“…The key here is to understand that different people with different needs will require different resources and adaptations. So, as suggested in the paper by Heron et al (2018aHeron et al ( , 2018b, the most effective way to increase the amount of accessible games and to guarantee that their accessibility standards are effective is to include a more diverse cast of people when play-testing games, which leads us to the crux of Design in Partnership: this approach, that is very similar to co-design (Cruz, Couto, Portas, 2019;Cunha, Providência, 2020), was originally coined by professors Ana Branco and José Luiz Ripper in 1988 as part of the curriculum of PUC-Rio's Department of Arts and Design. This approach to design was particularly innovative in the sense that focuses on the exchange between people, coexisting in nature, and its primary premisses are the interaction and dialogue between subjects (Araujo, Brazil, Espanhol, Léste, Perpétuo, 2022) in lieu of some more traditional approaches that try to establish the designer as the sole or most relevant decision-maker in the design process, not necessarily taking into consideration the full spectrum of emotions, thoughts, opinions and desires of the final user.…”