DIGITAL EQUALITY: ACCESSIBILITY AND INCLUSION IN ELECTRONIC GAMES

Authors

  • Jhonathan Curintima de Abreu UNINORTE
  • Marcelo Augusto Rebouças Leite UNINORTE

DOI:

https://doi.org/10.51891/rease.v11i6.19626

Keywords:

Isonomy. Video Games. Accessibility. Disability.

Abstract

Video games have become an important form of cultural expression, entertainment, and socialization in the digital age. However, accessibility remains a significant challenge for people with disabilities, who face technical, social, and legal barriers to fully enjoying these experiences. This article investigates the absence of public policies, tax incentives, and specific legislation aimed at promoting the inclusion of this population in the gaming universe. Based on a literature review and document analysis, the study highlights the importance of digital isonomy and proposes pathways toward a more accessible and inclusive market. It suggests measures such as the creation of specific laws, economic incentives, developer training, and the active participation of people with disabilities throughout the game development process. The democratization of electronic games, therefore, depends on the adoption of practices that respect the functional diversity of users, promote equity, and ensure the right to full participation in the digital environment.

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Author Biographies

Jhonathan Curintima de Abreu, UNINORTE

Discente do Curso de Direito do Centro Universitário do Norte – UNINORTE.

Marcelo Augusto Rebouças Leite, UNINORTE

Professor Especialista do curso de direito do Centro Universitário do Norte – UNINORTE, graduado pela Escola Superior Batista do Amazonas, ESBAM, Brasil.

Published

2025-06-02

How to Cite

Abreu, J. C. de, & Leite, M. A. R. (2025). DIGITAL EQUALITY: ACCESSIBILITY AND INCLUSION IN ELECTRONIC GAMES. Revista Ibero-Americana De Humanidades, Ciências E Educação, 11(6), 203–211. https://doi.org/10.51891/rease.v11i6.19626