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.