Recently, I had an experience that gave me a powerful new perspective on disability and confidence. I met a blind person while heading down a set of stairs. I hesitated, unsure how to support him, but he calmly said, “It’s not the first time I’m doing this. Follow me.”
His confidence was disarming — and deeply reassuring. In that moment, the dynamic flipped. It wasn’t about me helping him; he was leading me. It made me think: when people are given the right environment and enough practice, they gain not only competence but autonomy—even in spaces designed without them in mind.
This led me to reflect on how we design video and board games. Are we building experiences only for the “typical” player? Or are we thinking inclusively, considering players with disabilities, cognitive differences, and varied physical abilities?
As game designers, educators, and creatives, we must look beyond assumptions. Inclusive design isn’t just ethical — it’s innovative.
PART 1. Rethinking Game Design on example of Access+ line for the tabletop games
Let’s look at tabletop games, where a player’s experience depends on touch, visuals, and physical setup. Here are some of the common challenges and solutions:
Colour Blindness
Colour coding is a classic design choice (think team colours like red, blue, yellow), but for players who are colour blind, this can be alienating. The solution? Use shape coding or texture patterns alongside colour like traffic lights, which rely not just on colour but position (top, middle, bottom).
Mobility and Accessibility
Think of games that involve physically moving tokens or cards across a large board. For players with limited dexterity or range of motion, such designs can be frustrating. Boards, components, and game flow should be compact, adjustable, and easy to manipulate.
Cognitive Accessibility
Some companies have taken this seriously. A standout example is the Access+ series of games.
Access+ is a groundbreaking initiative from Asmodee, one of the world’s leading board game publishers. This series adapts popular games to be more accessible for players living with cognitive disorders—such as Alzheimer’s, learning disabilities, or brain trauma—while still being fun and meaningful for everyone.
“Playing games helps people live better by improving their quality of life.”
— Dr. Philippe Robert, Professor of Psychiatry and scientific advisor to Access+
Here are a few examples:
1. Dobble Access+: Features larger cards, simplified symbols, and three levels of difficulty. Designed to support memory, observation, and attention in a fun, flexible way.
2. Timeline Access+: Bigger cards with personal experience themes. Encourages storytelling, memory recall, and sequencing. Great for social play or one-on-one settings with carers.
3. Cortex Access+: Adds touch-based challenges and games focused on logic, attention, and emotional regulation. Designed to be stimulating without overwhelming the player.
Michael Le Bourhis, head of the Access+ studio, explained in an interview:
“Over the last several years, Asmodee has invested in scientific research to demonstrate the societal impact board games can have. Access+ is one result. The games we created are not just for fun—they are also proven to benefit players living with cognitive disorders.”
Access+ collaborates with a scientific committee made up of healthcare professionals, education experts, and board game designers. They work together to adapt game mechanics, simplify rules, and ensure emotional and cognitive accessibility.
Each game comes with a guide written by experts, outlining its therapeutic benefits— whether that’s improving attention, encouraging social interaction, or supporting memory recall.
PART 2: Reflection
Meeting that confident blind man on the stairs was more than a passing encounter reminded me that ability is often contextual. It’s not just about what someone can or cannot do; it’s about how systems, spaces, and games can support that potential.
As I look deeper into the Access+ line and the thoughtful design behind it, I realised that inclusive game design isn’t about making something “easier.” It’s about removing the invisible barriers that prevent someone from engaging fully. It’s about dignity. When a player feels seen and respected, when their unique needs are not just accommodated but anticipated, they’re empowered to lead, to play, and to thrive.
Too often, inclusivity is treated as an afterthought, an “add-on” to a game already finished. But what if it was the starting point? What if, instead of designing for the “average” player, we began with the margins with the people most often left out?
Inclusive design opens up not only accessibility but also creativity. It forces us to think in more imaginative ways about what games can be and who gets to enjoy them. For example, when we reduce cognitive load through better UI, everyone benefits, not just neurodivergent players. When we design tactile or audio-rich environments, we’re enhancing the sensory palette of the whole experience.
This doesn’t mean every game must be for everyone. But it does mean that we have the responsibility and the opportunity to question default assumptions. Are we designing for diversity of mind and body? Are we building in flexibility, choice, and care?
Inclusion isn’t just about compliance or representation. It’s about crafting experiences that honour the full spectrum of human potential. It’s about the joy of playing together on equal footing, across all kinds of difference.
That moment on the stairs stays with me. It reminds me that sometimes, we need to follow not lead. And in doing so, we learn to design not just better games, but a better world.