Gaming without barriers (Curb Cut)
- Department DART
- Fields involved Information and communication technology, Digital Inclusion
- Industries involved Community
How can features designed for inclusion improve gaming for everyone?
The Curb-Cut Effect in Gaming explores how these features impact the gaming experience for players with and without disabilities. The project maps how accessibility solutions are used, what impact they have, and how the principles behind the curb-cut effect can contribute to more inclusive game design.

What is the Curb-cut effect?
The curb cut effect refers to how measures designed to support one group also can benefit many others. The term originated with the introduction of lowered kerbs for wheelchair users. This solution soon proved valuable to a range of other people, including parents with prams, cyclists, elderly people using walkers, and even travellers with wheeled luggage.
In the field of technology the principle has broad relevance as solutions developed to improve accessibility often lead to better user experiences for everyone.
Gaming as an arena for inclusion
Today, computer games represent one of the world’s largest entertainment industries, generating billions in revenue. In Norway it is estimated that 46% of the population under the age of 45 plays digital games on a daily basis. Among these players, around 20% have a disability.
Gaming platforms now offer a wide range of accessibility features, including:
- Text-to-speech and screen readers
- Zoom and contrast adjustment
- Customisable sound effects and music levels
- Adjustable pace and difficulty levels
- Support for alternative controllers
Despite growing attention to accessibility, there is still a lack of research that systematically examines which features are available, how they are used, and what impact they have on the gaming experience.
To learn more about this project, please contact:
Project: The Curb-Cut Effect in Gaming
Partner: The Norwegian Association of the Blind and Partially Sighted
Funding: The Norwegian Directorate for Children, Youth and Family Affairs (Bufdir)
Period: 2025
Sources:
Halvparten av alle nordmenn under 45 år spiller dataspill hver dag Pressfire.com – external site, Norwegian.
Norsk mediebarometer: Bruk av ulike medier, etter kjønn og alder 2015 – 2024 Statistisk sentralbyrå – external site, Norwegian.
Key objectives of the Curb Cut project
The goal of the Curb Cub project is to fill this gap by focusing on three key areas:
- Use among players with disabilities:
Map which accessibility features are used, how they are used, and which needs remain unmet. - Use among players without disabilities:
Investigate awareness and use of accessibility features in this group, and explore how such features may benefit them as well. - Explore the practical impact of the curb cut effect:
Analyse how accessibility features can enhance the gaming experience for all players, regardless of ability.
Universal design and game design
This project combines literature reviews, group interviews, and surveys. The study covers popular platforms such as PlayStation, Xbox, Nintendo Switch and PC, and explores opportunities, challenges and examples of best practice.
A key perspective is universal design. We examine how accessibility can be embedded directly into the game design, not as an add-on, but as an integral part of the experience.