Kakao Games’ Accessibility Push Shows How Play Can Restore Agency After Disability | Be Korea-savvy

Kakao Games’ Accessibility Push Shows How Play Can Restore Agency After Disability


Gaming assistive devices for people with disabilities (Yonhap)

Gaming assistive devices for people with disabilities (Yonhap)

YONGIN, Jan. 13 (Korea Bizwire) — After an accident left him paralyzed, an avid gamer known by the nickname “iick” spent nearly a decade in what he described as the darkest period of his life. What helped pull him back, he told an audience this month, was not therapy or medicine, but the rediscovery of play—made possible by assistive gaming technology.

Speaking on Jan. 8 at Kakao’s AI campus in Yongin, south of Seoul, he recounted how customized gaming devices restored his confidence and sense of purpose, eventually leading him to compete in tournaments for players with disabilities. His story was one of dozens shared at a forum highlighting the results of a three-year initiative by Kakao Games to expand access to gaming for people with disabilities.

Launched in 2023, the program is the first of its kind in South Korea and reflects a growing recognition of games not merely as entertainment, but as tools for social participation, rehabilitation and mental well-being.

Working with the Gyeonggi Assistive Technology Center, the Beautiful Foundation and the National Rehabilitation Center, Kakao Games has provided specialized equipment to players who would otherwise be unable to play.

Gaming assistive devices for people with disabilities (Yonhap)

Gaming assistive devices for people with disabilities (Yonhap)

Over three years, the initiative has supported 96 players with a total of 608 assistive devices, ranging from customized controllers to 3D-printed attachments tailored to individual needs. Participants also receive training and follow-up evaluations to ensure the equipment improves both performance and satisfaction.

The event also featured innovations that blur the line between gaming and physical therapy. One example was “Wheelix,” a treadmill-like device designed for wheelchair users that allows them to exercise while gaming.

Its developer, Kangsters, said some users progressed from limited mobility to completing half marathons, underscoring how interactive play can motivate sustained physical activity.

A group photo from the “Play Buddy Together: Best Practice Showcase” event (provided by Kakao Games)

A group photo from the “Play Buddy Together: Best Practice Showcase” event (provided by Kakao Games)

Kakao Games executives framed the effort as part of a broader push toward inclusivity in digital culture. “What many of us enjoy without thinking can be out of reach for others,” said Han Sang-woo, the company’s chief executive. “We started this project with the belief that joy should be accessible to everyone, regardless of disability.”

As South Korea’s gaming industry continues to expand globally, the initiative signals a shift toward viewing accessibility not as a niche concern, but as a core responsibility—one that can transform lives well beyond the screen.

Kevin Lee (kevinlee@koreabizwire.com) 

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