We've documented 29 accessibility features for Sushi Go!, including Playable Without Hearing, No Pressured Communication, No Pressured Reveals, Audio Cues Mirrored Visually (Or no critical audio signals) and No Busy Backgrounds. Its accessibility is strongest in Getting Started and Physical but it also has features in Reading, Visual, Audio and Difficulty to reduce unintended barriers.
This report is created with input from accessibility experts and the player community to help people find games that have the accessibility features they require. Once you have found potential games on the database, there are excellent specialist accessibility sites that offer in-depth reviews to guide your purchasing decisions.
We've documented 3 accessibility features for Difficulty in Sushi Go! which deal with how you can adjust the challenge of play.
No Deceit Advantage: No game mechanic where players need to deceive each other to progress. This includes bluffing and lying.
No Colour Advantage: Game can be played without colour-blindness being a barrier to performance.
No Mathematics Advantage: Game can be played effectively without doing more than simple counting. It doesn't require calculations or working with large numbers.
If you want to play Sushi Go!, but it doesn't offer the Difficulty accessibility features you require, these similar games extend the Difficulty accessibility:
We've documented 7 accessibility features for Getting Started in Sushi Go! which deal with what support is offered to get started with the game.
These features aid your play of the game in terms of cognitive load on learning controls, dealing with pressure and coping with the environment and challenges.
Clear Manual: Game provides a manual that breaks play into number sections, groups information sensibly and uses illustrative pictures.
Electronic Version of Manual: A free online version of the manual provided by the publisher.
Digital Version: Official version of game is available on digital platforms to both enable remote play and aid learning rules with the computer managing systems.
These features aid your progress through the game offering different ways of managing your pieces and progression.
Play Order Tokens (Or play order doesn’t change): Where player order impacts the game or there are multiple play phases the game provides a means of keeping track of this. Includes provision of play order tokens or use of piece/board orientation.
Reaction-Time Not Critical: Individual game actions don’t need quick reactions. This means you don't need to quickly respond to events in the game or other players.
Low Pressure: Decisions aren’t time-limited so you can take your time with each action.
Low Impact: Decisions are low impact. If you get something wrong, you can still make up for it and/or progress another way.
We've documented 4 accessibility features for Reading in Sushi Go! which deal with how much reading or listening comprehension is required, how well the game provides accessible text.
How much reading is required to play the game and how complex the language is.
Simple Minimal Reading: Minimal reading is required. The quantity and complexity of reading are at a level that a primary/elementary student (9-year-old) could understand.
How clear are the required text or numbers to play the game.
High Contrast Text (Or no text required): Text or number colours contrasts to the background. The text in instructions and other information is presented in high contrast ideally with a solid background.
Primary and Secondary Text Distinguishable (Or no text required): Game separates non-essential flavour text from essential gameplay text, to ease comprehension. Includes games that don't have flavour text.
Clear Icons: Icons are used to simply communicate and highlight important graphical elements related to gameplay. This assumes good contrast and generally familiar symbols.
If you want to play Sushi Go!, but it doesn't offer the Reading accessibility features you require, these similar games extend the Reading accessibility:
We've documented 7 accessibility features for Physical in Sushi Go! which deal with how you interact with the game components and how accommodating these are of different requirements.
How the game components accommodate interactions through touch, shape, texture and colour.
No Non-Standard Dice (Or No Dice): The game uses standard numerical dice, doesn’t need dice to play or ensures dice are readable by touch.
No Tiny Pieces: Game pieces are not very small. This doesn't cover cards. The target size for this is not less than 20mm wide and not less than 2mm thick.
No Paper Money: The game doesn’t use paper money.
No Sprawl: You can play the game on a small surface (train table or hospital bed table) of approximately 1/2 meter square. Or you can manage this in a small space easily.
How the game assists interaction, manipulation and management of game cards.
Standard Card Shape: Cards confirm to standard size so they work with card shufflers and other card management devices.
No Excessive Card Shuffling: You don’t need to shuffle the deck of cards more than twice per total play of the game. This wouldn’t include games like Poker.
How the game assists interaction, manipulation, management and placement of game pieces.
No Fiddly Placement: No movement or manipulation of small pieces or cards in limited space on a board or other location.
If you want to play Sushi Go!, but it doesn't offer the Physical accessibility features you require, this similar game extends the Physical accessibility:
We've documented 4 accessibility features for Visual in Sushi Go! which deal with how well the game offers visual clarity and adjustments to accommodate visual needs.
How well the art on (and design of) components support a range of visual needs.
Colour Blind Friendly Design: Game prioritises the use of colour blind friendly palettes. This eases distinguishing elements of the game where colour is used. Ensure colour blind supporting graphics can be easily described or verbalised.
Double-Coding Colour: Colour is not the only way to distinguish elements. This includes games that make use of texture, shapes, symbols or other visual differentiation, to supplement colour information.
High Contrast Colours: Key information uses high contrasting colours between background and visual elements. This is a ratio of at least 4:1.
How easy it is to see and identify the components you need to work with to play the game.
No Busy Backgrounds: Game board or cards have a simple or monochrome design to aid in identifying game elements when observed in play on top of the board.
We've documented 4 accessibility features for Audio in Sushi Go! which deal with how the game supports player communication to meet a range of requirements.
How the game accommodates different styles of communication, particularly non-verbal.
Audio Cues Mirrored Visually (Or no critical audio signals): Where audio cues (soundtrack, player utterances and shouts) are critical for play, there are visual equivalents to ensure players with hearing impairments aren’t disadvantaged as a result of the loss of incidental sound.
No Pressured Reveals: No reliance on revealing actions or choices simultaneously. This ensures players who can’t perform the revealing action in real-time aren’t excluded.
No Pressured Communication: Game doesn’t require you to speak over (or louder or faster than) other players. The game includes gaps where only a single player is permitted to communicate and make their point.
Playable Without Hearing: You can play the game without the need to hear other players or sound made by game elements. Where other communication channels can be used if you have a supportive set of players, this is only included if communication can be low pressure.
|Written by parents for parents, the database complements the in-depth discussion about video game addiction, violence, spending and online safety in the Taming Gaming book. We are an editorially independent, free resource without adverts that is supported by partnerships.|