In recent years, accessibility has exploded for the more than 20 percent of gamers who have disabilities, with the establishment of new design patterns, improved quality of life for gamers with limited recreation opportunities, and broader customer bases. Best practice guidelines are in place, studios from the largest AAA to the smallest indie are publicizing their efforts, support from fellow gamers is at an all-time high, and trade and government bodies are investing in raising awareness. But we're not in the Promised Land yet, and although there are huge benefits, there are also some common pitfalls. This talk shares experiences from both ends of the spectrum, lessons learned from when it hasn't gone well, and examples of success stories - both human benefit stories and examples of business cases. The talk goes beyond basics to give some real insight into how and why to broaden your game's audience to include gamers with disabilities.