of virtual reality (VR) gaming, highlights the
significant market potential and demand for accessible gaming options. Despite many people with disabilities
engaging in video games, a substantial part of this group finds current offerings inaccessible, thereby restricting
their gaming experience. This study assesses the accessibility of popular VR games by applying a comprehen-
sive set of guidelines adapted from existing guidelines. We analyzed the five top-rated VR-compatible games:
Beat Saber, Tetris Effect: Connected, Half-Life: Alyx, Microsoft Flight Simulator (MFS), and Assetto Corsa.
Our findings indicate that the overall accessibility of these games is not good, with only 42.36% of the acces-
sibility tests passed on average. The MFS is a positive outlier with 74.71% of the tests passed, which may be
attributed to Microsoft’s development of accessibility guidelines and controllers. Our study underscores the
necessity for improved awareness and implementation of unified accessibility guidelines within the gaming
industry. We also recommends some low-cost but high impact improvements for the tested games.
1 INTRODUCTION
It was estimated that there will be 3.22 billion video
game players worldwide in 2023 (Howarth, 2023).
The total turnover of the video game industry was
187.7 billion US dollars (De, 2023). This suggests
that video games are a popular entertainment medium
worldwide. A small but still important part of the
video game industry is Virtual Reality (VR) Gaming
that has become more prevalent due, e.g., to the con-
sumer friendly head displays (Epp et al., 2021).
In 2021, approximately 43% of individuals with
disabilities engaged in gaming (Mosely et al., 2022).
Yet, 50% of these players agree that current games
lack accessibility, and 71% would play more if games
are more accessible (Baltzar et al., 2023). This
demonstrates huge potential for the current games
market, since currently, 1.3 billion or 1 in 6 people
have a physical or mental disability (World Health Or-
ganization, 2023). This means, that about half of this
population currently cannot play, and thereby will not
buy, video games. Designing games in an accessi-
ble manner is important, not only for the market, but
also for disabled users. Increased accessibility would
a
https://orcid.org/0009-0004-8986-7424
b
https://orcid.org/0000-0002-8625-4903
c
https://orcid.org/0000-0001-5722-576X
support people with permanent disabilities, but also
people who are temporarily impaired due to an ac-
cident (Grammenos et al., 2009). Since VR games
are still a young field, potential shortcomings are not
fully investigated yet, e.g., the application of gamifi-
cation and virtual reality in higher education (Nagel
and Rauschenberger, 2024). Hence, in this paper, we
present an analysis of the accessibility in popular VR
games. Thereby, showing that the accessibility in VR
needs improvements and giving recommendations on
how to achieve a better accessibility.
2 BACKGROUND & RELATED
WORK
Recent research about the accessibility of VR-
Experiences concentrates, e.g., on the analysis of in-
dividual experiences regarding the accessibility of VR
(Hamilton, 2018; Mott et al., 2020), and on more de-
tails like the usability of VR controllers for elderly
(Cook et al., 2019).
For a more systematic approach to the evaluation
of the accessibility of digital applications, there are
numerous accessibility guidelines. For example, Ac-
cessible Player Experience (AbleGamers Foundation,
2022), GAG (Game Accessibility Guidelines) (Game
358
Meiser, L., Nagel, K. and Rauschenberger, M.
Analysis: Accessibility of VR Games Could Be Better.
DOI: 10.5220/0013038500003825
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 20th International Conference on Web Information Systems and Technologies (WEBIST 2024), pages 358-362
ISBN: 978-989-758-718-4; ISSN: 2184-3252
Proceedings Copyright © 2024 by SCITEPRESS Science and Technology Publications, Lda.
Accessibility Guidelines, 2023) and Xbox Accessibil-
ity Guidelines (Microsoft, 2023a). There are also VR-
specific guidelines like XR Accessibility User Re-
quirements (W3C, 2021) and Oculus VRCs: Acces-
sibility Requirements (Meta, 2023). Guidelines, that
are specifically for analyzing the accessibility of VR-
Games are available with the guidelines of Heilemann
(Heilemann et al., 2021). They are based on the afore-
mentioned guidelines and include all test cases rele-
vant for VR-games.
Previous research, that applied these guidelines,
was for example based on the locomotion technique
used in VR Games, where it was found that most VR-
Games already adhere to the best practices (Ander-
ton et al., 2024). But, to the best of our knowledge,
there is no comprehensive comparison of the accessi-
bility of current popular VR-games yet. We plan to
use the summary of accessibility guidelines for VR
from Heilemann (in the following called Heilemann
Guidelines) (Heilemann et al., 2021) to get an over-
arching understanding of the current status of acces-
sibility of VR games, in contrast to previous research
which focused more on specific details or subjective
experiences.
3 METHODOLOGY
To analyze popular VR-Games, we apply the follow-
ing research process shown in Figure 1. The overar-
ching process consists of step 1, 2 and 7 (blue, top
level), the detailed test is described in step 3-6 (yel-
low, lower level).
In the first step (Figure1, step 1), we define
the Heilemann Guidelines as our evaluation criteria
(Heilemann et al., 2021). The Heilemann Guidelines
consist of 7 categories with overall N = 104 test cases.
They are based on the GAG, but also include the other
guidelines mentioned above. For the creation of the
Heilemann Guidelines, several established accessibil-
ity guidelines were evaluated and filtered by what is
directly relevant for VR environments and games. Af-
terwards, the texts were adjusted towards VR use. Re-
peating parts of the analyzed guidelines were sum-
marized. The result of these steps is a set of guide-
lines that combine and summarize all rules for acces-
sible VR games based on current research (Heilemann
et al., 2021). The 7 categories tested were Input and
Controls, Audio and Speech, Look and Design, Sub-
titles/Captions, Simplicity, VR and Others. All test
cases can be found in the original paper (Heilemann
et al., 2021). Test cases are sorted into the categories
that are most fitting for them, but can also be relevant
for other categories (Heilemann et al., 2021).
Next, we chose to evaluate the 5 highest rated VR
games in the last 10 years, according to Metacritic
a website that aggregates reviews of various media
(Metacritic, 2023). The games needed to be VR com-
patible and did not need to be VR exclusive, to not
exclude the majority of VR games, as most games are
not platform exclusive. Hence, for the analysis we
have these 5 games Beat Saber, Tetris Effect: Con-
nected, Half-Life: Alyx, Microsoft Flight Simulator
(MFS) and Asseto Corsa (Metacritic, 2023) (Figure1
step 2). From the evaluated games, only Beat Saber
and Half Life Alyx are VR exclusive. Beginning
with step 3, we applied the following process for each
game: Prior to the game analysis itself, a minimum
length for the test run was defined, after which no
significant additional findings were expected (Figure1
step 3). For example, in Asseto Corsa one race had to
be completed. Because the general game mechanics
of further races stay the same throughout the game,
we found no further gameplay necessary. Next, the
actual analysis of the game was performed (see Figure
1 step 4): We tested the accessibility and gameplay
settings of the game by going through the settings
menus and comparing it to the guidelines (Figure 1
step 4.1). Following, the gameplay was tested for
any accessibility violations (Figure 1 step 4.2). Mean-
while, all findings for each evaluation criterion were
noted (Figure 1 step 5). This test was performed as an
expert evaluation. After finishing the test run we went
through all evaluation criteria to decide which passed
and failed (Figure 1 step 6). Finally, we compared the
overall results for every analyzed game and the results
of each category separately (Figure 1 step 7). The de-
tailed results of each test are available in the research
protocol (Meiser et al., 2024).
4 RESULTS
The results of the accessibility tests of each game are
shown in Table 1.
In Table 1, on the left side the test categories are
displayed and on the top the tested games. The av-
erage of test cases that have passed per game are dis-
played at the bottom and on the right per category. Ev-
ery test category has a different amount of tests, so the
categories affect the average differently. On average,
the MFS (51, 67%) delivers the best results and Beat
Saber (29, 87%) the worst. The best results per cate-
gory are in the category Subtitles/Captions (61, 11%)
and the worst results in the category Other (27, 94%).
The results are displayed as percentages because dif-
ferent categories have different amounts of criteria
and so the results could be misinterpreted.
Analysis: Accessibility of VR Games Could Be Better
359
Figure 1: Evaluation Methodology.
Table 1: Results of the tested Categories for each game.
Test Categories VR-Games
Beat Saber TE: C HL: A MFS Asseto Corsa Average
Input and Controls 27,27% 66,67% 16,67% 76,92% 66,67% 51,67%
Audio and Speech 25,00% 27,27% 30,77% 73,33% 41,67% 41,27%
Look and Design 33,33% 26,67% 31,25% 81,25% 40,00% 42,86%
Subtitles/Captions 0,00% 0,00% 71,43% 85,71% 0,00% 61,11%
Simplicity 37,50% 37,50% 25,00% 81,25% 12,50% 38,75%
VR 57,14% 80,00% 37,50% 42,86% 66,67% 54,55%
Others 14,29% 15,38% 20,00% 69,23% 23,08% 27,94%
Average 29,87% 36,99% 29,89% 74,71% 37,33% 42,36%
Figure 2: Results of all Games in absolute numbers.
Figure 2 shows the absolute numbers how many
tests have passed, not passed or could not be applied
to this specific game.
The only game that passed more test cases than
failed is the MFS. On average, the games failed n = 46
and passed n = 33.8 tests. Only n = 8 test cases were
passed by all games. n = 17 test case were not passed
by any game, examples for this are Avoid (or pro-
vide an option to disable) VR simulation sickness trig-
gers (GAG) and Allow for alternative Sound Files (In-
ternational Game Developers Association White Pa-
per). Furthermore, n = 14 test cases were only passed
by the MFS and no other game, examples for this
are Provide a stereo/mono toggle and adjustment of
balance of audio channels (GAG) and Provide pre-
recorded voiceovers and screen reader support for
all text, including menus and installers (GAG). Es-
pecially the results in the categories Look and De-
sign and Simplicity are noticeable when excluding the
MFS: In the category Look and Design 7 of 15 test
cases were not passed by any of the remaining games
and in the category Simplicity 6 of 15 test cases.
5 DISCUSSION
The results show, that the accessibility of VR-games
has huge potentials for optimization, only 42.36% of
accessibility test were passed. The result of the MFS
shows that it is at least possible to fulfill 74% of the
WEBIST 2024 - 20th International Conference on Web Information Systems and Technologies
360
applied accessibility guidelines. This shows consid-
erable differences to the other 4 games, which did
not even reach 40%. The reason for the results of
the MFS could be that Microsoft themselves devel-
oped their own accessibility guidelines and accessibil-
ity controllers (Microsoft, 2023b) in corporation with
the disabled community (Microsoft, 2023a). This
indicates MFS wants to have and follow guidelines
and prioritize accessibility in the development of VR
games.
The lack of accessibility in the other games could
have various reasons, e.g., due to the game play, lack
of awareness, technical challenges, market percep-
tion, or resource constraints. To give more insights,
many developers think that it would take up too many
resources to improve the accessibility of games (Yuan
et al., 2010). But there are many steps based on the
accessibility guidelines that demand no extensive re-
sources to be fulfilled. These guidelines should be
easy to implement and would improve the experience
of the player massively (Game Accessibility Guide-
lines, 2023):
For example, the guideline Allow controls to be
remapped / reconfigured should be one of the fastest
improvements, especially for players with a motor
disability. To pass this guideline, you have to im-
plement the option for the player to customize their
inputs (Game Accessibility Guidelines, 2023; Bierre
et al., 2004; Microsoft, 2023a; W3C, 2021; Meta,
2023). This is a feature most game engines should
already offer with little effort necessary (Brown and
Anderson, 2021). Players without a disability could
also profit from a feature like this (Game Accessibil-
ity Guidelines, 2023).
Provide details of accessibility features in-game
and/or as accessible documentation, on packaging or
website is also a low-cost guideline, that does not need
any additional development resources (Game Acces-
sibility Guidelines, 2023). For example, the Xbox and
PlayStation store offer the option to display acces-
sibility features already (GameAccess, 2023; Sony,
2023). The implementation of this guideline makes
it easy for disabled players to decide if they should
buy the game. It can also increase the potential
player base for the game, because player with disabil-
ities search specifically for games with certain sup-
port features (Game Accessibility Guidelines, 2023;
Microsoft, 2023a; ETSI, 2018; IGDA Game Acces-
sibility SIG, 2021). This can also apply, when in-
cluding game elements in a non-game context. Re-
searchers should describe the implemented game ele-
ments (Hallifax et al., 2023) and one additional infor-
mation they should give would be the accessibility of
said game elements.
Indicate/allow reminder of current objectives dur-
ing gameplay should be a more advanced improve-
ment to the game, especially for players with a cogni-
tive disability (Game Accessibility Guidelines, 2023).
One good solution for this would be a quest log which
shows what objectives need to be or are already com-
pleted. Thereby, the player has an easy way to re-
identify their objective. Similar implementations are
mostly seen in role-playing games like Skyrim (Game
Accessibility Guidelines, 2023).
Other categories with low-cost, high-value po-
tentials, which are still rarely implemented in the
tested games are, e.g., Use simple clear language,
Allow interfaces to be rearranged, Provide a choice
of text color, low/high contrast choice as a minimum,
and Ensure no essential information is conveyed by
sounds alone.
Avoid (or provide an option to disable) VR simu-
lation sickness triggers (GAG) is a guideline that was
only partly implemented in the tested games. This
is a problem many players suffer from in VR Games
(Munafo et al., 2017), so we expected the games to at
least try to solve this problem, but there were no or
only lackluster options in all tested games. Options
that reduce motion sickness could be to Dynamically
reducing amount of peripheral vision during move-
ment or Giving the player a frame of reference (Game
Accessibility Guidelines, 2023).
By implementing guidelines like these, the acces-
sibility of the tested games could be increased signif-
icantly. But at least they would be given the option to
know in advance if the games have the accessibility
features they need.
6 CONCLUSION AND FUTURE
WORK
In total, we evaluated 5 games for their accessibil-
ity. The results show, that the accessibility in 4 of
the 5 games could be improved. One outlier being the
MFS, which delivers better results. We have shown,
that there are common accessibility guidelines that are
easy to implement with low effort, like the option to
remap controls that would also benefit players that
have no special needs for accessibility. We recom-
mend to at least implement a documentation of acces-
sibility features in the game, so people with disabil-
ity know if they can play that particular game. Over-
all, game developers should read through accessibility
guidelines like the GAG at least once, so they real-
ize how easy and low effort it could be to implement
many accessibility features.
For future work, we aim to get more insights into
Analysis: Accessibility of VR Games Could Be Better
361
the accessibility of VR-games, through user testing
the games with disabled people and comparing the re-
sults with our expert-driven approach. Through this,
it may be possible to find accessibility features that
were missed or misjudged in this test. Thereby, it will
be possible to assess the practical applicability of the
results of a test performed with the Heilemann Guide-
lines. Finally, we plan to provide developers with a
blueprint for better VR-accessibility.
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