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Understanding the Perspectives of Autistic Gamers through an Online Autistic Community and a Survey

Sohyeon Park, Aehong Min, Anne Marie Piper, Gillian R. Hayes · 2026 · ACM Transactions on Accessible Computing · doi:10.1145/3803421

Summary

This study investigates the gaming experiences and preferences of autistic people using a multi-method approach that combines analysis of Reddit posts from an autism-focused subreddit with a survey of 145 autistic adults. The research addresses a significant gap: while video games have been widely used as intervention tools for autistic people, their actual gaming preferences and accessibility needs have received little attention. The Reddit analysis examined 160 game-related posts and 7,989 associated comments from a large autism subreddit (315,000+ subscribers). The researchers used reflexive thematic analysis to identify patterns in how autistic people discuss games. They also compiled quantitative data on which games were most frequently mentioned, finding Minecraft (530 mentions), The Sims (289), Animal Crossing (223), and The Legend of Zelda (201) dominated discussions. When grouped by genre, Sandbox games (530 mentions), Virtual Life (512), Open-World Action (472), and Role-Playing games (432) emerged as most popular. The follow-up survey recruited 145 autistic adults (66% formally diagnosed, 34% self-diagnosed) across diverse demographics including gender identity (46% male, 39% female, 12% transgender or non-binary) and geography (primarily US, UK, and Canada). Participants rated the importance of four factors in their gaming experiences: gentle sensory input, autistic representation, communication options, and respectful gaming communities. The survey also explored genre preferences, which largely aligned with the Reddit findings—Role-Playing, Action-Adventure, and Open-World Action games were most preferred.

Key findings

Four major themes emerged from the Reddit analysis that were validated by survey responses: 1. **Appeal of exploratory, creative, and flexible games**: Autistic gamers strongly prefer games offering freedom, control, and self-directed exploration. Games like Minecraft appeal because they allow players to set their own goals, create without rigid boundaries, and engage at their own pace. The top reasons for playing included stress relief (67%), playing alone (48%), story immersion (46%), and gaining a sense of achievement (46%). 2. **Sensory experience navigation**: Approximately 74% of autistic people experience sensory processing differences. Participants described needing to balance sensory enjoyment with avoiding overstimulation—some mute game audio to reduce stress, while others find certain sounds or visuals soothing. Customizable settings for audio, visuals, and UI elements were highly valued. Gentle sensory input received a moderate importance rating (3.57/5). 3. **Representation matters, but accuracy is critical**: Autistic representation in games ranked lowest in importance (3.27/5), largely because it is so rare that players do not expect it. However, when representation exists, accuracy and respect are crucial—poor or stereotypical portrayals are considered worse than no representation. Participants valued finding autism pride flags or openly autistic characters. 4. **Respectful gaming communities are paramount**: This factor ranked highest (4.14/5). Autistic gamers seek communities that allow flexible social interaction—the ability to participate without forced voice chat, connect on their own terms, and avoid toxicity. Some experienced mocking for using "easy mode" or assistive features, while others found gaming communities where they could "be myself."

Relevance

This research provides actionable guidance for game developers seeking to make their products more accessible to neurodivergent players. The findings challenge the dominant intervention-focused framing of games for autistic people, instead centering autistic gamers' own preferences and experiences. Key design recommendations include: offering customizable sensory settings that preserve game atmosphere; providing multiple communication options (voice, text, gameplay-based signals) rather than requiring voice chat; avoiding rigid time constraints and overwhelming stimuli; and creating spaces for flexible social participation. Importantly, sensory adjustments should respect the game's intended context rather than simply offering blanket muting options. For gaming communities and platforms, the research highlights that well-intentioned moderation policies can backfire—banning disability-related terms as insults sometimes increases stigma rather than reducing it. The emphasis on respectful communities suggests that social accessibility features may be as important as technical accessibility options. The study also demonstrates the value of researching online autistic communities as spaces where autistic people discuss technology on their own terms, outside formal research settings. This methodology could inform accessibility research for other neurodivergent populations.

Tags: autism · video games · gaming accessibility · cognitive accessibility · sensory processing · online communities · neurodivergence