Games that can be Heard with the Eyes: Accessible Design for Hearing Inclusion
2nd Edition

Accessibility in video game design remains a challenge, especially for people with hearing impairments. The limited availability of accessible game design practices and the lack of awareness of hearing accessibility restrict the full participation of people with hearing impairments in digital culture. According to the World Health Organization (WHO), more than 460 million people worldwide have hearing loss, highlighting the need to develop inclusive solutions that enable interaction in digital environments without relying exclusively on sound. 

This project aims to bridge the gap between academia and real-world social needs by integrating the Service-Learning methodology into the development of accessible solutions. Through the work of students in the Video Game Design degree program, together with students in the Occupational Therapy degree program, the project will address the design of video games accessible to people with hearing impairments, incorporating accessibility criteria from the earliest stages of the development process. 

The project combines academic learning, interdisciplinary collaboration and real social engagement, enabling students to design accessible video games while responding to authentic community needs.

The project is structured around three fundamental pillars: universal accessibility, video game project management and educational innovation as a means of social impact. In the area of universal accessibility, the program will analyse auditory barriers in digital environments and apply principles of inclusive design to interfaces, game mechanics and sound elements. In the area of project management, students will work in multidisciplinary teams to develop functional prototypes, applying agile methodologies and industry-specific planning tools. Furthermore, collaboration with local social organizations focused on accessibility (such as the ONCE Foundation) and inclusion (such as the Asociación de Personas Sordas Fray Pedro Ponce de León, APSBU, or Asociación de Familias de Personas Sordas de Burgos, ARANSBUR) from UBU (Spain) and Santa Casa da Misericórdia de Alcobaça, Assistive Technology and Occupational Performance Laboratory (aTOPlab) and Computer Science and Communications Research Centre (CIIC) from ULO (Portugal), will allow for the integration of real users' perspectives, enriching the design process with their input and specific needs. In this regard, the participation of high school students will allow for the incorporation of real-world experience with video games in everyday contexts, complementing the accessibility perspective provided by the social organizations. Furthermore, starting in the next academic year, a flexible model will be adopted to incorporate different stakeholders based on the availability and characteristics of each course. This approach ensures engagement with real users and the validation of the proposals developed, while also enabling the project’s continuity in different contexts.  

The project’s initial assessment is based on the identification of a lack of auditory accessibility in digital entertainment products, as well as a shortage of solutions tailored to different user profiles. This need translates into an educational and social opportunity, in which students not only develop technical skills but also gain greater awareness of the social impact of their work. The partnership between the universities of Leiria and Burgos includes regular collaborative meetings and joint activities, fostering continuous communication, shared reflection, and integrated development of accessible gaming solutions across both institutions. Both universities will maintain ongoing communication through virtual meetings and collaborative activities, ensuring mutual learning, coordinated actions, and joint evaluation processes throughout the project. 

Regarding the background, there is growing concern in this field about accessibility in video games, but significant gaps still exist in its actual implementation. In recent years, there have been significant advances in accessibility within the video game industry, driven both by technological development and by initiatives such as Ga11y from ONCE Foundation. The incorporation of visual elements, vibrations, and other sensory feedback mechanisms has been shown to improve the gaming experience for people with hearing loss. However, most of these developments have been driven by large studios and high-budget projects, leaving room for educational and social initiatives. Examples such as The Last of Us Part II (Naughty Dog, 2020) and Sea of Thieves (Rare, 2018) demonstrate that auditory accessibility is technically feasible, reinforcing the need to apply these principles to educational settings and smaller-scale initiatives. 

  • Sustainable Development Goals (SDGs) target impacted by the project:  

SDG 4: Quality education → Promote intergenerational and inclusive learning by promoting accessibility in digital environments. 

SDG 10: Reducing inequalities → Facilitate access to digital culture and interactive entertainment for older people with hearing impairments. 

SDG 3: Health and well-being → Contribute to improving the quality of life of older people with hearing loss through accessible solutions in video games that facilitate cognitive stimulation. 

  • Alignment with regional needs: 

This project directly supports the RUN-EU mission by promoting social inclusion and multicultural engagement through accessible digital game design for older adults with hearing loss. It also equips students with key digital and socio-economic skills to address regional and global challenges related to accessibility and the digital divide. By fostering intergenerational collaboration and inclusive innovation, the project contributes to social change and active citizenship in the RUN-EU regions. 

Date:

7th of September 2026 to 25th of June 2027

Language of instruction:

English

0 ECTS credits
Academic recognition:

Participation in the project is integrated into the curriculum of the participating degree programmes. Students complete the Service-Learning activities as part of the learning and assessment processes of the corresponding modules, and the project deliverables contribute to the academic evaluation established by each institution.

At the University of Burgos (UBU), the project is embedded in the following modules:

  • Project Management, Degree in Video Game Design.
  • Projects II, Degree in Video Game Design.
  • Ergonomics and Accessibility, Degree in Occupational Therapy.

At ULO, the project is integrated into the following modules:

  • Game Engines I, Degree in Games and Multimedia.
  • Multimedia Interaction Techniques, Degree in Games and Multimedia.
  • Occupational Therapy III, Degree in Occupational Therapy.
  • Activity Analysis and Adaptation III, Degree in Occupational Therapy.
  • Health Management and Economics, Degree in Occupational Therapy.

Academic recognition is granted in accordance with the assessment criteria and requirements established in each module.

Eligible participants:

Degree programs and academic years of the students involved: 

  • In UBU: 3rd year of the Occupational Therapy Degree and 3rd year of the Video Game Design Degree.
  • In ULO: 3rd and 4th year of the Occupational Therapy Degree and 2nd year of the Degree in Games and Multimedia.

The programme is particularly suitable for students interested in inclusive design, accessibility, game development, occupational therapy, educational innovation, user-centred design and social impact through digital technologies. No previous experience in accessibility is required.

How to apply:
Application is only possible through personal invitation.
Funding:
RUN
Grant details:

…Budget overview for UBU: 

Didactic and Work Materials: materials and resources for workshops 80€ 
Training Activities / External Speaker 300€ 
Final Event and Refreshments 70€ 
Award: Game Publication and Visibility 100€ 
Sub-total 550€ 

 

Budget overview for ULO: 

Didactic and Work Materials: materials and resources for workshops 70€ 
Training Activities / External Speaker 100€ 
Promotional Materials 50€ 
Final Event and Refreshments 150€ 
Award: Game Publication and Visibility 150€ 
Sub-total 520€ 

Programme at a glance

Awareness, Research and Motivation (in person)
21 Sep - 26 Oct 2026 :
OBJECTIVE: to understand the experiences of people with hearing impairments and the importance of digital accessibility.
ACTIVITIES: 1) an awareness-raising workshop with partner organisations (APSBU, ARANSBUR or Santa Casa da Misericórdia de Alcobaça) addressing barriers to digital accessibility and the impact of hearing loss on leisure activities; 2) role-play or simulation of experiences involving hearing barriers in digital environments to foster empathy; 3) administration of initial surveys on students’ prior knowledge and perceptions; 4) group reflection by the students; 5) an exchange session with users to learn about real-life experiences of using video games and to reflect on barriers to understanding game mechanics and in-game communication. A virtual meeting will be organised with the ULO team to present make the official presentation to the students and raise awareness of the project.
This phase enables students to become aware of the social need being addressed and to connect their learning with a specific real-life situation.
DIAGNOSIS ANS NEEDS ASSESSMENT (in person)
26 Oct - 20 Nov 2026 :
Students collaborate with social organisations and end users to identify accessibility barriers and gather user requirements. Through co-design activities, they define the concept, mechanics and accessibility features of their accessible video game proposals.
Design, Co-Design and Prototype Development (in person)
23 Nov - 18 Dec 2026 :
Teams develop the complete project documentation and produce the first functional prototype, applying agile project management, user-centred design and accessibility principles while preparing for the international collaboration phase.
4. IMPLEMENTATION AND EVALUATION (online)
08 Feb - 26 Mar 2027 :
OBJECTIVE: to integrate reflection into the design and development process.
ACTIVITIES: 1) reflection among students and people with hearing impairments on experiences, possible solutions and proposed solutions; 2) evaluating the accessibility and usability of the prototype; 3) interim questionnaires on learning, challenges and perceptions of the process; 4) co-design activities with users or analysis of feedback (where possible); 5) Comparative analysis of feedback received from different user profiles (social organisations and secondary school pupils), enabling the design to be adjusted in terms of both accessibility and gaming experience.
Each team of students reflects at the end of each phase, documenting lessons learnt, difficulties encountered and proposals, which enables them to refine their work and deepen their professional experience.
In addition, we will be organised a COIL with ULO team to exchange experiences on inclusive design and receive feedback on the progress of the prototype through a process of co-evaluation of the prototypes of both universities.
5. TESTING, DISSEMINATION AND ENDS (in person)
29 Mar - 25 Jun 2027 :
OBJECTIVE: to analyse the impact of the project on the students’ learning and on the stakeholders involved.
ACTIVITIES: 1) individual and group reflection on the project’s outcomes; 2) use of assessment tools: self-assessment rubrics, standardised tools, ad hoc scales to measure changes, and individual reflection sheets; 3) comparison of initial and final results to measure the students’ progress; 4) collection of qualitative evidence (focus groups, observations, participation).
The involvement of different user profiles in this phase will enable perceptions of accessibility to be compared with actual user experience, thereby enriching the final evaluation of the project. Partner organisations and participating users will also form part of this phase, sharing their experiences and offering suggestions for improvement during the project’s final workshop and in joint evaluation sessions.
Students implement final improvements, present their accessible video games during the closing event and disseminate the project outcomes through institutional and RUN-EU channels.

Learning outcomes

By the end of this Service Learning Opportunity, learners will be able to:

  • Analyse the accessibility needs of people with hearing impairments and apply universal design and accessibility principles to the development of inclusive digital products.
  • Design, develop and evaluate accessible video game prototypes, integrating user-centred design methodologies, accessibility standards and industry-standard game development tools.
  • Apply interdisciplinary knowledge from Video Game Design, Occupational Therapy and inclusive digital technologies to address authentic societal challenges through collaborative problem-solving.
  • Plan, manage and coordinate multidisciplinary projects using agile project management methodologies, collaborative digital tools and iterative development processes.
  • Conduct user research, usability testing and accessibility evaluations, collecting and interpreting qualitative and quantitative data to support evidence-based design decisions.
  • Communicate and justify technical and design decisions effectively to diverse audiences, including users, healthcare professionals, educators, industry partners and social organisations.
  • Collaborate effectively in interdisciplinary and international teams, working alongside students from different disciplines, academic staff, social organisations, industry professionals and end users.
  • Communicate technical and design concepts effectively to both specialist and non-specialist audiences, adapting their language to engage users, healthcare professionals, educators, industry partners and community organisations throughout the design process.
  • Demonstrate ethical awareness, empathy and social responsibility, recognising the importance of accessibility, universal design and digital inclusion in promoting equal opportunities for all users.
  • Develop creativity, critical thinking, problem-solving and autonomous learning skills by addressing authentic societal challenges through iterative design and collaborative decision-making.
  • Reflect critically on the social impact of digital technologies, understanding how accessible game design can contribute to participation, well-being, inclusion and quality of life for people with disabilities.
  • Develop professional attitudes towards inclusive and responsible innovation, integrating user feedback into the design process and recognising the value of co-creation with diverse communities.

Selection criteria

Not applicable

Involved organisations and persons

ARANS-BUR

Partner Organisation

University of Burgos

Lead Organisation
  • Alessandro Zuottolo (Instructor)
  • IRENE ROMERO GONZALEZ (Lead Instructor)
  • Jessica Fernández Solana (Instructor)
  • Mirian Santamaría (Instructor)

University of Leiria and Oeste

Partner Organisation
  • Roberto Ribeiro (Instructor)

Other persons involved

  • (Instructor)
Product label: SRV-SLGAMEYE-02

Funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Education and Culture Executive Agency (EACEA). Neither the European Union nor EACEA can be held responsible for them. Grant Agreement Number: 101124674

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