Accessibility and VR

I always thought VR was extremely interesting. There are many programs that are touted as “empathy builders” – things where able-bodied and able-minded people are able to experience what it might not be like to have it. Yet, there is a severe lack of content for those who are unable or struggle to use VR. Sound for the hard-of-sight are not able to make up for the lack of visual cues. This is in addition to those unable to hold controllers.

Many videogame companies are striving to be more accessible, but it appears VR is not yet working towards it as much as other companies are. Perhaps it is the medium that is too difficult for accessibility, but that doesn’t mean companies do not have an obligation to make their products more accessible. (Perhaps not an obligation, but not expanding their markets is a foolish move.) In a 40 billion dollar industry, it should be a higher priority. VR is part of the future of entertainment and those with disabilites shouldn’t be left behind.

Read the article here: https://blogs.scientificamerican.com/voices/virtual-reality-has-an-accessibility-problem/

Read my other article about videogame acccessibility here: https://fsulis4022spr20drive.car.blog/2020/01/16/videogames-and-accessibility/

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