What's happening
This resolution urges Governor Hochul to proclaim May 21, 2026, as Global Accessibility Awareness Day in New York.
Why it matters
Highlights the importance of digital accessibility for people with disabilities. , especially as digital gaming becomes a dominant form of entertainment; underscores the need for inclusive design to ensure equal participation for millions who might otherwise be excluded.
Draws attention to the social and psychological benefits of accessible gaming. , noting that video games can offer community, adventure, and a sense of normalcy for people with disabilities—including wounded veterans and homebound individuals—who may have limited options for recreation.
Recognizes that accessibility in gaming is an ongoing movement, not a one-time fix. , signaling broader implications for how society approaches inclusion in all digital and entertainment arenas, and encouraging continued advocacy and awareness.
Connects the issue to a wider range of New Yorkers, including children and veterans. , making the case that accessibility impacts a significant portion of the population and that awareness can drive tangible improvements in quality of life for many groups.
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Headline styles
Declare Accessibility Awareness Day
Plain English, a few words. Used as the page title.
Sponsors
No co-sponsors yet.
History
- Adopted
- Reported to calendar for consideration
- Referred to finance
Full text
1 pageUnderlined is new[Struck] is removedOfficial text on nysenate.gov ↗
Senate Resolution No. 1384 BY: Senator PERSAUD MEMORIALIZING Governor Kathy Hochul to proclaim
May 21, 2026, as Global Accessibility Awareness Day in the State of New York WHEREAS, By some estimates, as many as 3.32 billion people take part in digital gaming, a significant fraction of the global population; and WHEREAS, Over the past decades, video… Show allHide
May 21, 2026, as Global Accessibility Awareness Day in the State of New York WHEREAS, By some estimates, as many as 3.32 billion people take part in digital gaming, a significant fraction of the global population; and WHEREAS, Over the past decades, video games have become a mainstream form of entertainment, currently eclipsing Hollywood's box office sales; and WHEREAS, Digital games are widely recognized as a popular, enjoyable and even beneficial activity from which players can derive a sense of well-being; and WHEREAS, The popularity of games increases, so making games accessible becomes even more important; software technology is often difficult to access for players with disabilities; and WHEREAS, Some studies show that between twenty and thirty percent of the gaming population are estimated to have their ability to play games affected by a disability; and WHEREAS, In New York State, about one in five of the adult, non-institutionalized population (about three million people) report an activity limitation; and WHEREAS, Video games can be tools for disabled gamers to create rich, social experiences that they would not be able to have otherwise; and WHEREAS, For those who cannot leave their homes, games are a way to explore and go on adventures without going anywhere; video games also offer a chance for players to be on an equal playing field, regardless of their disabilities; and WHEREAS, Over 79% of military service members reported playing video games with others on a weekly basis; and WHEREAS, One out of every 10 veterans alive today was seriously injured at some point while serving in the military, and three-quarters of those injuries occurred in combat; for many of these 2.2 million wounded warriors, the physical and emotional consequences of their wounds have endured long after they left the military, which includes hampering their ability to enjoy long loved hobbies; and WHEREAS, Gaming can give newly disabled people a sense of normalcy; gaming is one of the most popular activities for soldiers stationed in Iraq and Afghanistan; and WHEREAS, Adults may make up the majority of game players, but video games are more popular than ever among kids; 88% of Gen Alpha males and
78% of Gen Alpha females are reported to play video games, at least, one hour per week; and WHEREAS, More than three million children (4.3% of the under-18 population) in the United States have a form of disability; and WHEREAS, Thursday, May 21, 2026, marks… Show allHide
78% of Gen Alpha females are reported to play video games, at least, one hour per week; and WHEREAS, More than three million children (4.3% of the under-18 population) in the United States have a form of disability; and WHEREAS, Thursday, May 21, 2026, marks the 15th Global Accessibility Awareness Day (GAAD), the purpose of which is to get everyone talking, thinking, and learning about digital access/inclusion and people with different disabilities; and WHEREAS, Includification is a phrase meant to convey the ideas of including everyone as an ongoing movement; game accessibility is not a topic that can be solved with one answer, or decision by one entity, but rather of movement by one segment of the video game community, disabled gamers, asking to be fairly included in regards to access of mainstream entertainment; and WHEREAS, This Legislative Body would like to shine more awareness on how accessibility should be considered in all endeavors, including video games; now, therefore, be it RESOLVED, That this Legislative Body pause in its deliberations to memorialize Governor Kathy Hochul to Proclaim May 21, 2026, as Global Accessibility Awareness Day in the State of New York; and be it further RESOLVED, That copies of this Resolution, suitably engrossed, be transmitted to The Honorable Kathy Hochul, Governor of the State of New York; and the AbleGamers Foundation.
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