Game Accessibility Statistics (2026): 60+ Data Points on Subtitle Defaults, Developer Adoption, and Adaptive Hardware

Game accessibility statistics 2026: 97% kept default-on subtitles in Far Cry New Dawn vs 60% opt-in when off, half of Black Ops 6 players opened the accessibility menu, and 22,000+ Steam apps carry accessibility tags.

97% of Far Cry New Dawn players left subtitles on when the game shipped them enabled by default, while only about 60% of Assassin’s Creed Origins players switched them on when it did not — the single clearest measurement in game accessibility, and it is about defaults, not disability. Around half of Call of Duty: Black Ops 6 players opened the accessibility settings menu, developers had filled in Steam’s accessibility questionnaire for more than 22,000 apps by January 2026, and one third of developers say they are building accessibility features into their next title. The figures below come from Ian Hamilton’s collected industry telemetry, the GDC 2026 State of the Game Industry survey, Valve’s Steamworks announcements, the WHO, the Entertainment Software Association, the FCC, EU Directive 2019/882, and first-party publications from Microsoft, Sony, Ubisoft, and Logitech.

TL;DR

  • 97% of Far Cry New Dawn players kept subtitles on when they were enabled by default; 95% did in Assassin’s Creed Odyssey (Ubisoft, via Ian Hamilton)
  • Only around 60% turned subtitles on in Assassin’s Creed Origins, where they shipped off by default (Ubisoft, via Ian Hamilton)
  • Around half of Call of Duty: Black Ops 6 players opened the accessibility settings menu (Activision)
  • More than 40% of Call of Duty: Modern Warfare II players customised their analog stick deadzone (Activision, via Ian Hamilton)
  • Over 250,000 Madden 22 players used colourblind settings (EA, via Ian Hamilton)
  • Around 30% of players in the US and the UK identify as disabled (Newzoo, via Ian Hamilton)
  • 1.3 billion people, 16% of the world population, live with a significant disability (WHO)
  • 33% of surveyed developers are building accessibility features into their next game (GDC 2026)
  • Basic input remapping is the most common feature at 65%, but full input remapping reaches only 37% (GDC 2026)
  • Developers completed Steam’s accessibility questionnaire for 22,000+ apps and games by January 2026, up from 5,000+ in July 2025 (Valve)
  • The Accessible Games Initiative launched March 20, 2025 with 24 tags across four categories (ESA)
  • 212.3 million Americans play video games, and 74% of US adults agree games provide accessible experiences (ESA 2026)
  • The Xbox Adaptive Controller is $99.99 and Sony’s Access Controller is $89.99; a QuadStick FPS starts at $549.00
  • US games released from January 1, 2019 must make in-game chat accessible under the CVAA; the EU’s Accessibility Act has applied since June 28, 2025

1. The Audience: Around 30% of Players, Not a Niche

Prevalence is measured; the disabled gaming audience is estimated. Newzoo’s gamer sentiment work puts around 30% of players in the US and the UK as identifying as disabled, which Ian Hamilton flags as the most consistent finding across survey years.

The number the industry repeats is weaker. Xbox and the Accessible Games Initiative both cite “more than 429 million players with some form of disability” without attaching a study, a sample, or a definition of disability. It works as a scale marker and deserves the caveat every time.

MetricValueSource
People worldwide living with a significant disability1.3 billion, or 16% of the global populationWorld Health Organization
Players in the US and the UK who identify as disabledAround 30%Newzoo, via Ian Hamilton
Candy Crush players who identify as disabled38%King, via Ian Hamilton
Candy Crush disabled players compared with other players12-19% more hours and 5-9% more active daysKing, via Ian Hamilton
Americans who play video games212.3 million, average age 37ESA 2026 Essential Facts
US adults who agree games provide accessible experiences for people with different abilities74%ESA 2026 Essential Facts
People requiring rehabilitation for disabling hearing loss (over 35 dB in the better ear)430 million, including 34 million childrenWorld Health Organization
Prevalence of colour vision deficiencyAbout 1 in 12 men (8%) and 1 in 200 women, roughly 300 million peopleColour Blind Awareness

Communication impairments and assistive speech tools connect to our speech therapy statistics. Source: Ian Hamilton, Game accessibility data.

2. What Developers Are Building: The 2026 Survey

The GDC State of the Game Industry survey asks developers which accessibility features they are working on, or know are being implemented, for their next game. One third — 33% — answered that they are working on accessibility features at all, on a question that drew 425 respondents.

The ranking inside that third is the useful part. Cheap, well-understood options cluster at the top, and the gap between basic input remapping at 65% and full input remapping at 37% marks where implementation cost starts to bite. The tail runs down to 8% for playable without touch controls.

MetricValueSource
Developers working on accessibility features for their next game33%GDC 2026 State of the Game Industry
Basic input remapping65%GDC 2026 State of the Game Industry
Color alternatives58%GDC 2026 State of the Game Industry
Large and clear subtitles52%GDC 2026 State of the Game Industry
Multiple volume controls52%GDC 2026 State of the Game Industry
Clear text50%GDC 2026 State of the Game Industry
Difficulty levels49%GDC 2026 State of the Game Industry
Large text, camera comfort, and full input remapping45%, 41%, and 37%GDC 2026 State of the Game Industry

Source: GDC 2026 State of the Game Industry.

3. Subtitles: The Default Decides Everything

This is the cleanest natural experiment in the industry, and eight shipped titles report the same result. Ship subtitles off by default and roughly 60% of players turn them on; ship them on by default and 95% to 97% leave them there.

The gap is not a measure of hearing loss. It is a measure of how few players ever open a settings menu, which is why the default is the decision that matters and every downstream tuning choice is secondary.

MetricValueSource
Assassin’s Creed Origins (2017), subtitles off by defaultAround 60% of players turned them onUbisoft, via Ian Hamilton
The Last of Us Part II (2020), subtitles off by default63% of players enabled themNaughty Dog, via Ian Hamilton
Assassin’s Creed Odyssey (2018), subtitles on by defaultAround 95% left them onUbisoft, via Ian Hamilton
Lego Star Wars: The Skywalker Saga (2022) and Sniper Elite 5 (2022), on by default95% left them onVia Ian Hamilton
Far Cry New Dawn (2019), subtitles on by default97% left them onUbisoft, via Ian Hamilton
Guardians of the Galaxy (2021) and Zombie Army 4 (2020), on by default97% left them onVia Ian Hamilton
Zombie Army 4 players who increased subtitle text size15%Rebellion, via Ian Hamilton
The Last Door (2016) players who finished the game with sound captions enabled12%The Game Kitchen, via Ian Hamilton

Caption behaviour across media connects to our captions and subtitles statistics. Source: Accessibility at Ubisoft.

4. Accessibility Settings Are a Mainstream Feature

Studios that publish usage data keep finding the same thing: accessibility options get used by the whole playerbase. Activision reports that around half of Call of Duty: Black Ops 6 players opened the accessibility settings menu.

The pattern repeats across genres and vendors. More than 40% of Modern Warfare II players tuned their analog stick deadzone, over 250,000 Madden 22 players switched on colourblind settings, and in Prince of Persia: The Lost Crown only 44% of players stayed on the default difficulty.

MetricValueSource
Call of Duty: Black Ops 6 (2024) players who opened the accessibility settings menuAround halfActivision
Call of Duty: Modern Warfare II (2022) players who customised analog stick deadzoneMore than 40%Activision, via Ian Hamilton
Madden 22 (2021) players who used colourblind settingsOver 250,000EA, via Ian Hamilton
Sniper Elite 5 (2022) players who increased text size35%Rebellion, via Ian Hamilton
Atomfall (2024) players who modified controller schemesOver 100,000Rebellion, via Ian Hamilton
Prince of Persia: The Lost Crown (2024) difficulty splitRookie 19%, Warrior 44%, Hero 15%, Immortal 3%, Custom 19%Ubisoft, via Ian Hamilton
Zombie Army 4 (2020) players who used auto-reload99%Rebellion, via Ian Hamilton
Into The Dead: share of the playerbase using an alternative input methodAbout 75%, spread evenly across four optionsPikPok, via Ian Hamilton

Source: Call of Duty: Black Ops 6 Accessibility Updates and New Features.

5. Store Tags: From 325 Products to 22,000 in Five Years

Discoverability moved faster than implementation. Steam went from 5,000+ apps with a completed accessibility questionnaire in July 2025 to more than 22,000 by January 2026 — a fourfold jump in six months.

The standard consolidated in the same window. Microsoft ran its own 20-tag system from November 2021, then replaced it with the ESA’s 24-tag Accessible Games Initiative, which launched at GDC on March 20, 2025 with EA, Google, Microsoft, Nintendo of America, and Ubisoft as founding members and Sony Interactive Entertainment involved in its development.

MetricValueSource
Xbox Game Accessibility Feature Tags at launch20 tags, 325+ tagged products (November 16, 2021)Xbox Wire
Accessible Games Initiative launch24 tags across four categories (March 20, 2025)Entertainment Software Association
AGI founding membersEA, Google, Microsoft, Nintendo of America, Ubisoft, plus Sony Interactive EntertainmentEntertainment Software Association
Later AGI membersAmazon Games, Riot Games, Square Enix, Warner Bros. GamesEntertainment Software Association
AGI tags across Xbox store surfacesMore than 4,000 (July 9, 2025)Xbox Wire
Steam accessibility questionnaire18 features across gameplay, audio, visual, and inputSteamworks
Steam apps with completed questionnaire, July 2025More than 5,000Valve
Steam apps with completed questionnaire, January 2026More than 22,000Valve

Screen reader support is the thinnest of these categories — see our screen reader statistics. Source: Steamworks Accessibility Features documentation.

6. Adaptive Hardware: What a Setup Actually Costs

First-party hubs are the cheap part. The Xbox Adaptive Controller is $99.99 and Sony’s Access Controller is $89.99, but neither ships with the switches, pedals, or joysticks a player plugs into it.

The real spread sits in the peripherals. Logitech’s Adaptive Gaming Kit adds 12 buttons and triggers for $99.99, while a mouth-operated QuadStick FPS starts at $549.00 and climbs with a $100 Bluetooth module. Free assessment services close part of that gap: SpecialEffect, founded in 2007, builds and loans personalised setups at no charge to the player.

MetricValueSource
Xbox Adaptive Controller$99.99 (launched 2018)Microsoft
PlayStation Access Controller$89.99 / £79.99 / €89.99, global launch December 6, 2023PlayStation Blog
Logitech G Adaptive Gaming Kit$99.99 for 12 buttons and triggers: 3 large, 3 small, 2 variable triggers, 4 light touchLogitech
QuadStick FPS mouth controllerFrom $549.00, plus $100 for Bluetooth and $25 for multi-user configQuadStick
Entry adaptive console setup (Xbox Adaptive Controller plus Logitech kit)$199.98Derived
Sip-and-puff setup (Xbox Adaptive Controller plus QuadStick FPS with Bluetooth)$748.99Derived
SpecialEffect cost to the player£0 — assessment, setup, loan, and lifelong support are freeSpecialEffect
AbleGamers Accessible Player Experiences programme154-player demographic survey behind the design patterns; 16-hour certification course; 1,135 training hours and $263,800 in scholarships deliveredAbleGamers / Beeston et al., ICCHP 2018

Peripheral pricing sits alongside our PC gaming hardware statistics. Source: PlayStation Blog: Access controller launches December 6.

7. Law, Standards, and Recognition

Two legal regimes now apply, and only one of them is old news. US games released from January 1, 2019 must make in-game voice and text chat accessible, because the video game industry’s FCC waiver expired on December 31, 2018 and was explicitly the final extension.

Europe is the live front. The European Accessibility Act has applied since June 28, 2025; it never names video games, but it covers e-commerce and communication services, which is what in-game stores and chat are. Alongside the law, The Game Awards has run an Innovation in Accessibility category every year since 2020.

MetricValueSource
CVAA signed into lawOctober 8, 2010Federal Communications Commission
Video game industry ACS waiver expiryDecember 31, 2018, explicitly the final extensionFCC Order DA 17-1243
Games covered by CVAA chat rulesReleased on or after January 1, 2019, plus older games that undergo substantial upgradesFrankfurt Kurnit Klein & Selz
European Accessibility Act key datesPublished June 7, 2019; transposition June 28, 2022; application June 28, 2025; legacy services June 28, 2030EUR-Lex
Xbox Accessibility Guidelines current versionVersion 3.2, published June 8, 2023Microsoft Learn
Innovation in Accessibility winners, 2020-2022The Last of Us Part II, Forza Horizon 5, God of War RagnarokThe Game Awards
Innovation in Accessibility winners, 2023-2025Forza Motorsport, Prince of Persia: The Lost Crown, DOOM: The Dark AgesThe Game Awards
The Last of Us Part II accessibility settingsMore than 60, plus 3 presets and 5 difficulty levelsNaughty Dog / PlayStation Blog

Workforce inclusion behind these mandates connects to our disability employment statistics. Source: FCC: 21st Century Communications and Video Accessibility Act.

Summary: Game Accessibility by the Numbers

MetricValuePrimary Source
Far Cry New Dawn players keeping default-on subtitles97%Ubisoft, via Ian Hamilton
Assassin’s Creed Odyssey players keeping default-on subtitles95%Ubisoft, via Ian Hamilton
Assassin’s Creed Origins players opting into subtitlesAround 60%Ubisoft, via Ian Hamilton
The Last of Us Part II players opting into subtitles63%Naughty Dog, via Ian Hamilton
Black Ops 6 players who opened the accessibility menuAround halfActivision
Modern Warfare II players who tuned analog deadzoneMore than 40%Activision, via Ian Hamilton
Madden 22 players using colourblind settingsOver 250,000EA, via Ian Hamilton
Sniper Elite 5 players who increased text size35%Rebellion, via Ian Hamilton
Players in the US and UK who identify as disabledAround 30%Newzoo, via Ian Hamilton
People with a significant disability worldwide1.3 billion (16%)WHO
People requiring hearing rehabilitation430 millionWHO
People with colour vision deficiencyAbout 300 millionColour Blind Awareness
Americans who play video games212.3 million, average age 37ESA 2026
US adults agreeing games provide accessible experiences74%ESA 2026
Developers building accessibility features33%GDC 2026
Basic input remapping65%GDC 2026
Full input remapping37%GDC 2026
Steam apps with accessibility data, January 202622,000+Valve
Accessible Games Initiative tags24, launched March 20, 2025ESA
Xbox Adaptive Controller / PlayStation Access Controller$99.99 / $89.99Microsoft / PlayStation
QuadStick FPS mouth controllerFrom $549.00QuadStick
CVAA chat rules apply to games released fromJanuary 1, 2019FCC
European Accessibility Act application dateJune 28, 2025EUR-Lex

Methodology and Sources

Every figure here is traced to a primary publisher or to Ian Hamilton’s collected industry data, which links each entry to the studio, talk, or article it came from. Health prevalence comes from the World Health Organization, developer intent from the GDC 2026 State of the Game Industry survey, storefront adoption from Valve’s and Microsoft’s own announcements, tag standards from the Entertainment Software Association, hardware pricing from manufacturer listings, and legal dates from the FCC and EUR-Lex.

Try VoxBooster — 3-day free trial.

Real-time voice cloning, soundboard, and effects — wherever you already talk.

  • No credit card
  • ~30ms latency
  • Discord · Teams · OBS
Try free for 3 days