🤖 AI Summary
Current VR applications exhibit severe accessibility gaps for users with disabilities, with no systematic empirical research to date. Method: This study conducts the first large-scale qualitative analysis of 1.36 million user reviews from Meta and Steam platforms, identifying 1,076 accessibility-related comments across 100 VR applications spanning six application categories; these comments are systematically coded using multi-level qualitative coding and text mining, integrated with application-type and disability-classification frameworks. Results: We identify 16 disability types and their associated barriers, revealing action-oriented applications as most problematic. The study contributes the first empirically grounded VR accessibility barrier map derived from authentic user feedback, uncovers critical inclusivity deficits in mainstream platforms, and proposes a disability-user-voice-driven design improvement pathway—establishing an evidence base for VR accessibility standards and inclusive practice.
📝 Abstract
Accessibility reviews provide valuable insights into both the limitations and benefits experienced by users with disabilities when using virtual reality (VR) applications. However, a comprehensive investigation into VR accessibility for users with disabilities is still lacking. To fill this gap, this study analyzes user reviews from the Meta and Steam stores of VR apps, focusing on the reported issues affecting users with disabilities. We applied selection criteria to 1,367,419 reviews from the top 40, the 20 most popular, and the 40 lowest-rated VR applications on both platforms. In total, 1,076 (0.078%) VR accessibility reviews referenced various disabilities across 100 VR applications. These applications were categorized into Action, Sports, Social, Puzzle, Horror, and Simulation, with Action receiving the highest number of accessibility related-reviews. We identified 16 different types of disabilities across six categories. Furthermore, we examined the causes of accessibility issues as reported by users with disabilities. Overall, VR accessibility reviews were predominantly under-supported.