Industry News
18 Dec 2025

Games and Cultural Sectors Get Vision-Impaired Accessibility Standards for XR

Games and Cultural Sectors Get Vision-Impaired Accessibility Standards for XRAbertay University in Scotland and the Royal National Institute of Blind People (RNIB) have launched two industry-specific toolkits designed to help developers and cultural organisations create extended reality (XR) experiences that are accessible to blind and partially sighted users.

Released in December 2025, the toolkits provide practical guidance for embedding accessibility into XR design across virtual reality (VR), augmented reality (AR), and mixed reality (MR) platforms. One toolkit targets the games industry, while the other addresses the needs of the GLAM sector: galleries, libraries, archives, and museums.

The collaboration comes as XR technologies move towards mass adoption across entertainment, education, and cultural sectors. The project team warns that failing to design for accessibility from the outset risks excluding blind and partially sighted people from these emerging digital experiences.

Evidence-based approach

Led by Dr Lynsay Shepherd from Abertay's Department of Cybersecurity and Computing, the interdisciplinary research team conducted interviews with professionals from both industries to identify current accessibility challenges and barriers in XR design.

The insights informed modifications to a VR prototype called Rhizoma VR, which was then tested with individuals experiencing different levels of sight loss. This user testing validated the recommendations that now form the basis of both toolkits.

"These toolkits are about making sure no one is left behind in the growing world of immersive technology," Dr Shepherd said. "XR can offer incredible experiences, but only if it's designed to be accessible from the start."

She positioned the work as part of Abertay's civic mission to support digital inclusion, leveraging the university's internationally recognised strengths in games development and applied research.

Embedding accessibility into workflows

Sonali Rai, Senior Manager for Media, Culture and Immersive Technologies at RNIB, emphasised the importance of integrating accessibility throughout the creative process rather than treating it as an afterthought.

"These toolkits show that universal design in gaming and cultural XR experiences is achievable and inspiring," Rai said. "If you are a developer, designer or work for a cultural institution, these downloadable resources can really be the starting point for collaboration on making these emerging experiences more accessible."

The guidance aims to help organisations comply with accessibility requirements whilst also expanding their potential audience reach.

Industry implications

The release comes at a critical juncture for XR adoption across multiple sectors. As businesses invest in immersive technologies for customer engagement, training, and cultural programming, accessibility considerations are becoming essential to avoid potential discrimination claims and ensure inclusive service delivery.

The toolkits are freely available on the RNIB website and represent a practical resource for organisations looking to implement accessible XR design principles across their development pipelines.

The research team included Dr Hailey Austin, Dr William Kavanagh, and Dr Naman Merchant from Abertay University.

The toolkits can be accesed at: RNIB website