Mendonça, RodrigoLopes, SalvadorOliveira, ÂngelaSerra, PauloFidalgo, Filipe2026-03-172026-03-172026MENDONÇA, Rodrigo [et al.] (2026) - Inclusive digital gaming platform. Multimedia. Vol. 2, n.º 4. DOI: 10.3390/multimedia2010004http://hdl.handle.net/10400.11/10684The authors used Grammarly and ChatGPT (OpenAI) to assist with language revision of translated content and preliminary drafting of ideas in preparing this manuscript. AIgenerated content was limited to language refinement and ideation across various sections of the article, and the level of use was preliminary drafting later revised by the authors, and language refinement only. All outputs were critically reviewed and verified by the authors for accuracy and validity. No AI tools were used to generate or manipulate figures, images, or original research data. The AI system is not listed as an author, as authors remain fully responsible for the integrity and originality of the submission. Furthermore, we would like to thank the Research Centre in Digital Services (CISeD) and the Instituto Politécnico de Viseu for their support.The lack of accessibility in digital gaming platforms remains a significant barrier to equitable user participation. To address this issue, this article presents an inclusive solution developed as a multimedia project designed to promote access to digital games for any user through the ipcb.games platform. The platform offers features that enhance accessibility, including voice-based authentication, voice-assisted registration, facial recognition, visual and auditory feedback, and a simplified interface. It also enables users to submit their own games for subsequent approval and integration. The development process followed a multimedia project methodology, structured into phases of analysis, planning, design, production, testing, and validation. The proposal was informed by a systematic review of scientific literature on digital inclusion and accessibility, complemented by a comparative analysis of existing platforms. During usability testing, the platform was evaluated by approximately 50 teachers from different educational levels, who provided highly positive feedback. Future work includes implementing voice-controlled gameplay, enabling keyboard-based navigation, re-implementing a functional eye-tracking system, and creating pedagogical groups, further strengthening the platform’s role in educational contexts.engDigital gaming platformGamificationDigital accessibilityVoice commandsFacial recognitionInclusive digital gaming platformjournal article2026-03-13cv-prod-484764310.3390/multimedia2010004