







When I try to talk about Epilepsy Accessibility in videogames, I've started to talk less about "how many more people can play your game" and more about how "this game can cause fatal harm to people if certain options aren't implemented, or even considered."
Jul 16, 2026 at 6:00 PM
News - This Week in Videogames
Covering the important things happening in the world of videogames. News, reviews, and insights without ads or filler content.

Another Symptom of Growing Isolation
A recent study found that people spoke fewer words a day in 2019 than in 2005.
Designing Games to Learn
As I've been writing this series of newsletters on learning and video games, there's been a spectre lurking in the background. Video games and education. Edutainment.
Ask Disabled People What They Want. It’s Not Always Technology.
While our lives are deeply entangled with technologies of all kinds, disabled people are almost never included in discussions about technology.

Digital inequality in communication during a time of physical distancing: The case of COVID-19
In times of physical distancing, such as during the COVID-19 pandemic, people are likely to turn to digital communication to replace in-person interactions. Yet, persisting digital inequality suggests that not everyone will be equally able or disposed to increasing digital communication during a public health crisis. Using survey data from a national sample of U.S. participants (N = 2,925) that we collected during the early months of the pandemic, we analyzed how sociodemographics, living arrangements, and Internet experiences and skills relate to increases and decreases in various digital communication methods. We find that people privileged in their socioeconomic status, their Internet skills and online experiences are more likely to increase and less likely to decrease digital communication during the pandemic. The findings illustrate how digital inequalities can put already disadvantaged groups at greater risk of diminished social contact during a public health crisis. We discuss the theoretical implications of our findings for digital inequality research, the practical implications for inclusive crisis responses, and directions for future research.

a11y.quest - 128 questions to level up your accessibility game
128 questions to level up your web accessibility game. Practice WCAG 2.2, ARIA, semantic HTML, keyboard, and contrast, with plain-English answers.

The Pentaract
The AppView for the games.gamesgamesgamesgames.* ATProto lexicons
Introducing The Pentaract: A Comprehensive Set of Video Game Lexicons for ATProto
Some of you already know that I’ve been working on-and-off on a lexicon for video games. I figured it would be a good idea to put the lexicon up for further discussion, and to make sure I’m headed down the right path with things. But why? Last year, the video games industry experienced a significant upheaval when radical groups leveraged moral panic to pressure payment processors, which in turn pressured games platforms to remove NSFW applications. This resulted in a lot of underrepresented dev...

The Video Game Library | All Books on Videogames
The Video Game Library is a site that celebrates books about videogames. From artbooks and children's books to novelizations and biographies. Indie writers to best-selling authors. Atari to Xbox. Come have a look and discover some books.

17. A Value for n-Person Games
17. A Value for n-Person Games was published in Contributions to the Theory of Games, Volume II on page 307.
Context Sensitivity
The role of transportation in the persuasiveness of public narratives.
the Enshittification of Cozy Games
People are using AI for their health crises, and no amount of screaming about it is stopping that. I started slowly drafting a piece about my experiences having long, slow conversations about AI practices in the patient communities I'm in, where I primarily stay just to provide scientific support