Accessibility is a vital aspect of gaming, as it not only benefits disabled players, but also helps to remove unintentional barriers for newcomers and allows for the expansion of gaming communities. Games like “God of War Ragnarök” and “Street Fighter 6” have introduced accessibility options that have made previously inaccessible franchises approachable for a wider audience, fostering inclusivity and diversity within the gaming community. Moreover, accessible design innovations, awareness, and accommodations contribute to the creation of games that can be enjoyed by everyone.
However, accessibility goes beyond just gameplay features and extends to the industry workspace as well. While it is commendable that games now offer numerous accessibility features, disabled employees require systematic support in order to effectively contribute to the development and portrayal of characters within games. Recently, disabled voice actors have spoken out about the impact of their disabilities on their work and emphasized the importance of creating an inclusive industry.
Sara Secora, a voice actress, voice-over director, and casting director, has an impressive resume in both AAA and indie games. Her roles include Mathila in “Warframe,” Dunyarzad in “Genshin Impact,” and Esther Winchester in “Cuphead: The Delicious Last Course.” However, without accessibility accommodations, Secora’s performances would not have been possible. She has an invisible disability, specifically agoraphobia and panic disorder, which make it challenging for her to travel and work in traditional voice-over hubs like New York or Los Angeles. Before the pandemic, the industry often required voice actors to live in these specific locations. This posed a significant barrier for Secora, but the pandemic brought about a shift towards remote work, opening up new opportunities for disabled individuals. Unfortunately, with companies now reversing their remote work policies, Secora fears that this progress may be undone, which could have a detrimental impact on her and others in similar situations.
Secora’s disabilities necessitate a work environment that meets her specific needs while allowing her to excel in her job. She has set up her home with the necessary equipment typically found in studios, and she highlights the importance of studios regularly offering remote work options for voice actors. Secora’s experiences reflect a common need among disabled professionals within the industry.
Christina Assaf-Costello, another voice actor and production manager, shares a similar story. With credits in games like “Genshin Impact,” “Path to Nowhere,” and “Mobile Legends: Bang Bang,” Assaf-Costello relies on the availability of remote work due to her disabilities, including congenital pulmonary lymphangestia, Ehlers-Danlos syndrome, and endometriosis. Staying close to her medical team is crucial, and the shift to remote work during the pandemic enabled her career to flourish. However, she faces the challenge of not being able to move to a major hub, relying on companies’ willingness to accommodate remote work or traveling as required.
Both Secora and Assaf-Costello’s stories shed light on the importance of accessibility and inclusivity in the gaming industry. By providing remote work options and making accommodations for disabled employees, studios can tap into a pool of talented individuals who may have previously been overlooked. Creating a work environment that acknowledges and supports diverse abilities not only benefits the individuals but also fosters creativity and innovation within the industry.
In conclusion, accessibility in gaming impacts not only disabled players but also expands the reach of games to new audiences and cultivates diverse communities. However, accessibility should not be limited to gameplay features alone; the gaming industry should prioritize providing systematic support and accommodations for disabled professionals. The experiences of voice actors like Sara Secora and Christina Assaf-Costello highlight the importance of remote work options and inclusive policies in order to ensure that talented individuals with disabilities have equal opportunities to contribute and thrive within the industry. By embracing accessibility and inclusivity, the gaming industry can continue to evolve and create experiences that can be enjoyed by all.