How Xbox Is Advancing Gaming Accessibility on Its Platforms, And, Hopefully, Throughout the Industry

By | November 8, 2021

October marks the one-year anniversary of Microsoft and Sony releasing the current generation of consoles. The Xbox Series X/S and PS5 bring with them powerful new hardware, as well as libraries of titles that benefit from faster loading speeds and special features like Quick Resume or the haptics of the DualSense. With new systems comes the potential to innovate in making gaming not just faster or more tactile, but just as importantly more accessible, too.

Xbox has notably endeavored to make accessibility advancements part of its mission since before the launch of the Xbox Series X and S. From the launch of the Xbox Adaptive Controller, to several new accessibility updates and features for its systems recently unveiled during Disability Awareness Month in October, Xbox is building an accessible gaming package that many disabled players will gravitate toward. Speaking with IGN, Xbox accessibility leads discussed the company’s journey so far in building a more accessible platform, the work still left to be done to make all of gaming more accessible, and the hopes for better cooperation across the industry to achieve that future.

The Evolution of Xbox’s Accessibility

Accessibility at first-party studios is not new, as systems have included console-wide accessibility as early as 2015. Yet, progress is relatively incremental aside from Xbox’s latest updates and announcements. Both PlayStation and Xbox allow players to fully customize controls, regardless of a specific game’s inputs, though these customization options existed during the previous generation and have largely been untouched since their initial release. The Nintendo Switch takes this feature a step further with five custom controller profiles for each official Nintendo controller. Other notable accessibility options included at a hardware level or present in most games are zoom features, text to speech and the capability to reduce screen movements and motions. But Xbox is creating new features to help distinguish their accessibility from competitors, and, hopefully, push the entire industry to find new ways to innovate..

Speaking with IGN, Director of Accessibility at Xbox Anita Mortaloni notes the progressive evolution of accessibility, especially with consoles.

Noteworthy Advancement in Accessibility for 2020

One way of mitigating these inconsistencies, and opening up more consoles to having accessible controller options, could be for companies to begin working together and sharing their knowledge bases. And while this isn’t a direct comparison, Xbox-published games like Minecraft, Psychonauts 2, and more are available on other company’s platforms, and Xbox-owned characters have appeared in Super Smash Bros. Ultimate, demonstrating that companies are at the very least starting to chip away at the walls we normally think of when it comes to PlayStation, Xbox, and Nintendo.

“I would love the gaming industry to form partnerships so that accessible tech can be used on more platforms with minimal effort on the part of players,” Voelker said. “I’d love to be in a world where gamers pick the controller that is right for them (whether it’s the Xbox Adaptive Controller, the HORI Flex, or something else of their choosing) and they can use it to play wherever they want. I’d also love to see the industry working together as a whole to figure out how we can drive down the cost of assistive technology so that more people can afford to get the best gaming experience.”

Voelker’s wish for accessible partnerships across multiple studios highlights one of the ultimate barriers that disabled people encounter when playing console games – exclusivity. While accessible features can be universally baked into platforms, such as subtitles, remappable controls and colorblind filters, the tech behind these features continues to remain exclusive or be built separately into specific platforms. And when there is only one first-party accessible controller, individuals with motor disabilities are only left with one option.

“I would love the gaming industry to form partnerships so that accessible tech can be used on more platforms with minimal effort on the part of players.”


“I don’t think competition is necessary to fuel innovation in accessibility,” Anita Mortaloni said. “Accessibility is one of those fields [where] 1+1=3. Yes, we can all totally do a whole lot individually, but when we come together, and partner and share ideas, be it across companies or with the community, we get a lot more done, and we are able to advance the industry a lot farther.”

Innovation is commonplace within the gaming industry. As studios continue to develop powerful new systems, pieces of tech that complement new games are sure to follow. Yet, for disabled individuals, there still remains a lack of software and hardware designed specifically to assist disabled individuals when facing unnecessary and unintentional gameplay barriers. Until more disabilities are represented with better console accessibility and pieces of tech, the gaming industry cannot be truly inclusive. Xbox’s strive to provide continuous support to disabled players is indicative of an industry that is willing to change. And as Mortaloni notes, industrywide collaboration for accessibility is necessary, and hopefully Xbox’s focus can encourage others to follow in its footsteps.

“There is no benefit to keeping it to ourselves. We all win when more people know about it, and understand it, and include it….”

Grant Stoner is a freelance writer for IGN. You can find him on Twitter.

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