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Open Doors, Open Lobbies: Putting Gateshead’s Gaming Spaces to the Accessibility Test

Gateshead Gaming
Open Doors, Open Lobbies: Putting Gateshead’s Gaming Spaces to the Accessibility Test

Photo: Gopal Aggarwal from INDIA, CC BY 2.0, via Wikimedia Commons

Accessibility is often treated like a final boss: something to think about once the venue, date and flyer are sorted. That is backwards. If a gaming night is not playable for disabled players, it is not a community night yet.

Over two weeks in October 2026, Gateshead Gaming joined a small player-led audit group made up of disabled gamers from Gateshead, Newcastle and South Tyneside. We tested six everyday gaming spaces across the borough: a town-centre café, a library community room, a clubhouse near Saltwell Park, a youth centre in Bensham, an event unit in a shopping centre and a church hall in Low Fell. We are describing venues by type rather than exact address. Several are volunteer-run, and the point is to share fixes, not shame anyone.

How we scored each space

Each venue got a mark out of five across six areas: step-free arrival, room access, controller adaptability, noise and lighting, seating, and staff confidence. The overall score is the lowest category, not an average. A venue is only as playable as its weakest link. A brilliant games library does not help if the only route to the table is three steps and a narrow door.

We tested the route from the nearest bus stop or Metro station, measured the tightest doorway, checked whether the accessible loo was actually open, asked to borrow controllers, and watched how staff responded when someone asked for a chair with arms or a quieter corner. We also asked the simplest question of all: would you come back on your own?

Space Step-free Controller adaptability Noise and lighting Seating Staff confidence Overall
Town-centre café 3 2 2 3 4 2
Library community room 4 3 4 4 5 3
Clubhouse near Saltwell Park 3 2 3 3 3 2
Bensham youth centre 4 4 3 4 4 3
Shopping-centre event unit 5 3 2 3 4 2
Low Fell church hall 2 3 4 4 2 2

No venue scored a five overall. That is not a reason to give up. It is a map of what to fix first.

What worked well

The library room and the youth centre felt closest to a proper community gaming space. Both had level access or a lift, reasonably wide doors, and staff who understood that accessibility is a conversation rather than a checklist. The youth centre had the best controller setup: a labelled box of spare pads, a Switch grip, long cables and a staff member who knew how to remap buttons without making it a big deal.

The shopping-centre unit had the easiest arrival. Step-free from the street, automatic doors, lifts and space to turn. That matters. But it lost points indoors because the lighting was harsh, the background music was loud and there was nowhere to retreat when a player needed a break.

The town-centre café was friendly and had good seating at the front, but the gaming area was up a small step and the tables were fixed. The clubhouse had a lovely atmosphere and a decent quiet side room, but the accessible loo was being used for storage on the night we visited. The church hall had the best natural light and the worst entrance: two steps, a heavy door and no clear signage.

Where venues lost points

The biggest issue was not ramps or lifts. It was uncertainty. Players did not know whether a venue was step-free until they arrived. They did not know if there would be space for a wheelchair at the table. They did not know if the music would be too much. That uncertainty is exhausting, and it stops people coming back.

The second issue was controller adaptability. Most organisers assume everyone can use a standard pad. Plenty of players cannot. Borrowed Xbox Adaptive Controllers, Switch flexible grips, button remapping, longer cables and a simple table-height check can open up a session without changing the games themselves.

The third issue was staff confidence. We saw lovely staff freeze when asked about access. We also saw staff grab a wheelchair without asking. The best response was simple: ask what the player needs, then help if invited.

Seven cheap fixes for your next 2026 meet-up

  1. Publish an access note. Include door width, steps, lift access, accessible loo, quiet space and the nearest bus stop or Metro. If you do not know, ask the venue and update the listing.
  2. Move the table, not the person. Keep a clear route of at least 1.2 metres, clear the threshold and leave space at the table for a wheelchair or a standing player.
  3. Build a controller kit. Ask regulars to bring spare adaptive controllers, Switch grips and long cables. Label everything. Learn how to remap buttons.
  4. Make a quiet corner. Not a corridor. A corner with softer light, no music and a clear signal that people can step away.
  5. Sort the seating. Chairs with arms, varied heights, and at least one table that works for a wheelchair user. Do not put the only accessible spot next to the speaker.
  6. Train the welcome. A short script helps: ask before helping, do not grab equipment or chairs, and know where the accessible loo is.
  7. Run a soft start. The first 30 minutes should be low noise, no tournament pressure and a named first-timer host. It gives everyone a way in.

The best venue we visited was not the flashiest. It was the one where staff asked good questions and then changed something small. That is the spirit of a playable-for-everyone scorecard: not a gold star for perfection, but a clear next step. If you run a gaming meet-up in Gateshead, pick one fix this month. Then tell us how it went.

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