What NOT to Buy
Avoiding Common Accessibility Pitfalls aka the common mistakes, red flags & performative “Accessibility”
Why “What Not to Buy” Matters
Inclusive gaming is not just about buying more equipment, it’s about buying the right equipment.
Many products are marketed as:
- “Pro”
- “Gaming”
- “Accessible”
- “Inclusive”
…but still exclude players in real use.
Poor purchasing decisions can:
- Increase pain or fatigue
- Reduce independence
- Waste limited budgets
- Create frustration or disengagement
- Make inclusion performative instead of functional
Knowing what not to buy is as important as knowing what works.
1. Controllers & Input Devices to Avoid
❌ Standard Controllers With No Remapping
- No button remapping
- No alternative input support
- Fixed layouts only
Why this fails: Assumes two hands, fine motor control, and endurance.
❌ “One-Size-Fits-All” Adaptive Claims
- Products claiming universal access
- No modularity
- No mounting compatibility
Red flag: If it doesn’t adapt, it isn’t adaptive.
❌ Cheap Unpowered USB Hubs
- Drop connections under load
- Cause random disconnects
- Fail adaptive devices first
Impact: Loss of control mid-session = exclusion.
2. Seating & Furniture to Avoid
❌ “Gaming Chairs” With No Adjustability
- Fixed armrests
- Aggressive bucket seats
- Racing-style posture
- No lumbar or height adjustment
Why this fails: Designed for aesthetics, not bodies.
❌ Folding Tables for Mounted Equipment
- Flex under pressure
- Tip when mounted
- Unsafe for wheelchairs
- Fail under adaptive force
Impact: Unstable surfaces make equipment unusable.
❌ Fixed-Height Desks in Public Spaces
- Exclude wheelchair users
- Force poor posture
- Require staff intervention
3. Displays & Visual Equipment to Avoid
❌ Small Monitors in Shared Spaces
- <24” screens used at distance
- Unreadable UI
- Increased eye strain
❌ Glossy Displays
- Glare from lights or windows
- Trigger migraines or sensory overload
- Reduce contrast and clarity
❌ High Refresh / “Esports” Displays by Default
- 144-240Hz forced
- Motion smoothing enabled
- Aggressive visual processing
Why this fails: More frames ≠ more access.
4. Audio Equipment to Avoid
❌ Heavy, Tight-Clamp Headsets
- Excessive pressure
- Poor ventilation
- Fatigue and pain after short use
❌ Ultra-Bass or “V-Shaped” Audio Profiles
- Distorted speech
- Overwhelming low frequencies
- Poor communication clarity
❌ No Alternative to Headsets
- No speakers available
- Forces sensory overload
- Removes supervision options
5. Mounting & Positioning Mistakes
❌ “Just Hold It” Expectations
- No mounts provided
- Requires constant grip
- Assumes strength and stability
❌ Fixed, Tool-Only Mounts
- Cannot adjust quickly
- Staff afraid to touch
- Impossible for multi-user spaces
❌ Cheap Tripods for Heavy Devices
- Tip easily
- Shift during play
- Unsafe in public spaces
6. Software & Setup Red Flags
❌ No Saved Profiles
- Settings lost between users
- Repeated setup fatigue
- Inconsistent access
❌ No Reset or Neutral Defaults
- Each user inherits previous setup
- Confusion and frustration
- Increased staff burden
❌ RGB-Heavy, Visually Noisy Environments
- Sensory overload
- Distraction
- Reduced focus and comfort
7. Marketing Red Flags
Always trust your instincts, and be cautious of products that:
- Focus on looks over function
- Avoid accessibility specifics
- Show no disabled users
- Offer no mounting options
- Claim to “fix” the player
- Require complex hacks to work
If accessibility is an afterthought in marketing, it will be an afterthought in use.
Quick “Should We Buy This?” Test
Ask:
- Can this be adjusted easily?
- Can it be mounted safely?
- Does it reduce fatigue?
- Does it support independence?
- Does it work for more than one body?
- Can staff reset it quickly?
- Does it respect dignity?
If the answer is “no” to any of these, pause before purchasing.
Key Takeaways
- Not all “gaming” products are inclusive
- Aesthetics do not equal accessibility
- Cheap solutions often cost more long-term
- Stability, adjustability, and comfort matter
- Marketing language is not proof of access
- Inclusion should reduce effort, not increase it
Bottom Line
If a product looks inclusive but creates pain, fatigue, confusion, or dependence, it is not inclusive.
Smart inclusion avoids barriers before they’re purchased.