Session: “DIGITALLY DISABLED: ACCESSIBILITY AND INCLUSION IN VIDEO GAMES AND VIRTUAL WORLDS”
Society has become increasingly aware of the need for accessibility in many realms. While frequently the focus is on physical space, such as promoting universal design in architecture, people are spending more and more time in video games and social virtual worlds such as Second Life. For our society to be truly inclusive of disabled people, we are morally obliged to attend to these virtual spaces as well. Specifically, I discuss two key aspects of inclusion: accessibility and representation.