Playing games with a screen reader: how blind players game
How blind and low-vision players use VoiceOver to play on iPhone, what research with blind gamers has found, and what makes a game playable by ear.

The iPhone is a flat sheet of glass with no buttons to feel, and yet many blind people use one every day. The reason is the screen reader built into it. Plenty of blind and low-vision people also use that screen reader to play games, from word puzzles to card games to games made entirely of sound. Here is how that works, what researchers have learned from blind gamers themselves, and what separates a game that can be played by ear from one that cannot.
A screen with nothing to feel looks, at first, like a poor fit for someone who cannot see it. Research helped show otherwise. Kane, Bigham and Wobbrock’s Slide Rule, presented in 2008, used multi-touch gestures to make a touchscreen phone usable without sight: sliding a finger reads out whatever is beneath it, a second finger selects, and flicks move through lists. In their study with ten blind participants, Slide Rule was significantly faster than a button-based alternative and was preferred by seven of the ten, though it produced more errors.
Apple’s VoiceOver, which arrived on the iPhone the following year, works on the same principles. Touch anywhere and VoiceOver speaks the item under your finger. Swipe right or left to move from item to item in order. Double-tap anywhere to activate what was last spoken. A virtual dial called the rotor changes what swipes do, from moving by headings to adjusting speaking rate. The screen can even be turned off entirely.
Learning it takes time. Rodrigues and colleagues followed blind people through their first weeks with a smartphone screen reader and found that mastering the device was a long, demanding process, confirming the worries participants had before they began. That is worth remembering when a game adds its own gestures on top.
Sources1Kane, S. K., Bigham, J. P., & Wobbrock, J. O. (2008). Slide rule: Making mobile touch screens accessible to blind people using multi-touch interaction techniques. In Proceedings of the 10th International ACM SIGACCESS Conference on Computers and Accessibility (pp. 73–80). ACM.2Rodrigues, A., Montague, K., Nicolau, H., & Guerreiro, T. (2015). Getting smartphones to TalkBack: Understanding the smartphone adoption process of blind users. In Proceedings of the 17th International ACM SIGACCESS Conference on Computers & Accessibility (pp. 23–32). ACM.
Andrade and colleagues surveyed and interviewed gamers with visual impairments in 2019, deliberately looking at the games they actually play rather than games built for a study. The picture that emerged was of a community with long histories of play, strong opinions about the industry, and a particular appreciation of games that balance complexity with accessibility. Many preferred games with real depth to simplified “accessible” games that felt patronising.
Gonçalves, Rodrigues and Guerreiro looked at playing together. From interviews with ten adults and ten children with visual impairments, 140 survey responses and a second survey of sighted people who play with them, they found blind players playing a wide range of games, but rarely the same games as their sighted friends and family. The problem was not only inaccessibility. It was that the two groups’ gaming worlds seldom overlapped, so there was little to share. We look at the family side of that in playing games with your grandchildren.
Sources3Andrade, R., Rogerson, M. J., Waycott, J., Baker, S., & Vetere, F. (2019). Playing blind: Revealing the world of gamers with visual impairment. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (pp. 1–14). ACM.4Gonçalves, D., Rodrigues, A., & Guerreiro, T. (2020). Playing with others: Depicting multiplayer gaming experiences of people with visual impairments. In Proceedings of the 22nd International ACM SIGACCESS Conference on Computers and Accessibility (pp. 1–12). ACM.
Yuan, Folmer and Harris’s survey of game accessibility describes play as a loop: the game presents stimuli, the player decides on a response, and the player gives input. Most games deliver their primary stimuli visually, and a blind player needs those stimuli replaced, usually with speech, sound or vibration. When the stimulus can be put into words, a screen reader can do much of that work. When it cannot, the game has to carry the load with its own audio design, as the audio games made for blind players do.
That gives a useful test. Turn-based games, card games, word games and many puzzles can be described completely in words: what is where, what can move, what has changed. Fast action games usually cannot, because the information arrives faster than speech can deliver it. That is one more reason to value puzzles without a clock: listening takes time, and a timer punishes it. Research on text-based games by Spiel, Bertel and Heron found that even the way directions are phrased matters, with non-sighted players finding directions relative to themselves easier and more immersive than compass directions.
- Every control has a spoken label that says what it does, not what it looks like.
- The state of play, such as score, moves left or whose turn it is, can be read on demand.
- Changes are announced: a piece moved, a level cleared, a turn passed.
- Nothing depends on a timer or on hitting a small moving target.
- The game does not trap focus in a pop-up or leave VoiceOver reading stale content.
Sources5Yuan, B., Folmer, E., & Harris, F. C. (2011). Game accessibility: A survey. Universal Access in the Information Society, 10(1), 81–100.6Spiel, K., Bertel, S., & Heron, M. J. (2014). Navigation and immersion of blind players in text-based games. The Computer Games Journal, 3(2), 130–152.
Some games need gestures that VoiceOver would otherwise intercept, such as dragging a piece across a board. Apple’s platform lets a developer mark an area as allowing direct interaction, which passes touches straight to the game while VoiceOver keeps reading elsewhere. Apple’s VoiceOver guidance for designers covers the basics. Used carefully, direct touch lets a board feel physical; used carelessly, it creates a region where the screen reader goes silent and the player is lost.
The best games offer both: a direct way to play for players who can use it, and a step-by-step way, element by element, for players who cannot. In OutBrick, VoiceOver names every brick by its colour, shape and position, offers its slides and swaps as actions, says where a brick stopped and what went home, and labels controls such as Undo, Pause and Close; and because there is never a clock, nothing is lost by taking time to listen. A board has a move limit, not a timer, and the first undo on every board is free. We know a sliding puzzle is a demanding thing to play by ear and we would rather hear from VoiceOver players than guess; the accessibility page lists what ships today and how to reach us.
If you are new to VoiceOver, Apple includes a practice area in Settings, under Accessibility, VoiceOver, where you can try the gestures without anything happening. Start with games that are turn-based and text-rich; card games, word games and trivia are good first steps. Then look for games whose descriptions mention VoiceOver by name, and read their reviews from blind players.
If you are sighted and play with someone who is blind, the research above suggests the most useful thing you can do is find games you can both play, rather than games each of you plays alone. Turn-based puzzles on a shared device are an easy place to start. And if a game you love fails at the basics, say so to the developer. Many teams do not know there is a problem until someone tells them. Our own support page is where to start for OutBrick.
Sources4Gonçalves, D., Rodrigues, A., & Guerreiro, T. (2020). Playing with others: Depicting multiplayer gaming experiences of people with visual impairments. In Proceedings of the 22nd International ACM SIGACCESS Conference on Computers and Accessibility (pp. 1–12). ACM.
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Questions, answered
A few useful answers
Can blind people play games on an iPhone?
Yes. With VoiceOver, the screen reader built into iPhone, blind players touch or swipe to hear what is on screen and double-tap to act. Turn-based, card, word and audio games are the most commonly played.
What kinds of games work best with VoiceOver?
Games whose state can be described in words and which do not need fast reactions: card games, word games, trivia, many puzzles and games designed around audio.
What are audio games?
Audio games are designed to be played through sound rather than pictures, using speech, spatial audio and sound effects to convey the whole game. Many are made by and for blind players.
Does OutBrick support VoiceOver?
Yes. VoiceOver names every brick by colour, shape and position, offers slides and swaps as actions and labels the controls, and there is no clock, so you can take as long as you need. The accessibility page lists current support and how to report problems.
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References
Where a source is a studio’s own history or a news account rather than a study, the article says so beside the claim.
- Kane, S. K., Bigham, J. P., & Wobbrock, J. O. (2008). Slide rule: Making mobile touch screens accessible to blind people using multi-touch interaction techniques. In Proceedings of the 10th International ACM SIGACCESS Conference on Computers and Accessibility (pp. 73–80). ACM. doi.org/10.1145/1414471.1414487 (opens in a new tab)
- Rodrigues, A., Montague, K., Nicolau, H., & Guerreiro, T. (2015). Getting smartphones to TalkBack: Understanding the smartphone adoption process of blind users. In Proceedings of the 17th International ACM SIGACCESS Conference on Computers & Accessibility (pp. 23–32). ACM. doi.org/10.1145/2700648.2809842 (opens in a new tab)
- Andrade, R., Rogerson, M. J., Waycott, J., Baker, S., & Vetere, F. (2019). Playing blind: Revealing the world of gamers with visual impairment. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (pp. 1–14). ACM. doi.org/10.1145/3290605.3300346 (opens in a new tab)
- Gonçalves, D., Rodrigues, A., & Guerreiro, T. (2020). Playing with others: Depicting multiplayer gaming experiences of people with visual impairments. In Proceedings of the 22nd International ACM SIGACCESS Conference on Computers and Accessibility (pp. 1–12). ACM. doi.org/10.1145/3373625.3418304 (opens in a new tab)
- Yuan, B., Folmer, E., & Harris, F. C. (2011). Game accessibility: A survey. Universal Access in the Information Society, 10(1), 81–100. doi.org/10.1007/s10209-010-0189-5 (opens in a new tab)
- Spiel, K., Bertel, S., & Heron, M. J. (2014). Navigation and immersion of blind players in text-based games. The Computer Games Journal, 3(2), 130–152. doi.org/10.1007/bf03392361 (opens in a new tab)



