Inclusive design: Adapting escape games for learners with diverse needs

Every learner thinks and learns differently. Some need extra time, others process visually, and many thrive when they can move, play, and collaborate. Inclusive gamification recognises this diversity and turns it into a strength. When digital games are designed to be accessible from the start, they don’t just invite participation; they inspire it (McCrindle, 2013; Magnago & de Castro Nunes, 2024; Consuegra de Sucre et al., 2025).

Neurodiversity includes profiles like autism, ADHD, dyslexia, and dyspraxia. Games that support these learners tend to be clearer and more engaging for everyone. The key is multimodal communication: combining text, visuals, and sound so that every player can connect with the content. Flexibility matters too: adjustable timing, optional challenges, and consistent navigation help reduce anxiety. And by offering control over volume, colour, and movement, we avoid sensory overload and create calm, focused play spaces.

Accessibility isn’t an add-on. Following WCAG 2.1 standards means using legible fonts, high contrast, and predictable layouts. Games should support multiple inputs (keyboard, touch, or voice) and allow players to adapt text size, sound, or animation speed. Clear instructions and short steps make cognitive accessibility easier to achieve. In the end, accessible games simply make learning smoother for all.

Inclusion may sound like an ambitious goal, but youth workers and educators don’t have to start from scratch. A growing number of practical tools and templates can help integrate accessibility into game-based learning projects. The GameOn Project offers manuals and best practices for inclusive game development. Microsoft’s Game Accessibility Workshop Toolkit helps facilitators raise awareness and check accessibility during design sessions. Platforms like HIVO provide inclusive design brief templates, while PartiPlay supports participatory co-design processes with neurodiverse learners. Finally, organisations such as The Learning Guild and GiftAbled have created checklists to make content more cognitively and sensorily accessible. These resources are valuable not just because they offer ready-to-use materials, but because they promote reflection and collaboration. They help youth workers translate inclusive principles into everyday practice, step by step. As studies show (McCrindle, 2013; Patzer et al., 2018), inclusive gamification boosts motivation and collaboration for all.

Inclusive gamification isn’t about lowering expectations or simplifying content. It’s about unlocking participation and creativity. When youth workers design games that welcome every learner, they’re doing more than improving accessibility: they’re nurturing empathy, collaboration, and a shared sense of purpose.

Every learner deserves the chance to experience that “aha” moment when a puzzle clicks or a problem is solved together. By embracing inclusive design, we make sure those moments are within reach for everyone.

 

Sources:

  • Consuegra de Sucre, D., Mitre Vásquez, M., & Sucre Medina, A. J. (2025). Transformación del aprendizaje inclusivo a través de gamificación y tecnologías digitales [Transforming inclusive learning through gamification and digital technologies]. Revista Multidisciplinar Epistemología de las Ciencias, 2(2), 566–567. https://doi.org/10.71112/kwq57923
  • Magnago, W., & de Castro Nunes, A. (2024). Gamification and inclusive education: Promoting the engagement of all students. ARACÊ: Educação, Cultura e Humanidades, 6(2), 2902–2911. https://doi.org/10.56238/arev6n2-147
  • McCrindle, R. (2013). Educational inclusiveness through ludic engagement and digital creativity. In C. Stephanidis & M. Antona (Eds.), Universal Access in Human-Computer Interaction. Applications and Services for Quality of Life – 7th International Conference, UAHCI 2013, Proceedings, Part III (Lecture Notes in Computer Science, Vol. 8011, pp. 195-202). Springer. https://doi.org/10.1007/978-3-642-39194-1_23
  • Patzer, Y., Russler, N., & Pinkwart, N. (2018). Gamification in inclusive eLearning. In K. Miesenberger & G. Kouroupetroglou (Eds.), Computers Helping People with Special Needs. ICCHP 2018. Lecture Notes in Computer Science, Vol. 10896 (pp. 154–158). Springer. https://doi.org/10.1007/978-3-319-94277-3_26