2026/11 - Accessibility as a Market and Business Advantage (Tülay McNally & Cari Watterton)

Formation créée le 20/10/2026. Dernière mise à jour le 21/10/2026.
Version du programme : 1

Type de formation

Distanciel

Durée de formation

8 heures (4 jours)

Accessibilité

Oui
690,00 € HT
Envoyer ma demande
690,00 € HT
Envoyer ma demande
690,00 € HT
Envoyer ma demande

2026/11 - Accessibility as a Market and Business Advantage (Tülay McNally & Cari Watterton)


This four-session programme equips business, marketing and product leaders to use accessibility as a market and business advantage. Participants discover how accessible design expands audience reach, strengthens engagement and retention, and builds lasting brand trust. Each session combines expert insight, real industry examples and hands-on exercises, so participants leave with practical skills and a clear plan to apply accessibility in their own work. Training led by Tülay McNally, Senior Director of Play4All at Scopely, and Cari Watterton, Senior Accessibility Designer at Scopely. From November 16th to November 19th - 9:00am-11:00am every day (CET Time) - Remote training (GR1) From November 16th to November 19th - 01:00pm-03:00pm every day (CET Time) - Remote training (GR2)

Objectifs de la formation

  • Understanding Accessibility: Build a strong foundation in core concepts, the business case and key legislation, and see how accessibility applies across product, marketing and the workplace.
  • Game Accessibility: Deepen your understanding of accessibility in games, from essential terminology to common myths, and see how accessible design grows your player base.
  • Accessibility & Marketing: Get hands-on with practical techniques for accessible social posts, trailers, community spaces and store pages, and share your game's accessibility features with confidence.
  • Operationalising & Scaling Accessibility: Learn how to embed accessibility into everyday processes, include disabled players in testing, and extend access across economic, hardware and AI dimensions.

Profil des bénéficiaires

Pour qui
  • Studio Managers, CEOs, Managing Directors
  • Marketing Directors, Brand Managers
  • Producers
Prérequis
  • No prerequisites

Contenu de la formation

Session 1: Understanding Accessibility
  • Why accessibility matters: people, market reach and business value
  • Accessibility beyond product: business decisions and the workplace
  • Access as a player need
  • Accessibility legislation and what it means for your organisation
  • Breakout session and group discussion
Session 2: Deep Dive into Game Accessibility
  • What is accessibility, terminology, why it matters, disabled gamers, and introduction to barriers and the curb-cut effect.
  • Common Myths and Misconceptions
  • How accessibility expands your audience and an overview of how it interacts with game marketing.
  • Benchmark Examples of accessibility marketing in games.
Session 3: Accessibility & Marketing How to Reach the Accessibility Community
  • Making accessible social media posts
  • Building inclusive community spaces
  • Improving accessibility of game trailers.
  • Why, when and how to share game accessibility information.
  • Other accessibility marketing strategies and initiatives. Talks, Showcases, and Content Creators.
Session 4: Operationalising and Scaling Accessibility
  • Operationalising accessibility: ownership, standards and process
  • Testing with disabled players
  • Scaling access: economic access, hardware and AI
  • Action planning: your next 30, 60 and 90 days

Équipe pédagogique

Tülay Tetiker McNally is a senior strategic leader with over twenty years of experience in the global games and VFX industries. With professional history spanning Germany, the UK, Canada, Sweden, and Spain, she brings a globally informed perspective to developer- and player-centred design. Following foundational experience at Microsoft, Square Enix, and SEGA, Tülay joined BioWare in 2010 as Director of QA & Central Development Operations. She later led strategic cultural transformation initiatives within Studio Operations at EA DICE, before being appointed as Electronic Arts’ first Director of Inclusive Design & Product Development. In this role, she helped integrate the frameworks required to embed inclusive design into global production pipelines. Currently, she is the Senior Director of Play4All at Scopely, a strategic programme she created and leads to provide teams with guidance on accessibility and inclusive content, ensuring culturally informed decisions throughout the development process. Tülay holds an MA in American Culture, History, and Society from Ludwig-Maximilians-Universität München and a Postgraduate Diploma in Innovation & Design Thinking. She is an ICF Certified Coach and a CQ® Certified Facilitator. She serves on the GDC Advisory Board and is a Patron of the mental health charity Safe In Our World. Cari Watterton is a games accessibility designer with a background in UX and a passion for creating games for everyone, with intuitive experiences and player-centred design at the core. Working at companies like Scopely and Rebellion, she serves as an accessibility resource to all teams; running initiatives for internal education, accessibility consultancy, and knowledge sharing. Credits include Skye Tales, Sniper Elite 5 and Atomfall, all of which have been nominated for accessibility awards. Personally she has spoken at many games conferences, and has been nominated for and won awards for her work in accessibility.

Suivi de l'exécution et évaluation des résultats

  • Initial and final self assessment form (10 min each) Initial and final skill evaluation form (10 min each)

Ressources techniques et pédagogiques

  • Participants are welcomed into a dedicated virtual training room accessible via video conferencing, ensuring a consistent and interactive learning environment throughout the session.
  • Training content is shared on-screen in real time, combining theoretical presentations with practical case studies to reinforce understanding through applied examples. Interactive exchanges and Q&A moments are encouraged throughout to support engagement at a distance.
  • All training materials are made available online following the session, allowing participants to revisit key concepts and consolidate their learning at their own pace.

Qualité et satisfaction

Learner satisfaction rates and attendance

Accessibilité

For companies wishing to have their training costs covered by their OPCO, registration must be completed no later than two weeks before the start of the training to meet the OPCO’s processing deadlines. In all other cases, registrations can be accepted up to two business days before the start of the training. Accessibility: We are available to work with individuals with disabilities to assess the accommodations needed so they can comfortably participate in the training programs offered.