Inclusive Gaming at MSU Libraries

Gaming has become more inclusive thanks to accessibility advancements in controllers, consoles, and games. Gamers have spent the last decade advocating for the removal of barriers and the inclusion of color-blind modes, audio descriptions, subtitles, and support for adaptive controllers in video games. The MSU Libraries’ Digital Multimedia Center (DMC) on the 4th floor West is home to several gaming titles; they can be checked out or used in one of the two video game labs that can be reserved. These labs feature several game consoles with adaptive controllers that can be used with the consoles. The video game labs are open to the public and can be used to experience the various adaptive controllers and accessibility features in video games.

Featured Items

A whitle flat controller with round black buttons and a d-pad

Title

Adaptive Gaming Controller

Description

Enables gamers of all abilities to customize and rig their controller layout to suit their unique needs

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Book cover with text that says Accessible Games Book and silhouettes of people dancing

Title

The Accessible Games Book

Author(s)

  • Marl, Katie

Call Number

LC4026 .M37 1999

Description

The book includes a good selection of games chosen for diverse groups of people with disabilities. The games mentioned in this book can also be used to improve disability awareness.

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Book cover with text that says Advances in Ergonomics in Design

Title

Advances in Ergonomics in Design. Proceedings of the AHFE 2020 Virtual Conference on Ergonomics in Design

Description

This book is a snapshot of advances in ergonomics research, methods applied to advance the research, and the evolution of products, systems, and services. It includes case studies, theoretical contributions, and technical inventions focusing on better understanding human-machine interaction.

Audio Description

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Book cover with text that says Recent Advances in Technologies for Inclusive Well-Being and a vertical slice of a human brain

Title

Recent Advances in Technologies for Inclusive Well-Being. From Worn to Off-body Sensing, Virtual Worlds, and Games for Serious Applications

Description

This book presents alternative solutions and creative approaches that challenge traditional mechanisms. A common thread throughout the book is human-centered, uni and multi-modal strategies across the range of human technologies, including sensing and stimuli; virtual and augmented worlds; games for serious applications; accessibility; digital-ethics and more.

Audio Description

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Book cover with text that says Researching audio description

Title

Researching audio description: New approaches

Description

This book gathers academic information and data from the many existing research projects, practices, and trainings across the world; it has a telescopic approach, from two introductory chapters where accessibility in general is contextualized as a human right and the basic concepts of disability and impairment are explored.

Audio Description

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Game case cover for play station 4 with text that says The Last of Us Part II and an woman staring angrily

Title

The Last of Us Part II

Description

The Last of Us Part II, a video game developed by Naughty Dog Studios made significant leaps in adding accessible features in video games. This game includes Vision Accessibility Presets, Hearing Accessibility Presets, and Motor Accessibility Presets to accommodate the needs of diverse groups of players

Audio Description

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