Sony Plans Key Change for an Underserved Gaming Fanbase

When most people want to play a videogame, they pick up their peripherals of choice — controller, keyboard and mouse, VR headset, or phone — and have the luxury of getting right into the game.

But for those who identify as disabled — 26% of the U.S. population, according to the CDC — enjoying a videogame of any kind is a more complex matter.

As any of those folks will tell you, getting major companies to recognize accessibility issues and potentially address them in their products is an uphill battle.


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