Inclusion, Accessibility, and The Game Awards

The Game Awards 2020 Poster background: orange sun and fractal over rippling water

(Image credit: The Game Awards)

This year’s ceremony for The Game Awards demonstrates how to bring people together in a socially conscious way, with inclusion and accessibility playing a big role the entire night. In fact, this year was the first year for the Innovations in Accessibility award and the sixth year of the Games for Impact award. There was even mental health messaging on how video games can relieve some of the stress of the current pandemic safely. The Game Awards brought not just celebrities and new game trailers, but social awareness as well.

The message of inclusivity was scattered throughout the awards night, and not just given a brief mention. During the preshow, inclusive groups like Latinx in Gaming were given a spot. They focus on “Increasing Latinx representation across the Gaming Industry” and was only the start. During the show there were giveaways and fan voting that kept the at home fan-base involved as a part of the show. The inclusive theme did not end there, the Games for Impact award went to Tell Me Why by DONTNOD Entertainment for its story about a transgender man reuniting with his sister in Alaska.

Accessibility received a bigger spotlight with the first year for Innovations in Accessibility award, honoring titles that push the boundaries of how games can be enjoyed. It was won by Naughty Dog’s The Last of Us Part II, along with a few other awards like Game of the Year. The Last of Us Part II accessibility page shows why the game won; almost every option can be modified including remappable controls, settings for color blindness, and adjustable quick-time events. After the award was given out, host Geoff Keighley indicated that this will not be the last year for the award.

The Game Awards did not forget that there are serious issues ongoing that impact more than just the gaming industry. The entire event was held in several locations around the world safely and socially distant. The London Philharmonic was able to join in on the celebration with two performances throughout the night along with Eddie Vetter in Los Angeles. Mental health and how video games can impact it was reinforced throughout the night. The CheckPoint website shows how gaming can help during Covid-19 and had a spot in the show. Also, titles mentioned such as Endeavor Rx show that games can directly help with specific health issues like ADHD and is recognized by the FDA.

Hopefully, next year’s awards ceremony will not need to be so socially distant, but The Game Awards will be adaptable as ever. The awards have a focus on inclusion, accessibility, and mental health that is much needed in these divisive and uncertain times. The Load Screen applauds The Game Awards for expanding the gaming industry into the future with its emphasis on issues that impact everyone.

 
Tony Smalls

An avid gamer since controllers had two buttons and a D-pad, one of The Load Screen’s main contributors. In his free time he dabbles in game design.

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