game-accessibility
Accessibility in games - vision (colour-blind-safe palettes, non-colour cues, text scaling, contrast, high-contrast mode, screen reader and text-to-speech for menus), hearing (subtitles with size and background options, visual cues for audio, per-bus volume), motor (full remapping, hold versus toggle, adjustable timing and QTE alternatives, one-handed schemes, aim assist, input buffering), cognitive (difficulty and assist options, clear objectives, pause anywhere, reduced flashing and motion, photosensitivity limits), settings UX and persistence, designing options into systems early, testing checklist, and established guidelines. Load when designing or reviewing game options, menus, controls, UI, audio, or when auditing a game for accessibility.
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