[games_access] Future Play 2006
AudioGames
richard at audiogames.net
Sat Aug 5 17:32:30 EDT 2006
Hi,
Good idea, Kevin! If there's anything I can do (write stuff, do some graphic
design, whatever), please email me!
Greets,
Richard!
----- Original Message -----
From: "Kevin J. Bierre" <kjb at it.rit.edu>
To: "IGDA Games Accessibility SIG Mailing List" <games_access at igda.org>
Sent: Friday, August 04, 2006 4:43 PM
Subject: [games_access] Future Play 2006
Just so everyone is up to date: In one of our recent online meetings, I
brought up the possibility of doing a poster session at Future Play 2006.
Future Play is a conference that is supposed to bring academics and industry
leaders together. This one will
be held in London, Ontario (Canada) at the University of Western Ontario on
October 10 - 12.
Because of the large number of game development schools that will be
present, this would be an ideal location to get the word out and hopefully
get people thinking about accessibility.
The following is the abstract I plan to submit. If you have any suggestions
or comments, please let me know. I have until Aug 18th to submit the
abstract, so there is time to make any required changes.
Future Play 2006 Poster Abstract
Kevin Bierre: [ mailto:kjb at it.rit.edu ]kjb at it.rit.edu (Member of the IGDA
Game Accessibility SIG)
The IGDA Game Accessibility SIG has been presenting on the topic of game
accessibility at conferences over the last two years. We feel that this is a
very important topic that is not adequately addressed within the commercial
game industry, or within
academic game development programs.
We would like to present a poster at Future Play 2006 on what game
accessibility is, why it is needed, and some simple ways to provide
accessibility when creating games.
The game accessibility definition would be the one our group has defined
over the past three years.
The section on why accessibility is needed would cover the following areas:
1. Statistics: the number of people with various disabilities.
2. Legal reasons for providing accessibility.
3. Economic reasons for providing accessibility.
4. Moral reasons for providing accessibility.
5. Effects that various disabilities have on the ability to play games.
We have come up with a "top ten" list of ways that will allow developers to
provide accessibility:
1. Allow all controls to be remapped.
2. Add closed-captioning to all dialog and important sound effects.
3. Provide documentation in an accessible format such as HTML or plain text.
4. Provide assist modes such as auto-targeting, training options, etc.
5. Provide a broad range of difficulty levels.
6. Make interface fonts scalable.
7. Allow for high-contrast color-schemes.
8. Add audio tags to all significant elements including actors, doors,
items, resulting actions, etc.
9. Allow for a varied range of control over play speed.
10. Announce accessibility features on the packaging.
A list of organizations that are working on game accessibility will be part
of the poster.
Because this conference brings both industry and academic leaders together,
we feel this is a good venue to provide this information.
Kevin Bierre, Assistant Professor
(kjb at it.rit.edu)
Information Technology, Rochester Institute of Technology
585-475-5358
102 Lomb Memorial Drive
Bldg 70B-2637
Rochester, NY 14623
_______________________________________________
games_access mailing list
games_access at igda.org
http://seven.pairlist.net/mailman/listinfo/games_access
More information about the games_access
mailing list