<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>Legible Play</title><link>https://legible-play.pages.dev/</link><description>captions, voice control, audio description, adaptive input and plain-language text</description><language>en</language><item><title>Live Captioning for Game Voice Chat: Setup, Delay and Four Common Misrecognition Scenarios</title><link>https://legible-play.pages.dev/live-captioning-game-voice-chat/</link><guid isPermaLink="true">https://legible-play.pages.dev/live-captioning-game-voice-chat/</guid><pubDate>Mon, 26 Oct 2026 11:00:00 GMT</pubDate><description>Live captioning can make multiplayer voice chat more accessible by converting spoken communication into readable text, but automatic speech recognition can miss names, overlapping speech.</description></item><item><title>Voice Control for One-Handed Gaming: Mapping Spoken Commands to Controller Actions</title><link>https://legible-play.pages.dev/voice-control-one-handed-gaming/</link><guid isPermaLink="true">https://legible-play.pages.dev/voice-control-one-handed-gaming/</guid><pubDate>Fri, 16 Oct 2026 16:00:00 GMT</pubDate><description>Voice control can supplement a one-handed gaming setup by converting spoken commands into keyboard, mouse or controller actions.</description></item><item><title>Audio Description for Game Cutscenes: What Automatic Systems Miss About Combat</title><link>https://legible-play.pages.dev/automatic-audio-description-game-cutscenes/</link><guid isPermaLink="true">https://legible-play.pages.dev/automatic-audio-description-game-cutscenes/</guid><pubDate>Sun, 11 Oct 2026 16:00:00 GMT</pubDate><description>Automatic audio description can help communicate visible actions and scene information in game cutscenes, but describing objects is not the same as explaining what matters to the player.</description></item><item><title>Plain-Language Quest Text: Improving Cognitive Access Without Losing the Story</title><link>https://legible-play.pages.dev/plain-language-quest-text/</link><guid isPermaLink="true">https://legible-play.pages.dev/plain-language-quest-text/</guid><pubDate>Wed, 30 Sep 2026 17:00:00 GMT</pubDate><description>Plain-language quest text can reduce reading effort for players with cognitive disabilities, language processing difficulties, dyslexia or limited working memory.</description></item><item><title>A Small Studio Accessibility Checklist: Ten Questions Before Your Demo Ships</title><link>https://legible-play.pages.dev/small-studio-accessibility-checklist/</link><guid isPermaLink="true">https://legible-play.pages.dev/small-studio-accessibility-checklist/</guid><pubDate>Thu, 24 Sep 2026 09:00:00 GMT</pubDate><description>A small game studio can identify many preventable accessibility barriers before releasing a demo by asking ten specific questions about controls, information, communication and player.</description></item><item><title>Captions, Transcripts and Vertical Video: An Accessibility Checklist for Short-Form Stories</title><link>https://legible-play.pages.dev/captions-transcripts-vertical-video/</link><guid isPermaLink="true">https://legible-play.pages.dev/captions-transcripts-vertical-video/</guid><pubDate>Thu, 17 Sep 2026 11:00:00 GMT</pubDate><description>Short-form story platforms need more than automatic subtitles to provide meaningful access.</description></item></channel></rss>