IS ACCESSIBILITY THE NEXT BRAND CONSIDERATION IN THE GAMING INDUSTRY? A CRITICAL CASE STUDY OF THE GAME “THE LAST OF US -2”
As industries and their brands shift onto digital interfaces, User Experience and User Interface play a key role in creating a seamless digital experience for users. Through this research, the context of accessibility is looked at as a relevant component for UI/UX design for today’s brands and industries to cater to disabled users. Focusing its lens on the gaming industry, the study explores the wide variety of accessibility settings featured in the game “The Last of Us -2” by Naughty Dog LLC, a first-party video developer acquired by Sony PlayStation. The game has been critically acclaimed by the gaming community and mainstream media for its development in furthering inclusivity. Through a qualitative research methodology, the accessibility features of this game are assessed through user testing. In the analysis it is visible how the gaming industry has through certain games, surpassing the benchmark for inclusivity within their space. The results of this research study may cater as a guideline for other brands and industries to incorporate.
Accessibility, Brand Image, Disability, Gaming, Inclusivity, User Experience