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Make Accessibility a Selling Point: Storefronts, Tags, and Discovery

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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.

AI-written summary · about

  1. 0:00Introduction and speaker intro
  2. 1:56Speaker background and passion
  3. 4:26Common accessibility storefront issues
  4. 6:55Business case for accessibility
  5. 9:41Player engagement with accessibility features
  6. 11:25Features, labels, and outcomes explained
  7. 14:13Xbox accessibility tags overview
  8. 17:48PlayStation accessibility tags
  9. 18:53Steam accessibility features
  10. 20:58Apple accessibility nutrition labels
  11. 25:38Accessible Games Initiative explained
  12. 30:12AGI tags limitations and detailed pages
  13. 32:02AGI tag categories overview
  14. 35:17Production workflow for claims
  15. 37:25Default design as accessibility support
  16. 38:47Specific storefront claim examples
  17. 40:12Ubisoft’s accessibility spotlight model
  18. 43:04Suggested approach for teams
  19. 44:09Ownership model and QA process
  20. 46:37Rebind Studios services
  21. 48:24Q&A session begins
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