version, when players were teleported at Atheon there was an indication on the minimap as to where the players went so deaf players could see what door they had to open. In the remake, this indication is removed to encourage communication and present more of a challenge, at the cost of accessibility. Guidelines by advocacy organizations The International Game Developers Association (IGDA) Special Interest Group on Game Accessibility proposed 19 accessibility guidelines in 2004, which were derived from a survey of 20 accessible games. The majority of the games surveyed include games for the visually impaired, and several support motor or hearing impaired gamers. The Norwegian Medialt organization published a set of 34 game accessibility guidelines on their website, based on the 19 IGDA game accessibility SIG guidelines as well as their own set of guidelines. 2012 saw three major launches, Best Practices in Video Games in April 2012 by CEAPAT, Game Accessibility Guidelines in September 2012 by a group of developers, specialists and academics, and Includification, also in September 2012, by AbleGamers. In 2019, AbleGamers launched Accessible Player Experience APX, to increase the number of accessibility experts in AAA studios, as part of their new website accessible.games. APX focuses on provided an equal play experience without making designers feel restricted, and adding 'Accessibility Champions' to design teams in large studios. Strategies from academic research A general criticism of the guidelines is that they tell a developer what to do but not why or how. An extensive literature survey of existing accessible games identified a game interaction design model that allows for precisely eliciting how a disability impairs the ability to play a game. Based on this interaction design model three unique types of high-level accessibility barriers can be identified. Based on existing accessible games, the following strategies are proposed to make games accessible: Deaf/Hard of Hearing and visual impairment Enhance stimuli: for example, high contrast color scheme, increased font size, color blind friendly color scheme and zoom options. Replace stimuli: for example, subtitles or closed captioning, audio cues, sonification, speech synthesis or haptic cues. Motor impairments Replace input: for example, support for direct voice input or a brain–computer interface. Reduce input: for example, switch access scanning and remove or automate inputs. Cognitive impairment Reduce stimuli: for example, limit the number of game objects, or simplify the storyline. Reduce time constraints: for example, slow down the game. Reduce input: for