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Accessibility Statement

Version 1.0 — effective July 2026

This statement was drafted in English. Translations are provided for convenience only; in the event of any discrepancy, the English version prevails.

  • Service: MathMax — online mental-arithmetic game
  • Operated by: Que?! Communicatie (Debby Grooteman)
  • Registered address: Gran Via de les Corts Catalanes, 672, 08010 Barcelona, Spain
  • Email: support@getmathmax.com
  • Website: https://www.getmathmax.com

1. Our commitment

MathMax is used by families and schools, and we want every learner to be able to use it. We are committed to making MathMax accessible to as many people as possible, including people who use assistive technologies such as screen readers, who navigate by keyboard, who need reduced motion, or who have low vision or colour-vision differences.

Accessibility is an ongoing effort rather than a one-time fix. This statement describes the standard we hold ourselves to, what we have done, where we know the limits are, and how to reach us if something does not work for you.

2. Standard we aim for

For every part of MathMax that is an ordinary web page — our marketing and pricing pages, sign-up and account management, the parent, teacher and director dashboards, and the game's menus (mode select, setup, pause and results) — we aim to meet the Web Content Accessibility Guidelines (WCAG) 2.2 at Level AA. This is the level referenced by the European Accessibility Act, EN 301 549, and Section 508.

This means semantic structure and landmarks, full keyboard operability with a visible focus indicator and no keyboard traps, sufficient text and non-text contrast, text that can be resized and reflowed without loss of content, controls with programmatically-determinable names and roles, and forms with clear labels and error messages.

3. The real-time fight (an honest boundary)

The heart of MathMax is a fast, real-time fighting game. Narrating a live match to a screen reader frame by frame is not something we can do well, and we would rather be honest about that than over-claim. For the real-time combat we therefore commit to game-accessibility best practices rather than full assistive-technology narration:

Non-essential motion (camera shake, parallax, sprite motion) is reduced when your device requests reduced motion. Flashing effects stay within recognised seizure-safety limits and can be reduced. Information such as who answered, whether an answer was right or wrong, and how much time is left is conveyed by text, shape or icon in addition to colour, and never by sound alone. The keypad and all controls are operable by keyboard, and text and targets are sized for touch and low vision.

We have not yet published a conformance report (VPAT/ACR).

4. What we have done

Measures already in place include:

  • Semantic landmarks and headings, a skip-to-content link, and labelled navigation across the web surfaces.
  • A visible keyboard focus indicator and no keyboard traps.
  • Text and non-text contrast reviewed against the AA thresholds, in both the dark and light themes.
  • Reduced-motion support across the game — camera shake, parallax, sprite motion and the menu effects are damped when reduced motion is requested.
  • Seizure-safety review of the combat and low-time timer effects, with a reduced-flash presentation.
  • Right/wrong feedback and the low-time timer shown with a ✓/✗ mark and a visible countdown, not colour alone.
  • A thinking-time setting that stretches the clock on each problem up to ten times, in every mode you play on your own device — against the computer and with two people on one screen alike.
  • Global mute and volume controls; audio is supplementary and never the only channel for a cue.
  • Correct language and reading direction per locale, including right-to-left rendering for Arabic.
  • Automated accessibility checks that run in our test suite over the web surfaces.

5. Known limitations

We are aware of areas that are not yet fully accessible:

  • The real-time combat is not narrated to screen readers; it supports best-practice game accessibility rather than full assistive-technology narration (see section 3).
  • Right-to-left mirroring of the dense in-fight heads-up display is being rolled out after the menus and dashboards.
  • In online Versus the clock on each problem is held by the server, one clock for two players, so the thinking-time setting does not reach it. Every other mode is adjustable on your own device.
  • We have not yet carried out a formal manual assistive-technology audit, and no conformance report has been published.

6. How we test

Automated accessibility checks run in our test suite and catch machine-detectable problems on the web surfaces. Automated tools cover only part of the guidelines; the rest is covered by review during development. A formal manual and assistive-technology test pass has not been carried out yet.

7. Giving us feedback

If you run into an accessibility barrier in MathMax, please tell us — your feedback helps us fix it and prioritise the next improvements. Email support@getmathmax.com with a description of the problem, the page or screen where it happened, and the device, browser or assistive technology you were using. We aim to respond within a reasonable time and to offer the information or function you needed in an accessible form.

8. Formal complaints

If you contact us about an accessibility problem and are not satisfied with our response, you may be entitled to escalate the matter to the competent authority in your country. Because MathMax is offered internationally, the applicable body depends on where you are; we will help point you to the right one on request.

Drafted July 2026 — Version 1.0