PLAYER DRIVENACADEMY
← All packs·IGF-103·L02·20 MIN

Access Is Belonging

Roughly 1 in 5 people lives with a disability. This pack reframes accessibility as an inclusion practice: start early, design options instead of assumptions, and recognize that access features make the game better for everyone who plays it.

↳ Part ofIGDA FoundationInclusive by Design: Communities Where Everyone Belongs
Player PsychologyGame DesignTrust & Safety
↳ Member content — sign in or join free to read the lessons.
── THREE LESSONS
~5 MIN EACH
  1. 01LESSON 1 · 7 MIN· ▶

    1 in 5 — The Audience You're Already Excluding

    By the end, you'll be able to estimate how much of your potential audience you exclude when accessibility is an afterthought.

  2. 02LESSON 2 · 5 MIN

    Options, Not Assumptions

    By the end, you'll be able to turn one hard-coded assumption (you can hear, see color, hold two sticks) into a player option.

  3. 03LESSON 3 · 5 MIN

    Access Features Help Everyone (the Curb-Cut Effect)

    By the end, you'll be able to explain the curb-cut effect to a skeptical producer using a feature from your own game.

CONCLUSION · 3 MIN

Accessibility-from-Concept Plan

Leave with a lightweight plan that puts accessibility into concept, prototype, and launch — not just a final checklist.

── CHECK YOUR UNDERSTANDING

Take the Access Is Belonging quiz.

6 short questions + 1 written artifact. Passing earns 25 credits toward your Player Driven profile.

↳ Coming next: Workshop: Accessibility From Day One (60 min, with the IGDA Foundation).