Games Inclusion Lab: Accessible Games with Neurodivergent Adults Through Iterative Play and Design

Authors

DOI:

https://doi.org/10.34190/ecgbl.19.1.4031

Keywords:

Inclusive design, Intellectual disability, accessibility in games, Iterative Playtesting

Abstract

The benefits of games, widely studied and described today, extend to audiences with specific accessibility needs. However, for these people, their therapeutic function tends to be prioritised over entertainment, creating phenomena of exclusion of players in all their fullness (Spiel and Gerling, 2021; Wästerfors and Hansson, 2017). In the Games Inclusion Lab (GameIN) Action Research Project, some basic premises were proposed for the creative processes of games that, instead of being for a specific target audience, were created in frequent contact with their everyday contexts, promoting accessibility through constant iteration. Thus, its primary objective would be to promote playing together, regardless of the skills and specificities of each person, with inclusion in the daily contexts of neurodivergent adults in Portugal as a case study. This paper aims to describe a crucial part of this process, which includes the operationalisation of the premises of co-design, ethics and research in the context of developing a games kit accessible to this audience. To this end, monthly sessions, 30 in total, were held with three groups of neurodivergent people, in particular autistic people and/or people with intellectual disabilities, including a total of 28 participants, aged between 19 and 54 years old (M = 30.70; SD = 9.94).  The games kit was implemented with a set of three games (digital, tabletop, and physical platforms) within a common narrative element (Monsters), plus two published tabletop games that were adapted to better fit the cognitive accessibility needs of the participants. This study illustrates how an iterative co-design approach, involving neurodivergent stakeholders, can successfully foster the development of playful and inclusive games while ensuring that diverse perspectives are integrated into the game design process.

Author Biographies

Filipe Luz, Hei-Lab

Filipe Luz (Ph.D. in Communication Sciences) is the Director of the Erasmus Mundus REPLAY-The European Game Design Masters, as also director of the Ma and Ba in Games studies at Lusófona University. Is member of the direction of the R&D unit “Hei-Lab” and is researcher in several International Projects related to media arts and games.

Cátia Casimiro, Lusófona University

Cátia Casimiro is a PhD student in Communication Sciences. Cátia’s research interests include communication, and social and organizational inclusion of People with Disabilities, publishing, and participating in projects in these areas. Additionally, she's also the editorial manager for the International Journal of Games and Social Impact (IJGSI).

Pedro Fernandes, Hei-Lab / Lusófona University

Pedro M. A. Fernandes is a PhD student at Lusófona University’s Media Art and Communication course, and part of the university’s HEI-Lab research unit. In 2025 he was awarded a FCT-Studentship to continue his work into the design of independent digital horror games, having been featured at multiple international conferences.

Pedro Gouveia, Hei-Lab / Lusófona University

Pedro Gouveia is a Master's student at Lusófona University's Game Design and Playful Media course, and part of CICANT's GameIn project under a research studentship. He is currently working as a Games Programmer on one of the project's games and his research targets focus on Game Design and Game Production.

João Freire, Universidade Lusófona

João Freire is a Undergraduate in Videogames Bachelor's degree at Lusófona University's, and part of CICANT's GameIn project under a research fellowship. He is currently working as a Game Artist on the project's games and his research focuses on Game Design and Game Art.

Carla Sousa, CICANT / Lusófona University

Carla Sousa has a PhD in Communication Sciences with a background in Psychology. Her main research targets are directed toward media studies, with a particular focus on games, inclusion, behavior, learning, and human diversity. In Lusófona University (Portugal), Carla is part of CICANT, and also teaches in the Degrees in Psychology and Videogames.

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Published

2025-09-26