Neurodivergent-Focused Game Accessibility: A Systematic Literature Review
Abstract
1. Introduction
Gaming and Neurodiversity
- RQ2—What are the most common accessibility barriers faced by neurodivergent players in digital games?
- RQ3—Which game design features and adaptations are most frequently proposed or implemented to enhance accessibility for neurodivergent groups?
- RQ4—How do different game genres address the needs of neurodivergent players?
- RQ5—To what extent are neurodivergent players involved in the game design process?
- RQ6—What gaps exist in current research on accessible game design for these populations, and what future directions are suggested?
2. Notes on Language and Conceptual Framing
3. Methods
3.1. Eligibility Criteria
3.2. Information Sources
3.3. Search Strategy
3.4. Selection and Data Collection Process
3.5. Data Items and Synthesis
3.6. Study Risk of Bias Assessment
- Tier 1—Low relevance/weak methods: These studies were characterised by limited methodological transparency, theoretical or conceptual approaches without empirical grounding, or marginal relevance to neurodivergent accessibility in digital game design.
- Tier 2—Moderate methods/some relevance: These contributions displayed adequate but not rigorous methods, with partial attention to accessibility for neurodivergent populations. While informative, their findings were considered limited in terms of transferability or depth of evidence.
- Tier 3—Strong methods/clear accessibility framing: These studies demonstrated robust methodological approaches (qualitative, quantitative, or mixed), provided empirical data or detailed design evaluations, and framed accessibility explicitly in relation to neurodivergent populations.
4. Results
4.1. Study Selection
4.2. Study Characteristics
Aims of the Studies
4.3. Risk of Bias in Studies
4.4. Results of Syntheses
4.4.1. Views on Accessibility in the Sample of Studies
4.4.2. Accessibility for Neurodivergent Players
4.4.3. Implementing and Testing Accessibility
5. Discussion
5.1. How Has Accessible Game Design Been Studied and Implemented to Support Autistic Players and Individuals with Intellectual Disabilities? (RQ1)
5.2. What Are the Most Common Accessibility Barriers Faced by Autistic Players and Individuals with Intellectual Disabilities in Digital Games? (RQ2)
5.3. Which Game Design Features and Adaptations Are Most Frequently Proposed or Implemented to Enhance Accessibility for These Neurodivergent Groups? (RQ3)
5.4. How Do Different Game Genres Address the Needs of Autistic Players and Individuals with Intellectual Disabilities? (RQ4)
5.5. To What Extent Are Autistic Individuals and Those with Intellectual Disabilities Involved in the Game Design Process? (RQ5)
5.6. What Gaps Exist in Current Research on Accessible Game Design for These Populations, and What Future Directions Are Suggested? (RQ6)
6. Conclusions
6.1. Implications
6.2. Limitations and Future Directions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Disability Language/Terminology Positionality Statement
Abbreviations
| ADHD | Attention-Deficit/Hyperactivity Disorder |
| AR | Augmented Reality |
| PRISMA | Preferred Reporting Items for Systematic reviews and Meta-Analyses |
| RPG | Role Playing Game |
| RQ | Research Question |
| SLR | Systematic Literature Review |
| UI | User Interface |
| UN | United Nations |
| UNCRPD | United Nations Convention on the Rights of People with Disabilities |
| VR | Virtual Reality |
| W3C | World Wide Web Consortium |
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| Search String: |
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| (“accessibility” OR “cognitive accessibility” OR “psychological accessibility”) |
| AND (“neurodivergent people” OR “neurodiverse people” OR “neurodiversity” OR “autism” OR “ADHD” OR “hyperactivity” OR “dyslexia” OR “dyspraxia” OR “Tourette’s syndrome” OR “OCD” OR “anxiety disorders” OR “bipolar disorder” OR “intellectual disability” OR “intellectual disabilities”) |
| AND (“digital game development” OR “video game development” OR “videogame development” OR “game development” OR “game design” OR “gaming industry”) |
| Search String: |
|---|
| (“accessibility” OR “cognitive accessibility” OR “psychological accessibility”) |
| AND (“neurodivergent people” OR “neurodiverse people” OR “neurodiversity” OR “autism” OR “ADHD” OR “hyperactivity” OR “dyslexia” OR “dyspraxia” OR “Tourette’s syndrome” OR “OCD” OR “anxiety disorde*” OR “bipolar disorde*” OR “intellectual disabilit*”) |
| AND (“digital game development” OR “video game development” OR “videogame development” OR “game dev*” OR “game design” OR “gaming industry”) |
| Study | Country | Type/Methodological Approach | Sample Size | Condition(s) |
|---|---|---|---|---|
| [23] | Several Countries | Empirical Study (Mixed Methods) | 60 | Autism |
| [24] | Brazil | Empirical Study (Quantitative) | 38 | Autism |
| [25] | Brazil | Empirical Study (Qualitative) | 18 | ADHD |
| [26] | Italy | Empirical Study (Mixed Methods) | 69 | Autism |
| [27] | Spain | Empirical Study (Mixed Methods) | 10 | Intellectual Disability |
| [28] | Portugal | Empirical Study (Quantitative) | 11 | Intellectual Disability |
| [29] | Taiwan | Empirical Study (Quantitative) | 40 | Intellectual Disability |
| [30] | South Korea | Empirical Study (Mixed Methods) | 8 | Intellectual Disability |
| [31] | Brazil | Empirical Study (Quantitative) | 37 | Intellectual Disability |
| [32] | Qatar | Empirical Study (Quantitative) | 77 | Intellectual Disability |
| [33] | The Netherlands | Conceptual Paper (Qualitative) | n/a | Multiple Conditions |
| [34] | Brazil | Design Case Study (Qualitative) | 17 | Autism |
| [35] | Belgium | Empirical Study (Qualitative) | 15 | ADHD |
| [36] | United States | Empirical Study (Qualitative) | 11 | Other |
| [37] | Ecuador | Design Case Study (Qualitative) | n/a | Dyslexia |
| [38] | Ecuador | Design Case Study (Qualitative) | n/a | Autism |
| [39] | South Korea | Empirical Study (Mixed Methods) | 27 | Autism |
| [40] | Belgium | Design Case Study (Qualitative) | 88 | Multiple Conditions |
| [41] | France | Empirical Study (Quantitative) | 70 | Autism |
| [42] | USA | Empirical Study (Mixed Methods) | 65 | Autism |
| [43] | China | Empirical Study (Quantitative) | 110 | ADHD |
| [44] | Canada | Empirical Study (Quantitative) | 5 | Autism |
| [45] | USA | Empirical Study (Mixed Methods) | 7 | Autism |
| [46] | Pakistan | Empirical Study (Qualitative) | 23 | Autism |
| [22] | Several Countries | Design Case Study (Qualitative) | 3 | Intellectual Disability |
| [47] | Portugal | Empirical Study (Qualitative) | 80 | Multiple Conditions |
| [48] | Several Countries | Empirical Study (Quantitative) | 178 | Dyslexia |
| [49] | Germany | Empirical Study (Qualitative) | 5 | Dyslexia |
| [50] | Several Countries | Empirical Study (Quantitative) | 313 | Dyslexia |
| [51] | Several Countries | Empirical Study (Qualitative) | 5 | Dyslexia |
| [52] | Mexico | Design Case Study (Qualitative) | 9 | Multiple Conditions |
| [53] | Several Countries | Empirical Study (Quantitative) | 43 | Dyslexia |
| [54] | Ecuador | Empirical Study (Mixed Methods) | 47 | Multiple Conditions |
| [55] | Greece | Empirical Study (Mixed Methods) | 120 | ADHD |
| [56] | UK | Empirical Study (Mixed Methods) | 12 | Intellectual Disability |
| [57] | Egypt | Empirical Study (Mixed Methods) | 7 | Autism |
| [58] | Portugal | Empirical Study (Mixed Methods) | 31 | Intellectual Disability |
| [59] | Portugal | Empirical Study (Mixed Methods) | 14 | Intellectual Disability |
| [60] | Portugal | Empirical Study (Quantitative) | 31 | Intellectual Disability |
| [61] | Portugal | Empirical Study (Quantitative) | 15 | Intellectual Disability |
| [62] | Mexico | Design Case Study (Quantitative) | 12 | ADHD |
| [21] | France | Empirical Study (Mixed Methods) | 623 | ADHD |
| [63] | China | Empirical Study (Quantitative) | 20 | ADHD |
| [64] | USA | Empirical Study (Qualitative) | 3 | Multiple Conditions |
| [65] | South Korea | Empirical Study (Mixed Methods) | 4 | Autism |
| [66] | China | Empirical Study (Qualitative) | 14 | Autism |
| [67] | Taiwan | Empirical Study (Qualitative) | 4 | ADHD |
| [68] | Croatia | Design Case Study (Qualitative) | n/a | Multiple Conditions |
| Strand | Number of Studies (%) | Included Studies |
|---|---|---|
| Assessment and screening | 10 (20.8%) | [21,39,41,42,45,48,49,50,51,68] |
| Co-design and participatory inquiry | 5 (10.4%) | [28,34,35,36,47] |
| Context and engagement (sociocultural) | 1 (2.1%) | [46] |
| Guidelines/methods/frameworks | 7 (14.6%) | [26,37,38,40,58,59,60] |
| Inclusive play and sensory design | 3 (6.3%) | [44,64,66] |
| Interventions/training development | 22 (45.8%) | [22,23,24,25,27,29,30,31,32,33,43,52,53,54,55,56,57,61,62,63,65,66] |
| Study | Definition of Accessibility |
|---|---|
| [37] | “Accessibility is the characteristics implemented to objects, systems or environments to allow for their use despite the disability or condition of a person.” |
| [60] | Both studies adopted a definition emerging from the work of [69], which defines accessibility as the “design of products, services, and environments that are usable and navigable by as many people as possible, including those with disabilities or other diverse needs”. |
| [59] | Same definition as [60]—see above. |
| [68] | “Accessibility is a measure of the extent to which a product, service, or environment is suitable for all users, including people with disabilities and the elderly.” |
| Games’ Framing | Puzzle (n; %) | Multiple Genres (n; %) | Simulation (n; %) | Action/ Adventure (n; %) | RPG (n; %) | Other/Not Specified (n; %) |
|---|---|---|---|---|---|---|
| Both approaches (n = 8) | 2 (25.0%) | 2 (25.0%) | 2 (25.0%) | 0 (0.0%) | 0 (0.0%) | 2 (25.0%) |
| Entertainment only (n = 5) | 0 (0.0%) | 3 (60.0%) | 0 (0.0%) | 0 (0.0%) | 0 (0.0%) | 2 (40.0%) |
| Serious purposes (n = 32) | 14 (43.8%) | 7 (21.9%) | 2 (6.3%) | 4 (12.5%) | 1 (3.1%) | 4 (12.5%) |
| Unclear/Not specified (n = 3) | 1 (33.3%) | 2 (66.7%) | 0 (0.0%) | 0 (0.0%) | 0 (0.0%) | 0 (0.0%) |
| Total (N = 48) | 17 (35.4%) | 14 (29.2%) | 4 (8.3%) | 4 (8.3%) | 1 (2.1%) | 8 (16.7%) |
| Category | Examples of Mechanics | Representative Studies |
|---|---|---|
| Memory, attention, and concentration training | Memory card/puzzle tasks; progressive sequences of colours/sounds; auditory/visual cues; inhibitory control games; rhythm-based tasks; repetition and reinforcement | [21,23,36,37,41,42,43,45,48,50,51,61] |
| Adaptive difficulty and personalisation | Dynamic difficulty adjustment; real-time adaptation to player performance; avatar customisation; tutorials and simplified instructions; configurable parameters (colour, contrast, speed, font, voice) | [21,26,34,52,56] |
| Multimodal and sensory interaction | Use of visual, auditory, and tactile cues; eye-blink selection; gesture-based control (tap, drag, pinch, air gestures); integration of EEG, VR, or AR sensors; multisensory feedback (sound, visuals, haptics) | [22,31,32,34,44,62,66] |
| Narrative and representation | Inclusive or relatable storylines (e.g., ADHD representation, The Little Prince, emotion-based narratives); role-play and empathy-building scenarios | [24,30,33,35,44] |
| Motivation, feedback, and rewards | Immediate feedback (positive/negative reinforcement); achievements and rewards to sustain engagement; playful challenges; clear guidance | [30,41,53,55] |
| Social and collaborative play | Cooperative mechanics (joint attention tasks; co-play roles; inclusive robotic play); communication tools (teleport, voice chat); multiplayer rhythm or performance patterns | [28,47,64,65] |
| Therapeutic and cognitive-behavioural grounding | Mechanics based on behavioural reinforcement; stress regulation and mentalisation; self-regulation tasks (e.g., closing eyes to trigger alpha waves); emotional recognition tasks | [24,33,55,62] |
| Predominant Accessibility Features Adapted, Implemented, or Analysed | n (%) |
|---|---|
| Customisation options (e.g., font, difficulty, pacing) | 17 (35.4%) |
| Feedback systems (visual, auditory, text-based) | 10 (20.8%) |
| Narrative or emotional content accommodations | 8 (16.7%) |
| Other | 7 (14.6%) |
| Navigation aids and UI simplifications | 6 (12.5%) |
| Research Question | Key Findings from the SLR | Identified Gaps and Future Directions |
|---|---|---|
| RQ1 | Accessibility is mainly framed as a functional or therapeutic adjustment neglecting a certain “right to playfulness” of neurodivergent individuals | Need for cultural, rights-based, and neurodiversity-affirming framings of accessibility |
| RQ2 | Cognitive, sensory, and emotional barriers are most frequently reported | Limited cross-condition and intersectional analyses of accessibility barriers |
| RQ3 | Customisation options and adaptive difficulty mechanisms are the most commonly implemented features | Lack of attention to narrative, representational, and expressive dimensions of accessibility |
| RQ4 | Puzzle and serious games dominate the literature | Underrepresentation of entertainment-oriented and mainstream game genres |
| RQ5 | Minimal involvement of neurodivergent players as co-designers or in other positions that allow them to participate in the creative processes | Need for participatory, co-creative, and emancipatory design methodologies |
| RQ6 | Conceptual approaches and methodological practices remain fragmented | Need for coherent frameworks and longitudinal, mixed-method research designs |
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© 2026 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license.
Share and Cite
Sousa, C.; Neves, P.P.; Fernandes, P.M.; Freire, J.; Gouveia, P.; Rodrigues, M.; dos Santos, T.; Casimiro, C.; Luz, F. Neurodivergent-Focused Game Accessibility: A Systematic Literature Review. Disabilities 2026, 6, 18. https://doi.org/10.3390/disabilities6010018
Sousa C, Neves PP, Fernandes PM, Freire J, Gouveia P, Rodrigues M, dos Santos T, Casimiro C, Luz F. Neurodivergent-Focused Game Accessibility: A Systematic Literature Review. Disabilities. 2026; 6(1):18. https://doi.org/10.3390/disabilities6010018
Chicago/Turabian StyleSousa, Carla, Pedro P. Neves, Pedro M. Fernandes, João Freire, Pedro Gouveia, Mariana Rodrigues, Tiago dos Santos, Cátia Casimiro, and Filipe Luz. 2026. "Neurodivergent-Focused Game Accessibility: A Systematic Literature Review" Disabilities 6, no. 1: 18. https://doi.org/10.3390/disabilities6010018
APA StyleSousa, C., Neves, P. P., Fernandes, P. M., Freire, J., Gouveia, P., Rodrigues, M., dos Santos, T., Casimiro, C., & Luz, F. (2026). Neurodivergent-Focused Game Accessibility: A Systematic Literature Review. Disabilities, 6(1), 18. https://doi.org/10.3390/disabilities6010018

