On February 16, 2021, about one year after its implementation, Microsoft released the latest version of the Xbox (XAG) accessibility guidelines, referred to as Xag 2.0. In addition, Microsoft announced the official Microsoft Game Accessibility testing service (MGATS). The updated XAG and testing programs were built on the practice of Microsoft’s strict accessibility, as according to Microsoft, “Accessibility is the core aspect of how the product was built.”
Brannon Zahand, Xbox Senior Game Accessibility Program Manager, share The XAG update takes months, and the project is led by Kaitlyn Jones from the Xbox team. Nexus game accessibility has the opportunity to chat with Brannon to learn more about XAG programs and updated testing. This is what we learned.

In recent years, Microsoft has quickly increased accessibility inside and outside the Xbox. What is the strength of the driving force that causes an increase and increase accessibility in your organization?
Brannon: I think our industry and our society historically have a very narrow view of what it means to be “gamers.” However, in recent years, there has been evolution in that thought. Almost everyone plays in one way, shape or shape. Maybe for hours spent for a console, or a few minutes there -here spent on mobile devices. Maybe playing online online, playing alone, or even watching other gamers playing. No matter how old you are, how much time or skills you have- everyone plays games.
So I think it becomes clear for the team at Xbox that, if everyone plays games, then the game must be for everyone. We need to ensure that we do not accidentally put obstacles for those who want to join. It requires a deliberate and inclusive practice and thinks in everything we do and every product we make. We have to ensure accessibility is focus from the start.


When making and finally updating XAG, what is the process for your team, and who is involved?
Brannon: The process for us is truly collaborative and organic. We continue to be involved with our developers and the Game & Disability Community, collect feedback and study all the time. For us, the process of updating Xbox accessibility guidelines is only the next natural step to facilitate the developer to create the most easily accessible game.
Which says, filtering some of the concepts of our more complex game accessibility to be easy to understand is challenging. That is why we switched to Kaitlyn Jones, one of our game accessibility program managers, to spearhead the project. Kaitlyn is not only a good and respected game accessibility expert, but he also has a background in occupational therapy that gives him a unique lens to see Xbox accessibility guidelines. He spends a lot of time and energy to think about how developers interact with this guideline and the best way to convey the main concepts. It produces many fantastic additions for the Xbox accessibility guidelines that you see now, such as scope questions, expanded summary, and examples of guidelines.
When considering your guidelines, who is the target audience for XAG? Are they specifically for the Xbox studio? And what impact do you expect from XAG on the overall industry?
Brannon: Xbox accessibility guidelines are made to benefit gamers but are intended for developers and publishers in all industries. We encourage everyone involved with game development to utilize Xbox accessibility guidelines. That includes Xbox Game Studios, our Xbox and PC development partners, and developers on other platforms as well.
By using Xbox accessibility guidelines at the beginning of game development, they must produce products that are more easily accessible. And that is what we want to achieve by releasing it: The creation of a new generation of inclusive content and can be accessed for all gamers.


We pay attention to XAG including examples of various publisher games outside Xbox. Is this just the best example or also a statement about universal accessibility and thus trying to motivate other studios/publishers?
Brannon: One thing that we have learned in our accessibility journey is that we are not near him. We, as an organization and company, still have many things to be learned in partnerships with our Game & Disability Community and game developers. So Xbox accessibility guidelines give us fantastic opportunities to go out and explore how other developers handle accessibility. We learned a lot in the process. That is why we display games from various developers and we hope to enter additional examples of more developers in the upcoming update.
What inspired your team to create a Microsoft game accessibility testing service, and how do you hope this service will affect Xbox accessibility?
Brannon: We were inspired to create a Microsoft (MGATS) game accessibility testing service after launching Xbox (XAG) accessibility guidelines in January 2020 So, it makes sense to create a program that will provide a simple and direct way to do that.
Our hope is that the developer will benefit from this additional support and be able to use the feedback given to create a true experience -correct and accessible. We also hope that it can help foster a stronger relationship between the Game & Disability Community and game developers by showing how feedback from the community can lead to more inclusive and fun products for everyone.
We know that many of our readers are very happy with the updated XAG and Microsoft Game accessibility testing service. How can gamers be with disabilities more involved with Xbox accessibility initiatives, does it provide feedback or participate in testing services?
Brannon: We always want to hear from the Game & Disability Community about our products and services, including Xbox accessibility guidelines. Feedback can be sent via email to xaccess@microsoft.com. In addition, people who live in a larger Seattle area, who are experienced using auxiliary technology in the game, and are interested in being part of the Microsoft Game Accessibility testing service can send an email to gamea11ytesterinfo@microsoft.com for more information.


With a new console generation, what are the accessibility features that you like the most? Are there features you want to see in the future?
Brannon: This generation of console has produced several small but meaningful increases in accessibility. Tactile indicators, for example, are a simple but reasonable addition to our console that can benefit everyone, including those who have a low vision or no or anyone who has groped behind their console trying to find out which ports. Another example is our Xbox Series S | Packaging X, which is designed to be very easy to open for those who are without the dexterity or strength of the hands. Also, we begin to see developers explore the use of spatial audio that is rich in their game to make it more deep and accessible.
We do not have something new to be announced at this time, but in the future, because the game platform becomes stronger and cloud computing becomes cheaper, I want to see the potential of technology such as machine learning and AI realizes, to provide experiences that automatically adapt to gamers’ play styles and the need to ensure they are fun and exactly challenging for everyone. We are still far from that, but one day!
We want to thank Brannon and the Xbox team again for taking the time to chat with us. We are very happy for the future to play games, and look forward to the future of Xbox which is very easily accessible.




Based in bright California, Morgan Baker is a deaf gamer who is chronic. He has a master in education and specializes in research methods and designs. He works as a full -time disability specialist, as well as providing accessibility consultation to the game studio, as needed. When he does not drink large amounts of coffee, you can find Morgan working hard to create a solution that can be accessed. You can contact him on Twitter at @momoxmia
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