A Review of Accessibility and Sustainability in Augmented Reality Tabletop Gaming Experiences
Abstract
1. Introduction
- Perceivable: Information and user interface components must be presentable to users in ways they can perceive.
- Operable: User interface components and navigation must be operable.
- Understandable: Information and the operation of the user interface must be understandable.
- Robust: Content must be robust enough that it can be interpreted by a wide variety of user agents, including assistive technologies.
2. Literature Review
2.1. Augmented Reality for TTGEs
Augmented Reality for Commercial TTGEs
2.2. Augmented Reality for Accessibility in TTGEs
2.3. Accessibility Tools in Virtual Tabletop Environments for TTGEs
2.4. Augmented Reality for General Accessibility
2.5. Augmented Reality for Sustainability
- Scope 1: Direct Emissions produced by the company (e.g., fuel burned by company-owned vehicles, emissions from chemical reactions in manufacturing processes, etc.).
- Scope 2: Indirect Emissions produced from electricity, steam, heating, or cooling purchased by the company. (e.g., electricity purchased to power lighting, refrigeration, air conditioning, etc.).
- Scope 3: Indirect Emissions that occur in the company’s value chain. (e.g., carbon costs of raw materials, packaging, shipping via land/sea/air, waste, etc.).
3. Results
3.1. What Technologies and Visualisation Methods Do Existing AR Products or Projects Use for TTGEs?
3.2. How Have Accessibility Requirements for TTGEs Been Addressed by the Use of AR Technology?
3.3. What Are the Ecological Considerations of Using AR over Physical Products?
4. Discussion
4.1. Future Roadmap
- Development of a full accessibility-first framework for AR design. The current guidelines demonstrate how to adapt or retrofit existing applications to ensure they are accessible, rather than how they can be designed specifically for users with accessibility requirements. Due to the nature of AR applications, they can be created as bespoke tools to foster inclusion for specific accessibility requirements (such as our example from the introduction, users with Aphantasia), and so a framework to evaluate how a design of a system meets these requirements is essential.
- Quantitative assessment of sustainability in AR tabletop games. Future studies should explore how AR can contribute to more sustainable Tabletop Gaming Experiences. This includes calculations of carbon estimates, explorations of AR solutions that use varying implementation methods, and experimentation with eco-friendly alternatives. These can be benchmarked against the CO2E figures published by manufacturers/publishers to estimate scalability, along with potential impacts on carbon emissions or other such environmental concerns.
- Perceivable:
- Use adaptive colour and contrast (WCAG 1.4.3) to ensure augmented content remains visible in different environments or lighting conditions. Avoid using any dull colours for AR content to ensure it does not blend in with the background (XAUR 4.6).
- Avoid conveying information through colour alone (WCAG 1.4.1); AR content should be distinguishable with additional visual information such as icons, patterns (XAUR 4.3), or even alternative forms of media if appropriate.
- Provide optional tools for accessibility, such as magnification tools (XAUR 4.7), adjustable sizes for any text/AR content, screen readers/audio alternatives, and high-contrast modes.
- Ensure spatial audio is used where appropriate to support users who either need assistance with navigation in augmented spaces, or to assist those who may miss audio used with mono/stereo configurations (XAUR 4.17 & 4.18).
- Operable:
- Support alternative input methods, such as voice commands (XAUR 4.5), tap/swipe gestures (XAUR 4.9), pointer-based interactions (WCAG 2.5.1), or even simple gesture controls to reduce reliance on fine motor movements.
- Offer motion agnostic interaction options (XAUR 4.2), particularly for users who cannot perform large/complex gestures, or for those who experience fatigue. Furthermore, all interactions should be comfortably performable from a sitting position, with no expectation the user is required to stand or move during operation (XAUR 4.4).
- Ensure that core interactions do not depend on device tilting or continuous arm lifting if a mobile device is used (WCAG 2.5.4). The design should allow for users to keep their device stationary for the entirety of use if required.
- Understandable:
- Maintain consistent placement and behaviour of AR content to reduce confusion when physical or virtual components are moved (WCAG 3.2.2).
- Use clear and predictable feedback cues (whether visual, audio, or even haptic, depending on system configuration) to indicate successful interactions/state changes (WCAG 3.2—multiple).
- Provide informative optional tooltips (WCAG 3.3.5) and appropriate button/label names on virtual input methods to ensure that users can clarify actions (WCAG 3.3.2). There should be no confusion on the purposes of buttons, menus, or any other virtual interaction methods.
- Avoid any sickness triggers (XAUR 4.16) such as flashing lights, rapid motion, or extremely loud audio, as these can be disorienting or triggering to some users. They may also contribute to cognitive overload, which should be avoided.
- Ensure there is a quickly accessible option to hide/dismiss AR content or exit out of the application. Users with cognitive impairments may become overwhelmed and so a Safe Harbour control (XAUR 4.11) is needed to allow a quick escape from the AR space if required by the user.
- Robust:
- Design with device variability as a key consideration and ensure that core features function consistently across different smart devices (e.g., the functionality should work regardless of if the user is on an iPhone or an android device).
- Use standardized, programmatically determinable structures where possible to ensure compatibility with existing accessibility tools (XAUR 4.1). Users who need to use dedicated screen readers, screen magnification tools, or users who require a second screen device (XAUR 4.14), should be provided with the means to use their accessibility tools with any developed application.
4.2. Reporting Guidelines
- Device and Hardware Specifications: This includes device model, operating system, display type, and input methods. These directly influence accessibility, ergonomics, and the possible carbon calculations of the setup.
- Accessibility Features included in the project/system: This can include magnification, motion agnostic controls, safe harbour mechanisms, spatial audio, alternative input modalities, or compatibility with assistive technologies, etc.
- Environmental Conditions: This can include lighting, surface reflectivity, tabletop configuration, noise levels, or any other pertinent information. These factors may affect colour contrast, perceptibility, spatial audio clarity, or even be contributors toward cognitive overload.
- User Characteristics Relevant to Accessibility: This includes any accessibility needs of participants (e.g., low vision, colour blindness, motor impairments, etc.), providing these are ethically and appropriately reported. This provides essential context for interpreting the efficacy of any accessibility considerations within the design of the system.
- Interaction Design Details: This includes how users interact with any AR or digital content (such as voice controls, gestures, swipes, etc.).
- Sustainability Indicators: This includes estimated energy usage, device power requirements, and whether the system re-uses existing consumer devices or requires purchasing new hardware.
- Usability Challenges and Accessibility Barriers: Any observed challenges within the study for accessibility. These should be clearly documented to inform future research and prevent recurring issues in future studies.
- Framework Evaluation: Future studies should report how their projects were evaluated for accessibility along with the frameworks used and any identified limitations, either of the study itself, or of the framework. This will help to further improve how AR TTGEs are evaluated for accessibility and ensure that a comprehensive set of guidelines may be maintained to ensure future projects can be developed with accessibility in mind.
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| AR | Augmented Reality |
| D&D | Dungeons & Dragons |
| HCI | Human–Computer Interaction |
| HMD | Head-Mounted Device |
| LARP | Live-Action Role-Playing |
| RPG | Roleplaying Game |
| TTGE | Tabletop Gaming Experience |
| TTRPG | Tabletop Roleplaying Game |
| VTT | Virtual Tabletop |
| WCAG | Web Content Accessibility Guidelines (Version 2.1) |
| XR | Extended Reality |
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| Company | Year of Report | Scope 1 (CO2e) | Scope 2 (CO2e) | Scope 3 (CO2e) | Total (CO2e) |
|---|---|---|---|---|---|
| Hasbro [54] | 2024 | 3880 | 4840 | 698,076 | 706,796 |
| Mattel [55] * | 2023 | 13,574 | Location-Based: 146,790 Market-Based: 142,926 | 1,516,185 | Location-Based: 1,676,549 Market-Based: 1,672,685 |
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| Study | Project Title | AR Implementation | Tabletop Game? | Accessibility Considerations | Sustainability Considerations |
|---|---|---|---|---|---|
| Huynh et al. [12] | Art of Defense | Mobile Device | Yes—Original Game | Visualisation * | N/A |
| Molla & Lepetit [14] | No Title | Camera/Screen | Yes—Existing Game | Visualisation * | N/A |
| Rizov et al. [15] | No Title | Mobile Device/Server Driven | Yes—Existing Game | Visualisation * | N/A |
| Nilsen [17] | Tankwar | HMD | Yes—Original Game | None | N/A |
| Dolce et al. [20] | ARmy | Projector AR | Yes—Original Game | Visualisation, Cognitive * | N/A |
| Lee et al. [32] | Unnamed (but referred to as AR RPG) | Overhead Camera/Screen | Yes—Original Game | Visualisation, Cognitive | N/A |
| Wu et al. [34] | No Title | Projector/Screen | Yes—Original Game | Visualisation, Cognitive, Mechanical Operation | N/A |
| Wu et al. [35] | MagicBLOCKS | Projector/Screen/Touch controls | Yes—Original Game | Visualisation, Cognitive, Mechanical Operation | N/A |
| Puyuelo et al. [41] | No Title | Camera/Screen | No | Visualisation, Situational accessibility | N/A |
| Rocha & Lopes [42] | No Title | Mobile Device | No | Visualisation, Navigation, Cognitive | N/A |
| Rashid et al. [44] | No Title | Mobile Device | No | Visualisation, Equity | N/A |
| Study | WCAG Adherence | XAUR Considerations |
|---|---|---|
| Huynh et al. [12] | Perceivable— 1.3.6 Identify Purpose 1.4.3 Contrast The AR content is programmatically determined over the physical markers, meaning it can be changed as required. The 3D models use contrasting colours to stand out from the physical environment. | 4.3 Immersive Personalisation 4.6 Colour Changes The game pieces use symbol sets that can be used to communicate purpose to users. The colours used on 3D Models are brightly coloured and contrast with the game board. |
| Molla & Lepetit [14] | Perceivable— 1.4.3 Contrast The AR content uses bright and contrasting colours to differentiate it from the physical game board. | 4.6 Colour Changes High-contrast colours are used to separate the AR content from the game board. |
| Rizov et al. [15] | None. AR elements are limited to 3D model visualisation only with low contrast levels. | None. The system only includes 3D model visualisation with no customisation. AR content requires physical objects to be moved around. |
| Nilsen [17] | None. No augmented content is shown in the study and descriptions are mostly of gameplay functionality rather than how content is presented to users. | 4.5 Voice Commands 4.7 Magnification context and resetting Players can interact with the game with voice commands, and the design of the application allows the user to magnify and zoom where required. |
| Dolce et al. [20] | Perceivable— 1.3.4 Orientation 1.3.6 Identify Purpose 1.4.3 Contrast Operable— 2.5.1 Pointer Gestures Due to the projected nature, the content is not restricted based on view. The AR content uses bright and contrasting colours/projected textures to distinguish it from the playable space. Inputs can be operated with a single pointer (albeit with a finger tap rather than a mouse cursor). | 4.6 Colour Changes The spatial projectors for managing AR use high-contrast textures to make the environmental pieces easy to distinguish from each other. Unit movement radiuses are also brightly contrasting with the game board. |
| Lee et al. [32] | None. Although this study used 3D AR content, it was presented over a brightly coloured game board, meaning that there was little contrast. The fixed board and camera positions also prevent customisation for individual users. | 4.3 Immersive Personalisation The authors of this study designed the system to work with personalised markers for each user. |
| Wu et al. [34] | Perceivable— 1.4.3 Contrast The system used a projector to display AR content on a desk, with each AR item contrasting against the surface. | 4.6 Colour Changes The projections have high-contrast levels with the surface area which would aid colourblind users in distinguishing projections from the surface. |
| Wu et al. [35] | Perceivable— 1.4.3 Contrast The system used a projector to display AR content on a desk, with each AR item contrasting against the surface. | 4.6 Colour Changes The projections have high-contrast levels with the surface area which would aid colourblind users in distinguishing projections from the surface. |
| Puyuelo et al. [41] | None. AR Content is designed to imitate real-world items/architecture and so the colours do not contrast with the background. Content can be resized based on proximity to the camera but WCAG only considers resizable text in its guidelines, not multimedia. | 4.7 Magnification context and resetting Though not a full magnification tool, the static nature of this setup allows users to magnify content by holding markers closer to the camera as required. |
| Rocha & Lopes [42] | Perceivable— 1.1.1 Non-Text Content 1.3.4 Orientation 1.4.3 Contrast The application uses visual navigation arrows and text-based navigational instructions for users. Either landscape or portrait orientations can be used. The application also uses bright contrasting colours that are distinguishable from the background. | 4.2 Motion Agnostic Interactions 4.5 Voice Commands 4.6 Colour Changes 4.13 Orientation and Navigation Users can interact with the system using touchscreen functions; motion is not required. Voice commands are available for interactions. Colours are bright and contrasting against the background. The system uses defined visual landmarks to assist with navigation. |
| Rashid et al. [44] | Perceivable— 1.4.3 Contrast The application uses contrasting tones/colours on the digital screen to identify the users selection in relation to where it is on the physical shelf. | 4.2 Motion Agnostic Interactions 4.6 Colour Changes Users interact with the system via the touch screen. There is a handheld AR mode but it is not needed to operate the system. The UI uses bright colours to distinguish AR selections from the background. |
| AR Implementation Type | Typical Use Cases | Accessibility Characteristics (WCAG 2.1/XAUR Alignment) | Sustainability Potential | Observed Challenges | Example Studies |
|---|---|---|---|---|---|
| Mobile/Tablet AR | Entertainment, Educational | Some Perceivable alignment with contrast. Limited XAUR potential for spatial audio, voice commands or interactions with assistive technology. Strong potential for motion agnostic interactions with screen controls. | Moderate—Generally re-uses existing hardware/devices, but new hardware may be required periodically as part of regular upgrade cycles | High accessibility via existing device tools (assuming applications use programmatically determined features). Limited potential for immersive experiences. Logistical challenges for TTGEs owing to viewing angles and device comfort. | Huynh et al. [12] Rizov et al. [15] Rocha & Lopes [42] Rashid et al. [44] |
| Projection-Based AR | Educational | Some perceivable alignment if the projection contrasts with scenery. Potential for alignment with XAUR depending on how each configuration is set up. Strong potential alignment with Safe Harbour Controls (4.11) as users can more easily leave the environment or disable projection. | Low—Projectors are not commonly owned hardware, meaning new hardware would likely be required | Previously used for children in the prior literature and well suited to Classroom environments. Interactions typically require physical manipulatives which may limit accessibility options for motion agnostic interactions. Has high potential for visual accessibility augmentation on game boards or terrain for TTGEs. | Dolce et al. [20] Wu et al. [34] Wu et al. [35] |
| Head-Mounted Display AR | Entertainment, Educational, Immersive Experiences | Some alignment with perceivable depending on contrast levels. Possible benefits for Understandable/Operable criteria if systems are designed to integrate with assistive technologies. | Low—Generally requires purchasing new hardware to implement | HMDs may create more immersive experiences with spatial AR and audio; however, these devices are seldom owned by consumers and so the additional carbon costs must be factored in to the setup costs. | Nilsen [17] |
| Hybrid/Multi Device systems | Educational, Accessibility | Highly variable depending on devices used. Adherence with WCAG2.1 and XAUR guidelines are possible and should be considered as required for each setup. | Variable—Depending on hardware configuration | Contextual depending on devices used; however, there is significant potential to offset financial and carbon costs of implementation using more commonly owned devices. Each setup must be individually assessed and evaluated against accessibility guidelines. | Lee et al. [32] Puyuelo et al. [41] |
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Challenor, J.; MacCallum-Stewart, E.; Rimmer, B. A Review of Accessibility and Sustainability in Augmented Reality Tabletop Gaming Experiences. Multimedia 2025, 1, 7. https://doi.org/10.3390/multimedia1020007
Challenor J, MacCallum-Stewart E, Rimmer B. A Review of Accessibility and Sustainability in Augmented Reality Tabletop Gaming Experiences. Multimedia. 2025; 1(2):7. https://doi.org/10.3390/multimedia1020007
Chicago/Turabian StyleChallenor, Jennifer, Esther MacCallum-Stewart, and Benjamin Rimmer. 2025. "A Review of Accessibility and Sustainability in Augmented Reality Tabletop Gaming Experiences" Multimedia 1, no. 2: 7. https://doi.org/10.3390/multimedia1020007
APA StyleChallenor, J., MacCallum-Stewart, E., & Rimmer, B. (2025). A Review of Accessibility and Sustainability in Augmented Reality Tabletop Gaming Experiences. Multimedia, 1(2), 7. https://doi.org/10.3390/multimedia1020007

