Putting Players First (godotfest2025) episode artwork

EPISODE · Nov 11, 2025 · 22 MIN

Putting Players First (godotfest2025)

from Chaos Computer Club - recent events feed (high quality) · host Chrysa Bika

This talk explores the critical role of human-centered research in making game development more accessible and inclusive. In both everyday life and leisure activities, people with impairments, as well as underrepresented groups, often face exclusion—sometimes unintentionally, but with lasting impact. Leading a self-determined life is a fundamental right for everyone, and this is not only a moral imperative but also reflected in legal frameworks demanding equal access and participation. As game developers, we have the responsibility—and the opportunity—to build experiences that include rather than exclude. Accessibility is not just a feature; it is a foundation for allowing everyone to participate in play and, by extension, in broader social and cultural discourse. Meaningfully addressing complex and context-related challenges faced by underrepresented groups by embedding key themes of diversity, equity, and inclusion (DEI) in our games creates space for reflection, motivation, and deeper engagement. In this session, we advocate for co-designing with players at the center. We will present approaches, methods, and practical guidelines for incorporating accessibility & DEI into game development with Godot from the start. Through case studies, we will show how inclusive design leads to more intuitive, usable, and engaging games for all players. By putting people first, we can make games not only more accessible but also more meaningful and inclusive. In her master's thesis with LMU and HFF, Chrysa explored AI-driven methods such as lip synchronization and speech synthesis to **enhance media and digital accessibility**—particularly for individuals with learning difficulties and non-native speakers. Most recently, she contributed to the development of **"Play x Discuss: Women in Science"**, a cooperative digital discussion game that addresses challenges faced by women in STEM and encourages collective strategy-building through play. More info can be found [here](https://docs.google.com/presentation/d/1OEi7NP6YZZ0b6cL0MEzIvkn87UZp-gx0Zxul56BOcWo/present?slide=id.g2e5dbcbe52e_2_68). Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://pretalx.godotfest.com/godotfest-25/talk/XLQEKX/

This talk explores the critical role of human-centered research in making game development more accessible and inclusive. In both everyday life and leisure activities, people with impairments, as well as underrepresented groups, often face exclusion—sometimes unintentionally, but with lasting impact. Leading a self-determined life is a fundamental right for everyone, and this is not only a moral imperative but also reflected in legal frameworks demanding equal access and participation. As game developers, we have the responsibility—and the opportunity—to build experiences that include rather than exclude. Accessibility is not just a feature; it is a foundation for allowing everyone to participate in play and, by extension, in broader social and cultural discourse. Meaningfully addressing complex and context-related challenges faced by underrepresented groups by embedding key themes of diversity, equity, and inclusion (DEI) in our games creates space for reflection, motivation, and deeper engagement. In this session, we advocate for co-designing with players at the center. We will present approaches, methods, and practical guidelines for incorporating accessibility & DEI into game development with Godot from the start. Through case studies, we will show how inclusive design leads to more intuitive, usable, and engaging games for all players. By putting people first, we can make games not only more accessible but also more meaningful and inclusive. In her master's thesis with LMU and HFF, Chrysa explored AI-driven methods such as lip synchronization and speech synthesis to **enhance media and digital accessibility**—particularly for individuals with learning difficulties and non-native speakers. Most recently, she contributed to the development of **"Play x Discuss: Women in Science"**, a cooperative digital discussion game that addresses challenges faced by women in STEM and encourages collective strategy-building through play. More info can be found [here](https://docs.google.com/presentation/d/1OEi7NP6YZZ0b6cL0MEzIvkn87UZp-gx0Zxul56BOcWo/present?slide=id.g2e5dbcbe52e_2_68). Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://pretalx.godotfest.com/godotfest-25/talk/XLQEKX/

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This episode was published on November 11, 2025.

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This talk explores the critical role of human-centered research in making game development more accessible and inclusive. In both everyday life and leisure activities, people with impairments, as well as underrepresented groups, often face...

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