Tea
Tea achieves near-universal accessibility through minimal technological requirements. The basic preparation demands only dried leaves, a vessel, and heated water. Street vendors in Mumbai dispense chai for the equivalent of pennies. Supermarkets globally stock tea at price points accommodating virtually every budget. The beverage requires no electricity, internet connectivity, or specialised knowledge beyond the understanding that hot water extracts flavour from plant matter. A subsistence farmer in rural China and a financier in London may consume substantially similar products.
Minecraft
Minecraft's accessibility, whilst considerable within its domain, faces fundamental infrastructural barriers. The game requires computing hardware costing a minimum of several hundred dollars, reliable electricity, and for optimal experience, internet connectivity. The $26.95 purchase price represents multiple days' wages in lower-income economies. Whilst the game has been ported to mobile platforms, expanding its reach considerably, it remains fundamentally inaccessible to the estimated 2.9 billion people lacking internet access. The digital divide circumscribes its potential audience in ways tea's analogue nature elegantly avoids.