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Enhancing Game Accessibility: Implementing High Contrast Mode in Games for Players with Low Vision

Wu, Zhenghang LU and Li, Su (2025) MAMM15 20251
Department of Design Sciences
Abstract
This paper explores how to implement high-contrast modes in modern game engines to enhance accessibility for low-vision players. Through shaderbased rendering modifications and post-processing techniques, a customizable accessibility mode was developed to improve object recognition and visual clarity without sacrificing game aesthetics. Conducted in collaboration with IO Interactive, a web-based user test was designed and implemented to evaluate the efficiency and usability of the six proposed contrast enhancement modes under simulated low-vision and normal-vision conditions.
Results from 30 participants showed that the combination of desaturation and glow effects significantly improved performance in a visual search task, including... (More)
This paper explores how to implement high-contrast modes in modern game engines to enhance accessibility for low-vision players. Through shaderbased rendering modifications and post-processing techniques, a customizable accessibility mode was developed to improve object recognition and visual clarity without sacrificing game aesthetics. Conducted in collaboration with IO Interactive, a web-based user test was designed and implemented to evaluate the efficiency and usability of the six proposed contrast enhancement modes under simulated low-vision and normal-vision conditions.
Results from 30 participants showed that the combination of desaturation and glow effects significantly improved performance in a visual search task, including accuracy, click efficiency, and task completion time. Notably, the desaturation + glow configuration showed the highest overall efficiency across all user groups. In addition, all enhancement modes outperformed the original image in performance. The results validate the potential of engine-level rendering techniques to advance inclusive game design and provide a valuable reference for future integration of accessibility features in interactive media. (Less)
Popular Abstract
Have you ever thought that, for some people, playing a game is not just entertainment—it’s a visual challenge? For players with low vision, identifying characters, objects, or interactive elements in complex game scenes can be difficult, especially when contrast is low or visual clutter is high. Although awareness of visual accessibility has grown, high contrast modes remain rare in game development.
In this project, supported by IO Interactive, we developed a real-time, modular high contrast rendering system integrated into their game engine. The system enhances clarity by reducing visual noise and emphasizing interactive elements, using targeted rendering adjustments like desaturation, glow, and lightingadjustment. User testing... (More)
Have you ever thought that, for some people, playing a game is not just entertainment—it’s a visual challenge? For players with low vision, identifying characters, objects, or interactive elements in complex game scenes can be difficult, especially when contrast is low or visual clutter is high. Although awareness of visual accessibility has grown, high contrast modes remain rare in game development.
In this project, supported by IO Interactive, we developed a real-time, modular high contrast rendering system integrated into their game engine. The system enhances clarity by reducing visual noise and emphasizing interactive elements, using targeted rendering adjustments like desaturation, glow, and lightingadjustment. User testing confirmed that our high contrast modes significantly improved visual recognition performance, especially under simulated low vision conditions. This workdemonstrates how real-time rendering techniques can be applied to enhance accessibility, providing a practical model for more inclusive game design in the future. (Less)
Please use this url to cite or link to this publication:
author
Wu, Zhenghang LU and Li, Su
supervisor
organization
course
MAMM15 20251
year
type
H2 - Master's Degree (Two Years)
subject
keywords
Accessibility, High Contrast Mode, Low Vision, Shader Programming, Game Design, Visual Clarity, User Testing, Computer Graphic
language
English
id
9198324
date added to LUP
2025-06-13 10:28:41
date last changed
2025-06-13 10:28:41
@misc{9198324,
  abstract     = {{This paper explores how to implement high-contrast modes in modern game engines to enhance accessibility for low-vision players. Through shaderbased rendering modifications and post-processing techniques, a customizable accessibility mode was developed to improve object recognition and visual clarity without sacrificing game aesthetics. Conducted in collaboration with IO Interactive, a web-based user test was designed and implemented to evaluate the efficiency and usability of the six proposed contrast enhancement modes under simulated low-vision and normal-vision conditions. 
Results from 30 participants showed that the combination of desaturation and glow effects significantly improved performance in a visual search task, including accuracy, click efficiency, and task completion time. Notably, the desaturation + glow configuration showed the highest overall efficiency across all user groups. In addition, all enhancement modes outperformed the original image in performance. The results validate the potential of engine-level rendering techniques to advance inclusive game design and provide a valuable reference for future integration of accessibility features in interactive media.}},
  author       = {{Wu, Zhenghang and Li, Su}},
  language     = {{eng}},
  note         = {{Student Paper}},
  title        = {{Enhancing Game Accessibility: Implementing High Contrast Mode in Games for Players with Low Vision}},
  year         = {{2025}},
}