Starting Point - Mobile Games

Whilst many of the modules in the SpecialEffect DevKit might be applicable to your game, we’ve compiled a selection of modules which may be considered particularly relevant for many mobile games.

The modules listed below can be expanded to reveal information on how they might be applied to various interactions on mobile devices. This can be used as a starting point when interacting with the DevKit, if suitable for your game.

1.2 Supporting Multiple Input Devices

“Give players a choice of different input devices to play your game.”

1.3

“Let players use more than one input device at the same time.”

1.5. Input Methods

“Choose input devices that offer various input methods, or provide alternatives.”

2.2 Remapping

“Ideally, let players remap any action to any input, at any point in the game.”

2.6 Input Methods

“Allow players to use alternative input methods for each action where possible.”

3.2 Configuring Interactions

“Let players decide which input event performs an action, and the timing of that event.”

3.3 Continuous Holds

“Provide alternative options for actions that require an input to be continuously held.”

3.5 Repeated Presses

“Let players avoid repeated button presses in quick succession.”

3.6 Input Methods

“Allow players to modify input interactions for all input methods.”

4.5 Action Values

Let players modify the maximum and minimum value of an action if possible.

5.2 Action Information

“Give players information about available actions and required inputs during gameplay."

5.6 Testing Configurations

“Give players options to test their setups while becoming familiar with your game.”

6.4 Timing Elements

“Let players reduce or remove the need for quick or precisely timed movements.”

6.5 Analog Action Assists

“Give players options to assist their control of analog actions.”

7.2 Alternative Actions

“Offer players alternative ways to perform actions.”

7.3 Automatic Digital Actions

“Allow players to automate certain digital actions.”



We hope this has been useful for getting started when considering the motor accessibility of your own game. If you are interested in additional areas of motor accessibility that may also be related to your game, you might want to use our Checklist. This can be used to assess which motor accessibility options your game currently supports, and to determine what could be supported in the future.

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