Disability-Focused Gaming Databases

Can I Play That? Offers Accessibility Information to Gamers

Can I Play That? was founded by Susan Banks and Courtney Craven to help share accessibility information on video games and the industry as a whole. The platform sets itself apart as one of the biggest inclusivity-focused brands in gaming. It was designed for players and developers alike and includes reviews, news stories, and exclusive reports on the presence and adoption of accessibility-focused features that exist within the gaming industry.

In addition, Can I Play That? developed professional workshops that "tackle topics such as diversity, equity, and inclusion, and accessible community management." The workshops are available to be booked by studios and the brand already boasts a variety of well-known names including Xbox, Splash Damage, Ubisoft, Creative Assembly, and Square Enix -- to name a few.

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Disability-inclusive Gaming
The increasing demand for disability-inclusive gaming creates opportunities for game developers to develop accessible features and offers a platform for gamers to access accessibility information.
Inclusivity-focused Brands
The emergence of inclusivity-focused brands in gaming provides a chance for businesses to differentiate themselves from competitors and tap into a growing market of inclusivity-minded consumers.
Professional Workshops on Accessibility
The rise of professional workshops that address diversity, equity, and inclusion in the gaming industry creates opportunities for organizations to learn how to implement accessible features and foster inclusive communities.

Sectors Adopting This

Gaming
Game developers have an opportunity to cater to a growing market of gamers with disabilities and differentiate themselves from competitors by offering accessibility features and making their products more inclusive.
Education and Training
The need for education and training on inclusivity in the gaming industry creates opportunities for organizations to offer professional workshops and consulting services to game developers and studios.
Media and Entertainment
Media and entertainment companies can leverage the emerging market of disability-inclusive gaming by creating content that caters to this demographic and partnering with accessible gaming brands to promote inclusive practices.
SCORE
2.9 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America
GENERATION
  • Gen Z
  • Gen Alpha
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 22%
Activity 54%
Freshness 11%