Not the title of the article, not a claim made in the article, not a factually supported statement about distribution of disabilities among gamers.
Not the title of the article, not a claim made in the article, not a factually supported statement about distribution of disabilities among gamers.
Basically, it's only true if you really cherry-pick the data. The 30% includes mental health issues (which are not relevant to this type of accessibility at all) and if you also include anyone who ever played a mobile game in their life (which is something most people do, but they wouldn't classify themselves as gamers)
This is a really common misclassification when making surveys about "gamers" - if one includes anyone who ever played a mobile game in their life, the dataset will not consist of what you'd think of gamers, but will consist of a slightly skewed sample of the general population instead.
(source: https://newzoo.com/resources/blog/newzoos-gamer-sentiment-di... and https://resources.newzoo.com/hubfs/Factsheets/Factsheet%20-%... ) Warning: this is just straight up propaganda.
There is no reference to the source of that information however.