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.
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.
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.
7th of September 2026 to 25th of June 2027
English
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:
At ULO, the project is integrated into the following modules:
Academic recognition is granted in accordance with the assessment criteria and requirements established in each module.
Degree programs and academic years of the students involved:
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.
…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€ |
By the end of this Service Learning Opportunity, learners will be able to:
Not applicable
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