Make Accessibility a Selling Point: Storefronts, Tags, and Discovery
summary
Stores and platforms differ: Xbox, PlayStation, Steam, and the iOS App Store require separate evidence for the same claim, and Xbox reports a >10% purchase rate from its accessibility discovery channel (Q3 2025) with ~10,000 validated tags via MGATS; Newzoo finds 31% of surveyed US/UK gamers report a disability (n≈4,000). Practical items include verifying subtitles and text size, using the Steamworks accessibility wizard or Apple’s nutrition labels, mapping features to AGI’s 24 tags, and keeping a build‑criteria‑test checklist.
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chapters (21)
- 0:00Introduction and speaker intro
- 1:56Speaker background and passion
- 4:26Common accessibility storefront issues
- 6:55Business case for accessibility
- 9:41Player engagement with accessibility features
- 11:25Features, labels, and outcomes explained
- 14:13Xbox accessibility tags overview
- 17:48PlayStation accessibility tags
- 18:53Steam accessibility features
- 20:58Apple accessibility nutrition labels
- 25:38Accessible Games Initiative explained
- 30:12AGI tags limitations and detailed pages
- 32:02AGI tag categories overview
- 35:17Production workflow for claims
- 37:25Default design as accessibility support
- 38:47Specific storefront claim examples
- 40:12Ubisoft’s accessibility spotlight model
- 43:04Suggested approach for teams
- 44:09Ownership model and QA process
- 46:37Rebind Studios services
- 48:24Q&A session begins
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