Universal Access in the Information Society https://doi.org/10.1007/s10209-023-01036-4 LONG PAPER Audio description in video games? Persons with visual disabilities weigh in María Eugenia Larreina‑Morales1 · Carme Mangiron1 Accepted: 9 August 2023 © The Author(s) 2023 Abstract In recent years, important advances have taken place to improve game accessibility for all types of players. However, audio description (AD), the access service that translates images into words, is yet to be widely implemented in mainstream games. This paper presents part of the results of the Researching Audio Description Project: Translation, Delivery and New Scenarios (RAD). One of the main objectives of the project is to investigate the potential inclusion of AD in video games in order to improve their accessibility and to contribute to a more enjoyable experience for persons with visual disabilities. First, the evolution of game accessibility is discussed, including the latest developments in the field, both from the industry and research perspectives. Secondly, the RAD Project is presented. Thirdly, the data collected from a survey addressed to blind and low vision persons in Spain is described, for which 106 valid answers were received. Survey topics include the game accessibility barriers encountered by participants, their desired solutions, and their interest in the potential applica- tion of AD. Finally, results are discussed regarding similar studies, limitations, and future research. Survey participants are interested in including AD in video games, particularly in non-interactive sections such as cutscenes. Other pressing issues for the game industry regarding accessibility are improving screen reader compatibility, enhancing sounds, and exploring the technical feasibility of game AD in real-time action. Keywords Audio description · Game accessibility · Survey · Visual disability 1 Introduction the interactive and visual nature of the video game medium [4]. Video games have become a worldwide phenomenon, gen- The ultimate goal of game accessibility is to ensure erating 196.8 billion dollars in revenue in 2022 [1]. People access to gaming to the widest possible population. It has play video games for very different reasons, such as to feel been bourgeoning in recent years, as developers are becom- new emotions and escape their everyday life, to face chal- ing more aware of the need to make their games more acces- lenges, to interact and compete with others, and to relax sible, and (dis)abled players are becoming more vocal about and enjoy themselves [2]. Video games are also increas- their interest in games. Important advances have taken place ingly being used for purposes beyond entertainment, such to improve game accessibility for persons with visual dis- as learning, training, and rehabilitation [3]. However, not abilities, such as the integration of audio cues and text-to- everybody can enjoy the benefits associated to playing video speech technology. However, audio description (AD), the games, as most mainstream commercial games are not fully access service that translates images into words, is yet to be accessible. In particular, persons with visual disabilities are widely implemented in mainstream games. the ones who encounter more accessibility barriers due to In this paper, we present part of the research carried out in the Researching Audio Description Project: Translation, Delivery and New Scenarios (RAD) [PGC2018-096566-B- * María Eugenia Larreina‑Morales I00 (MCIU/AEI/FEDER, UE)]. One of its main objectives is mariaeugenia.larreina@uab.cat to investigate the potential inclusion of AD in video games Carme Mangiron in order to improve their accessibility and to contribute to a carme.mangiron@uab.cat more enjoyable experience for persons with visual disabili- 1 ties. First, we present a definition of game accessibility and Universitat Autònoma de Barcelona, Barcelona, Spain 13 Vol.:(0123456789) Universal Access in the Information Society the latest advancements in this field, both from the industry Similarly to what has happened to accessibility in other and research perspectives. Secondly, we present the RAD areas, game accessibility has moved from a medical model, project and its main objectives regarding game accessibil- which views disability as a personal problem due to an ity. Thirdly, we describe the research methods and analyse impairment [9], to a social model, which views accessi- the data collected from a survey addressed to blind and low bility as a social construct [9]. In 2004, game accessibil- vision persons in Spain, for which 106 valid answers were ity was defined in a white paper by the members of the received. Survey topics include the game accessibility bar- Game Accessibility Special Interest Group at the Interna- riers encountered by participants, their desired solutions, tional Game Developers’ Association (IGDA GA-SIG) as and their interest in the potential application of AD. Finally, “the ability to play a game even when functioning under results are discussed regarding similar studies, limitations, limiting conditions. Limiting conditions can be functional and future research. The article concludes highlighting the limitations, or disabilities, such as blindness, deafness, or interest by persons with visual disabilities in including AD mobility limitations” [10]. Such a definition followed a more in video games, where applicable, and pointing at other medical approach to accessibility, but the IGDA GA-SIG pressing issues for the game industry regarding accessibility, subsequently moved to a social model, stating that game such as improving screen reader compatibility, enhancing accessibility aims at avoiding the unnecessary barriers users sounds, and exploring the technical feasibility of game AD encounter due to a mismatch between their abilities and the in real-time action. unintended barriers in the game they are interacting with [11]. This shift to a social model of game accessibility can be observed in the IGDA GA-SIG's website as of October 2 Defining game accessibility 2019, when a new version of their website was made avail- able.1 However, members of the group had been advocating Interest in game accessibility has been present since the for a social model of game accessibility in earlier publica- onset of the video game industry [5], although in the early tions, such as Hamilton in 2012 [12] or Westin and Dupire days it was mainly the pursuit of committed advocates in in 2016 [13]. the industry and interested academics, often separate from Due to the wide variety of games and users with different mainstream commercial games [6]. In recent years, game (dis)abilities, a “one-size-fits-all” approach to game acces- accessibility has been gaining traction due to several factors, sibility does not seem feasible. An inclusive and diverse such as the rising popularity of games and the increasing model that advocates for customisation, based on usability number of players with disabilities who play or would like and adaptability, seems the best way forward [14]. It is also to play games and who have an important market potential important to keep in mind that games are designed to be [7]. Users are also becoming more vocal about their needs, challenging and that game accessibility does not intend to and they are expressing their opinion in forums and review- make games easier or provide a lesser version of the game, ing games on specialised blogs and websites, as well as on but rather to make games usable by the widest possible YouTube and Twitch, where they play a game while analys- population while preserving the intended gameplay experi- ing its accessibility features. ence and providing enjoyable and accessible experiences In addition, there is a growing social and moral awareness to all [7]. of the need to make games more accessible to all, in order to allow all types of users to enjoy the benefits associated to gaming, such as cognitive (e.g., improving concentration 3 Latest developments in the industry and attention), motivational (e.g., resilience in the face of failure), emotional (e.g., managing emotions), and social Several initiatives are taking place in the video game indus- benefits (e.g., developing social and cooperative skills) [8]. try in order to make gaming more accessible to all. There are Legislation has also played an important role in promot- currently numerous guidelines addressed to game developers ing game accessibility. For example, the 21st Century Com- to help them become aware of how to include more acces- munications and Video Accessibility Act 2010 (CVAA) in sibility options in their games, such as the Game Accessibil- the US requires that all advanced communications services, ity Guidelines [15], developed by several members of the such as voice chat, text chat, and video chat, including those in game software, gameplay, and consoles, should be acces- sible for people with disabilities, as well as information 1 and communications technology. As legislation becomes The Internet Archive Wayback Machine site has been used to deter- mine when the design of the IGDA GA SIG website was changed, enforced, games can be expected to include more acces- and the new approach to game accessibility was included. For more sibility features in order to become more accessible to all information, see http://​web.​archi​ve.​org/​web/​20220​00000​0000*/​ sorts of users. https://​igda-​gasig.​org/. 13 Universal Access in the Information Society IGDA GA-SIG, the Xbox Accessibility Guidelines [16] by design, functionality, and packaging [24]. In 2019, Microsoft Microsoft, and the guidelines available in the website Can I also filed a patent for a controller with Braille inputs and out- Play That?, created by and for players with disabilities [17], puts for blind and visually impaired players [25]. Although which also provides game reviews focusing on accessibility. it is still unknown whether the device is going to be fully In 2012, the AbleGamers Foundation also released a developed or not, it shows interest by one of the major gam- game accessibility checklist for game developers called ing companies in promoting accessibility. Includification [18]. In 2018, they changed their approach As regards AD, since 2020 the French company Ubisoft to focus on design patterns, that is, providing solutions to started to include AD in their game trailers, such as the recurring software problems. The result was the Accessible trailer for Assassin’s Creed Valhalla [26]. The Canadian Player Experiences (APX) [19]. In order to ensure APX, the company Descriptive Video Works, who specialises in AD first step is to guarantee that players can access the game and and created the AD for the trailer, consulted blind users in interact with it. Only then will they be enabled to meet the order to find out what they would like to be described and challenges of the game [7]. Therefore, developers should in what level of detail [27]. In September 2022, the remake design a game adapting its challenges to different types of of The Last of Us I was the first mainstream game ever to users, so that all players can have an engaging and accessible include AD for cutscenes [28]. The ultimate goal of game experience that matches their needs [19]. For each pattern, accessibility should be to include AD throughout the game, they identify the design problem, provide information on the in both interactive and non-interactive sections. These context where the problem can occur, and offer design solu- include cutscenes, scenarios, characters, real-time game tions. For example, the access pattern “Clear text” is related action, and interactive objects. Nonetheless, audio describ- to the design problem “Players cannot reliably read the text ing cutscenes in The Last of Us I are a very important step in the game or its interface”. The design solution is to allow in the right direction. players to change the way text is presented to them so that it Another industry development is the inclusion of an can be read reliably [19]. Innovation and Accessibility Award at The Game Awards The above-mentioned are some examples of the wide in 2020, which illustrates the growing importance the game array of available guidelines for improving game accessi- industry is placing on accessibility. The first award was bility and illustrate the increasing interest in this area by granted to The Last of Us II, as recognition of its contri- academics and the industry. Although they may approach the bution to enhancing game accessibility. It can be expected issue from different angles and using different terminology, that more developers will soon follow suit and games will such as guidelines and design patterns, they all cover similar include more accessibility options that can be beneficial to issues and provide similar solutions, which are contributing all sorts of players. to widening access to video games to players with different needs. In the future, it may be useful to try to standardise and unify all these guidelines, so that developers can have 4 Research in game accessibility one single source of reference. It is also important to highlight that all guidelines agree Research in game accessibility has also been thriving in on the need for consulting with users when designing acces- recent years. There are several studies focusing on players’ sible solutions and when testing accessibility features. This needs and preferences and on the industry’s approach to was the case of The Last of Us II, by Naughty Dog, released accessibility. For example, the French company Be Player in 2020 [20], which was developed with game accessibil- One conducted a survey addressed to disabled players in ity consultants of different disability backgrounds [21]. The 2020, which received 330 responses, mainly from French- game contains over sixty accessibility features and includes speaking participants [29]. They also carried out a survey three accessibility pre-sets with recommended settings for addressed to game developers to gain insights into their hearing, vision, and motor accessibility [22], and has been approaches to game accessibility [30]. Another survey was labelled as the most accessible game ever [23]. designed and distributed in 2020 by the British charity In addition to software guidelines, other interesting devel- Scope, in which 812 disabled players participated [31]. opments regarding hardware have happened in the industry Other projects focus on accessibility for persons with in recent years, such as the release in 2019 of the Xbox visual disabilities. For example, Columbia University devel- Adaptive Controller to facilitate access to the Xbox console oped the Racing Auditory Display, an audio interface for car to users with reduced mobility. This controller has two large racing games that allows blind users to play with the same programmable buttons and 19 ports where external switches, speed and control as sighted players [32]. They also built a buttons, mounts, and joysticks can be connected [24]. It was prototype racing game, which was tested by 15 blind users, designed in consultation with disabled gamers’ associations who enjoyed the experience and felt that they could compete and community members, who provided feedback about its on the same level with sighted players [32]. 13 Universal Access in the Information Society In 2020, a survey was carried out in Spain amongst blind the results of the survey, followed by a discussion in which and low vision players as part of the Researching Audio we compare the results with those from other studies. Description Project (RAD), which is the main focus of this paper and will be further described in the following sections, comparing its main results to those of some of the studies 6 Methods mentioned here. In 2021, the University of Bristol launched the A self-administered online survey was conducted to AD4Games project. A video game was developed, Before I explore game accessibility preferences of persons with Forget [33], and then live AD of the gameplay was provided visual disabilities. Participation requirements, derived [34]. Users’ opinions are being collected through an online from the RAD Project’s scope, were to be a blind per- survey. son or a person with low vision over the age of 18 years In 2022, the Royal National Institute for the Blind and living in Spain. Three topics were addressed: game (RNIB), the largest non-profit organisation for people with accessibility barriers, desired accessibility solutions, and sight loss in the UK, published the preliminary results of a interest in the potential application of AD in video games. survey to over 500 persons with visual disabilities in Britain Sociodemographic information was also collected. It was to assess how accessible gaming is for them [35]. The RNIB approved by the Ethics Committee on Animal and Human also interviewed several companies to find out the impor- Experimentation (CEEAH) at the Autonomous University tance they place on accessible gaming [35]. The findings of Barcelona, Spain, in April 2020. of the different projects all highlight the fact that games are The survey was structured as follows. It started with an still not accessible enough and the need to keep improving information sheet explaining the RAD Project and partici- game accessibility, as the disabled community enjoy playing pation requirements. If participants gave informed consent, games and would like to have the opportunity to play more. they proceeded to a filter question asking them to self-iden- tify as players (persons who regularly play video games) and non-players (persons who do not regularly play video 5 The RAD project games). Players were asked about their gaming habits and their preferred accessibility solutions, while non-players Researching Audio Description (RAD): Translation, Deliv- were only asked about their desired solutions. Finally, both ery and New Scenarios is a project funded by the Span- players and non-players completed a set of demographi- ish Ministry of Science, Innovation and Universities, the cal questions about their gender, age, highest educational Spanish Agency for National Innovation, and the European level, self-reported digital competence, and type of visual Regional Development Fund. The project ran from January disability. The survey was created and distributed through 2019 to September 2022, and one of its main objectives was Microsoft Forms, because it is accessible for persons with to research game accessibility for blind and low vision play- visual disabilities. It is compatible with screen readers and ers. The presence and potential application of AD in video keyboard navigation, and it offers contrast options [37]. games was analysed, identifying user needs and require- It was not possible to determine the size of the ments. The methodology of the project combined descrip- addressed population, that is, the number of persons who tive research and experimental tests with users by means of met the participation requirements and could potentially surveys and interviews. answer the survey, because of mismatching methodolo- After researching the state of the art in game accessibility, gies and results among previous studies. For example, a two-step model for assessing game accessibility was cre- the latest data about disability in Spain collected by the ated by designing a quantitative and qualitative analysis tool. Spanish National Statistics Institute (INE) is from 2008, The tool consists of a checklist of accessibility solutions which estimates that there are 797,600 persons with visual based on the four guidelines and recommendations men- disabilities over the age of six [38]. According to a survey tioned in Sect. 2 of this paper and a qualitative analysis of from 2017 by the Spanish Ministry of Health, there are users’ reviews [36]. Then, the model was applied to analyse 5,228,300 persons over the age of 15 years living in Spain how accessible the five bestselling games in Spain in 2020 with visual disabilities [39]. In 2020, when the survey was were. The next step of the project consisted of gathering distributed, the Spanish National Organisation of the Blind information about the players. In order to do so, a survey was (ONCE) had 67,252 affiliates over the age of 18 years [40]. designed and distributed, followed by a series of interviews As a result of this lack of definitive data about the size of to 15 people who volunteered to further participate in the the population, non-probability sampling methods were cho- study. In the following sections, we present the methods and sen for the survey. They are recommended for exploratory 13 Universal Access in the Information Society research [41], particularly when the lack of information on to overcome them (also referred to as features), and the the target population prevents the creation of a sampling potential of integrating audio description (AD) as a game frame [42]. However, they entail validity threats, mainly accessibility solution. Participants’ opinions are presented the lack of representativeness of the sample [43]. Therefore, hereafter. results are not generalised beyond the survey’s participants. Players (N = 58) were asked if they had ever not been Convenience sampling was used for the pilot. Three par- able to play a video game because of a lack of accessibil- ticipants, who were personal contacts of the researchers, ity. Those who answered “Yes” (n = 47; 81.0%) were then completed the survey and gave feedback in September 2020. asked about which accessibility barriers had prevented No changes were made to the content. The format of a few them from playing. Their answers were coded through the- questions was modified to improve readability with a screen matic analysis, and then classified according to the design reader. Then, the survey was distributed online through pur- vocabulary developed by Cairns et al. [7]. This vocabulary posive sampling. A total of 71 associations, organisations, is based on Accessible Player Experiences by AbleGamers publishers, websites, and online forums by and for persons [19], which divides accessibility features into access design with visual disabilities were contacted in October 2020 by patterns (addressing the interaction between the player and email and asked to distribute the survey among their mem- the game), and challenge design patterns (addressing the bers, readers, or contacts. Of them, 28 agreed and sent out ability of the player to overcome the game’s challenges). the survey, which was open for two months, between Octo- Cairns et al. expand on this classification by adding input, ber 15th and December 15th, 2020. The last screen of the control, presentation, and output options within the access survey was a message that thanked participants for their design pattern; and performance, training, progress, social, collaboration and encouraged them to distribute the study and moderation options within the challenge design pattern.2 among their personal contacts, thus generating a snowball In this study, a third category (General lack of accessibil- sampling. ity) was added to include answers where participants did Some 124 answers were received, of which 106 were con- not point to a specific issue, but to accessibility barriers in sidered valid, as 18 respondents did not meet the participa- general, as the reason why they were not able to play. tion requirements, i.e. having a visual disability, being over The most often quoted accessibility barriers are part of the age of 18 years, and living in Spain. Qualitative variables the access design pattern (Table 2). Participants find that were coded and analysed quantitatively. Answers to open there is a lack of presentation options (42.5%), that is, fea- questions were coded through thematic analysis. Data were tures to customise the content or format of the game’s stim- analysed with 1.4.1. GNU PSPP software for Windows [44] uli. For example, some games are incompatible with screen and using descriptive statistics, namely measures of central readers (P31: “In Minecraft [46], the screen reader does not tendency and contingency tables. This method is suitable for work and there are very few sounds3”) or do not offer enough summarising results in exploratory studies [45]. sound signals for navigation or object localisation (P7: To guarantee anonymity, every set of answers was ran- “In Slime Rancher [47], there are no sound signals to find domly assigned a number. In quotes, participants are identi- objects”). Participants also point to input barriers (5.0%), fied using a number between 1 and 58 for players (P), and such as not being able to play with an alternative controller 59 and 106 for non-players (NP). For example, P31 means (P5: “Some controllers are not accessible, because they have that the quoted participant regularly plays video games. The too many keys or are not logical”), and output barriers (P6: datasets analysed during the current study are available from “Some screen resolutions are only suitable for above-average the corresponding author upon reasonable request. vision, and they are uncomfortable for everyone”). A general lack of game accessibility is the second issue that was most often cited as a barrier (30.0%). In P25’s 7 Results words: “I can’t play Grand Theft Auto V [48] or any other Participants were divided into two groups according to their 2 self-reported gaming habits. Players regularly play video On the one hand, input options customise the input device; control games (n = 58) and non-players do not (n = 48) (Table 1). options customise the controls or buttons of the input device; presen- tation options customise the content or format of the information pre- The typical participant was male (69.8%), aged between sented to the player; and output options customise the output device. 25 and 34 years old (30.2%), a university degree holder On the other hand, performance options customise the game mechan- (57.5%), with advanced digital competencies (40.6%), and ics; training options customise the learning of the game’s mechanics, blind (54.7%). such as tutorials; progress options customise the progress within the game, such as bypassing obstacles; social options customise the inter- As mentioned, the survey addressed three main top- actions with other players; and moderation options customise sensi- ics: accessibility barriers in video games faced by persons tive content. with visual disabilities, desired game accessibility options 3 All quotes are translated from Spanish by the authors. 13 Universal Access in the Information Society Table 1  Sociodemographic Sociodemographic characteristic Player Non-player Full sample characteristics of survey participants n % n % n % Gender Female 12 20.7 20 41.7 32 30.2 Male 46 79.3 28 58.3 74 69.8 Age category (years)a 18–24 17 29.3 14 29.2 31 29.2 25–34 21 36.2 11 22.9 32 30.2 35–44 13 22.4 8 16.7 21 19.8 45 and over 7 12.1 15 31.3 22 20.8 Highest educational level No formal schooling 0 0 1 100 1 0.9 Primary education 2 100 0 0 2 1.9 Secondary education 9 56.3 7 43.8 16 15.1 Vocational training 14 53.8 12 46.2 26 24.5 University degree 33 54.1 28 45.9 61 57.5 Self-reported digital competence Basic 4 6.9 3 6.3 7 6.6 Intermediate 12 20.7 18 37.5 30 28.3 Advanced 24 41.4 19 39.6 43 40.6 Expert 18 31 8 16.7 26 24.5 Type of visual disability Blindness 30 51.7 28 58.3 58 54.7 Low vision 28 48.3 20 41.7 48 45.3 a With the aim of comparing results, age categories were set to match those in the 2020 report about the profile of players in Spain by the Spanish Association of Video Games (AEVI) [59]. In the report, age cat- egories are 6–10, 11–14, 15–24, 25–34, 35–44, and 45–64 years. In the survey, the first category starts at 18 years old, as it was the minimum age required to participate. The last category is 45 and over to include a 70-year-old participant N = 106 (n = 58 players; n = 48 non-players). Participants were on average 33.3 years old (SD = 11.8). The average age for players was 31 years old, and 36.1 years old for non-players Table 2  Game accessibility barriers faced by players progress barriers, like customising game mechanics (P12: “I Game accessibility barrier Frequency, n (%) can’t play any games where there is friendly fire4”). To prevent or overcome accessibility barriers, such as Access design patterns the ones mentioned by survey participants, video games Input 2 (5.0) may offer accessibility options. Both players and non-play- Presentation 17 (42.5) ers were asked which ones they would like to use if they Output 1 (2.5) were available. As it was an open question, answers were Challenge design patterns coded through thematic analysis following Cairns et al.’s [7] Performance 4 (10.0) vocabulary. A new category was added (More accessibility Progress 4 (10.0) options) for players who would like to benefit from a greater General lack of accessibility 12 (30.0) number of features. N = 40, as some participants mentioned more than one barrier in their Presentation options were the most mentioned by both answers. Not every category proposed by Cairns et al. [7] is included players and non-players (84.9%) (Table 3). Participants in the table, only the barriers mentioned by participants reported that the following features would improve their access to video games: game because they are not accessible, and developers don’t care”. Regarding challenge design patterns, players men- 4 Friendly fire is a game mechanic where a player can inflict dam- tioned performance barriers, such as the lack of difficulty age on their teammates, and vice versa. It increases difficulty and may levels (P26: “Some fights or actions are too difficult”), and prevent players from progressing in the game. 13 Universal Access in the Information Society Table 3  Desired accessibility Desired accessibility option Player Non-player Full sample options of survey participants n % n % n % Access design patterns Input 5 4.1 4 6.3 9 4.9 Control 2 1.7 0 0.0 2 1.1 Presentation 100 82.7 57 89.0 157 84.9 Output 1 0.8 0 0.0 1 0.5 Challenge design patterns Performance 2 1.6 1 1.6 3 1.6 Training 0 0.0 2 3.1 2 1.1 Progress 6 5.0 0 0.0 6 3.2 More accessibility options 5 4.1 0 0.0 5 2.7 N = 185 (n = 121 for players; n = 64 for non-players), as some participants mentioned more than one barrier in their answers. Not every category proposed by Cairns et al. [7] is included in the table, only the desired accessibility options mentioned by participants Table 4  Interest in game AD Interest in game AD AD user Non-user of AD Full sample according to regular AD use n % n % n % Interest 71 94.7 24 77.4 95 89.6 Lack of interest 4 5.3 7 22.6 11 10.4 N = 106 (n = 75 for AD users; n = 31 for non-users of AD) • Screen reader: “The bare minimum would be to have • Training options: “I would like to have more information a screen reader that reads the game’s menu, so that I about the game’s functionalities” (NP69). can navigate and select the characters, the teams, the preferred options, etc.” (P5); The wish for more accessibility options in general was • AD: “Audio description [is necessary] to describe only mentioned on five occasions (2.7%), such as in the scenes, new scenarios, objects, etc. [AD could be trig- following quote: “I would like to have any technology that gered] when you first encounter these elements or on improves game accessibility for every disability profile” demand” (P32); (P11). • Sound signals: “[Video games] should have sound sig- The last topic addressed in the survey was the potential nals for orientation” (NP61). application of AD to video games. Players and non-players alike had already mentioned this service as a desired game accessibility option. The only reference to AD in the survey Regarding input options, participants would like to play up until that point was in the information sheet. Through a with alternative devices (P48: “I would like to control Yes/No question, participants were asked if they would be video games with a keyboard”). They would also like to interested in including AD in video games, hereafter referred remap controls (NP70: “When playing on the computer, to as game AD. Their answers were then compared to their it should be possible to perform everything with com- self-reported use of AD in other contexts, such as films, TV, mands”) and customise the output device (P9: “Increasing theatre, or opera, and to their gaming habits, that is, if they the screen’s brightness and changing the contrast should regularly play video games or not. be possible”). The vast majority of survey participants were interested Challenge design patterns were less frequently men- in game AD (89.6% of the sample). Among AD users, there tioned. They include the following: was a clear preference for AD in video games (70.8%) (Table 4). Regarding gaming habits, both players (86.2%) • Progress options: “I would like to make the characters do and non-players (93.8%) would like AD to be included in certain missions by themselves” (P40); video games (Table 5). • Performance options: “Adjusting the difficulty for players Participants who reported to be interested in game AD with low vision should be possible” (P44); answered an open question about its potential benefits. 13 Universal Access in the Information Society Table 5  Interest in game AD Interest in Game AD Player Non-player Full sample according to gaming habits n % n % n % Interest 50 86.2 45 93.8 95 89.6 Lack of interest 8 13.8 3 6.3 11 10.4 N = 106 (n = 58 for players; n = 48 for non-players) Table 6  Benefits of game AD Benefit of game AD Example quote Frequency, n (%) Comprehension “We miss many gestures and situations because we do not have audio description. Current video games 42 (42.2) are like interactive films. So, I think AD is quite necessary”. (NP90) “Currently, AD is the best way of knowing what is going on in a visual environment”. (P33) Socialisation “AD would allow me to socialise better with sighted persons who are close to me, have something to 24 (26.4) talk about, and forget about my health problems”. (P40) Interaction “AD would make things easier, as I would be able to receive the information I need to properly interact 12 (13.1) with the game and without some else’s help”. (P10) Immersion “In games where the environment is highly visual, [AD] would help us to get into the story and enjoy 7 (7.7) the game more”. (P46) Orientation “[I would like to have game AD] because, in addition to playing, it is also important to know where we 6 (6.6) are moving, where we are, what we have in front of us, and things like that”. (P11) N = 91, as not every participant interested in game AD (N = 95) mentioned its benefits in their answers. Instead, they made a general comment, such as “I find this question interesting. I would like to know how audio description would be implemented and what would be described” (NP94) Answers were coded through thematic analysis. Five themes you what is in front of and behind you, to your right and to were identified: comprehension, socialisation, interaction, your left, if there is something in your hand, or if you have immersion, and orientation (Table 6). The most cited ben- equipped something” (P3). efit of game AD is that it would improve the users’ com- Lastly, participants suggest that AD should be paired with prehension of the action, scenarios, and characters (42.2%). other accessibility options, particularly, a screen reader for The social aspect of video games was also mentioned texts: “AD, combined with a screen reader that reads all (26.4%), followed by AD’s potential to improve the interac- texts, would improve the experience for players without tion between the player and the game (13.1%), the player’s sight” (P25). immersion (7.7%), and orientation (6.6%). In addition to the potential benefits, some participants gave more details about how they imagine game AD. Cutscenes are eligible to be the first step towards game AD, 8 Discussion as mentioned in the following quotes: The purpose of the survey was to explore the experience of • P13: “AD is already used in films, so it could at least be persons with visual disabilities with video games, focusing implemented in cutscenes. It would be a way for people on three main issues: current game accessibility barriers, with visual disabilities to play with sighted persons”. desired game accessibility options, and the potential of inte- • P56: “AD is needed in cutscenes to follow the plot in grating AD in games. Reported results are now discussed. adventure games and action sequences”. Accessing video games themselves is the main barrier for players with visual disabilities (Table 2), that is, receiv- Regarding the content of the AD, some participants would ing the game’s input and providing output to complete the like it to be succinct: “I would like AD to only describe interaction [19]. This result is in line with previous stud- what is most relevant. It should only include the necessary ies. According to Yuan et al. [49], players who are blind or information for the player” (NP88). Others would prefer a have low vision face difficulties when receiving the game’s more detailed AD: “In The Last of Us II [20], for example, stimuli, particularly visual elements, thus hindering inter- if you touch the touchpad, the game tells you your position action, as they may not be able to determine the response and health. This could be more descriptive, as it could tell required by the game. 13 Universal Access in the Information Society The second most-cited barrier by survey participants is on the website Can I Play That?, Smith [58] demands AD a general lack of accessibility, a common issue voiced by in cutscenes, as it would improve their gaming experience. persons with disabilities in other studies on the topic. The Research also makes the case for AD in cutscenes [59], international survey addressed to players with disabilities to which this study adds to. In practice, as mentioned in conducted by Be Player One [29] found that participants Sect. 3, game AD is only present in trailers [26], research with visual disabilities do not play as much as they would games [34], and one mainstream game, The Last of Us I like due to the lack of accessibility options. Similarly, in [28]. For the time being, the focus is still on the non-inter- the RNIB’s survey [35], blind and low vision participants active sections, instead of real-time action. This dynamic argue that “video games do not have enough accessibility AD could be triggered when players interact with the features”. objects, and it is therefore more complex to program from To overcome these barriers, persons with visual disabili- the game developing perspective. However, this should be ties would welcome more presentation features that allow for the ultimate goal in order to improve game accessibility the customisation of the content or formatting of the game’s for players with visual disabilities. stimuli (Table 3). Both players and non-players demand In short, results are in line with other studies about game screen readers and AD, which are also the top priorities for accessibility preferences of persons with visual disabilities participants with visual disabilities in the RNIB’s study [35]. [29, 35]. The main contribution of this paper is its focus on Screen readers are a common solution for accessing video AD, documenting a widespread interest for game AD among games [50–52], but their availability is not guaranteed. For survey participants, including AD users, non-users, players, example, ninth generation consoles (PlayStation 5 and Xbox and non-players. Participants suggest including AD not only Series X/S) offer screen readers that recognise the platforms’ in cutscenes, but also during gameplay, to provide informa- on-screen text, menus, icons, and user interface [53, 54]. tion about scenarios, objects, and characters. This dynamic However, this does not mean that every game played on AD could be triggered when the players interact with the these consoles is compatible with a screen reader. To offer objects and it is therefore more complex to program, but it this feature, games must correctly identify the text so that would greatly improve game accessibility for blind players. it may be recognised and read by the screen reader. Like- Another possibility would be to include audio introductions wise, when developing the game, developers should avoid in games, which would describe the main characters and using the same keys to activate the screen reader and per- scenarios and could be accessed via the game settings or the form actions within the game and include punctuation when game website [59]. needed [55]. Despite the study's promising results, it is important to As stated in the Game Accessibility Guidelines [15], note that their generalisability is limited due to the non-prob- screen reader compatibility would be extremely beneficial ability sampling methods used to recruit participants. Males, for players with visual disabilities, although it may be com- university degree holders, and digitally competent persons plicated to achieve. However, game engines for video game were overrepresented in the sample. In Spain in 2020, 45.9% development are starting to implement it. For example, of players were female, which is not reflected in the survey’s Unreal Engine offers screen reader compatibility by default sample [60]. However, the average age of Spain’s players [56], and there is a third-party accessibility plugin for Unity is the same as the survey’s, 31 years old [61]. Moreover, that supports this feature [57]. most Spanish players were between 25 and 34 years old AD was the second-most popular desired option for sur- [60], which corresponds to the age group of the majority of vey participants. In the specific question about game AD, an the survey’s players. The high level of education and digi- overwhelming majority of the sample was interested in its tal competencies of the sample is in line with the common potential, regardless of their regular use of AD (Table 4) or respondent profile of self-administered online surveys [62], gaming habits (Table 5). Participants argue that game AD but there are no known studies that compare these variables would improve their comprehension of the action, scenarios, with gaming habits. and characters, as well as facilitate socialisation with friends Response rate cannot be determined, as there is no data or other players. on how many people the survey reached. However, the num- The potential of game AD has been documented in ber of participants was quite high, particularly compared to game accessibility guidelines. Xbox Accessibility Guide- other self-administered online surveys about game accessi- lines V3.0 encourage its use in cutscenes, advertisements, bility for persons with visual disabilities. For example, in a tutorials, and full-motion videos [16]. Similarly, the survey about gaming habits, Porter and Kientz [63] received Game Accessibility Guidelines suggest audio describing 6 answers from persons with visual disabilities. Andrade cutscenes as a starting point for game AD [15]. Players et al. [64] collected 17 responses on preferences from players with disabilities support the same idea. For example, in with visual disabilities, and Cairns et al. [65], who explored the Blind and Low-Vision Accessibility Guide, published motivations for gaming, gathered 123 answers. 13 Universal Access in the Information Society Besides low generalisability, this study has other limita- accessibility is key to providing a wide range of solutions tions of note. First, only persons with access to the internet for diverse preferences and needs, so that truly everyone may and within reach of the contacts who distributed the survey play video games. The more companies engage users in the could respond, which excludes part of the target popula- design and the testing of video games and their accessibility tion that would meet the participation requirements. Future options, the wider and more inclusive gaming will become. research may establish a sampling frame to carry out prob- Acknowledgements This research is part of the Researching Audio ability sampling. Second, although the number of responses Description: Translation, Delivery and New Scenarios Project, sup- was quite high for a survey of this scope, greater participa- ported by the Spanish Ministerio de Ciencia, Innovación y Universi- tion would be needed in order to formulate more definitive dades, the Spanish Agencia Estatal de Innovación, and the European results and conduct inferential statistics. Finally, there may Regional Development Fund [PGC2018-096566-B-I00 (MCIU/AEI/ FEDER, UE)]. The authors are members of the TransMedia Catalo- be response bias, but no identical sets of answers or incom- nia research group, funded by Secretaria d’Universitats i Recerca del plete surveys were received. Responses that seemed to not Departament d’Empresa i Coneixement de la Generalitat de Catalunya, meet participation requirements were rejected, and partici- under the SGR funding scheme (Ref. Code 2021SGR00077). María pants were informed of the social impact of the research in Eugenia Larreina-Morales has been awarded a PhD grant from the Catalan Government (2021FI_B1 00049) to carry out this research. an attempt to encourage honest answers. We thank every person that participated in the survey for their time and insightful responses, as well as those who contributed to its distribution. 9 Conclusions Funding Open Access Funding provided by Universitat Autonoma de Barcelona. Game accessibility is currently bourgeoning, with impor- tant advances taking place at industry, academic, legal, and Declarations social levels. Stakeholders are becoming aware of the mul- tiple benefits of playing video games and the importance of Conflict of interest On behalf of all authors, the corresponding author states that there is no conflict of interest. granting access to all players, regardless of their (dis)abili- ties, in order to advance towards a more equal and inclusive Open Access This article is licensed under a Creative Commons Attri- society. However, accessibility for persons with visual dis- bution 4.0 International License, which permits use, sharing, adapta- abilities still has not widely implemented existing solutions tion, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, such as AD and screen readers. provide a link to the Creative Commons licence, and indicate if changes In this paper, after providing an overview of the state-of- were made. The images or other third party material in this article are the-art in game accessibility, we have presented the results included in the article's Creative Commons licence, unless indicated of a survey carried out within the framework of the RAD otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not project. One of its main objectives is to study the needs and permitted by statutory regulation or exceeds the permitted use, you will preferences of blind and low vision users in Spain regarding need to obtain permission directly from the copyright holder. To view a game accessibility and the potential application of AD. The copy of this licence, visit http://​creat​iveco​mmons.​org/​licen​ses/​by/4.​0/. survey was conducted in Spain in late 2020 and it gathered 106 valid replies, both by players and non-players. 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