Easy-to-understand language in video games

Abstract Cognitive accessibility in video games warrants further exploration, as it encompasses a wide range of disorders and learning difficulties that may benefit from easy-to-understand (E2U) language. This study investigates players’ reception of E2U language, comparing individuals with and without dyslexia. A video game was developed, and participants were assigned to one of four conditions in a 2×2 experimental design, based on the type of language used in the game (standard or E2U) and the presence or absence of dyslexia. Both quantitative and qualitative data were collected, with a particular focus on player experience and language acceptability. Players with dyslexia reported a more positive experience when playing the E2U version, whereas players without dyslexia reported largely similar experiences across both versions. Nonetheless, participants in both groups expressed a general preference for the standard language. Overall, the findings of this exploratory study suggest that E2U language has the potential to enhance the gaming experience for players with dyslexia.

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Publication Details

Journal
Translation Spaces
Published
2026-10-29
DOI
https://doi.org/10.1075/ts.26037.oli
Primary Topic
Subtitles and Audiovisual Media
Type
article
Field-Weighted Citation Impact
0.00

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article

Easy-to-understand language in video games

Carmen Mangirón, Miguel Ángel Oliva-Zamora
3 links
Translation Spaces
Subtitles and Audiovisual Media
article

Easy-to-understand language in video games

Carmen Mangirón, Miguel Ángel Oliva-Zamora
article en

Abstract

Abstract Cognitive accessibility in video games warrants further exploration, as it encompasses a wide range of disorders and learning difficulties that may benefit from easy-to-understand (E2U) language. This study investigates players’ reception of E2U language, comparing individuals with and without dyslexia. A video game was developed, and participants were assigned to one of four conditions in a 2×2 experimental design, based on the type of language used in the game (standard or E2U) and the presence or absence of dyslexia. Both quantitative and qualitative data were collected, with a particular focus on player experience and language acceptability. Players with dyslexia reported a more positive experience when playing the E2U version, whereas players without dyslexia reported largely similar experiences across both versions. Nonetheless, participants in both groups expressed a general preference for the standard language. Overall, the findings of this exploratory study suggest that E2U language has the potential to enhance the gaming experience for players with dyslexia.

Translation Spaces
Universitat Autònoma de Barcelona (ES)
Generalitat de Catalunya, Universitat Autònoma de Barcelona, European Regional Development Fund, Agencia Estatal de Investigación
Good health and well-being, Quality education, Reduced inequalities
Openalex Percentile: Top 3%
Subtitles and Audiovisual Media
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