Gaming is a diverse hobby that connects a wide variety of people across generations and national borders. Video games relax, invite you to dream and make friends. According to the Newzoo Global Games Market Report, 3.2 billion people played video games in 2022 – in Germany it is an estimated 34.3 million people. That is almost every second person. Gaming has long since developed from a niche hobby into a real mass phenomenon – and as many people as possible should be able to participate in it. Because among the mass of gamers there are also many who have difficult access to the world of games due to physical or mental disabilities. In order to raise awareness of the topic and actively break down barriers, the mobile phone provider congstar has been working for three years together with the “Gaming without borders” project from the NRW (fjmk) department for youth media culture to promote more accessibility in gaming.


The Gaming Without Borders Team – Source: Gaming Without Borders website

Tests for accessibility features in video games

But as diverse as the restrictions of the players are, there are just as many different approaches to improving accessibility in the world of video games. In general, one of the biggest challenges with features for more accessibility is to offer as many customization options as possible in order to offer as many flexible solutions as possible for a wide variety of restrictions right from the software level. These features range from freely configurable controls for gamers with limited motor skills to screen readers and high-contrast modes for gamers with visual impairments. Implementing accessible features requires a lot of ingenuity and time investment from development teams – but it’s worth it!


The employees of Gaming without Frontiers also experience this every day in their project work: They organize regular meetings with young people with and without disabilities – and test video games for accessibility according to a predefined test catalog that they developed together with these young people. They focus on implemented features and tools that break down barriers in games. In a previous series of articles here on Eurogamer, congstar has already checked some of the most popular games of 2022 for their accessibility with Gaming without Borders.

Gaming accessories for more accessibility

Another approach to making video games more accessible is the use of specialized accessories called assistive technology. Here, too, there is already a large selection of different offers – tailored to the most diverse needs. There are universal buttons and controllers for a wide variety of motor requirements, but also additional software that can make playing easier, for example via eye control. In fact, many products are surprisingly creative and forward-looking for the entire industry. With such a wide range of offers, the question quickly arises: Which accessories are suitable for my individual requirements? How good is the processing? How fast is the product set up? And what games can I play with the new accessory?


The Hori Flex Controller (Copyright Anna Spindeldreier/helloyou.studio)

In order to answer these questions for interested gamers and to offer a better orientation in the jungle of offers, congstar and Gaming without borders have joined forces and tested some of the most popular accessories. In the coming weeks you can look forward to detailed test reports on accessible gaming accessories in a wide variety of forms:

The following gaming gadgets are tested:

  • Xbox Adaptive Controller (Microsoft)
  • Adaptive Gaming Kit (Logitech G)
  • Hori Flex Controller for Nintendo Switch (Hori)
  • Tobii Eye Tracker 5 & Project Iris Software
  • quad stick
  • Xbox Wireless Elite Controller
  • Playstation DualSense Edge Controller
  • Nintendo Switch controllers

As part of the testing process, the game testing groups from Gaming Without Borders and Inclusion Ambassador Dennis Winkens (WheelyWorld on Twitch) test the accessories in a wide variety of categories: This includes obvious categories such as handling, the installation process, the supported target group and particularly well-functioning games, but also other important points such as the cost factor, packaging that is as easy to open as possible and availability in DACH -Space.


In order to answer these and other aspects of inclusion in gaming, the “Gaming without borders” project of the NRW youth media culture department (fjmk) – supported by mobile phone provider congstar and Aktion Mensch – specifically tests gaming gadgets and video games for the various aspects of accessibility . These tests are then available online free of charge, so that those affected can find out at any time whether the game they want to play in the near future also suits their needs.


Microsoft’s adaptive controller (Copyright Anna Spindeldreier/helloyou.studio)

So in the coming weeks, join us in taking a look at the amazing tech gadgets that are already helping people around the world immerse themselves in the fantastic universe of video games.


congstar supports gaming without limits

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