Accessibility in Gaming || 2020 Video Essay
Digital and Physical Accessibility in video games. This is the third video I've done for this college course I'm in, and will be the last video I do for the class. Those were on captioning in gaming, and technological embodiment.
I switched editing programs so this one isn't quite as well rounded as my last video visually (disregard the rendering glitches near the end of the video), and I also think the script for this one could have been revised a few more times, but I think my point gets across despite a few of my bolder(?) claims. Opinions are my own, of course.
SOURCES:
- All game footage is my own
- Dolmage J.T., Archive and Anatomy of Disability Myths (2013)
- Grant Stoner, How accessibility consultants are building a more inclusive video game industry behind the scenes, Washington Post (25 Feb 2020)
- Accessible.games, Helping Hand
- Xbox.com, Xbox Adaptive Controller
- Dave Thier, Sekiro: Shadows Die Twice Needs to Respect Its
Players And Add An Easy Mode, Forbes (28 Mar 2019)
- Music: Ludvig Forssell, Once There Was an Explosion, Death Stranding Original Soundtrack
GAMES SHOWN (in order of appearance):
Dark Souls 3 - From Software
Clustertruck - Landfall Games
Control - Remedy Entertainment
Devil May Cry 5 - Capcom
Metal Gear Rising: Revengeance - PlatinumGames
Deus Ex: Human Revolution Director's Cut - Eidos Montréal
Half Life 2 - Valve Corporation
Just Cause 3 - Avalanche Studios Group
Destiny 2 - Bungie
Metal Gear Solid V: The Phantom Pain - Kojima Productions