By SAKIKO KONDO/ Staff Writer
October 16, 2025 at 15:37 JST
                                                    
                            A video game incorporates brainwaves and eye tracking into its controls as demonstrated at the Tokyo Game Show in Chiba on Sept. 25. (Shota Tomonaga)
                                            
With more video games than ever to choose from, a growing movement is bent on ensuring that disabilities, age or other factors no longer exclude players from the fun.
The long-held assumption that two dexterous hands are the default requirement to play a game is finally changing with more customizable controllers and game design that expands beyond visual cues.
This shift comes not only with the continual growth of the international industry but also the expanding world of esports.
The Tokyo Game Show 2025, one of the world’s largest gaming events, held in Chiba from Sept. 25 to 28, featured a dedicated “accessibility support” area for the first time in its history.
“NeuroWizards” from Araya Inc., a company focusing on artificial intelligence research and consultation, was one playable demo.
In addition to a controller, electrodes placed on players’ heads measured their brainwaves to charge their “magic power” in-game. An infrared camera, meanwhile, tracked player eye movements tied to aiming at an enemy dragon.
This setup was designed to make gameplay easier for disabled players who struggle with conventional controllers.
Similarly, game accessory manufacturer Hori Co. showcased its panel-style Flex Controller, with more widely spaced buttons to support different playstyles, such as using one’s chin or full hand.
Officially licensed by Nintendo Co. and now available to the public, the controller’s multiple ports mean players can plug in additional support accessories, like foot pedals.
“We want to reach people who have given up on gaming due to physical limitations,” said a company representative.
LEGISLATIVE BACKING
Game development with accessibility in mind first gained traction overseas with the introduction of the “Innovation in Accessibility” category at the 2020 Game Awards, a yearly awards show that covers different aspects of the industry.
Efforts to improve both hardware and software have picked up speed globally since then.
In 2023, Sony Interactive Entertainment Inc. released its “Access controller” for the PlayStation 5. The design allows users to adjust button and stick sizes and shapes.
That same year, Capcom Co.’s “Street Fighter 6” added another layer to its combat by including audio cues signifying a player’s distance from their opponent and attack types.
The development team explored how to divorce gameplay from being solely visual by collaborating with blind players.
“With the rise of esports as a major market, the demand for accessibility is increasing,” noted Yoshikazu Shimauchi, a corporate officer at Capcom.
Japanese legislation is also supporting this push.
The revised disability discrimination elimination law took effect in April 2024, mandating companies to provide “reasonable accommodation” and amplifying the societal demand for “inclusive design.”
THE PLAYER PERSPECTIVE
A 36-year-old man from Sendai with a hearing impairment shared his frustrations with games he loves.
In Nintendo’s popular game “Atsumare Dobutsu no Mori” (Animal Crossing), he struggled with moments that rely solely on sound to dig up certain insects, requiring help from hearing individuals.
“Many games are designed assuming players can hear,” he said.
This industry-wide shift comes amid the expansion of the global game content market; it grew from about 21 trillion yen ($139.2 billion) in 2020 to an estimated 31 trillion yen in 2024.
Fueled by the rise of esports, Japan’s domestic gaming population surpassed 50 million in 2020, intensifying the need for environments where a more diverse player base can participate.
Shunya Hatakeyama, a 31-year-old event producer, held a barrier-free esports event last month in Iwate Prefecture.
Hatakeyama has Duchenne muscular dystrophy, a genetic disorder that weakens muscles, and uses a custom controller he operates with his chin and fingertips.
“The necessary adaptations vary greatly from person to person. If the hurdles to entry are lowered, more people will be able to enjoy playing together,” he said.
                            
                            
                            
                            
                            
                            
                            
                            
                            
                            
                            
                            
                            
                            
                            
                            
                            
                            
                            
                            A peek through the music industry’s curtain at the producers who harnessed social media to help their idols go global.
A series based on diplomatic documents declassified by Japan’s Foreign Ministry
Here is a collection of first-hand accounts by “hibakusha” atomic bomb survivors.
Cooking experts, chefs and others involved in the field of food introduce their special recipes intertwined with their paths in life.
A series about Japanese-Americans and their memories of World War II