[games_access] Future Play 2006

AudioGames.net richard at audiogames.net
Mon Aug 7 01:51:27 EDT 2006

Hi again,

Concerning the top 10:

I think we've come to learn from the past year (especially after Eelke's 
presentation at Develop Brighton*) that the list needs some work since 
"Provide assist modes such as auto-targeting, training options, etc." and 
"Add audio tags to all significant elements including actors, doors, items, 
resulting actions, etc." are too general and not practical for game 
I'd say *now*  is a good time to rethink the original list and make an 
improved second draft, possible making use of another format, such as 
Eelke's Usability Interaction Design Patterns.

What do you think?



* I have not yet been able to do an mp3 of all sessions, working on it...

----- Original Message ----- 
From: "d. michelle hinn" <hinn at uiuc.edu>
To: "IGDA Games Accessibility SIG Mailing List" <games_access at igda.org>
Sent: Monday, August 07, 2006 7:08 AM
Subject: Re: [games_access] Future Play 2006

> yeah, richard is great at making really eye catching fliers -- i'm 
> wondering if we could have the top ten list on the back of one of your 
> "attend our session" fliers?
> so i'm planning on joining kevin at future play to try and increase our 
> coverage (two people networking helps!). :)
> michelle
>>Good idea, Kevin! If there's anything I can do (write stuff, do some 
>>graphic design, whatever), please email me!
>>----- 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 
>>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 
>>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
>>games_access mailing list
>>games_access at igda.org
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