From barrie.ellis at oneswitch.org.uk Thu Jun 1 04:38:13 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Thu, 1 Jun 2006 09:38:13 +0100 Subject: [games_access] The Retro Remakes 2006 Big Competition - Promoting Accessibility In Games: Top 10 Accessibility Features list Message-ID: <007801c68556$b8cd45e0$0302a8c0@OneSwitch> I wrote a top ten accessibility features wish list for the Retro Remakes "Promoting Accessibility In Games" competition. It can be found here, and will later find a home in the on-line magazine "REWIND": http://retroremakes.com/forum2/showthread.php?t=6551 It's largely influenced by our discussions and group work in this GASIG (Game Accessibility Special Interest Group). I did the best I could in the time I had. I'm just hoping it's going to be clear enough. As mentioned in the text, I'm hoping that some of the programmers will get in touch with us after advice, as our collective knowledge is quite vast (and yes, that includes all lurkers!). One more thing, it would be hugely appreciated if people could help promote this competition to any relevent people, web-sites, organisations, etc. The more accessible games that get out there the better. Barrie www.OneSwitch.org.uk www.igda.org/accessibility From barrie.ellis at oneswitch.org.uk Thu Jun 1 07:25:35 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Thu, 1 Jun 2006 12:25:35 +0100 Subject: [games_access] RetroRemakes Programmers Q&A 2006: Audio Question Message-ID: <010b01c6856e$1a671da0$0302a8c0@OneSwitch> http://www.retroremakes.com/forum2/showthread.php?t=6572 Audio Commentary ============= A question for anyone who knows of some genuine research, rather than personal opinion. I'm hoping to provide voice cues, especially for menu options, but maybe at other points if it's appropriate to the game. Is it preferable to have either a male or female voice, or doesn't it matter? My guess would be that a higher voice would have more clarity, but if there's a general concensus or some actual research, it would be good to know. Richard, Giannis, Sander, anyone? Barrie OneSwitch.org.uk From barrie.ellis at oneswitch.org.uk Thu Jun 1 07:45:34 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Thu, 1 Jun 2006 12:45:34 +0100 Subject: [games_access] Accessibility of instructions... Message-ID: <012801c68570$e4f34f60$0302a8c0@OneSwitch> Thinking of the accessibility of instructions, I turned this link up: http://www.alistapart.com/articles/pdf_accessibility - regarding some of the myths around the inaccessibility of PDFs. However, I am personally planning to steer people towards making games instructions HTML (basic web-site language) based. Can anyone recommend a good basic accessible web-page help page, providing people are in agreement with what I'm doing. Link to "Alice Amazed" HTML instructions: http://www.michi.nu/alice/index.php - Very nice. Cheers, Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From jgeorgal at ics.forth.gr Thu Jun 1 10:18:59 2006 From: jgeorgal at ics.forth.gr (Giannis Georgalis) Date: Thu, 01 Jun 2006 17:18:59 +0300 Subject: [games_access] RetroRemakes Programmers Q&A 2006: Audio Question In-Reply-To: <010b01c6856e$1a671da0$0302a8c0@OneSwitch> References: <010b01c6856e$1a671da0$0302a8c0@OneSwitch> Message-ID: <447EF753.7080603@ics.forth.gr> Hello, > http://www.retroremakes.com/forum2/showthread.php?t=6572 > I'm hoping to provide voice cues, especially for menu options, but maybe > at other points if it's appropriate to the game. Is it preferable to > have either a male or female voice, or doesn't it matter? My guess would > be that a higher voice would have more clarity, but if there's a general > concensus or some actual research, it would be good to know. > > > Richard, Giannis, Sander, anyone? I'm not aware of any research on the effect of the tone of the human voice on clarity, but I saw that the festival TTS engine was mentioned and I wanted to bring flite (festival-lite) to your attention: http://www.speech.cs.cmu.edu/flite/ which is much lighter than flite, although it has fewer capabilities and voices. From richard at audiogames.net Thu Jun 1 11:41:18 2006 From: richard at audiogames.net (AudioGames.net) Date: Thu, 1 Jun 2006 17:41:18 +0200 Subject: [games_access] RetroRemakes Programmers Q&A 2006: Audio Question References: <010b01c6856e$1a671da0$0302a8c0@OneSwitch> <447EF753.7080603@ics.forth.gr> Message-ID: <001a01c68591$d32e0b00$8e8b2ed5@Delletje> Hi, I would say it depends on many factors. Honestly I don't think that, when it concerns clearity, a male or a female voice matters. For example: an unclear English native-speaker mature male slow-speaking voice might still be more clear than a clear English non-native-speaker teenager fast-babbling female voice. All depends on the sound spectrum of the whole game at one given moment during gameplay, clearity of speech, context of when the sound file is played, etc. etc.. So I would simply test a couple of voices during gameplay and take the best one. On another note: my experience with the blind games community is that it (like the mainstream game community?) consists of more males than females. When taking this into account, a (hot) female voice might be more effective to attract and capture more gamers in your game than a boring Dr.Phil voice. If you use more voices than 1, I suggest you use many different (contrasting) voices (male + female, old + young, etc.). Greets, Richard ----- Original Message ----- From: "Giannis Georgalis" To: "IGDA Games Accessibility SIG Mailing List" Sent: Thursday, June 01, 2006 4:18 PM Subject: Re: [games_access] RetroRemakes Programmers Q&A 2006: Audio Question > Hello, > >> http://www.retroremakes.com/forum2/showthread.php?t=6572 > >> I'm hoping to provide voice cues, especially for menu options, but maybe >> at other points if it's appropriate to the game. Is it preferable to have >> either a male or female voice, or doesn't it matter? My guess would be >> that a higher voice would have more clarity, but if there's a general >> concensus or some actual research, it would be good to know. >> >> >> Richard, Giannis, Sander, anyone? > > I'm not aware of any research on the effect of the tone of the human voice > on clarity, but I saw that the festival TTS engine was mentioned and I > wanted to bring flite (festival-lite) to your attention: > > http://www.speech.cs.cmu.edu/flite/ > > which is much lighter than flite, although it has fewer capabilities and > voices. > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Thu Jun 1 11:50:39 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Thu, 1 Jun 2006 16:50:39 +0100 Subject: [games_access] RetroRemakes Programmers Q&A 2006: Audio Question References: <010b01c6856e$1a671da0$0302a8c0@OneSwitch><447EF753.7080603@ics.forth.gr> <001a01c68591$d32e0b00$8e8b2ed5@Delletje> Message-ID: <038801c68593$21e0dfb0$0302a8c0@OneSwitch> Cheers Giannis, Cheers Richard - I shall post both your responses onto the forum. I've always been quite partial to a Welsh or East European accent myself, but that's enough about me(!) Barrie OneSwitch ----- Original Message ----- From: "AudioGames.net" To: "IGDA Games Accessibility SIG Mailing List" Sent: Thursday, June 01, 2006 4:41 PM Subject: Re: [games_access] RetroRemakes Programmers Q&A 2006: Audio Question > Hi, > > I would say it depends on many factors. Honestly I don't think that, when > it concerns clearity, a male or a female voice matters. For example: an > unclear English native-speaker mature male slow-speaking voice might still > be more clear than a clear English non-native-speaker teenager > fast-babbling female voice. All depends on the sound spectrum of the whole > game at one given moment during gameplay, clearity of speech, context of > when the sound file is played, etc. etc.. > So I would simply test a couple of voices during gameplay and take the > best one. > > On another note: my experience with the blind games community is that it > (like the mainstream game community?) consists of more males than females. > When taking this into account, a (hot) female voice might be more > effective to attract and capture more gamers in your game than a boring > Dr.Phil voice. > > If you use more voices than 1, I suggest you use many different > (contrasting) voices (male + female, old + young, etc.). > > Greets, > > Richard > > > ----- Original Message ----- > From: "Giannis Georgalis" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Thursday, June 01, 2006 4:18 PM > Subject: Re: [games_access] RetroRemakes Programmers Q&A 2006: Audio > Question > > >> Hello, >> >>> http://www.retroremakes.com/forum2/showthread.php?t=6572 >> >>> I'm hoping to provide voice cues, especially for menu options, but maybe >>> at other points if it's appropriate to the game. Is it preferable to >>> have either a male or female voice, or doesn't it matter? My guess would >>> be that a higher voice would have more clarity, but if there's a general >>> concensus or some actual research, it would be good to know. >>> >>> >>> Richard, Giannis, Sander, anyone? >> >> I'm not aware of any research on the effect of the tone of the human >> voice on clarity, but I saw that the festival TTS engine was mentioned >> and I wanted to bring flite (festival-lite) to your attention: >> >> http://www.speech.cs.cmu.edu/flite/ >> >> which is much lighter than flite, although it has fewer capabilities and >> voices. >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From news at ebass.nl Thu Jun 1 10:28:20 2006 From: news at ebass.nl (Sander H.) Date: Thu, 01 Jun 2006 16:28:20 +0200 Subject: [games_access] RetroRemakes Programmers Q&A 2006: Audio Question In-Reply-To: <447EF753.7080603@ics.forth.gr> References: <010b01c6856e$1a671da0$0302a8c0@OneSwitch> <447EF753.7080603@ics.forth.gr> Message-ID: <447EF984.9050105@ebass.nl> Hi Barrie, I don't think you can say that female voices are more clear than male voices. It depends so much on the voice itself, but also the background sounds/other sound layers (and the atmosphere in the user environment) have a great impact on the clarity of the voice. I think you can listen for yourself, to find out which voice is more clear. But one of the most powerful tricks is not turning the volume of music up too loud. :) And I think with voices one would sooner listen to an attractive voice. This also counts for speech synthesis! In Holland the general speech synthesis model (Elisabeth) does not sound attractive. She sounds like a gruffy old lady, while the most common Belgian speech synthesis offers a very cute young lady. Most people in Holland choose the Belgian speech synthesis, even though it's another accent! Sander Giannis Georgalis schreef: > Hello, > >> http://www.retroremakes.com/forum2/showthread.php?t=6572 > >> I'm hoping to provide voice cues, especially for menu options, but >> maybe at other points if it's appropriate to the game. Is it >> preferable to have either a male or female voice, or doesn't it >> matter? My guess would be that a higher voice would have more >> clarity, but if there's a general concensus or some actual research, >> it would be good to know. >> >> >> Richard, Giannis, Sander, anyone? > > I'm not aware of any research on the effect of the tone of the human > voice on clarity, but I saw that the festival TTS engine was mentioned > and I wanted to bring flite (festival-lite) to your attention: > > http://www.speech.cs.cmu.edu/flite/ > > which is much lighter than flite, although it has fewer capabilities > and voices. > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From rkimball at gmail.com Thu Jun 1 15:37:51 2006 From: rkimball at gmail.com (Reid Kimball) Date: Thu, 1 Jun 2006 12:37:51 -0700 Subject: [games_access] RetroRemakes Programmers Q&A 2006: Audio Question In-Reply-To: <447EF984.9050105@ebass.nl> References: <010b01c6856e$1a671da0$0302a8c0@OneSwitch> <447EF753.7080603@ics.forth.gr> <447EF984.9050105@ebass.nl> Message-ID: It all depends on the player's hearing abilities. I have more trouble with female voices than male in noisy environments. In a quiet environment, both are fine. -Reid On 6/1/06, Sander H. wrote: > > Hi Barrie, > > I don't think you can say that female voices are more clear than male > voices. It depends so much on the voice itself, but also the background > sounds/other sound layers (and the atmosphere in the user environment) > have a great impact on the clarity of the voice. I think you can listen > for yourself, to find out which voice is more clear. But one of the most > powerful tricks is not turning the volume of music up too loud. :) > And I think with voices one would sooner listen to an attractive voice. > This also counts for speech synthesis! > > In Holland the general speech synthesis model (Elisabeth) does not sound > attractive. She sounds like a gruffy old lady, while the most common > Belgian speech synthesis offers a very cute young lady. Most people in > Holland choose the Belgian speech synthesis, even though it's another > accent! > > Sander > > Giannis Georgalis schreef: > > Hello, > > > >> http://www.retroremakes.com/forum2/showthread.php?t=6572 > > > >> I'm hoping to provide voice cues, especially for menu options, but > >> maybe at other points if it's appropriate to the game. Is it > >> preferable to have either a male or female voice, or doesn't it > >> matter? My guess would be that a higher voice would have more > >> clarity, but if there's a general concensus or some actual research, > >> it would be good to know. > >> > >> > >> Richard, Giannis, Sander, anyone? > > > > I'm not aware of any research on the effect of the tone of the human > > voice on clarity, but I saw that the festival TTS engine was mentioned > > and I wanted to bring flite (festival-lite) to your attention: > > > > http://www.speech.cs.cmu.edu/flite/ > > > > which is much lighter than flite, although it has fewer capabilities > > and voices. > > > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From barrie.ellis at oneswitch.org.uk Thu Jun 1 15:48:19 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Thu, 1 Jun 2006 20:48:19 +0100 Subject: [games_access] RetroRemakes Programmers Q&A 2006: Audio Question References: <010b01c6856e$1a671da0$0302a8c0@OneSwitch><447EF753.7080603@ics.forth.gr> <447EF984.9050105@ebass.nl> Message-ID: <040c01c685b4$5520d3a0$0302a8c0@OneSwitch> Cheers Sander - Posted here: http://www.retroremakes.com/forum2/showthread.php?t=6572 Much appreciated all. Barrie www.OneSwitch.org.uk From barrie.ellis at oneswitch.org.uk Thu Jun 1 16:34:25 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Thu, 1 Jun 2006 21:34:25 +0100 Subject: [games_access] Zork remake Message-ID: <04b201c685ba$c62a4cb0$0302a8c0@OneSwitch> http://www.eonclash.com/JumpStart/zork/ - Looks interesting... Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From brannonz at microsoft.com Thu Jun 1 16:42:35 2006 From: brannonz at microsoft.com (Brannon Zahand) Date: Thu, 1 Jun 2006 13:42:35 -0700 Subject: [games_access] Video Game Accessibility Comics Message-ID: <637856A80E489D40B5F853A65272A46C08B5E164@RED-MSG-42.redmond.corp.microsoft.com> If anyone has seen any comics that relate specifically to video games and accessibility, would you let me know? Below is an example from Penny Arcade: http://www.penny-arcade.com/comic/2006/03/22 Thanks, Brannon -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Thu Jun 1 16:55:15 2006 From: hinn at uiuc.edu (d. michelle hinn) Date: Thu, 1 Jun 2006 15:55:15 -0500 Subject: [games_access] Video Game Accessibility Comics In-Reply-To: <637856A80E489D40B5F853A65272A46C08B5E164@RED-MSG-42.redmond.corp.microsof t.com> References: <637856A80E489D40B5F853A65272A46C08B5E164@RED-MSG-42.redmond.corp.microsof t.com> Message-ID: hahaha...i hadn't seen that one before. i'll keep a look out for some more but i don't haven't any off hand. michelle >Content-class: urn:content-classes:message >Content-Type: multipart/alternative; > boundary="----_=_NextPart_001_01C685BB.E9EBE680" > >If anyone has seen any comics that relate specifically to video >games and accessibility, would you let me know? > >Below is an example from Penny Arcade: > >http://www.penny-arcade.com/comic/2006/03/22 > >Thanks, >Brannon > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Thu Jun 1 17:05:55 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Thu, 1 Jun 2006 22:05:55 +0100 Subject: [games_access] Audio Commentary - trivia Message-ID: <052601c685bf$2c3ef8d0$0302a8c0@OneSwitch> http://www.retroremakes.com/forum2/showpost.php?p=87468&postcount=10 >From "The Codex" "Military applications of voice notifiers (such as warnings in jet fighters) typically use a female voice, because most pilots are male and the sound of a female voice in a crisis situation is both non-threatening and more attention-getting (in part because it is subconsiously registering as "out of place"). Useful when the voice announcement is typically about a potentially fatal problem. Doesn't necessarily translate to the game world, of course, but a fun bit of trivia I think." -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Thu Jun 1 17:14:13 2006 From: hinn at uiuc.edu (d. michelle hinn) Date: Thu, 1 Jun 2006 16:14:13 -0500 Subject: [games_access] Develop Brighton -- Accessibility Arcade In-Reply-To: <010b01c6856e$1a671da0$0302a8c0@OneSwitch> References: <010b01c6856e$1a671da0$0302a8c0@OneSwitch> Message-ID: Hi all, So the Develop organizers have a lot of restrictions and we might not be able to hold the accessibility arcade. Will all speakers please email me (hinn at uiuc.edu) as soon as they get this email and let me know what games and what equipment they planned to show/bring in, including if they need a TV monitor (and if you are bringing that monitor or not). That way we can find out what needs to be completely revamped sooner than later due to restrictions. Here are the details from the conference folks: "We can arrange power in the room that's not a problem. Here's the AV we provide: Our standard room setup for each room includes: -Projection screen -An 1024X768 SVGA projector -A wired lavaliere microphone -A presenter table -Sound for Personal Computer -Podium with a Standard Podium Microphone All the rest is extra costs for us and need to be able justify the large expense, despite what you might think TVs and stuff are quite expensive. Also there's rules about bringing your own equipment in. The best thing to do is send me what you were planning on having and see how we can possible manage it or scale down." Michelle From barrie.ellis at oneswitch.org.uk Thu Jun 1 18:06:10 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Thu, 1 Jun 2006 23:06:10 +0100 Subject: [games_access] Develop Brighton -- Accessibility Arcade References: <010b01c6856e$1a671da0$0302a8c0@OneSwitch> Message-ID: <056801c685c7$97a97890$0302a8c0@OneSwitch> If the conditions are on the equipment being PAT tested, my lap-top and monitor are all okay until September 2006. It's not too late for me to get other bits tested out too, although it can be a bit of a rip-off money wise. Barrie OneSwitch.org.uk ----- Original Message ----- From: "d. michelle hinn" To: "IGDA Games Accessibility SIG Mailing List" Sent: Thursday, June 01, 2006 10:14 PM Subject: [games_access] Develop Brighton -- Accessibility Arcade > Hi all, > > So the Develop organizers have a lot of restrictions and we might not be > able to hold the accessibility arcade. Will all speakers please email me > (hinn at uiuc.edu) as soon as they get this email and let me know what games > and what equipment they planned to show/bring in, including if they need a > TV monitor (and if you are bringing that monitor or not). That way we can > find out what needs to be completely revamped sooner than later due to > restrictions. > > Here are the details from the conference folks: > > "We can arrange power in the room that's not a problem. Here's the AV we > provide: > > Our standard room setup for each room includes: > -Projection screen > -An 1024X768 SVGA projector > -A wired lavaliere microphone > -A presenter table > -Sound for Personal Computer > -Podium with a Standard Podium Microphone > > All the rest is extra costs for us and need to be able justify the large > expense, despite what you might think TVs and stuff are quite expensive. > Also there's rules about bringing your own equipment in. The best thing > to do is send me what you were planning on having and see how we can > possible manage it or scale down." > > Michelle > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From hinn at uiuc.edu Thu Jun 1 18:11:39 2006 From: hinn at uiuc.edu (d. michelle hinn) Date: Thu, 1 Jun 2006 17:11:39 -0500 Subject: [games_access] Develop Brighton -- Accessibility Arcade In-Reply-To: <056801c685c7$97a97890$0302a8c0@OneSwitch> References: <010b01c6856e$1a671da0$0302a8c0@OneSwitch> <056801c685c7$97a97890$0302a8c0@OneSwitch> Message-ID: yeah, that might be what they are talking about -- i'll ask to double check. not sure how much they are talking about when it comes to tv rental -- is it shockingly more expensive over there? michelle >If the conditions are on the equipment being PAT tested, my lap-top >and monitor are all okay until September 2006. It's not too late for >me to get other bits tested out too, although it can be a bit of a >rip-off money wise. > >Barrie >OneSwitch.org.uk > > > >----- Original Message ----- From: "d. michelle hinn" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Thursday, June 01, 2006 10:14 PM >Subject: [games_access] Develop Brighton -- Accessibility Arcade > >>Hi all, >> >>So the Develop organizers have a lot of restrictions and we might >>not be able to hold the accessibility arcade. Will all speakers >>please email me (hinn at uiuc.edu) as soon as they get this email and >>let me know what games and what equipment they planned to >>show/bring in, including if they need a TV monitor (and if you are >>bringing that monitor or not). That way we can find out what needs >>to be completely revamped sooner than later due to restrictions. >> >>Here are the details from the conference folks: >> >>"We can arrange power in the room that's not a problem. Here's the AV we >>provide: >> >>Our standard room setup for each room includes: >>-Projection screen >>-An 1024X768 SVGA projector >>-A wired lavaliere microphone >>-A presenter table >>-Sound for Personal Computer >>-Podium with a Standard Podium Microphone >> >>All the rest is extra costs for us and need to be able justify the large >>expense, despite what you might think TVs and stuff are quite expensive. >>Also there's rules about bringing your own equipment in. The best thing >>to do is send me what you were planning on having and see how we can >>possible manage it or scale down." >> >>Michelle >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> > > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Thu Jun 1 18:48:53 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Thu, 1 Jun 2006 23:48:53 +0100 Subject: [games_access] Develop Brighton -- Accessibility Arcade References: <010b01c6856e$1a671da0$0302a8c0@OneSwitch><056801c685c7$97a97890$0302a8c0@OneSwitch> Message-ID: <060301c685cd$8ef74f00$0302a8c0@OneSwitch> England isn't super cheap to my understanding. However, if we are desparate, I'll be able to rustle up more. Caron (my partner) can watch the radio whilst she pines for me(!) Barrie ----- Original Message ----- From: "d. michelle hinn" To: "IGDA Games Accessibility SIG Mailing List" Sent: Thursday, June 01, 2006 11:11 PM Subject: Re: [games_access] Develop Brighton -- Accessibility Arcade > yeah, that might be what they are talking about -- i'll ask to double > check. not sure how much they are talking about when it comes to tv > rental -- is it shockingly more expensive over there? > > michelle > >>If the conditions are on the equipment being PAT tested, my lap-top and >>monitor are all okay until September 2006. It's not too late for me to get >>other bits tested out too, although it can be a bit of a rip-off money >>wise. >> >>Barrie >>OneSwitch.org.uk >> >> >> >>----- Original Message ----- From: "d. michelle hinn" >>To: "IGDA Games Accessibility SIG Mailing List" >>Sent: Thursday, June 01, 2006 10:14 PM >>Subject: [games_access] Develop Brighton -- Accessibility Arcade >> >>>Hi all, >>> >>>So the Develop organizers have a lot of restrictions and we might not be >>>able to hold the accessibility arcade. Will all speakers please email me >>>(hinn at uiuc.edu) as soon as they get this email and let me know what games >>>and what equipment they planned to show/bring in, including if they need >>>a TV monitor (and if you are bringing that monitor or not). That way we >>>can find out what needs to be completely revamped sooner than later due >>>to restrictions. >>> >>>Here are the details from the conference folks: >>> >>>"We can arrange power in the room that's not a problem. Here's the AV we >>>provide: >>> >>>Our standard room setup for each room includes: >>>-Projection screen >>>-An 1024X768 SVGA projector >>>-A wired lavaliere microphone >>>-A presenter table >>>-Sound for Personal Computer >>>-Podium with a Standard Podium Microphone >>> >>>All the rest is extra costs for us and need to be able justify the large >>>expense, despite what you might think TVs and stuff are quite expensive. >>>Also there's rules about bringing your own equipment in. The best thing >>>to do is send me what you were planning on having and see how we can >>>possible manage it or scale down." >>> >>>Michelle >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >> >> >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From barrie.ellis at oneswitch.org.uk Fri Jun 2 06:34:47 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 2 Jun 2006 11:34:47 +0100 Subject: [games_access] Re: Xbox controler and possible research information References: <5137160.1149196380482.JavaMail.cpadmin@pipeline.utdallas.edu> Message-ID: <004e01c68630$2c396930$0302a8c0@OneSwitch> Hello Tom, I'm not sure if this is the total solution for you, but the following may help, if you are happy to put up with digital controls: Buy your friend a few drinks. Buy an Ultimarc I-Pac PCB: http://www.ultimarc.com/ipac1.html Buy an Ultimarc Xbox adapter: http://www.ultimarc.com/xba.html (make sure you get the PS/2 connecting cable to link the two together). >From here it will be pretty easy to wire switches in (see attached image). Wire up all your necessary independent switches. Duplicate individual switches needed for essential combinations, then arrange them into a cluster that you can press simultaneously. You might wish to consider a HAPP Mega Button Assembly - that looks ideal: http://www.happcontrols.com/pushbuttons/53870100.htm The beauty of the Ultimarc I-Pac PCB is that you can also connect a standard keyboard, enabling play with separate switches and a keyboard. Is this useful at all? I realise it won't be super cheap. Maybe you'd consider using second hand Fruit Machine (slot machine) buttons. Barrie www.OneSwitch.org.uk www.igda.org/accessibility ----- Original Message ----- From: "Thomas Christopher Roome" To: Sent: Thursday, June 01, 2006 10:13 PM Subject: Xbox controler and possible research information > Dear Mr. Ellis: > > I am Tom Roome in Dallas Texas going to graduate school. I am trying > to research what still needs to be address in Game Accessibility. I > have Cerebral Palsy and I work my computer with my left foot. I have > an Xbox that I cannot work very will at all just because the way the > control is design. I have a friend that try to rebuilt a controller > with bigger buttons and switches that could act like lock buttons. > Many games makes the user to an combination actions in order to do > something in the games. This is a big problem for me because my foot > only can move so fast. That is reason for the switches to lock on > button down, so I hit the other button. However, it did not work and > the controller would make the game not respond right. I saw on the > form that a keyboard and mouse can be connected to the Xbox, but there > is no way to use sticky keys that comes with any windows base computer > even though the Xbox system is running windows 2000 operating system! > Is anything that I can use to play my Xbox? I believe that I have read > most of your articles and I remember reading that one switch system can > have problems working with the newer games? > > Thank you for your time. > > ----------- > Thank You, > > Tom Roome > > -------------- next part -------------- A non-text attachment was scrubbed... Name: I-Pac.jpg Type: image/jpeg Size: 18008 bytes Desc: not available URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: HAPP Mega Button Assembly.jpg Type: image/jpeg Size: 8206 bytes Desc: not available URL: From barrie.ellis at oneswitch.org.uk Fri Jun 2 07:12:00 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 2 Jun 2006 12:12:00 +0100 Subject: [games_access] RetroRemakes 2006 Programmer Q&A's: Visual Impairment - what to take into account? Message-ID: <007c01c68635$5e9e5020$0302a8c0@OneSwitch> http://www.retroremakes.com/forum2/showthread.php?t=6608 Color blindness and other visual disorders (Fact vs. Fiction) -------------------------------------------------------------------------------- I guess to make Accessibility features for our games we have to be well educated and know the facts from the urban legends. All I really know about color blindness is the old "they can't tell red and green apart" wife's tale and I am not even sure how true that is. So if anyone has any EXPERIENCE or knowledge with any visual disorders please be my sensi! What can and can't people with color blindness really see? What other visual disorders should we be aware of? And what are the effects of these disorders on the people having them? -------------- next part -------------- An HTML attachment was scrubbed... URL: From richard at audiogames.net Fri Jun 2 07:30:57 2006 From: richard at audiogames.net (AudioGames) Date: Fri, 2 Jun 2006 13:30:57 +0200 Subject: [games_access] RetroRemakes 2006 Programmer Q&A's: VisualImpairment - what to take into account? References: <007c01c68635$5e9e5020$0302a8c0@OneSwitch> Message-ID: <004601c68638$0489ad20$6901a8c0@Laptop> Hi, There are multiple types of color blindness, all concerning red, green and blue receptors. This simple text explains the basics (http://www.geocities.com/Heartland/8833/coloreye.html): Color blindness is an inaccurate term for a lack of perceptual sensitivity to certain colors. Absolute color blindness is almost unknow. There are three types of color receptors in our eyes, red, green and blue. We also have black and white receptors. They are more sensitive than the color receptors, that is why we have poor color perception in the dark. Color blindness comes as a result of a lack of one or more of the types of color receptors (richard: so basically every combination is possible: lack of green, red, blue, red and green, red and blue, green and blue, red green and blue). Most color perception defects are for red or green or both. About 10% of males have a color perception defect, but this is rare in females. Red-green color blindness is a result of a lack of red receptors. Another form of color blindness -- yellow-blue is the second most common form, but it's extremely rare. It is also possible to have the color receptors missing entirely, which would result in black and white vision. This website is a bit more in depth but still tells the basics in common language: http://colorvisiontesting.com/color2.htm I also suggest toying with the free VisCheck and Daltonize Photoshop plugins if you have a chance - with these you can simulate colorblindness and correct images such as graphs etc. so that they are accessible for people who are colorblind: http://www.vischeck.com/ Greets, Richard ----- Original Message ----- From: Barrie Ellis To: IGDA GA mailing list Sent: Friday, June 02, 2006 1:12 PM Subject: [games_access] RetroRemakes 2006 Programmer Q&A's: VisualImpairment - what to take into account? http://www.retroremakes.com/forum2/showthread.php?t=6608 Color blindness and other visual disorders (Fact vs. Fiction) ------------------------------------------------------------------------------ I guess to make Accessibility features for our games we have to be well educated and know the facts from the urban legends. All I really know about color blindness is the old "they can't tell red and green apart" wife's tale and I am not even sure how true that is. So if anyone has any EXPERIENCE or knowledge with any visual disorders please be my sensi! What can and can't people with color blindness really see? What other visual disorders should we be aware of? And what are the effects of these disorders on the people having them? ------------------------------------------------------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From j.chetwynd at btinternet.com Fri Jun 2 07:47:38 2006 From: j.chetwynd at btinternet.com (Jonathan Chetwynd) Date: Fri, 2 Jun 2006 12:47:38 +0100 Subject: [games_access] Develop Brighton -- Accessibility Arcade In-Reply-To: References: <010b01c6856e$1a671da0$0302a8c0@OneSwitch> Message-ID: Michelle, If possible a recent mac laptop, similarly pc, I can supply one or other. presumably the sound speakers are suitable for the auditorium? this has been a problem in the past... Jonathan Chetwynd On 1 Jun 2006, at 22:14, d. michelle hinn wrote: Hi all, So the Develop organizers have a lot of restrictions and we might not be able to hold the accessibility arcade. Will all speakers please email me (hinn at uiuc.edu) as soon as they get this email and let me know what games and what equipment they planned to show/bring in, including if they need a TV monitor (and if you are bringing that monitor or not). That way we can find out what needs to be completely revamped sooner than later due to restrictions. Here are the details from the conference folks: "We can arrange power in the room that's not a problem. Here's the AV we provide: Our standard room setup for each room includes: -Projection screen -An 1024X768 SVGA projector -A wired lavaliere microphone -A presenter table -Sound for Personal Computer -Podium with a Standard Podium Microphone All the rest is extra costs for us and need to be able justify the large expense, despite what you might think TVs and stuff are quite expensive. Also there's rules about bringing your own equipment in. The best thing to do is send me what you were planning on having and see how we can possible manage it or scale down." Michelle _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Fri Jun 2 12:51:22 2006 From: hinn at uiuc.edu (d. michelle hinn) Date: Fri, 2 Jun 2006 11:51:22 -0500 Subject: [games_access] Develop Brighton -- Accessibility Arcade In-Reply-To: References: <010b01c6856e$1a671da0$0302a8c0@OneSwitch> Message-ID: You've been to Develop Brighton? I think that we're just going to have a regular sized conference room. >Michelle, > >If possible a recent mac laptop, similarly pc, I can supply one or other. > >presumably the sound speakers are suitable for the auditorium? this >has been a problem in the past... > >Jonathan Chetwynd > > > >On 1 Jun 2006, at 22:14, d. michelle hinn wrote: > >Hi all, > >So the Develop organizers have a lot of restrictions and we might >not be able to hold the accessibility arcade. Will all speakers >please email me (hinn at uiuc.edu) as soon as they get this email and >let me know what games and what equipment they planned to show/bring >in, including if they need a TV monitor (and if you are bringing >that monitor or not). That way we can find out what needs to be >completely revamped sooner than later due to restrictions. > >Here are the details from the conference folks: > >"We can arrange power in the room that's not a problem. Here's the AV we >provide: > >Our standard room setup for each room includes: >-Projection screen >-An 1024X768 SVGA projector >-A wired lavaliere microphone >-A presenter table >-Sound for Personal Computer >-Podium with a Standard Podium Microphone > >All the rest is extra costs for us and need to be able justify the large >expense, despite what you might think TVs and stuff are quite expensive. >Also there's rules about bringing your own equipment in. The best thing >to do is send me what you were planning on having and see how we can >possible manage it or scale down." > >Michelle >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Fri Jun 2 14:56:03 2006 From: hinn at uiuc.edu (d. michelle hinn) Date: Fri, 2 Jun 2006 13:56:03 -0500 Subject: [games_access] Develop Brighton -- Accessibility Arcade In-Reply-To: References: <010b01c6856e$1a671da0$0302a8c0@OneSwitch> Message-ID: Ok, the issues *might* include us not being able to bring in a playstation due to licensing (even if it's our own...). So I really need the info on what games and what systems people were planning on showing (and bringing) AND whether or not they'll need a TV to show that game on. So things like the Playstation/Xbox controllers and games *might* be an issue due to licensing and permissions. So the sooner we can sort this out the better! So let me know if this might involve your presentation and give me a list of what you are planning on bringing. Now they *have* said that we should bring our own laptops (and/or usb or cd saved ppts) to present on -- so that suggests that if you have a game that you'll be showing on a laptop that you bring...that should be ok. It's just the console systems that might be an issue at this point. ALSO...if you need Internet Connectivity, let me know ASAP! Wow, the planning for this is getting more tight than it was for GDC! I think I've spent most of my week on this! Make your hotel reservations NOW -- they are getting tight as I understand. Also, no need to register for the conference -- you'll be pre-registered. I'll be bringing an up-to-date PC laptop to the conference but that was all I was planning to haul overseas due to knowing that most everything I have won't work in the UK! But when we go to Tokyo in 2007, I'm all set -- I know my stuff will work there plus I have Japanese versions of almost everything anyway. ;) Michelle >You've been to Develop Brighton? I think that we're just going to >have a regular sized conference room. > >>Michelle, >> >>If possible a recent mac laptop, similarly pc, I can supply one or other. >> >>presumably the sound speakers are suitable for the auditorium? this >>has been a problem in the past... >> >>Jonathan Chetwynd >> >> >> >>On 1 Jun 2006, at 22:14, d. michelle hinn wrote: >> >>Hi all, >> >>So the Develop organizers have a lot of restrictions and we might >>not be able to hold the accessibility arcade. Will all speakers >>please email me (hinn at uiuc.edu) as soon as they get this email and >>let me know what games and what equipment they planned to >>show/bring in, including if they need a TV monitor (and if you are >>bringing that monitor or not). That way we can find out what needs >>to be completely revamped sooner than later due to restrictions. >> >>Here are the details from the conference folks: >> >>"We can arrange power in the room that's not a problem. Here's the AV we >>provide: >> >>Our standard room setup for each room includes: >>-Projection screen >>-An 1024X768 SVGA projector >>-A wired lavaliere microphone >>-A presenter table >>-Sound for Personal Computer >>-Podium with a Standard Podium Microphone >> >>All the rest is extra costs for us and need to be able justify the large >>expense, despite what you might think TVs and stuff are quite expensive. >>Also there's rules about bringing your own equipment in. The best thing >>to do is send me what you were planning on having and see how we can >>possible manage it or scale down." >> >>Michelle >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Fri Jun 2 16:04:30 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 2 Jun 2006 21:04:30 +0100 Subject: [games_access] Complaint regarding Florian Eckhardt Message-ID: <003b01c6867f$c2aa7f40$0202a8c0@OneSwitch> Dear Brian and Alice, I have transcribed a recent post on Kotaku.com below, which I find grossly offensive. I'd appreciate it if you would read it through. http://www.kotaku.com/gaming/remakes/retro-remakes-big-2006-retro-remaking-contest-177926.php Retro Remakes Big 2006 Retro Remaking Contest ? previous post next post ? Retro Remakes is sponsoring a huge honking contest to create the best remake of a classic video game. There's ?3692 worth of prizes to be won for "Good remakes of good games that anyone can play, regardless of their ability." We're puzzled by that last qualification: certainly, developing a game for people with, say, amniotic banding syndrome in mind is a rather large requirement to win a copy of a 2D scroller programming book. We assume, then, that what they really mean is "Good remakes of good games that even the stupid and incompetent can play." A lofty, if perhaps equally out of reach, goal. So if you're a dev who has just always wanted to give birth to a Frogger clone but never could justify the time, head on over and check it out. The prizes look quite good and the world could always use some more retro clones. FLORIAN ECKHARDT Retro Remakes: The Big 2006 Compo [Retro Remakes] I find his manner nasty in the extreme. Do you allow extreme racist, homophobic or sexist comments on Kotaku too? If not, please explain to me the difference. Are disabled people a softer target, and therefore fair game? Sincerely, Barrie Ellis www.OneSwitch.org.uk and www.igda.org/accessibility -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Fri Jun 2 16:31:33 2006 From: hinn at uiuc.edu (d. michelle hinn) Date: Fri, 2 Jun 2006 15:31:33 -0500 Subject: [games_access] Complaint regarding Florian Eckhardt In-Reply-To: <003b01c6867f$c2aa7f40$0202a8c0@OneSwitch> References: <003b01c6867f$c2aa7f40$0202a8c0@OneSwitch> Message-ID: Dear all, Indeed. This is highly offensive and I am highly offended. I understand that it's hard to grasp a game that could be universally accessible, but that doesn't mean that we shouldn't try to make games accessible to MORE. But beside that, the language in his post is a bit unbelievable in this day and age. I could take a million cheap shots at his comment (as I'm sure many of us could) but I won't because, frankly, it's just not worth going there. "The stupid and incompetent" ... I see that we have a long, long way to go still. This might make a nice example to cite in our upcoming game conference presentations and in our book, especially when developers find it hard to fathom that we'd run across such bigotry...which we, unfortunately, still do. Thoughts? Michelle Hinn Chairperson, IGDA Game Accessibility SIG At 9:04 PM +0100 6/2/06, Barrie Ellis wrote: >Dear Brian and Alice, > >I have transcribed a recent post on Kotaku.com >below, which I find grossly offensive. I'd >appreciate it if you would read it through. > > >http://www.kotaku.com/gaming/remakes/retro-remakes-big-2006-retro-remaking-contest-177926.php > > >Retro Remakes Big 2006 Retro Remaking Contest > >? >previous post >next >post ? > > >Retro Remakes is sponsoring a huge honking >contest to create the best remake of a classic >video game. There's ?3692 worth of prizes to be >won for "Good remakes of good games that anyone >can play, regardless of their ability." > >We're puzzled by that last qualification: >certainly, developing a game for people with, >say, >amniotic >banding syndrome in mind is a rather large >requirement to win a copy of a 2D scroller >programming book. We assume, then, that what >they really mean is "Good remakes of good games >that even the stupid and incompetent can play." >A lofty, if perhaps equally out of reach, goal. > >So if you're a dev who has just always wanted to >give birth to a Frogger clone but never could >justify the time, head on over and check it out. >The prizes look quite good and the world could >always use some more retro clones. FLORIAN >ECKHARDT > >Retro >Remakes: The Big 2006 Compo [Retro Remakes] > > > >I find his manner nasty in the extreme. Do you >allow extreme racist, homophobic or sexist >comments on Kotaku too? If not, please explain >to me the difference. Are disabled people a >softer target, and therefore fair game? > >Sincerely, > > > >Barrie Ellis > >www.OneSwitch.org.uk >and >www.igda.org/accessibility > > > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Fri Jun 2 17:15:14 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 2 Jun 2006 22:15:14 +0100 Subject: [games_access] Retro Remakes 2006 Q&As: Accessibility logos and Icons? Message-ID: <011501c68689$a3f87b10$0202a8c0@OneSwitch> Good little thread going here: http://www.retroremakes.com/forum2/showthread.php?p=87737#post87737 Sums up our problems quite succinctly I think. One day, we'll find a way over all these... Just got to keep plugging away. Barrie p.s. - Okay - I'll give the list a break now! -------------- next part -------------- An HTML attachment was scrubbed... URL: From rkimball at gmail.com Fri Jun 2 18:16:39 2006 From: rkimball at gmail.com (Reid Kimball) Date: Fri, 2 Jun 2006 15:16:39 -0700 Subject: [games_access] Complaint regarding Florian Eckhardt In-Reply-To: References: <003b01c6867f$c2aa7f40$0202a8c0@OneSwitch> Message-ID: You should have seen the disgusting remarks people made when the idea of close captioning Doom3 was posted on a forum. "I don't know why we dont just shoot these people... put them out of their misery because they are obviously miserable. If it's not that hard, you do it ya twit!" "Because it's not cost efficient? Would you like some cheese with that whine?" "This is one of the stupidest posts ever. FPS games are not made for hearing impaired people. Why? Because subtitles like: "imp is hissing behind you", "fireball sound comming from 3:00 O'Clock", "bullet sound wizzes by your left ear". That would just be dumb. Here's the bottom line. FPS's ARE NOT FOR DEAF PEOPLE. case closed. How can any deaf person effectively play any FPS?? Grow up and stop being a stupid ass baby. " It goes on and on with more of this crap, all from 13 yr olds probably. but hey, Games[CC] sure showed them right? I am surprised that a popular site like Kotaku.com would be that insensitive. Anyway, I like the quote from Einstein, "Great spirits have often encountered violent opposition from weak minds." -Reid On 6/2/06, d. michelle hinn wrote: > > > Dear all, > > > Indeed. This is highly offensive and I am highly offended. I understand that > it's hard to grasp a game that could be universally accessible, but that > doesn't mean that we shouldn't try to make games accessible to MORE. But > beside that, the language in his post is a bit unbelievable in this day and > age. I could take a million cheap shots at his comment (as I'm sure many of > us could) but I won't because, frankly, it's just not worth going there. > > > "The stupid and incompetent" ... I see that we have a long, long way to go > still. This might make a nice example to cite in our upcoming game > conference presentations and in our book, especially when developers find it > hard to fathom that we'd run across such bigotry...which we, unfortunately, > still do. Thoughts? > > > Michelle Hinn > Chairperson, IGDA Game Accessibility SIG > > > > At 9:04 PM +0100 6/2/06, Barrie Ellis wrote: > Dear Brian and Alice, > > I have transcribed a recent post on Kotaku.com below, which I find grossly > offensive. I'd appreciate it if you would read it through. > > > http://www.kotaku.com/gaming/remakes/retro-remakes-big-2006-retro-remaking-contest-177926.php > > > Retro Remakes Big 2006 Retro Remaking Contest > > ? previous post next post ? > > > Retro Remakes is sponsoring a huge honking contest to create the best remake > of a classic video game. There's ?3692 worth of prizes to be won for "Good > remakes of good games that anyone can play, regardless of their ability." > > We're puzzled by that last qualification: certainly, developing a game for > people with, say, amniotic banding syndrome in mind is a rather large > requirement to win a copy of a 2D scroller programming book. We assume, > then, that what they really mean is "Good remakes of good games that even > the stupid and incompetent can play." A lofty, if perhaps equally out of > reach, goal. > > So if you're a dev who has just always wanted to give birth to a Frogger > clone but never could justify the time, head on over and check it out. The > prizes look quite good and the world could always use some more retro > clones. FLORIAN ECKHARDT > > Retro Remakes: The Big 2006 Compo [Retro Remakes] > > > > I find his manner nasty in the extreme. Do you allow extreme racist, > homophobic or sexist comments on Kotaku too? If not, please explain to me > the difference. Are disabled people a softer target, and therefore fair > game? > > Sincerely, > > > > Barrie Ellis > > www.OneSwitch.org.uk and www.igda.org/accessibility > > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > > From richard at audiogames.net Fri Jun 2 18:38:12 2006 From: richard at audiogames.net (AudioGames) Date: Sat, 3 Jun 2006 00:38:12 +0200 Subject: [games_access] Develop Brighton -- Accessibility Arcade References: <010b01c6856e$1a671da0$0302a8c0@OneSwitch> Message-ID: <008c01c68695$3b634b50$6901a8c0@Laptop> If I come (see other email) I will bring my own laptop with several audio games... Thanks for all your work so far, Michelle (and everyone else) !!!! ----- Original Message ----- From: "d. michelle hinn" To: "IGDA Games Accessibility SIG Mailing List" Sent: Friday, June 02, 2006 8:56 PM Subject: Re: [games_access] Develop Brighton -- Accessibility Arcade > Ok, the issues *might* include us not being able to bring in a playstation > due to licensing (even if it's our own...). So I really need the info on > what games and what systems people were planning on showing (and bringing) > AND whether or not they'll need a TV to show that game on. > > So things like the Playstation/Xbox controllers and games *might* be an > issue due to licensing and permissions. So the sooner we can sort this out > the better! So let me know if this might involve your presentation and > give me a list of what you are planning on bringing. > > Now they *have* said that we should bring our own laptops (and/or usb or > cd saved ppts) to present on -- so that suggests that if you have a game > that you'll be showing on a laptop that you bring...that should be ok. > It's just the console systems that might be an issue at this point. > > ALSO...if you need Internet Connectivity, let me know ASAP! > > Wow, the planning for this is getting more tight than it was for GDC! I > think I've spent most of my week on this! > > Make your hotel reservations NOW -- they are getting tight as I > understand. Also, no need to register for the conference -- you'll be > pre-registered. > > I'll be bringing an up-to-date PC laptop to the conference but that was > all I was planning to haul overseas due to knowing that most everything I > have won't work in the UK! But when we go to Tokyo in 2007, I'm all set -- > I know my stuff will work there plus I have Japanese versions of almost > everything anyway. ;) > > Michelle > >>You've been to Develop Brighton? I think that we're just going to have a >>regular sized conference room. >> >>>Michelle, >>> >>>If possible a recent mac laptop, similarly pc, I can supply one or other. >>> >>>presumably the sound speakers are suitable for the auditorium? this has >>>been a problem in the past... >>> >>>Jonathan Chetwynd >>> >>> >>> >>>On 1 Jun 2006, at 22:14, d. michelle hinn wrote: >>> >>>Hi all, >>> >>>So the Develop organizers have a lot of restrictions and we might not be >>>able to hold the accessibility arcade. Will all speakers please email me >>>(hinn at uiuc.edu) as soon as they get this email and let me know what games >>>and what equipment they planned to show/bring in, including if they need >>>a TV monitor (and if you are bringing that monitor or not). That way we >>>can find out what needs to be completely revamped sooner than later due >>>to restrictions. >>> >>>Here are the details from the conference folks: >>> >>>"We can arrange power in the room that's not a problem. Here's the AV we >>>provide: >>> >>>Our standard room setup for each room includes: >>>-Projection screen >>>-An 1024X768 SVGA projector >>>-A wired lavaliere microphone >>>-A presenter table >>>-Sound for Personal Computer >>>-Podium with a Standard Podium Microphone >>> >>>All the rest is extra costs for us and need to be able justify the large >>>expense, despite what you might think TVs and stuff are quite expensive. >>>Also there's rules about bringing your own equipment in. The best thing >>>to do is send me what you were planning on having and see how we can >>>possible manage it or scale down." >>> >>>Michelle >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Fri Jun 2 18:56:12 2006 From: hinn at uiuc.edu (d. michelle hinn) Date: Fri, 2 Jun 2006 17:56:12 -0500 Subject: [games_access] Complaint regarding Florian Eckhardt In-Reply-To: References: <003b01c6867f$c2aa7f40$0202a8c0@OneSwitch> Message-ID: yikes. You know...why shouldn't we include some of these remarks in our talks? I'm not saying we should talk about it in a way that goes against our idea of letting developers know what they are doing right and not constantly telling them what they are doing wrong. But I think we've found in past GDCs that when we bring up a comment like the ones you just posted, it really hits a point about NOT how devs are insensitive to the issue of accessibility but maybe a bigger issue about how we view disabilities in society. It never ceases to completely quiet the room. It makes people listen to what we're saying. Because EVERYONE knows someone who is affected by some kind of disability. It only serves as a way to introduce why we fight so hard and why we are STILL trying to convince people to increase the accessibility of their games. Because people are getting excluded and that makes some people really happy for some sick reason. It's interesting that these are comments from GAMERS, not developers. Ok, maybe some might think that pointing out such comments suggest that accessibility might decrease their current user base. We've heard this with regard to gender neutral games. But it's not the same issue -- we are not saying to attract gamers with disabilities, you need to change your storyline and remove characters x, y, and z from your game. But, wow, IF, for instance, all games had closed captioning already...would someone post these same type of comments? For example has Valve seen comments like "wow, I won't buy Half-Life 2 because it has closed captioning in it and the last thing I want to do let a deaf person play this game too?" I doubt it. I doubt people who might make that comment would even notice. But the thing is, someone does -- someone who can now play the game. I'm not suggesting this to push people away but rather inform our audiences that the bigger picture is that they CAN do something to stop SOME kind of bigotry in the world.. As I said at GDC when opening the session -- we get a lot of criticism in this industry for portrayals of violence, sexism, racism. Then we have government officials (esp in the US) yelling about censoring the industry versus free speech. But where's our US congressmen who is pointing out how we censor games every day ourselves through inaccessibility? Yeah I know, I can hear it now "whoa, that's too complex and gets us away from the issues." Yeah, ok. Yet, TV stations in the US have to provide closed captioning. Why? There's a lot of crap I'd rather not see on TV. But I suppose I *could* just change the channel, huh? Why make a violent game accessible? Well, that seems like a bit of a Catch-22. By making them accessible are we promoting violence? Or are we promoting the idea that people should have the right to decide FOR THEMSELVES what they want to play? Yeah...the right to fun. Ok...off soap box for the next minute, anyway. Michelle >You should have seen the disgusting remarks people made when the idea >of close captioning Doom3 was posted on a forum. > >"I don't know why we dont just shoot these people... put them out of >their misery because they are obviously miserable. If it's not that >hard, you do it ya twit!" > >"Because it's not cost efficient? Would you like some cheese with that whine?" > >"This is one of the stupidest posts ever. FPS games are not made for >hearing impaired people. Why? Because subtitles like: "imp is hissing >behind you", "fireball sound comming from 3:00 O'Clock", "bullet sound >wizzes by your left ear". That would just be dumb. Here's the bottom >line. FPS's ARE NOT FOR DEAF PEOPLE. case closed. How can any deaf >person effectively play any FPS?? Grow up and stop being a stupid ass >baby. " > >It goes on and on with more of this crap, all from 13 yr olds >probably. but hey, Games[CC] sure showed them right? > >I am surprised that a popular site like Kotaku.com would be that insensitive. > >Anyway, I like the quote from Einstein, "Great spirits have often >encountered violent opposition from weak minds." > >-Reid > >On 6/2/06, d. michelle hinn wrote: >> >> >>Dear all, >> >> >>Indeed. This is highly offensive and I am highly offended. I understand that >>it's hard to grasp a game that could be universally accessible, but that >>doesn't mean that we shouldn't try to make games accessible to MORE. But >>beside that, the language in his post is a bit unbelievable in this day and >>age. I could take a million cheap shots at his comment (as I'm sure many of >>us could) but I won't because, frankly, it's just not worth going there. >> >> >>"The stupid and incompetent" ... I see that we have a long, long way to go >>still. This might make a nice example to cite in our upcoming game >>conference presentations and in our book, especially when developers find it >>hard to fathom that we'd run across such bigotry...which we, unfortunately, >>still do. Thoughts? >> >> >>Michelle Hinn >>Chairperson, IGDA Game Accessibility SIG >> >> >> >>At 9:04 PM +0100 6/2/06, Barrie Ellis wrote: >>Dear Brian and Alice, >> >>I have transcribed a recent post on Kotaku.com below, which I find grossly >>offensive. I'd appreciate it if you would read it through. >> >> >>http://www.kotaku.com/gaming/remakes/retro-remakes-big-2006-retro-remaking-contest-177926.php >> >> >>Retro Remakes Big 2006 Retro Remaking Contest >> >>? previous post next post ? >> >> >>Retro Remakes is sponsoring a huge honking contest to create the best remake >>of a classic video game. There's ?3692 worth of prizes to be won for "Good >>remakes of good games that anyone can play, regardless of their ability." >> >>We're puzzled by that last qualification: certainly, developing a game for >>people with, say, amniotic banding syndrome in mind is a rather large >>requirement to win a copy of a 2D scroller programming book. We assume, >>then, that what they really mean is "Good remakes of good games that even >>the stupid and incompetent can play." A lofty, if perhaps equally out of >>reach, goal. >> >>So if you're a dev who has just always wanted to give birth to a Frogger >>clone but never could justify the time, head on over and check it out. The >>prizes look quite good and the world could always use some more retro >>clones. FLORIAN ECKHARDT >> >>Retro Remakes: The Big 2006 Compo [Retro Remakes] >> >> >> >>I find his manner nasty in the extreme. Do you allow extreme racist, >>homophobic or sexist comments on Kotaku too? If not, please explain to me >>the difference. Are disabled people a softer target, and therefore fair >>game? >> >>Sincerely, >> >> >> >>Barrie Ellis >> >>www.OneSwitch.org.uk and www.igda.org/accessibility >> >> >> >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> >> >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From k at kellyrued.net Sat Jun 3 12:26:54 2006 From: k at kellyrued.net (K) Date: Sat, 3 Jun 2006 11:26:54 -0500 Subject: [games_access] Complaint regarding Florian Eckhardt In-Reply-To: <20060603160007.26A9357B67@seven.pairlist.net> Message-ID: <102f01c6872a$888a50a0$0200a8c0@KELLY> >yikes. You know...why shouldn't we include some >of these remarks in our talks? >From a dev perspective, I think those remarks are motivational- to help developers view the issue as one of corporate citizenship and morality. That is why I am interested in accessible gaming- because it's the right thing to do, not because I really think it is an ENORMOUS market for my PARTICULAR product. Our sales won't quadruple from designing accessibility features, and while the more popular games (like a Doom title) would likely see a measurable rise in sales (just because so many disabled gamers would want a hit game, just by definition of what makes a hit game popular to gamers without gameplay-impacting disabilities). But for most games, the commercial benefits are a little more dubious/slippery to try to calculate. By appealing to developer morality in addition to the bottom line benefits, you will be sending a message that I think will help motivate people who are otherwise skeptical about the financial benefits of accessibility features. If you tell me I can invest in feature x and sell to another 100 players, I'd have to consider, overall, how that really does or doesn't impact us and if it's worth it business-wise. But as I mentioned, I didn't have to stop and consider ANYTHING when I first became aware of the accessibility issues with games because helping people appeals to my basic morals. It's a very easy way to pitch it in that sense. Who wouldn't read those comments and want to put in accessibility features just to counter that unfortunate element in society? -Kelly PS I am the indie dev who posted previously about how we can make our games more accessible. We will have a free trial of the education game this coming week for anyone who might want to play and give me feedback about what was not accessibility friendly enough (it is a point-and-click interface throughout, with very minimal keyboard entry for registration and entering optional player names (you can accept the defaults) so it would require any player to have a mouse or pointing device). I also have free review copies now (full non-trial versions) for anyone who is interested and able to provide accessibility feedback or a game review on their site linked to our site. The product is an educational game for parents to play with teens, called The Sex Ed Game. More info at www.isergames.com From rkimball at gmail.com Sat Jun 3 14:24:15 2006 From: rkimball at gmail.com (Reid Kimball) Date: Sat, 3 Jun 2006 11:24:15 -0700 Subject: [games_access] Complaint regarding Florian Eckhardt In-Reply-To: <102f01c6872a$888a50a0$0200a8c0@KELLY> References: <20060603160007.26A9357B67@seven.pairlist.net> <102f01c6872a$888a50a0$0200a8c0@KELLY> Message-ID: Thanks Kelly for your reply. I too felt motivated after I read comments from people who didn't think games should be closed captioned. People telling me I can't do something tends to be a motivator for me. I also agree that at this time our best option is to appeal to the emotional side of developers if we are going to win their support for accessible gaming. Most developers love gaming and want to share their passion with the rest of the world. Why leave out those that are disabled? A company could also generate a lot of customer loyalty if they make it known they support accessible gaming. A customer who isn't disabled may be supportive of the idea and therefore support the company's efforts by being a loyal customer. -Reid On 6/3/06, K wrote: > >yikes. You know...why shouldn't we include some > >of these remarks in our talks? > > >From a dev perspective, I think those remarks are motivational- to help > developers view the issue as one of corporate citizenship and morality. That > is why I am interested in accessible gaming- because it's the right thing to > do, not because I really think it is an ENORMOUS market for my PARTICULAR > product. Our sales won't quadruple from designing accessibility features, > and while the more popular games (like a Doom title) would likely see a > measurable rise in sales (just because so many disabled gamers would want a > hit game, just by definition of what makes a hit game popular to gamers > without gameplay-impacting disabilities). But for most games, the commercial > benefits are a little more dubious/slippery to try to calculate. > > By appealing to developer morality in addition to the bottom line benefits, > you will be sending a message that I think will help motivate people who are > otherwise skeptical about the financial benefits of accessibility features. > If you tell me I can invest in feature x and sell to another 100 players, > I'd have to consider, overall, how that really does or doesn't impact us and > if it's worth it business-wise. But as I mentioned, I didn't have to stop > and consider ANYTHING when I first became aware of the accessibility issues > with games because helping people appeals to my basic morals. It's a very > easy way to pitch it in that sense. Who wouldn't read those comments and > want to put in accessibility features just to counter that unfortunate > element in society? > > -Kelly > > PS > > I am the indie dev who posted previously about how we can make our games > more accessible. We will have a free trial of the education game this coming > week for anyone who might want to play and give me feedback about what was > not accessibility friendly enough (it is a point-and-click interface > throughout, with very minimal keyboard entry for registration and entering > optional player names (you can accept the defaults) so it would require any > player to have a mouse or pointing device). I also have free review copies > now (full non-trial versions) for anyone who is interested and able to > provide accessibility feedback or a game review on their site linked to our > site. The product is an educational game for parents to play with teens, > called The Sex Ed Game. More info at www.isergames.com > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From agdev at thechases.com Sat Jun 3 14:54:34 2006 From: agdev at thechases.com (Tim Chase) Date: Sat, 03 Jun 2006 13:54:34 -0500 Subject: [games_access] Complaint regarding Florian Eckhardt In-Reply-To: References: <003b01c6867f$c2aa7f40$0202a8c0@OneSwitch> Message-ID: <4481DAEA.10609@thechases.com> > Ok...off soap box for the next minute, anyway. Hmm...there's this empty soap-box here [Tim ascends and clears throat] It might be interesting in a presentation to developers to have the audience stand, and then eliminate folks by asking them to sit for fairly arbitrary reasons. Start with some accessibility issues and move to more and more fine-grained (and arbitrary) issues... "If you've ever been in a wheelchair, please sit down" "If you've ever worn corrective lenses, please sit down" "If you've ever broken a bone, please sit down" "If you're color-blind, please sit down" "If you've got any allergies, please sit down" "If you've been sick and taken a day off work in the last three years, please sit down" "If you're not between 5'2" and 5'6", please sit down" "If you don't make at least $100k/yr, please sit down" "If you're not female, please sit down" "If you're not wearing jeans, please sit down" "If they're not made by Levi Strauss, please sit down" "I'm sorry, this game can only be played by those of you that are still standing" Ideally, you'd leave only one person still standing at the end of it. :) Just a random idea... -tim From rkimball at gmail.com Sat Jun 3 16:12:03 2006 From: rkimball at gmail.com (Reid Kimball) Date: Sat, 3 Jun 2006 13:12:03 -0700 Subject: [games_access] Complaint regarding Florian Eckhardt In-Reply-To: <4481DAEA.10609@thechases.com> References: <003b01c6867f$c2aa7f40$0202a8c0@OneSwitch> <4481DAEA.10609@thechases.com> Message-ID: Tim, I like the concept. At first, the presenter could really hype up the fictional "game". Say it's a game from some foreign country that has existed for thousands of years and is extremely fun to play it, like "Go" but better. Everyone that has learned the new game always teaches it to their friends. This should build up anticipation and hype from the audience to really want to play the game. Then the presenter does his elimination bit, continually going until a handful are left standing and then says what Tim Chase wrote above, that only those standing can play. *pause for a minute while looking at the audience* "How does that make you feel? That there's this great game I'm about to teach some people to play, and yet you can't? Those of you standing, how does that make you feel that most of this audience can't play the game I'm about to teach? That is what it's like for many disabled people and their friends when they hear about the newest blockbuster games and can't play them because they lacked accessibility features." A good analogy to help people relate to the feeling of being left out might be to ask if there was ever a game they really wanted to play but it was only released on one system, the system they didn't have. Like a PS2 exclusive game or they were a MAC user and couldn't play the hottest PC game. -Reid On 6/3/06, Tim Chase wrote: > > Ok...off soap box for the next minute, anyway. > > Hmm...there's this empty soap-box here [Tim ascends and clears > throat] > > It might be interesting in a presentation to developers to have > the audience stand, and then eliminate folks by asking them to > sit for fairly arbitrary reasons. Start with some accessibility > issues and move to more and more fine-grained (and arbitrary) > issues... > > "If you've ever been in a wheelchair, please sit down" > > "If you've ever worn corrective lenses, please sit down" > > "If you've ever broken a bone, please sit down" > > "If you're color-blind, please sit down" > > "If you've got any allergies, please sit down" > > "If you've been sick and taken a day off work in the last three > years, please sit down" > > "If you're not between 5'2" and 5'6", please sit down" > > "If you don't make at least $100k/yr, please sit down" > > "If you're not female, please sit down" > > "If you're not wearing jeans, please sit down" > > "If they're not made by Levi Strauss, please sit down" > > "I'm sorry, this game can only be played by those of you that are > still standing" > > Ideally, you'd leave only one person still standing at the end of > it. :) > > Just a random idea... > > -tim > > > > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From no1cwbyfan at cox.net Sat Jun 3 16:26:43 2006 From: no1cwbyfan at cox.net (Jason Price) Date: Sat, 3 Jun 2006 15:26:43 -0500 Subject: [games_access] appealing to developers In-Reply-To: Message-ID: <20060603202640.IUIX23821.centrmmtao01.cox.net@CX1218070A> Hello, Let me first introduced myself. My name is Jason Price, 32-year-old lifelong gamer and lifelong person with a disability. I have severe cerebral palsy (spastic triplegia to be specific). This keeps me from walking and also having normal dexterity in my left hand. I'm a console gamer through and through, dating back to Atari. My left hand is not able to hold a standard controller but I have always been able to get by using laptop arcade/fighting sticks. This all changed in early 2001 when all games began to utilize dual analog sticks as the preferred method for character manipulation. I was immediately excluded from gaming because there are essentially no arcade sticks available featuring two analog sticks and the buttons that are accessed by pressing the analog sticks. Enough of my rant, there has got to be an answer. It is very likely that we will find the answer by appealing to both the moral fibers as well as the bottom line for game developers. They must realize that there is a huge untapped market out there. Gamers like myself play games not only to escape life with a disability, but also to engage our competitive nature. For example I'm never going to play in the NFL or NBA but through gaming I have in the past been able to experience sports on some level. Anyway, I hope I'm able positively contribute to this group and I thank you for your time. Jason Price -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Reid Kimball Sent: Saturday, June 03, 2006 1:24 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Complaint regarding Florian Eckhardt Thanks Kelly for your reply. I too felt motivated after I read comments from people who didn't think games should be closed captioned. People telling me I can't do something tends to be a motivator for me. I also agree that at this time our best option is to appeal to the emotional side of developers if we are going to win their support for accessible gaming. Most developers love gaming and want to share their passion with the rest of the world. Why leave out those that are disabled? A company could also generate a lot of customer loyalty if they make it known they support accessible gaming. A customer who isn't disabled may be supportive of the idea and therefore support the company's efforts by being a loyal customer. -Reid On 6/3/06, K wrote: > >yikes. You know...why shouldn't we include some > >of these remarks in our talks? > > >From a dev perspective, I think those remarks are motivational- to help > developers view the issue as one of corporate citizenship and morality. That > is why I am interested in accessible gaming- because it's the right thing to > do, not because I really think it is an ENORMOUS market for my PARTICULAR > product. Our sales won't quadruple from designing accessibility features, > and while the more popular games (like a Doom title) would likely see a > measurable rise in sales (just because so many disabled gamers would want a > hit game, just by definition of what makes a hit game popular to gamers > without gameplay-impacting disabilities). But for most games, the commercial > benefits are a little more dubious/slippery to try to calculate. > > By appealing to developer morality in addition to the bottom line benefits, > you will be sending a message that I think will help motivate people who are > otherwise skeptical about the financial benefits of accessibility features. > If you tell me I can invest in feature x and sell to another 100 players, > I'd have to consider, overall, how that really does or doesn't impact us and > if it's worth it business-wise. But as I mentioned, I didn't have to stop > and consider ANYTHING when I first became aware of the accessibility issues > with games because helping people appeals to my basic morals. It's a very > easy way to pitch it in that sense. Who wouldn't read those comments and > want to put in accessibility features just to counter that unfortunate > element in society? > > -Kelly > > PS > > I am the indie dev who posted previously about how we can make our games > more accessible. We will have a free trial of the education game this coming > week for anyone who might want to play and give me feedback about what was > not accessibility friendly enough (it is a point-and-click interface > throughout, with very minimal keyboard entry for registration and entering > optional player names (you can accept the defaults) so it would require any > player to have a mouse or pointing device). I also have free review copies > now (full non-trial versions) for anyone who is interested and able to > provide accessibility feedback or a game review on their site linked to our > site. The product is an educational game for parents to play with teens, > called The Sex Ed Game. More info at www.isergames.com > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.394 / Virus Database: 268.8.1/355 - Release Date: 6/2/2006 -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.1.394 / Virus Database: 268.8.1/355 - Release Date: 6/2/2006 From thomas.roome at student.utdallas.edu Sat Jun 3 16:32:13 2006 From: thomas.roome at student.utdallas.edu (Thomas Christopher Roome) Date: Sat, 3 Jun 2006 15:32:13 -0500 (CDT) Subject: [games_access] Complaint regarding Florian Eckhardt Message-ID: <4823613.1149366733576.JavaMail.tcr052000@utdallas.edu> It might be better to make the developers to try to play games without the sound and see how they can do with the game! ! Try to play a game like DOOM with only one hand, or even better only with one foot and count how times they get kill. Some times action is better then words! Experience can be the best teacher! K wrote: >>yikes. You know...why shouldn't we include some >>of these remarks in our talks? > >>From a dev perspective, I think those remarks are motivational- to help >developers view the issue as one of corporate citizenship and morality. That >is why I am interested in accessible gaming- because it's the right thing to >do, not because I really think it is an ENORMOUS market for my PARTICULAR >product. Our sales won't quadruple from designing accessibility features, >and while the more popular games (like a Doom title) would likely see a >measurable rise in sales (just because so many disabled gamers would want a >hit game, just by definition of what makes a hit game popular to gamers >without gameplay-impacting disabilities). But for most games, the commercial >benefits are a little more dubious/slippery to try to calculate. > >By appealing to developer morality in addition to the bottom line benefits, >you will be sending a message that I think will help motivate people who are >otherwise skeptical about the financial benefits of accessibility features. >If you tell me I can invest in feature x and sell to another 100 players, >I'd have to consider, overall, how that really does or doesn't impact us and >if it's worth it business-wise. But as I mentioned, I didn't have to stop >and consider ANYTHING when I first became aware of the accessibility issues >with games because helping people appeals to my basic morals. It's a very >easy way to pitch it in that sense. Who wouldn't read those comments and >want to put in accessibility features just to counter that unfortunate >element in society? > >-Kelly > >PS > >I am the indie dev who posted previously about how we can make our games >more accessible. We will have a free trial of the education game this coming >week for anyone who might want to play and give me feedback about what was >not accessibility friendly enough (it is a point-and-click interface >throughout, with very minimal keyboard entry for registration and entering >optional player names (you can accept the defaults) so it would require any >player to have a mouse or pointing device). I also have free review copies >now (full non-trial versions) for anyone who is interested and able to >provide accessibility feedback or a game review on their site linked to our >site. The product is an educational game for parents to play with teens, >called The Sex Ed Game. More info at www.isergames.com > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > ----------- Thank You, Tom Roome From hinn at uiuc.edu Sat Jun 3 16:41:22 2006 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 3 Jun 2006 15:41:22 -0500 Subject: [games_access] Florian Eckhardt Remarks May Lead to Better Conference Intro In-Reply-To: References: <003b01c6867f$c2aa7f40$0202a8c0@OneSwitch> <4481DAEA.10609@thechases.com> Message-ID: What Kelly, Tim, and Reid have suggested isn't the same but it's in the same spirit of what I tried to do during the GDC tutorial opening presentation -- only even better, more concrete. :) I'll work with this when I'm redoing my opening for Develop Brighton. I like to make people feel really uncomfortable about even THINKING about leaving the room when I start out. ;) Haha...Now I'm remembering what a headache I was to the audio techs in the room at the GDC when I was talking while moving like crazy and then jumped off the stage toward the accessibility arcade. Hahahahahahahahahaha. I forgot that my "US talk show host" style wasn't "audio recording friendly" for a lot. They then hooked me up to a VERY wired mic I had to wear for the rest of the day. Great ideas everyone -- thanks!! Michelle >Tim, I like the concept. At first, the presenter could really hype up >the fictional "game". Say it's a game from some foreign country that >has existed for thousands of years and is extremely fun to play it, >like "Go" but better. Everyone that has learned the new game always >teaches it to their friends. This should build up anticipation and >hype from the audience to really want to play the game. Then the >presenter does his elimination bit, continually going until a handful >are left standing and then says what Tim Chase wrote above, that only >those standing can play. *pause for a minute while looking at the >audience* "How does that make you feel? That there's this great game >I'm about to teach some people to play, and yet you can't? Those of >you standing, how does that make you feel that most of this audience >can't play the game I'm about to teach? That is what it's like for >many disabled people and their friends when they hear about the newest >blockbuster games and can't play them because they lacked >accessibility features." > >A good analogy to help people relate to the feeling of being left out >might be to ask if there was ever a game they really wanted to play >but it was only released on one system, the system they didn't have. >Like a PS2 exclusive game or they were a MAC user and couldn't play >the hottest PC game. > >-Reid > >On 6/3/06, Tim Chase wrote: >> > Ok...off soap box for the next minute, anyway. >> >>Hmm...there's this empty soap-box here [Tim ascends and clears >>throat] >> >>It might be interesting in a presentation to developers to have >>the audience stand, and then eliminate folks by asking them to >>sit for fairly arbitrary reasons. Start with some accessibility >>issues and move to more and more fine-grained (and arbitrary) >>issues... >> >>"If you've ever been in a wheelchair, please sit down" >> >>"If you've ever worn corrective lenses, please sit down" >> >>"If you've ever broken a bone, please sit down" >> >>"If you're color-blind, please sit down" >> >>"If you've got any allergies, please sit down" >> >>"If you've been sick and taken a day off work in the last three >>years, please sit down" >> >>"If you're not between 5'2" and 5'6", please sit down" >> >>"If you don't make at least $100k/yr, please sit down" >> >>"If you're not female, please sit down" >> >>"If you're not wearing jeans, please sit down" >> >>"If they're not made by Levi Strauss, please sit down" >> >>"I'm sorry, this game can only be played by those of you that are >>still standing" >> >>Ideally, you'd leave only one person still standing at the end of >>it. :) >> >>Just a random idea... >> >>-tim >> >> >> >> >> >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Sat Jun 3 16:44:51 2006 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 3 Jun 2006 15:44:51 -0500 Subject: [games_access] Complaint regarding Florian Eckhardt In-Reply-To: <4823613.1149366733576.JavaMail.tcr052000@utdallas.edu> References: <4823613.1149366733576.JavaMail.tcr052000@utdallas.edu> Message-ID: Yep, that's what we did at the GDC with our accessibility arcade. The trouble was...attendance. But that only put our accessibility tutorial developer kidnapping plot to make them attend next year's tutorial into plan...oops! Did I give away too much? There are some VERY embarrassing pix of me VERY ineptly tying a BBC rep's hands behind his back from GDC in March...lol. Michelle >It might be better to make the developers to try to play games without >the sound and see how they can do with the game! ! Try to play a game >like DOOM with only one hand, or even better only with one foot and >count how times they get kill. Some times action is better then words! >Experience can be the best teacher! > > > >K wrote: > > >>>yikes. You know...why shouldn't we include some >>>of these remarks in our talks? >> >>>From a dev perspective, I think those remarks are motivational- to help >>developers view the issue as one of corporate citizenship and morality. >That >>is why I am interested in accessible gaming- because it's the right >thing to >>do, not because I really think it is an ENORMOUS market for my >PARTICULAR >>product. Our sales won't quadruple from designing accessibility >features, >>and while the more popular games (like a Doom title) would likely see a >>measurable rise in sales (just because so many disabled gamers would >want a >>hit game, just by definition of what makes a hit game popular to gamers >>without gameplay-impacting disabilities). But for most games, the >commercial >>benefits are a little more dubious/slippery to try to calculate. >> >>By appealing to developer morality in addition to the bottom line >benefits, >>you will be sending a message that I think will help motivate people >who are >>otherwise skeptical about the financial benefits of accessibility >features. >>If you tell me I can invest in feature x and sell to another 100 >players, >>I'd have to consider, overall, how that really does or doesn't impact >us and >>if it's worth it business-wise. But as I mentioned, I didn't have to >stop >>and consider ANYTHING when I first became aware of the accessibility >issues >>with games because helping people appeals to my basic morals. It's a >very >>easy way to pitch it in that sense. Who wouldn't read those comments and >>want to put in accessibility features just to counter that unfortunate >>element in society? >> >>-Kelly >> >>PS >> >>I am the indie dev who posted previously about how we can make our games >>more accessible. We will have a free trial of the education game this >coming >>week for anyone who might want to play and give me feedback about what >was >>not accessibility friendly enough (it is a point-and-click interface >>throughout, with very minimal keyboard entry for registration and >entering >>optional player names (you can accept the defaults) so it would require >any >>player to have a mouse or pointing device). I also have free review >copies >>now (full non-trial versions) for anyone who is interested and able to >>provide accessibility feedback or a game review on their site linked to >our >>site. The product is an educational game for parents to play with teens, >>called The Sex Ed Game. More info at www.isergames.com >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> > >----------- >Thank You, > >Tom Roome >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Sat Jun 3 16:53:21 2006 From: arthit73 at cablespeed.com (Robert Florio) Date: Sat, 3 Jun 2006 16:53:21 -0400 Subject: [games_access] appealing to developers In-Reply-To: <20060603202640.IUIX23821.centrmmtao01.cox.net@CX1218070A> Message-ID: <006001c6874f$c118c530$6401a8c0@CYXKG51> Jason thanks for writing us. I am somewhat like you may be a lot like you after a spinal cord injury 10 years ago left paralyzed I can not use my hands only my upper arms. 24 years old now and in my third year at the art Institute online studying game art and design. With my friends here at IGDA recently going to GDC game developers conference San Jose as one of the students scholars I've been learning a lot. A lot of the guys and women here are actually developing games right now I'm conceptualizing and learning. You came to the right place. I used to use arcade joysticks now I use my mouth with controller you can find at my web site a new link site part of it I created. Look below. Speaking with developers myself they are clueless they don't realize the need is an even so seeing this huge markets they don't even know where to start it's ridiculous. That is why my go is to start my own company eventually creating all these accessible games. Check of my web site if you can find something there you should be able to find some adapters and some forums I'm involved with to get involved. Looking at the new Nintendo revolution controller coming out for the Nintendo it looks like you might have a chance. That is to play more games with a controller. Right now we working together to create a huge this nothing really centralized yet for game accessibility guidelines at one place for developers. Scattered different organizations now. I hope to design universally accessible games despite some talk it's difficult but I know there is only if you find it. I know you're going through for sure. Like with my mouth controller is a pain it just broke down and some $300 to replace. Robert AI online SGA President arthit73 at cablespeed.com www.RobertFlorio.com direct link to accessible site. http://www.robertflorio.com/Game_Accessibility.html -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Jason Price Sent: Saturday, June 03, 2006 4:27 PM To: 'IGDA Games Accessibility SIG Mailing List' Subject: RE: [games_access] appealing to developers Hello, Let me first introduced myself. My name is Jason Price, 32-year-old lifelong gamer and lifelong person with a disability. I have severe cerebral palsy (spastic triplegia to be specific). This keeps me from walking and also having normal dexterity in my left hand. I'm a console gamer through and through, dating back to Atari. My left hand is not able to hold a standard controller but I have always been able to get by using laptop arcade/fighting sticks. This all changed in early 2001 when all games began to utilize dual analog sticks as the preferred method for character manipulation. I was immediately excluded from gaming because there are essentially no arcade sticks available featuring two analog sticks and the buttons that are accessed by pressing the analog sticks. Enough of my rant, there has got to be an answer. It is very likely that we will find the answer by appealing to both the moral fibers as well as the bottom line for game developers. They must realize that there is a huge untapped market out there. Gamers like myself play games not only to escape life with a disability, but also to engage our competitive nature. For example I'm never going to play in the NFL or NBA but through gaming I have in the past been able to experience sports on some level. Anyway, I hope I'm able positively contribute to this group and I thank you for your time. Jason Price -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Reid Kimball Sent: Saturday, June 03, 2006 1:24 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Complaint regarding Florian Eckhardt Thanks Kelly for your reply. I too felt motivated after I read comments from people who didn't think games should be closed captioned. People telling me I can't do something tends to be a motivator for me. I also agree that at this time our best option is to appeal to the emotional side of developers if we are going to win their support for accessible gaming. Most developers love gaming and want to share their passion with the rest of the world. Why leave out those that are disabled? A company could also generate a lot of customer loyalty if they make it known they support accessible gaming. A customer who isn't disabled may be supportive of the idea and therefore support the company's efforts by being a loyal customer. -Reid On 6/3/06, K wrote: > >yikes. You know...why shouldn't we include some > >of these remarks in our talks? > > >From a dev perspective, I think those remarks are motivational- to help > developers view the issue as one of corporate citizenship and morality. That > is why I am interested in accessible gaming- because it's the right thing to > do, not because I really think it is an ENORMOUS market for my PARTICULAR > product. Our sales won't quadruple from designing accessibility features, > and while the more popular games (like a Doom title) would likely see a > measurable rise in sales (just because so many disabled gamers would want a > hit game, just by definition of what makes a hit game popular to gamers > without gameplay-impacting disabilities). But for most games, the commercial > benefits are a little more dubious/slippery to try to calculate. > > By appealing to developer morality in addition to the bottom line benefits, > you will be sending a message that I think will help motivate people who are > otherwise skeptical about the financial benefits of accessibility features. > If you tell me I can invest in feature x and sell to another 100 players, > I'd have to consider, overall, how that really does or doesn't impact us and > if it's worth it business-wise. But as I mentioned, I didn't have to stop > and consider ANYTHING when I first became aware of the accessibility issues > with games because helping people appeals to my basic morals. It's a very > easy way to pitch it in that sense. Who wouldn't read those comments and > want to put in accessibility features just to counter that unfortunate > element in society? > > -Kelly > > PS > > I am the indie dev who posted previously about how we can make our games > more accessible. We will have a free trial of the education game this coming > week for anyone who might want to play and give me feedback about what was > not accessibility friendly enough (it is a point-and-click interface > throughout, with very minimal keyboard entry for registration and entering > optional player names (you can accept the defaults) so it would require any > player to have a mouse or pointing device). I also have free review copies > now (full non-trial versions) for anyone who is interested and able to > provide accessibility feedback or a game review on their site linked to our > site. The product is an educational game for parents to play with teens, > called The Sex Ed Game. More info at www.isergames.com > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.394 / Virus Database: 268.8.1/355 - Release Date: 6/2/2006 -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.1.394 / Virus Database: 268.8.1/355 - Release Date: 6/2/2006 _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Sat Jun 3 17:25:49 2006 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 3 Jun 2006 16:25:49 -0500 Subject: [games_access] Welcome all new members (and just-out-of-lurkdom members!) In-Reply-To: <006001c6874f$c118c530$6401a8c0@CYXKG51> References: <006001c6874f$c118c530$6401a8c0@CYXKG51> Message-ID: Wow -- it's great to see some many new members and new non-lurkers out and about on the list! Welcome! Always feel free to chime in on any in-progress topic or raise new topics. We're serious about games and serious about game accessibility but we're also generally hilarious and quirky too, especially when you catch us en masse in person at a conference or somesuch. But if you haven't caught us in person (yet) -- don't be shy! We only bite those who make really offensive anti-accessibility comments and then use their carcuses as fuel for our fire. Uh...have I been playing too many fighting games and/or FPS games lately? What was that I just said?? Anyway...welcome and glad to have you on board! Don't forget to also check out our forums hosted by members Richard and Sander at http://www.accessibility.nl/games/forum/index.php Michelle Chairperson, IGDA Game Accessibility SIG -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Sun Jun 4 05:17:49 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sun, 4 Jun 2006 10:17:49 +0100 Subject: [games_access] RetroRemakes 2006 Q&As: Accessibility logos and icons? Message-ID: <02e101c687b7$c0a372e0$0202a8c0@OneSwitch> Wondering what people think to this thread: http://www.retroremakes.com/forum2/showthread.php?t=6623 I've posted my suggestions, although a little vague in parts... Barrie www.OneSwitch.org.uk www.igda.org/accessibility -------------- next part -------------- An HTML attachment was scrubbed... URL: From richard at audiogames.net Sun Jun 4 08:16:07 2006 From: richard at audiogames.net (AudioGames) Date: Sun, 4 Jun 2006 14:16:07 +0200 Subject: [games_access] RetroRemakes 2006 Q&As: Accessibility logos andicons? References: <02e101c687b7$c0a372e0$0202a8c0@OneSwitch> Message-ID: <004501c687d0$a889ac60$6901a8c0@Laptop> Hi, Most of you know how I feel about signs'n'symbols, so I'm not going to repeat myself on that. However, in this thread I sense that there our two ideas out there, which I think would be best to take apart for the sake of clearity: - logo/sign/symbol to indicate that a game features a certain accessibility feature that makes a game *more* accessible for a gamer with a certain type of disability; - logo/sign/symbol to indicate that a game is completely accessible for a gamer with a certain type of disability. Barrie's post entitled "Existing symbols for access" sums up pretty much the most conventional signs/symbols for disabilities out there (or see: http://www.vsartsnm.org/disability_access_symbols.htm ). However, as you may notice, these too are about "accessibility features" (such as braille and closed captioning) and "accessible for x" (like the wheelchair symbol - not very clear without the right context, usually means wheelchair access in the real world). If you plan to incorporate signs/symbols in the product (box, splashscreen, etc) then it's best to FIRST decide what you want these signs/symbols to communicate: that this is an accessible product for all (all disabilities), that this is an accessible product for some (the blind), that this product features accessibility features that make it completely accessible for all (everyone!), that this product features accessibility features that make it completely accessible for some (deaf), that this product features accessibility features that make it more (but not completely) accessible for some (large print - for people with visual disabilities), etc. This may sound very over the top and I guess some of you might be thinking "I just want to show that this game has closed captioning". Therefore I suggest to "Stick with signs/symbols for accessibility features only". If you try do develop a sign that indicates that a game is accessible for the blind, it means that there will be about 10 features in the game that try and make it accessible. However, and here is my main point: signs indicate something, and it should be possible to test this "something" *on its presence*. So if a sign indicates that a game is "accessible for the blind", than it should be possible to validate this "accessibility for the blind". For this you need testing standards, maybe games should be tested prior to getting a symbol/sign etc. etc and enter WCAG*! You avoid this problem by saying (with a sign): "this game features audio descriptions of what can be seen on screen". Whether or not this makes a game accessible for the blind (which I doubt ;) ), you can't go wrong since you simply that a certain feature is present in the game. You simply have to run the game and sense the feature in action (although there are problems with this as well see below**). To what level the game becomes more accessible is not an issue then. Get what I mean? This is actually the same as I suggested a couple of years ago with referring to http://www.kijkwijzer.nl/pagina.php?id=2 (press the english flag on the left for english). This is a parental recommendation system for dutch media. Instead of saying "this movie is for 18 and up", it simply states a recommended age and then the reason why (sex, drugs, etc.). This way people can decided for themselves what they think is harmful. Turn this around and appy it to accessibility, and you get a system which indicates that "this game features subtitles and auditory descriptions of visual events", and you can decided for yourself if you think it is accessible enough for you to play. This way people still can't sue game developers if the game is not completely accessible for them, but you make it more easy for game developers to make their game "MORE accessible" (also see my previous post on WCAG 2.0 - I think 'more accessible games' is better than 'accessible games')... So now only one issue remains... if you try and make an universally accessible game, which uses 30+ features, you might end up putting these all on the box. Although logo's might be a selling point, having 30 logo's on your box might ruin the visual appeal of your product in a store. Therefore you could add a parallel system: logo's that indicate the number of accessibility features, maybe combined with a certain disability. For example, a game that features subtitles, closed captions and sign language is aiming its accessiblity primarily at gamers with a hearing impairment. Therefore you could put on a logo indicating : "3 accessibility features for gamers with hearing impairments". However, this is a bit tougher when someone implements 8 very different accessibility features. However, I don't think it will come to that very soon (having 30+ features on a box). So let's go with the features first and let's see how that goes. For the Game Accessibility project I was already working on some signs/symbols for the Top 10 lists on the G-A.com website and also for Game Accessibility Features (like the sign for remappable controls: http://www.accessibility.nl/games/pics/filler_controllers.jpg - needs redesign though ;) ) . I'm happy to graphically work out the ideas and I might get some funding for it too. Partners, anyone? K, that were my ideas... Greets, Richard * or any other accessibility standard of your choice! ** when a developer says "Hey, I got closed captionioning in my game" and he wants a logo on his box, how does this work? Let's say IGDA and Accessibility (and other partners) team up a provide the logo's for free through our websites. It's simply a vectorgraphic and people can download it, tadaa. Do we need to check whether or not the developer REALLY has a feature in his game? For example, only the first level could feature closed captions, but the other 349 levels don't. Technically the game features closed captions, but only in a very small part. One could claim that his Main Menu, of which every item is also spoken by a male voice, is also "captioned". So what would we do then? If we do not check, that means that everyone can abuse the symbols for all we know. So it is better to check and have regulations***, in my opinion. But do we do that before the game is launched without a logo or do we validate the feature after the game has already got its logo? There are benifits to checking afterwards - it becomes a bit more self-regulating. For instance, a developer says: "I want to put a cc logo on my box since my game features cc". Without checking we give him a logo. The developer needs to sign a contract/disclaimer that he complies with the regulations*** for this logo. Having a logo means that we have a special page for this game on our website which gamers can use to complaint. Whenever we receive a complaint, only then we check the game. If the complaint is valid, then we point this out to the developer who either has to create a patch that fixes the problem or remove the logo from their product. Or something like it... By checking before release we would simply give logo's that comply with our regulations*** ***Regulations: in order to check, you still need to have a standard for what you are checking. How much captioning is enough? Would Sin Episode 1 still receive a logo while not everything is closed captioned? How do we test the quality of the auditory descriptions - although the game features descriptions of visuals, to what extend are these useful for gameplay? Etc. etc. ----- Original Message ----- From: Barrie Ellis To: IGDA GA mailing list Sent: Sunday, June 04, 2006 11:17 AM Subject: [games_access] RetroRemakes 2006 Q&As: Accessibility logos andicons? Wondering what people think to this thread: http://www.retroremakes.com/forum2/showthread.php?t=6623 I've posted my suggestions, although a little vague in parts... Barrie www.OneSwitch.org.uk www.igda.org/accessibility ------------------------------------------------------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Sun Jun 4 10:00:50 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sun, 4 Jun 2006 15:00:50 +0100 Subject: [games_access] RetroRemakes 2006 Q&As: Accessibility logos and icons? References: <02e101c687b7$c0a372e0$0202a8c0@OneSwitch> <004501c687d0$a889ac60$6901a8c0@Laptop> Message-ID: <072301c687df$499e5d90$0202a8c0@OneSwitch> Love the animated logos, Richard. You have talent. I think if all potential accessibility features could be categorised into a managable number of symbols, then that would be great. You will still want a web-address like PEGI to go off to so you can find out more about what the symbols mean, and what they mean more precisely to the game (Game-Accessibility.com seems the best place to me). It would be nice to be independent enough to link to review sites around the web. Oh yes. One day... Barrie ----- Original Message ----- From: AudioGames To: IGDA Games Accessibility SIG Mailing List Sent: Sunday, June 04, 2006 1:16 PM Subject: Re: [games_access] RetroRemakes 2006 Q&As: Accessibility logosandicons? Hi, Most of you know how I feel about signs'n'symbols, so I'm not going to repeat myself on that. However, in this thread I sense that there our two ideas out there, which I think would be best to take apart for the sake of clearity: - logo/sign/symbol to indicate that a game features a certain accessibility feature that makes a game *more* accessible for a gamer with a certain type of disability; - logo/sign/symbol to indicate that a game is completely accessible for a gamer with a certain type of disability. Barrie's post entitled "Existing symbols for access" sums up pretty much the most conventional signs/symbols for disabilities out there (or see: http://www.vsartsnm.org/disability_access_symbols.htm ). However, as you may notice, these too are about "accessibility features" (such as braille and closed captioning) and "accessible for x" (like the wheelchair symbol - not very clear without the right context, usually means wheelchair access in the real world). If you plan to incorporate signs/symbols in the product (box, splashscreen, etc) then it's best to FIRST decide what you want these signs/symbols to communicate: that this is an accessible product for all (all disabilities), that this is an accessible product for some (the blind), that this product features accessibility features that make it completely accessible for all (everyone!), that this product features accessibility features that make it completely accessible for some (deaf), that this product features accessibility features that make it more (but not completely) accessible for some (large print - for people with visual disabilities), etc. This may sound very over the top and I guess some of you might be thinking "I just want to show that this game has closed captioning". Therefore I suggest to "Stick with signs/symbols for accessibility features only". If you try do develop a sign that indicates that a game is accessible for the blind, it means that there will be about 10 features in the game that try and make it accessible. However, and here is my main point: signs indicate something, and it should be possible to test this "something" *on its presence*. So if a sign indicates that a game is "accessible for the blind", than it should be possible to validate this "accessibility for the blind". For this you need testing standards, maybe games should be tested prior to getting a symbol/sign etc. etc and enter WCAG*! You avoid this problem by saying (with a sign): "this game features audio descriptions of what can be seen on screen". Whether or not this makes a game accessible for the blind (which I doubt ;) ), you can't go wrong since you simply that a certain feature is present in the game. You simply have to run the game and sense the feature in action (although there are problems with this as well see below**). To what level the game becomes more accessible is not an issue then. Get what I mean? This is actually the same as I suggested a couple of years ago with referring to http://www.kijkwijzer.nl/pagina.php?id=2 (press the english flag on the left for english). This is a parental recommendation system for dutch media. Instead of saying "this movie is for 18 and up", it simply states a recommended age and then the reason why (sex, drugs, etc.). This way people can decided for themselves what they think is harmful. Turn this around and appy it to accessibility, and you get a system which indicates that "this game features subtitles and auditory descriptions of visual events", and you can decided for yourself if you think it is accessible enough for you to play. This way people still can't sue game developers if the game is not completely accessible for them, but you make it more easy for game developers to make their game "MORE accessible" (also see my previous post on WCAG 2.0 - I think 'more accessible games' is better than 'accessible games')... So now only one issue remains... if you try and make an universally accessible game, which uses 30+ features, you might end up putting these all on the box. Although logo's might be a selling point, having 30 logo's on your box might ruin the visual appeal of your product in a store. Therefore you could add a parallel system: logo's that indicate the number of accessibility features, maybe combined with a certain disability. For example, a game that features subtitles, closed captions and sign language is aiming its accessiblity primarily at gamers with a hearing impairment. Therefore you could put on a logo indicating : "3 accessibility features for gamers with hearing impairments". However, this is a bit tougher when someone implements 8 very different accessibility features. However, I don't think it will come to that very soon (having 30+ features on a box). So let's go with the features first and let's see how that goes. For the Game Accessibility project I was already working on some signs/symbols for the Top 10 lists on the G-A.com website and also for Game Accessibility Features (like the sign for remappable controls: http://www.accessibility.nl/games/pics/filler_controllers.jpg - needs redesign though ;) ) . I'm happy to graphically work out the ideas and I might get some funding for it too. Partners, anyone? K, that were my ideas... Greets, Richard * or any other accessibility standard of your choice! ** when a developer says "Hey, I got closed captionioning in my game" and he wants a logo on his box, how does this work? Let's say IGDA and Accessibility (and other partners) team up a provide the logo's for free through our websites. It's simply a vectorgraphic and people can download it, tadaa. Do we need to check whether or not the developer REALLY has a feature in his game? For example, only the first level could feature closed captions, but the other 349 levels don't. Technically the game features closed captions, but only in a very small part. One could claim that his Main Menu, of which every item is also spoken by a male voice, is also "captioned". So what would we do then? If we do not check, that means that everyone can abuse the symbols for all we know. So it is better to check and have regulations***, in my opinion. But do we do that before the game is launched without a logo or do we validate the feature after the game has already got its logo? There are benifits to checking afterwards - it becomes a bit more self-regulating. For instance, a developer says: "I want to put a cc logo on my box since my game features cc". Without checking we give him a logo. The developer needs to sign a contract/disclaimer that he complies with the regulations*** for this logo. Having a logo means that we have a special page for this game on our website which gamers can use to complaint. Whenever we receive a complaint, only then we check the game. If the complaint is valid, then we point this out to the developer who either has to create a patch that fixes the problem or remove the logo from their product. Or something like it... By checking before release we would simply give logo's that comply with our regulations*** ***Regulations: in order to check, you still need to have a standard for what you are checking. How much captioning is enough? Would Sin Episode 1 still receive a logo while not everything is closed captioned? How do we test the quality of the auditory descriptions - although the game features descriptions of visuals, to what extend are these useful for gameplay? Etc. etc. ----- Original Message ----- From: Barrie Ellis To: IGDA GA mailing list Sent: Sunday, June 04, 2006 11:17 AM Subject: [games_access] RetroRemakes 2006 Q&As: Accessibility logos andicons? Wondering what people think to this thread: http://www.retroremakes.com/forum2/showthread.php?t=6623 I've posted my suggestions, although a little vague in parts... Barrie www.OneSwitch.org.uk www.igda.org/accessibility ---------------------------------------------------------------------------- _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access ------------------------------------------------------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From rkimball at gmail.com Sun Jun 4 16:00:10 2006 From: rkimball at gmail.com (Reid Kimball) Date: Sun, 4 Jun 2006 13:00:10 -0700 Subject: [games_access] Feedback please on Games[CC] logo design Message-ID: Hello all, I'm working with someone to help me create a logo for Games[CC], my volunteer group that adds closed captioning to games (for those of you that may not know). http://gamescc.rbkdesign.com/images/Games%5BCC%5D_logo06.jpg What do you think of the concept, having the controllers surround the "CC"? I like it, but I'm biased since I came up with the idea. If I stick with the concept, I'll have the artist finalize it by making the controller lines much thicker and darker so they match the visibility of the lettering. -Reid From richard at audiogames.net Sun Jun 4 18:20:40 2006 From: richard at audiogames.net (AudioGames) Date: Mon, 5 Jun 2006 00:20:40 +0200 Subject: [games_access] Feedback please on Games[CC] logo design References: Message-ID: <004b01c68825$1d3cf720$6901a8c0@Laptop> Hi Reid, I like the concept but the controllers look a bit weird stretched like this. However, with some more sketching and redesign I think you can manage to make the controllers seem more natural. One other thing I always take into account and would like to suggest: make sure the logo is also recognizable when it is small sized. Good luck! Richard ----- Original Message ----- From: "Reid Kimball" To: "IGDA Games Accessibility SIG Mailing List" Sent: Sunday, June 04, 2006 10:00 PM Subject: [games_access] Feedback please on Games[CC] logo design > Hello all, > > I'm working with someone to help me create a logo for Games[CC], my > volunteer group that adds closed captioning to games (for those of you > that may not know). > > http://gamescc.rbkdesign.com/images/Games%5BCC%5D_logo06.jpg > > What do you think of the concept, having the controllers surround the > "CC"? I like it, but I'm biased since I came up with the idea. If I > stick with the concept, I'll have the artist finalize it by making the > controller lines much thicker and darker so they match the visibility > of the lettering. > > -Reid > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Sun Jun 4 19:21:38 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Mon, 5 Jun 2006 00:21:38 +0100 Subject: [games_access] Arcade Sticks with two+ sticks... References: <20060603202640.IUIX23821.centrmmtao01.cox.net@CX1218070A> Message-ID: <095a01c6882d$a1f2d630$0202a8c0@OneSwitch> Hi Jason, I totally agree. The amount of games relying on two analogue sticks simultaneously is proving to be a huge pain in the back-side for many gamers. There is at least one arcade stick that has two large analogue sticks, that works with most modern games consoles. I would imagine it might break your lap though, it's a monster. It's the Quasimoto Quasicon. It probably costs all your money too(!): http://www.quasimoto.com/quasicade/quasicon.php http://www.retroblast.com/reviews/quasicade_3.html - RetroBlast review An alternative, is to get a friend to build you your own controller. This should be much cheaper, provide you with as many joysticks as you want, but will be digital only. More help here: http://www.accessibility.nl/games/forum/viewtopic.php?pid=187#p187 Good luck! Barrie OneSwitch.org.uk ----- Original Message ----- From: "Jason Price" To: "'IGDA Games Accessibility SIG Mailing List'" Sent: Saturday, June 03, 2006 9:26 PM Subject: RE: [games_access] appealing to developers > Hello, > > Let me first introduced myself. My name is Jason Price, 32-year-old > lifelong gamer and lifelong person with a disability. > > I have severe cerebral palsy (spastic triplegia to be specific). This > keeps > me from walking and also having normal dexterity in my left hand. I'm a > console gamer through and through, dating back to Atari. My left hand is > not able to hold a standard controller but I have always been able to get > by > using laptop arcade/fighting sticks. This all changed in early 2001 when > all games began to utilize dual analog sticks as the preferred method for > character manipulation. > > I was immediately excluded from gaming because there are essentially no > arcade sticks available featuring two analog sticks and the buttons that > are > accessed by pressing the analog sticks. Enough of my rant, there has got > to > be an answer. It is very likely that we will find the answer by appealing > to both the moral fibers as well as the bottom line for game developers. > > They must realize that there is a huge untapped market out there. Gamers > like myself play games not only to escape life with a disability, but also > to engage our competitive nature. For example I'm never going to play in > the NFL or NBA but through gaming I have in the past been able to > experience > sports on some level. Anyway, I hope I'm able positively contribute to > this > group and I thank you for your time. > > Jason Price > > -----Original Message----- > From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] > On Behalf Of Reid Kimball > Sent: Saturday, June 03, 2006 1:24 PM > To: IGDA Games Accessibility SIG Mailing List > Subject: Re: [games_access] Complaint regarding Florian Eckhardt > > Thanks Kelly for your reply. I too felt motivated after I read > comments from people who didn't think games should be closed > captioned. People telling me I can't do something tends to be a > motivator for me. > > I also agree that at this time our best option is to appeal to the > emotional side of developers if we are going to win their support for > accessible gaming. Most developers love gaming and want to share their > passion with the rest of the world. Why leave out those that are > disabled? > > A company could also generate a lot of customer loyalty if they make > it known they support accessible gaming. A customer who isn't disabled > may be supportive of the idea and therefore support the company's > efforts by being a loyal customer. > > -Reid -------------- next part -------------- A non-text attachment was scrubbed... Name: Quasicon.jpg Type: image/jpeg Size: 246177 bytes Desc: not available URL: From rkimball at gmail.com Sun Jun 4 19:59:49 2006 From: rkimball at gmail.com (Reid Kimball) Date: Sun, 4 Jun 2006 16:59:49 -0700 Subject: [games_access] Arcade Sticks with two+ sticks... In-Reply-To: <095a01c6882d$a1f2d630$0202a8c0@OneSwitch> References: <20060603202640.IUIX23821.centrmmtao01.cox.net@CX1218070A> <095a01c6882d$a1f2d630$0202a8c0@OneSwitch> Message-ID: What can developer do to make it easier on people who can't use duel joystick controllers. It's standard practice in 3rd person games to make the left stick control player movement and the right stick control the camera. I personally hate the idea of having to control two things at once (player and camera) in order to play a game. I always recommend that we provide an option for the player to choose if they want to control the camera or not. If not, the camera simply is fixed to the player character's back. Are there other solutions developers can consider? -Reid On 6/4/06, Barrie Ellis wrote: > Hi Jason, > > I totally agree. The amount of games relying on two analogue sticks > simultaneously is proving to be a huge pain in the back-side for many > gamers. > > There is at least one arcade stick that has two large analogue sticks, that > works with most modern games consoles. I would imagine it might break your > lap though, it's a monster. It's the Quasimoto Quasicon. It probably costs > all your money too(!): > > http://www.quasimoto.com/quasicade/quasicon.php > http://www.retroblast.com/reviews/quasicade_3.html - RetroBlast review > > An alternative, is to get a friend to build you your own controller. This > should be much cheaper, provide you with as many joysticks as you want, but > will be digital only. > > More help here: > > http://www.accessibility.nl/games/forum/viewtopic.php?pid=187#p187 > > Good luck! > > Barrie > OneSwitch.org.uk > > > > > > ----- Original Message ----- > From: "Jason Price" > To: "'IGDA Games Accessibility SIG Mailing List'" > Sent: Saturday, June 03, 2006 9:26 PM > Subject: RE: [games_access] appealing to developers > > > > Hello, > > > > Let me first introduced myself. My name is Jason Price, 32-year-old > > lifelong gamer and lifelong person with a disability. > > > > I have severe cerebral palsy (spastic triplegia to be specific). This > > keeps > > me from walking and also having normal dexterity in my left hand. I'm a > > console gamer through and through, dating back to Atari. My left hand is > > not able to hold a standard controller but I have always been able to get > > by > > using laptop arcade/fighting sticks. This all changed in early 2001 when > > all games began to utilize dual analog sticks as the preferred method for > > character manipulation. > > > > I was immediately excluded from gaming because there are essentially no > > arcade sticks available featuring two analog sticks and the buttons that > > are > > accessed by pressing the analog sticks. Enough of my rant, there has got > > to > > be an answer. It is very likely that we will find the answer by appealing > > to both the moral fibers as well as the bottom line for game developers. > > > > They must realize that there is a huge untapped market out there. Gamers > > like myself play games not only to escape life with a disability, but also > > to engage our competitive nature. For example I'm never going to play in > > the NFL or NBA but through gaming I have in the past been able to > > experience > > sports on some level. Anyway, I hope I'm able positively contribute to > > this > > group and I thank you for your time. > > > > Jason Price > > > > -----Original Message----- > > From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] > > On Behalf Of Reid Kimball > > Sent: Saturday, June 03, 2006 1:24 PM > > To: IGDA Games Accessibility SIG Mailing List > > Subject: Re: [games_access] Complaint regarding Florian Eckhardt > > > > Thanks Kelly for your reply. I too felt motivated after I read > > comments from people who didn't think games should be closed > > captioned. People telling me I can't do something tends to be a > > motivator for me. > > > > I also agree that at this time our best option is to appeal to the > > emotional side of developers if we are going to win their support for > > accessible gaming. Most developers love gaming and want to share their > > passion with the rest of the world. Why leave out those that are > > disabled? > > > > A company could also generate a lot of customer loyalty if they make > > it known they support accessible gaming. A customer who isn't disabled > > may be supportive of the idea and therefore support the company's > > efforts by being a loyal customer. > > > > -Reid > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > > > From hinn at uiuc.edu Sun Jun 4 23:42:18 2006 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 4 Jun 2006 22:42:18 -0500 Subject: [games_access] Fwd: Audio Mostly - Call for papers! Message-ID: FYI -- June 18th is the deadline for papers and poster sessions. >Hello, >Could you please post following message to your mailing list? >Thanks, >Lilian >====================== > >We are pleased to invite you to participate in >the conference Audio Mostly 2006 - A Conference >on Sound in Games. > >--------------------------------------------------------------- > Call for Papers >--------------------------------------------------------------- > >Audio Mostly - A Conference on Sound in Games >in Pite?, Sweden on October 11-12, 2006 hosted >by the Interactive Institute Sonic Studio > >The Audio Mostly Conference provides a venue to >explore the untapped potential of audio as >content driver in game contexts, and aims to >help open up this area of thinking by bringing >together game designers, audio experts, content >creators, and technology and behavioral >researchers. Through this forum, varied experts >may discuss developments and new potentials for >audio gaming in health and fitness, education, >industrial training, etc., and sonic solutions >to development challenges in low resolutions >scenarios or environments where screens are >unavailable. The aim is to both describe and >push the boundaries of what sound can do to >sustain game play and interactivity. > >Submissions: > >We ask researchers, game designers, composers, >interaction designers, audio engineers and game >developers interested in sharing their results, >perspectives and insight to a multidisciplinary >audience to submit abstracts of 200-450 words >for paper or poster submissions before June 18, >2006. Please specify if your abstract is for a >paper or a poster. > >Authors of accepted abstracts will be notified >by July 1, 2006. Final submissions are due on >August 20, 2006. > >Areas of Interest (including but not limited to): >Games designed around audio and sound >Sound in games for low resolution applications >Mobile games/Interactivity using sound in mobile platforms >Scoring in games >Surround sound in games >Sound design for games Audio in Serious Games > >Perspectives (including but not limited to): >Game development/design >Sound design >Speech >Computer/Human Interfaces >Menu Navigation, Choice Selection and other Feedback Functions >Mobile platform development >Music Scoring, Music Editing >Interactive Music >Serious Games >Perception Psychology >Audio Engineering >Novel Uses of Sound in Interactive Applications > >Important dates: >Deadline for abstract submission - June 18 >Notification of acceptances - July 1 >Final paper submission - August 20 >Deadline for registration - September 10 >Conference - October 11-12 > >For more information, please visit the >Interactive Institute Sonic Studio website >http://www.tii.se/sonic/ >or contact us at audiomostly at tii.se > >Please forward this call for papers to anyone >who may be interested in participating. > > > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From GOlivrin at csir.co.za Mon Jun 5 04:32:04 2006 From: GOlivrin at csir.co.za (Guillaume Olivrin) Date: Mon, 05 Jun 2006 10:32:04 +0200 Subject: [games_access] Managing Accessibility logos and icons (stamps and symbols) Message-ID: An online system to reference and manage "accessibility stamps" is highly desirable for accessibility features and accessibility audiences (like Richard suggested). Could the Creative Commons model work for Accessibility Stamps ? A good example on how to manage such stamps is the Creative Commons system (e.g. http://creativecommons.org/). The Creative Commons allows you to select different licenses type for your content ( no-commercial, share-alike etc ...) and combine rights in a very usable reference+logo to add to your website. Then you can use Creative Commons website to find all website with a given stamp. Look here (http://creativecommons.org/license/) for examples of licences and for a wizard to create your own logo-license. The same system could be designed to select an assortiment of accessibility features and reference them under one or more target audiences 'stamps'. It seems Creative Commons started of by literally throwing a brick in the pool, meaning they were not so much Universal Standard. They started it, the rest followed. Regards, Guillaume. PS : [CC] n.b. not to confuse Creative Commons and Close Captioning both have CC for acronyms ( (cc) with a circle vs [cc] with square brackets ). this is a confusing world. PPS : taking "off" topic When does a logo become accessible ? (we are talking about accessibility logos!) Can text + vectors be offering more possibilities than just pixels ? i.e. would we choose SVG (although it is not yet fully accessible in browsers) since it's the way forward (with vectors and text, you can choose how to render it. Even through a screen reader, with a special SVG audio render, a vector graphic could be read and described as being composed of 2 circles and two letters ... ) On the game box or package, this translates to making logos with a combination of Braille dots, ... raised edges shape ... Additionally for a finer grain level there could also be accessibility devices ( which controllers ? which screen reader ?) although specifying them should remain higly optional. -- This message is subject to the CSIR's copyright, terms and conditions and e-mail legal notice. Views expressed herein do not necessarily represent the views of the CSIR. CSIR E-mail Legal Notice http://mail.csir.co.za/CSIR_eMail_Legal_Notice.html CSIR Copyright, Terms and Conditions http://mail.csir.co.za/CSIR_Copyright.html For electronic copies of the CSIR Copyright, Terms and Conditions and the CSIR Legal Notice send a blank message with REQUEST LEGAL in the subject line to HelpDesk at csir.co.za. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. -------------- next part -------------- An HTML attachment was scrubbed... URL: From j.chetwynd at btinternet.com Mon Jun 5 10:07:15 2006 From: j.chetwynd at btinternet.com (Jonathan Chetwynd) Date: Mon, 5 Jun 2006 15:07:15 +0100 Subject: [games_access] Managing Accessibility logos and icons (stamps and symbols) In-Reply-To: References: Message-ID: <2B94A8EC-5439-4500-8549-E586BC3896CC@btinternet.com> Guillaume, as well as considering SVG you may wish to review "concept coding framework" as a means of communicating across different symbol languages. regards Jonathan Chetwynd On 5 Jun 2006, at 09:32, Guillaume Olivrin wrote: An online system to reference and manage "accessibility stamps" is highly desirable for accessibility features and accessibility audiences (like Richard suggested). Could the Creative Commons model work for Accessibility Stamps ? A good example on how to manage such stamps is the Creative Commons system (e.g. http://creativecommons.org/). The Creative Commons allows you to select different licenses type for your content ( no- commercial, share-alike etc ...) and combine rights in a very usable reference+logo to add to your website. Then you can use Creative Commons website to find all website with a given stamp. Look here (http://creativecommons.org/license/) for examples of licences and for a wizard to create your own logo-license. The same system could be designed to select an assortiment of accessibility features and reference them under one or more target audiences 'stamps'. It seems Creative Commons started of by literally throwing a brick in the pool, meaning they were not so much Universal Standard. They started it, the rest followed. Regards, Guillaume. PS : [CC] n.b. not to confuse Creative Commons and Close Captioning both have CC for acronyms ( (cc) with a circle vs [cc] with square brackets ). this is a confusing world. PPS : taking "off" topic When does a logo become accessible ? (we are talking about accessibility logos!) Can text + vectors be offering more possibilities than just pixels ? i.e. would we choose SVG (although it is not yet fully accessible in browsers) since it's the way forward (with vectors and text, you can choose how to render it. Even through a screen reader, with a special SVG audio render, a vector graphic could be read and described as being composed of 2 circles and two letters ... ) On the game box or package, this translates to making logos with a combination of Braille dots, ... raised edges shape ... Additionally for a finer grain level there could also be accessibility devices ( which controllers ? which screen reader ?) although specifying them should remain higly optional. -- This message is subject to the CSIR's copyright, terms and conditions and e-mail legal notice. Views expressed herein do not necessarily represent the views of the CSIR. CSIR E-mail Legal Notice CSIR Copyright, Terms and Conditions For electronic copies of the CSIR Copyright, Terms and Conditions and the CSIR Legal Notice send a blank message with "REQUEST LEGAL" in the subject line to CSIR HelpDesk This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Mon Jun 5 15:14:11 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Mon, 5 Jun 2006 20:14:11 +0100 Subject: [games_access] Arcade Sticks with two+ sticks... References: <20060603202640.IUIX23821.centrmmtao01.cox.net@CX1218070A><095a01c6882d$a1f2d630$0202a8c0@OneSwitch> Message-ID: <016801c688d4$3a3c6a40$0202a8c0@OneSwitch> > What can developer do to make it easier on people who can't use duel > joystick controllers. It's standard practice in 3rd person games to > make the left stick control player movement and the right stick > control the camera. I personally hate the idea of having to control > two things at once (player and camera) in order to play a game. I > always recommend that we provide an option for the player to choose if > they want to control the camera or not. If not, the camera simply is > fixed to the player character's back. > > Are there other solutions developers can consider? They could give the option to duplicate one analogue stick onto the D-pad. They could look to make the game playable with one stick and not three. Maybe a 3rd person view will be necessary. Maybe automatic hints, help and camera changes will be necessary (as with Shenmue sometimes when you approach certain points in the game, where the camera takes over from you to highlight something, such as a street banner). Remappable controls from analogue to digital and vice versa would be a god send. There are Golf and Driving games I've played that can only be played using analogue sticks. It's so easy to make these games work with simple digital controls. Any more ideas...? Barrie From thomas.roome at student.utdallas.edu Tue Jun 6 02:15:19 2006 From: thomas.roome at student.utdallas.edu (Thomas Christopher Roome) Date: Tue, 6 Jun 2006 01:15:19 -0500 (CDT) Subject: [games_access] Teaching Game Accessibility Message-ID: <519049.1149574519658.JavaMail.cpadmin@pipeline.utdallas.edu> I have been thinking about how to get "mainstream games" more accessible, and maybe we need to approach colleges and other higher education institutions that teach game development to teach Accessibility to the students. If game developers are instructed on how games can be made accessible, then maybe we can avoid some of the problems that we have today. There is a starting point using the Guidelines for developing accessible games at http://gameaccess.medialt.no/guide.php. Is anyone already teaching Accessibility for Gaming in a college or University program? ----------- Thank You, Tom Roome From no1cwbyfan at cox.net Tue Jun 6 02:16:03 2006 From: no1cwbyfan at cox.net (Jason Price) Date: Tue, 6 Jun 2006 01:16:03 -0500 Subject: [games_access] Arcade Sticks with two+ sticks... In-Reply-To: <095a01c6882d$a1f2d630$0202a8c0@OneSwitch> Message-ID: <20060606061603.BQYA14774.centrmmtao04.cox.net@CX1218070A> Barrie, Yes, that Quasicon is extremely large I could not imagine someone using that in a residential environment. Does it have to be housed in an arcade cabinet? It seems to me there has got to be a more reasonable solution, something more akin to arcade sticks of the past. Also, have they not considered making a one player version? I have developed a new dual analog arcade stick for gamers with disabilities in the range of mine. However no third part accessory developer I approached wanted any part of it. My controller is concept/artist rendering only, I do not have a prototype. I don't think any of my friends are skilled enough to build me my own controller, so what to do? You say that a custom built controller would use a digital interface, will that prohibit one from playing analog movement based games? There are legions of gamers liked me trapped in "dual analog stick hell!" Jason -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: Sunday, June 04, 2006 6:22 PM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] Arcade Sticks with two+ sticks... Hi Jason, I totally agree. The amount of games relying on two analogue sticks simultaneously is proving to be a huge pain in the back-side for many gamers. There is at least one arcade stick that has two large analogue sticks, that works with most modern games consoles. I would imagine it might break your lap though, it's a monster. It's the Quasimoto Quasicon. It probably costs all your money too(!): http://www.quasimoto.com/quasicade/quasicon.php http://www.retroblast.com/reviews/quasicade_3.html - RetroBlast review An alternative, is to get a friend to build you your own controller. This should be much cheaper, provide you with as many joysticks as you want, but will be digital only. More help here: http://www.accessibility.nl/games/forum/viewtopic.php?pid=187#p187 Good luck! Barrie OneSwitch.org.uk ----- Original Message ----- From: "Jason Price" To: "'IGDA Games Accessibility SIG Mailing List'" Sent: Saturday, June 03, 2006 9:26 PM Subject: RE: [games_access] appealing to developers > Hello, > > Let me first introduced myself. My name is Jason Price, 32-year-old > lifelong gamer and lifelong person with a disability. > > I have severe cerebral palsy (spastic triplegia to be specific). This > keeps > me from walking and also having normal dexterity in my left hand. I'm a > console gamer through and through, dating back to Atari. My left hand is > not able to hold a standard controller but I have always been able to get > by > using laptop arcade/fighting sticks. This all changed in early 2001 when > all games began to utilize dual analog sticks as the preferred method for > character manipulation. > > I was immediately excluded from gaming because there are essentially no > arcade sticks available featuring two analog sticks and the buttons that > are > accessed by pressing the analog sticks. Enough of my rant, there has got > to > be an answer. It is very likely that we will find the answer by appealing > to both the moral fibers as well as the bottom line for game developers. > > They must realize that there is a huge untapped market out there. Gamers > like myself play games not only to escape life with a disability, but also > to engage our competitive nature. For example I'm never going to play in > the NFL or NBA but through gaming I have in the past been able to > experience > sports on some level. Anyway, I hope I'm able positively contribute to > this > group and I thank you for your time. > > Jason Price > > -----Original Message----- > From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] > On Behalf Of Reid Kimball > Sent: Saturday, June 03, 2006 1:24 PM > To: IGDA Games Accessibility SIG Mailing List > Subject: Re: [games_access] Complaint regarding Florian Eckhardt > > Thanks Kelly for your reply. I too felt motivated after I read > comments from people who didn't think games should be closed > captioned. People telling me I can't do something tends to be a > motivator for me. > > I also agree that at this time our best option is to appeal to the > emotional side of developers if we are going to win their support for > accessible gaming. Most developers love gaming and want to share their > passion with the rest of the world. Why leave out those that are > disabled? > > A company could also generate a lot of customer loyalty if they make > it known they support accessible gaming. A customer who isn't disabled > may be supportive of the idea and therefore support the company's > efforts by being a loyal customer. > > -Reid -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.394 / Virus Database: 268.8.1/355 - Release Date: 6/2/2006 -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.1.394 / Virus Database: 268.8.2/356 - Release Date: 6/5/2006 From no1cwbyfan at cox.net Tue Jun 6 02:22:16 2006 From: no1cwbyfan at cox.net (Jason Price) Date: Tue, 6 Jun 2006 01:22:16 -0500 Subject: [games_access] Arcade Sticks with two+ sticks... In-Reply-To: <016801c688d4$3a3c6a40$0202a8c0@OneSwitch> Message-ID: <20060606062215.RXKU12772.centrmmtao02.cox.net@CX1218070A> Yes developers should allow remapping of controls from analog to digital. We all concur that character movement would not be as fluid using digital, but from an accessibility standpoint it would be TREMENDOUS! There's got to be a method to provide both analog and traditional single stick digital control configurations. Jason -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: Monday, June 05, 2006 2:14 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Arcade Sticks with two+ sticks... > What can developer do to make it easier on people who can't use duel > joystick controllers. It's standard practice in 3rd person games to > make the left stick control player movement and the right stick > control the camera. I personally hate the idea of having to control > two things at once (player and camera) in order to play a game. I > always recommend that we provide an option for the player to choose if > they want to control the camera or not. If not, the camera simply is > fixed to the player character's back. > > Are there other solutions developers can consider? They could give the option to duplicate one analogue stick onto the D-pad. They could look to make the game playable with one stick and not three. Maybe a 3rd person view will be necessary. Maybe automatic hints, help and camera changes will be necessary (as with Shenmue sometimes when you approach certain points in the game, where the camera takes over from you to highlight something, such as a street banner). Remappable controls from analogue to digital and vice versa would be a god send. There are Golf and Driving games I've played that can only be played using analogue sticks. It's so easy to make these games work with simple digital controls. Any more ideas...? Barrie _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.394 / Virus Database: 268.8.2/356 - Release Date: 6/5/2006 -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.1.394 / Virus Database: 268.8.2/356 - Release Date: 6/5/2006 From barrie.ellis at oneswitch.org.uk Tue Jun 6 02:35:52 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Tue, 6 Jun 2006 07:35:52 +0100 Subject: [games_access] Arcade Sticks with two+ sticks... References: <20060606061603.BQYA14774.centrmmtao04.cox.net@CX1218070A> Message-ID: <01c301c68933$75456f60$0202a8c0@OneSwitch> If you have time, please contact Quasicade, and get back to the list. They used to sell the QuasiCON arcade controller separately. They also made a cocktail cabinet that had a one player arcade stick. Perhaps they'll consider separating one. I'm sure it will still be very expensive. The work I am able to do building controllers on Xbox/PS2 machines relies upon the Ultimarc I-Pac PCB. You'll be able to play analogue reliant games with it, but the controls will be digital in effect. Not every game is compatible (some games lock the controller out), but I've played Burnout 3 recently on an Xbox, steering digitally and braking and accellerating digitally - using controllers mapped to what would be analogue controls traditionally. Does this make sense? Barrie OneSwitch.org.uk ----- Original Message ----- From: "Jason Price" To: "'IGDA Games Accessibility SIG Mailing List'" Sent: Tuesday, June 06, 2006 7:16 AM Subject: RE: [games_access] Arcade Sticks with two+ sticks... > Barrie, > > Yes, that Quasicon is extremely large I could not imagine someone using > that > in a residential environment. Does it have to be housed in an arcade > cabinet? It seems to me there has got to be a more reasonable solution, > something more akin to arcade sticks of the past. Also, have they not > considered making a one player version? > > I have developed a new dual analog arcade stick for gamers with > disabilities > in the range of mine. However no third part accessory developer I > approached wanted any part of it. My controller is concept/artist > rendering > only, I do not have a prototype. > > I don't think any of my friends are skilled enough to build me my own > controller, so what to do? You say that a custom built controller would > use > a digital interface, will that prohibit one from playing analog movement > based games? There are legions of gamers liked me trapped in "dual analog > stick hell!" > > Jason > > -----Original Message----- > From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] > On Behalf Of Barrie Ellis > Sent: Sunday, June 04, 2006 6:22 PM > To: IGDA Games Accessibility SIG Mailing List > Subject: [games_access] Arcade Sticks with two+ sticks... > > Hi Jason, > > I totally agree. The amount of games relying on two analogue sticks > simultaneously is proving to be a huge pain in the back-side for many > gamers. > > There is at least one arcade stick that has two large analogue sticks, > that > works with most modern games consoles. I would imagine it might break your > lap though, it's a monster. It's the Quasimoto Quasicon. It probably costs > all your money too(!): > > http://www.quasimoto.com/quasicade/quasicon.php > http://www.retroblast.com/reviews/quasicade_3.html - RetroBlast review > > An alternative, is to get a friend to build you your own controller. This > should be much cheaper, provide you with as many joysticks as you want, > but > will be digital only. > > More help here: > > http://www.accessibility.nl/games/forum/viewtopic.php?pid=187#p187 > > Good luck! > > Barrie > OneSwitch.org.uk > > > > > > ----- Original Message ----- > From: "Jason Price" > To: "'IGDA Games Accessibility SIG Mailing List'" > Sent: Saturday, June 03, 2006 9:26 PM > Subject: RE: [games_access] appealing to developers > > >> Hello, >> >> Let me first introduced myself. My name is Jason Price, 32-year-old >> lifelong gamer and lifelong person with a disability. >> >> I have severe cerebral palsy (spastic triplegia to be specific). This >> keeps >> me from walking and also having normal dexterity in my left hand. I'm a >> console gamer through and through, dating back to Atari. My left hand is >> not able to hold a standard controller but I have always been able to get >> by >> using laptop arcade/fighting sticks. This all changed in early 2001 when >> all games began to utilize dual analog sticks as the preferred method for >> character manipulation. >> >> I was immediately excluded from gaming because there are essentially no >> arcade sticks available featuring two analog sticks and the buttons that >> are >> accessed by pressing the analog sticks. Enough of my rant, there has got >> to >> be an answer. It is very likely that we will find the answer by >> appealing >> to both the moral fibers as well as the bottom line for game developers. >> >> They must realize that there is a huge untapped market out there. Gamers >> like myself play games not only to escape life with a disability, but >> also >> to engage our competitive nature. For example I'm never going to play in >> the NFL or NBA but through gaming I have in the past been able to >> experience >> sports on some level. Anyway, I hope I'm able positively contribute to >> this >> group and I thank you for your time. >> >> Jason Price >> >> -----Original Message----- >> From: games_access-bounces at igda.org >> [mailto:games_access-bounces at igda.org] >> On Behalf Of Reid Kimball >> Sent: Saturday, June 03, 2006 1:24 PM >> To: IGDA Games Accessibility SIG Mailing List >> Subject: Re: [games_access] Complaint regarding Florian Eckhardt >> >> Thanks Kelly for your reply. I too felt motivated after I read >> comments from people who didn't think games should be closed >> captioned. People telling me I can't do something tends to be a >> motivator for me. >> >> I also agree that at this time our best option is to appeal to the >> emotional side of developers if we are going to win their support for >> accessible gaming. Most developers love gaming and want to share their >> passion with the rest of the world. Why leave out those that are >> disabled? >> >> A company could also generate a lot of customer loyalty if they make >> it known they support accessible gaming. A customer who isn't disabled >> may be supportive of the idea and therefore support the company's >> efforts by being a loyal customer. >> >> -Reid > > -- > No virus found in this incoming message. > Checked by AVG Free Edition. > Version: 7.1.394 / Virus Database: 268.8.1/355 - Release Date: 6/2/2006 > > > > -- > No virus found in this outgoing message. > Checked by AVG Free Edition. > Version: 7.1.394 / Virus Database: 268.8.2/356 - Release Date: 6/5/2006 > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From j.chetwynd at btinternet.com Tue Jun 6 03:37:03 2006 From: j.chetwynd at btinternet.com (Jonathan Chetwynd) Date: Tue, 6 Jun 2006 08:37:03 +0100 Subject: [games_access] Teaching Game Accessibility In-Reply-To: <519049.1149574519658.JavaMail.cpadmin@pipeline.utdallas.edu> References: <519049.1149574519658.JavaMail.cpadmin@pipeline.utdallas.edu> Message-ID: <00BA06BB-FA28-4B12-9136-4FA155F4F929@btinternet.com> Thomas, thanks for the link, the two universities in the UK I know of are: http://computing-technology.derby.ac.uk/index.php? node=186722&objectid=186721 http://www.abertay.ac.uk/Courses/CDetails.cfm?RID=1&CID=186 perhaps you could contact them direct and let us know? cheers Jonathan Chetwynd On 6 Jun 2006, at 07:15, Thomas Christopher Roome wrote: I have been thinking about how to get "mainstream games" more accessible, and maybe we need to approach colleges and other higher education institutions that teach game development to teach Accessibility to the students. If game developers are instructed on how games can be made accessible, then maybe we can avoid some of the problems that we have today. There is a starting point using the Guidelines for developing accessible games at http://gameaccess.medialt.no/guide.php. Is anyone already teaching Accessibility for Gaming in a college or University program? ----------- Thank You, Tom Roome _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Tue Jun 6 04:42:26 2006 From: richard at audiogames.net (AudioGames.net) Date: Tue, 6 Jun 2006 10:42:26 +0200 Subject: [games_access] Guidelines (was: Teaching Game Accessibility) References: <519049.1149574519658.JavaMail.cpadmin@pipeline.utdallas.edu> Message-ID: <006001c68945$239083a0$8e8b2ed5@Delletje> Hi Thomas, Yes, I have teached game accessibility to MA Game Design Students together with Sander (Huiberts - also from Accessibility/AudioGames.net) at the School of the Arts Utrecht (Netherlands) in the past. This year we have had two projects concerning game accessibility: one in which game design students had to develop an audio game (which should be accessible for the blind) and another in which several students industrial design developed alternative controllers for an audio game that Sander and I developed. The purpose of the alternative controller was to evoke/stimulate physical (body) movement of blind gamers. Although both courses did not focus on 'making mainstream games more accessible', these courses gave us the opportunity to introduce and cover a great deal of this subject. In the case of the audio game designs, we did get the chance to teach about designing (games) for the blind and using sound to improve game accessibility. I prefer to avoid the guidelines copied from the IGDA White Paper by MediaLT because of several reasons. I for one think it is a shame that IGDA or any other party like our foundation, One Switch.co.uk, AudioGames.net or Games[CC] were never approached to help develop these "guidelines". But more importantly, I think these "guidelines" cannot be *practically* applied to game design. For instance, it does a horrible job (or actually no job at all) at describing how to improve the accessibility of mainstream video games for the blind. Guidelines 5.3 might be the only one to come close ("Explanations of pictures and actions that can be switched off/on") but realistically, how does this make a video game playable? "There's a maze and 32 dots and three ghosts and one is coming right at you and the other is coming around the corner, oh yeah you are this yellow piechart-figure- oh no you're dead!" ON TOP OF the original game? And what does guidelines 5.6 actually *mean*? "Auditory feedback and rewards" should be explicit? Literally, does this mean "auditory feedback and rewards" or "auditory feedback and auditory rewards"? What is an auditory reward? Is that a result, in sound, of winning? Where does it say this? Even so, why is it important to distinguish "auditory feedback" and "auditory feedback of rewards"? And wait, and it says that it is a Priority 1 Guideline "For ALL" disabilities. Including gamers who cannot hear? Sjees... (for everyone still questioning 400+ pages of WCAG 2.0 - that's why...) In my opinion these 'guidelines' were written by someone very influenced by W3C (literally "guidelines" and "priorities") but who never attempted to create or even play an accessible game for the blind (my opinion only, am very open to other opinions!). Interestingly, at the same time as we are doing Develop Brighton (this years biggest game conference in Europe), Klaus Miesenberger (University of Linz) will be presenting (a newer?) version of these guidelines for game accessibility at the ICCHP (one of the biggest conferences on ICT for people with disabilities: see: http://www.icchp.org/content/view/79/113/#track3 > Thursday > Track 3 > Session F). Ok, I might receive that Oscar for over-acting but I hope you get my point. Actually, this list has been dead quiet on the MediaLT/Linz guidelines so far and I am wondering of what you think... *anyone*? Greets, Richard ----- Original Message ----- From: "Thomas Christopher Roome" To: Cc: Sent: Tuesday, June 06, 2006 8:15 AM Subject: [games_access] Teaching Game Accessibility >I have been thinking about how to get "mainstream games" more > accessible, and maybe we need to approach colleges and other higher > education institutions that teach game development to teach > Accessibility to the students. If game developers are instructed on > how games can be made accessible, then maybe we can avoid some of the > problems that we have today. There is a starting point using the > Guidelines for developing accessible games at > http://gameaccess.medialt.no/guide.php. Is anyone already teaching > Accessibility for Gaming in a college or University program? > > ----------- > Thank You, > > Tom Roome > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Tue Jun 6 07:02:32 2006 From: richard at audiogames.net (AudioGames.net) Date: Tue, 6 Jun 2006 13:02:32 +0200 Subject: [games_access] Wikipedia Message-ID: <00d301c68958$b59d4c70$8e8b2ed5@Delletje> Hi Folks, Just made a first attempt of a wikipedia entry on game accessibility: http://en.wikipedia.org/wiki/Game_accessibility Feel free to edit! Greets, Richard -------------- next part -------------- An HTML attachment was scrubbed... URL: From rkimball at gmail.com Tue Jun 6 13:08:56 2006 From: rkimball at gmail.com (Reid Kimball) Date: Tue, 6 Jun 2006 10:08:56 -0700 Subject: [games_access] Guidelines (was: Teaching Game Accessibility) In-Reply-To: <006001c68945$239083a0$8e8b2ed5@Delletje> References: <519049.1149574519658.JavaMail.cpadmin@pipeline.utdallas.edu> <006001c68945$239083a0$8e8b2ed5@Delletje> Message-ID: I've never heard of this MediaLT/Linz whitepaper. I did a search for it and didn't get any search results back. What is it? -Reid On 6/6/06, AudioGames.net wrote: > Hi Thomas, > > Yes, I have teached game accessibility to MA Game Design Students together > with Sander (Huiberts - also from Accessibility/AudioGames.net) at the > School of the Arts Utrecht (Netherlands) in the past. This year we have had > two projects concerning game accessibility: one in which game design > students had to develop an audio game (which should be accessible for the > blind) and another in which several students industrial design developed > alternative controllers for an audio game that Sander and I developed. The > purpose of the alternative controller was to evoke/stimulate physical (body) > movement of blind gamers. Although both courses did not focus on 'making > mainstream games more accessible', these courses gave us the opportunity to > introduce and cover a great deal of this subject. In the case of the audio > game designs, we did get the chance to teach about designing (games) for the > blind and using sound to improve game accessibility. > > I prefer to avoid the guidelines copied from the IGDA White Paper by MediaLT > because of several reasons. I for one think it is a shame that IGDA or any > other party like our foundation, One Switch.co.uk, AudioGames.net or > Games[CC] were never approached to help develop these "guidelines". But more > importantly, I think these "guidelines" cannot be *practically* applied to > game design. For instance, it does a horrible job (or actually no job at > all) at describing how to improve the accessibility of mainstream video > games for the blind. Guidelines 5.3 might be the only one to come close > ("Explanations of pictures and actions that can be switched off/on") but > realistically, how does this make a video game playable? "There's a maze and > 32 dots and three ghosts and one is coming right at you and the other is > coming around the corner, oh yeah you are this yellow piechart-figure- oh no > you're dead!" ON TOP OF the original game? And what does guidelines 5.6 > actually *mean*? "Auditory feedback and rewards" should be explicit? > Literally, does this mean "auditory feedback and rewards" or "auditory > feedback and auditory rewards"? What is an auditory reward? Is that a > result, in sound, of winning? Where does it say this? Even so, why is it > important to distinguish "auditory feedback" and "auditory feedback of > rewards"? And wait, and it says that it is a Priority 1 Guideline "For ALL" > disabilities. Including gamers who cannot hear? Sjees... > > (for everyone still questioning 400+ pages of WCAG 2.0 - that's why...) > > In my opinion these 'guidelines' were written by someone very influenced by > W3C (literally "guidelines" and "priorities") but who never attempted to > create or even play an accessible game for the blind (my opinion only, am > very open to other opinions!). Interestingly, at the same time as we are > doing Develop Brighton (this years biggest game conference in Europe), Klaus > Miesenberger (University of Linz) will be presenting (a newer?) version of > these guidelines for game accessibility at the ICCHP (one of the biggest > conferences on ICT for people with disabilities: see: > http://www.icchp.org/content/view/79/113/#track3 > Thursday > Track 3 > > Session F). > > Ok, I might receive that Oscar for over-acting but I hope you get my point. > Actually, this list has been dead quiet on the MediaLT/Linz guidelines so > far and I am wondering of what you think... *anyone*? > > Greets, > > Richard > > > > ----- Original Message ----- > From: "Thomas Christopher Roome" > To: > Cc: > Sent: Tuesday, June 06, 2006 8:15 AM > Subject: [games_access] Teaching Game Accessibility > > > >I have been thinking about how to get "mainstream games" more > > accessible, and maybe we need to approach colleges and other higher > > education institutions that teach game development to teach > > Accessibility to the students. If game developers are instructed on > > how games can be made accessible, then maybe we can avoid some of the > > problems that we have today. There is a starting point using the > > Guidelines for developing accessible games at > > http://gameaccess.medialt.no/guide.php. Is anyone already teaching > > Accessibility for Gaming in a college or University program? > > > > ----------- > > Thank You, > > > > Tom Roome > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From richard at audiogames.net Tue Jun 6 14:48:28 2006 From: richard at audiogames.net (AudioGames.net) Date: Tue, 6 Jun 2006 20:48:28 +0200 Subject: [games_access] Guidelines (was: Teaching Game Accessibility) References: <519049.1149574519658.JavaMail.cpadmin@pipeline.utdallas.edu><006001c68945$239083a0$8e8b2ed5@Delletje> Message-ID: <004501c68999$ccc37140$8e8b2ed5@Delletje> Hi, MediaLT is a Norwegian company involved in projects concerning games for the blind for several years. Sander and I met them at the previous ICCHP in 2004, where they did a presentation on the projects they did/going to do (including one research project together with Microsoft/EA Games, in which they were going to validate the accessibility of several of their games and then choose one to (try and) make accessible for the blind). Anyway, they did a research project in which they developed "guidelines for game accessibility". Combined with the information in the IGDA Whitepaper these were combined to a next set of "guidelines"(http://gameaccess.medialt.no/guide.php). These were then presented by MediaLT at a 2-day Game Accessibility workshop (http://gameaccess.medialt.no/reader.htm - Goran of PinInteractive was the only one there... Goran?). And now either the same or a new draft of these guidelines will be presented by someone from the University of Linz. Well, the good part is that it seems that there are many more people working on game accessibility, which I think is great! The bad part is that it seems these guidelines have been developed without any input from the SIG (in my opinion a leading authority on the subject of game accessibility and the only party that really does have links with the professional game industry) or collaborations with other parties. I know the people from MediaLT are not newbies to the subject (I think they have been busy for over 7 years) and I consider them to have a great deal of knowledge about the things they talk about. However, I think the 'guidelines', as how these are now described (without a clear link with their practical implementation as well as feedback from game designers) are not useful or usable... Greets, Richard ----- Original Message ----- From: "Reid Kimball" To: "IGDA Games Accessibility SIG Mailing List" Sent: Tuesday, June 06, 2006 7:08 PM Subject: Re: [games_access] Guidelines (was: Teaching Game Accessibility) > I've never heard of this MediaLT/Linz whitepaper. I did a search for > it and didn't get any search results back. What is it? > > -Reid > > On 6/6/06, AudioGames.net wrote: >> Hi Thomas, >> >> Yes, I have teached game accessibility to MA Game Design Students >> together >> with Sander (Huiberts - also from Accessibility/AudioGames.net) at the >> School of the Arts Utrecht (Netherlands) in the past. This year we have >> had >> two projects concerning game accessibility: one in which game design >> students had to develop an audio game (which should be accessible for the >> blind) and another in which several students industrial design developed >> alternative controllers for an audio game that Sander and I developed. >> The >> purpose of the alternative controller was to evoke/stimulate physical >> (body) >> movement of blind gamers. Although both courses did not focus on 'making >> mainstream games more accessible', these courses gave us the opportunity >> to >> introduce and cover a great deal of this subject. In the case of the >> audio >> game designs, we did get the chance to teach about designing (games) for >> the >> blind and using sound to improve game accessibility. >> >> I prefer to avoid the guidelines copied from the IGDA White Paper by >> MediaLT >> because of several reasons. I for one think it is a shame that IGDA or >> any >> other party like our foundation, One Switch.co.uk, AudioGames.net or >> Games[CC] were never approached to help develop these "guidelines". But >> more >> importantly, I think these "guidelines" cannot be *practically* applied >> to >> game design. For instance, it does a horrible job (or actually no job at >> all) at describing how to improve the accessibility of mainstream video >> games for the blind. Guidelines 5.3 might be the only one to come close >> ("Explanations of pictures and actions that can be switched off/on") but >> realistically, how does this make a video game playable? "There's a maze >> and >> 32 dots and three ghosts and one is coming right at you and the other is >> coming around the corner, oh yeah you are this yellow piechart-figure- oh >> no >> you're dead!" ON TOP OF the original game? And what does guidelines 5.6 >> actually *mean*? "Auditory feedback and rewards" should be explicit? >> Literally, does this mean "auditory feedback and rewards" or "auditory >> feedback and auditory rewards"? What is an auditory reward? Is that a >> result, in sound, of winning? Where does it say this? Even so, why is it >> important to distinguish "auditory feedback" and "auditory feedback of >> rewards"? And wait, and it says that it is a Priority 1 Guideline "For >> ALL" >> disabilities. Including gamers who cannot hear? Sjees... >> >> (for everyone still questioning 400+ pages of WCAG 2.0 - that's why...) >> >> In my opinion these 'guidelines' were written by someone very influenced >> by >> W3C (literally "guidelines" and "priorities") but who never attempted to >> create or even play an accessible game for the blind (my opinion only, am >> very open to other opinions!). Interestingly, at the same time as we are >> doing Develop Brighton (this years biggest game conference in Europe), >> Klaus >> Miesenberger (University of Linz) will be presenting (a newer?) version >> of >> these guidelines for game accessibility at the ICCHP (one of the biggest >> conferences on ICT for people with disabilities: see: >> http://www.icchp.org/content/view/79/113/#track3 > Thursday > Track 3 > >> Session F). >> >> Ok, I might receive that Oscar for over-acting but I hope you get my >> point. >> Actually, this list has been dead quiet on the MediaLT/Linz guidelines so >> far and I am wondering of what you think... *anyone*? >> >> Greets, >> >> Richard >> >> >> >> ----- Original Message ----- >> From: "Thomas Christopher Roome" >> To: >> Cc: >> Sent: Tuesday, June 06, 2006 8:15 AM >> Subject: [games_access] Teaching Game Accessibility >> >> >> >I have been thinking about how to get "mainstream games" more >> > accessible, and maybe we need to approach colleges and other higher >> > education institutions that teach game development to teach >> > Accessibility to the students. If game developers are instructed on >> > how games can be made accessible, then maybe we can avoid some of the >> > problems that we have today. There is a starting point using the >> > Guidelines for developing accessible games at >> > http://gameaccess.medialt.no/guide.php. Is anyone already teaching >> > Accessibility for Gaming in a college or University program? >> > >> > ----------- >> > Thank You, >> > >> > Tom Roome >> > _______________________________________________ >> > games_access mailing list >> > games_access at igda.org >> > http://seven.pairlist.net/mailman/listinfo/games_access >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Tue Jun 6 15:46:34 2006 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 6 Jun 2006 14:46:34 -0500 Subject: [games_access] Teaching Game Accessibility In-Reply-To: <519049.1149574519658.JavaMail.cpadmin@pipeline.utdallas.edu> References: <519049.1149574519658.JavaMail.cpadmin@pipeline.utdallas.edu> Message-ID: Hey Tom, Yes, this is a great point and there are some that are including it into game coursework somehow, even if it's not an entire course on it. I agree that getting to people while they are learning about design and making it into something expected for doing well in a course will only increase our odds that we'll start seeing accessibility as something much more mainstream. I have included the topic as part of a game design course and even courses on adolescent psychology and Kevin Bierre on this list from RIT has also done the same in his courses (Kevin can say more on this!). There's a whole bunch of us on this list that are academics as well. So you are at the right place! Maybe we could work with the IGDA game curriculum committee to get something more official from the SIG out there. Any ideas about that? Would you be interested in heading up that project? If so, let me know and I'll give you more information and e-introduce you to some folks in that committee. :) But I think that we can only get better at this and include more universities. Right now I'm working with DIGRA, which is a good organization aimed at academics and game studies, to start up a parallel SIG (nothing will change about us but basically we'll be working more with the DIGRA people to hopefully build another bridge to academia). So hopefully in a few days I'll have the official announcement about this additional membership group to the IGDA SIG. Michelle >I have been thinking about how to get "mainstream games" more >accessible, and maybe we need to approach colleges and other higher >education institutions that teach game development to teach >Accessibility to the students. If game developers are instructed on >how games can be made accessible, then maybe we can avoid some of the >problems that we have today. There is a starting point using the >Guidelines for developing accessible games at >http://gameaccess.medialt.no/guide.php. Is anyone already teaching >Accessibility for Gaming in a college or University program? > >----------- >Thank You, > >Tom Roome >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Tue Jun 6 15:51:36 2006 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 6 Jun 2006 14:51:36 -0500 Subject: [games_access] List error? In-Reply-To: <006001c68945$239083a0$8e8b2ed5@Delletje> References: <519049.1149574519658.JavaMail.cpadmin@pipeline.utdallas.edu> <006001c68945$239083a0$8e8b2ed5@Delletje> Message-ID: Hey everyone, I have been getting bounce messages from : The user does not accept email in non-Western (non-Latin) character sets. I've been getting them for about a week now every time someone emails the list. Anyone know who this is or have any info? I don't see that this list or person is subscribed. If you know anything about this, please email me off-list at hinn at uiuc.edu so I can start figuring out a solution! Thanks! Michelle From no1cwbyfan at cox.net Tue Jun 6 16:30:20 2006 From: no1cwbyfan at cox.net (Jason Price) Date: Tue, 6 Jun 2006 16:30:20 -0400 Subject: [games_access] Arcade Sticks with two+ sticks... Message-ID: <25239476.1149625820167.JavaMail.root@centrmwml02.mgt.cox.net> I was able to speak with the founder of Quasimoto Interactive Inc. today regarding their controller. He informed me that although they do not generally sell a standalone controller they will make an exception in order to serve gamers with disabilities. They will sell the controller for $199. It comes with all necessary adapters for current console systems (the big 3) as well as the pc. It also comes with a lifetime warranty and a moneyback guarantee. He seemed extremely eager to serve gamers with disabilities, and he is an amputee himself so he understands our plight. I will let you know when I receive the controller, and I will provide you with a full review. This could be an exciting product for those of us with orthopedic disabilities. I will keep you posted. Jason Price PS They do plan to have adapters available ASAP for both the XBOX 360 and the Sony PlayStation 3. - Barrie Ellis wrote: > If you have time, please contact Quasicade, and get back to the list. They > used to sell the QuasiCON arcade controller separately. They also made a > cocktail cabinet that had a one player arcade stick. Perhaps they'll > consider separating one. I'm sure it will still be very expensive. > > The work I am able to do building controllers on Xbox/PS2 machines relies > upon the Ultimarc I-Pac PCB. You'll be able to play analogue reliant games > with it, but the controls will be digital in effect. Not every game is > compatible (some games lock the controller out), but I've played Burnout 3 > recently on an Xbox, steering digitally and braking and accellerating > digitally - using controllers mapped to what would be analogue controls > traditionally. Does this make sense? > > Barrie > OneSwitch.org.uk > > > > > > > ----- Original Message ----- > From: "Jason Price" > To: "'IGDA Games Accessibility SIG Mailing List'" > Sent: Tuesday, June 06, 2006 7:16 AM > Subject: RE: [games_access] Arcade Sticks with two+ sticks... > > > > Barrie, > > > > Yes, that Quasicon is extremely large I could not imagine someone using > > that > > in a residential environment. Does it have to be housed in an arcade > > cabinet? It seems to me there has got to be a more reasonable solution, > > something more akin to arcade sticks of the past. Also, have they not > > considered making a one player version? > > > > I have developed a new dual analog arcade stick for gamers with > > disabilities > > in the range of mine. However no third part accessory developer I > > approached wanted any part of it. My controller is concept/artist > > rendering > > only, I do not have a prototype. > > > > I don't think any of my friends are skilled enough to build me my own > > controller, so what to do? You say that a custom built controller would > > use > > a digital interface, will that prohibit one from playing analog movement > > based games? There are legions of gamers liked me trapped in "dual analog > > stick hell!" > > > > Jason > > > > -----Original Message----- > > From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] > > On Behalf Of Barrie Ellis > > Sent: Sunday, June 04, 2006 6:22 PM > > To: IGDA Games Accessibility SIG Mailing List > > Subject: [games_access] Arcade Sticks with two+ sticks... > > > > Hi Jason, > > > > I totally agree. The amount of games relying on two analogue sticks > > simultaneously is proving to be a huge pain in the back-side for many > > gamers. > > > > There is at least one arcade stick that has two large analogue sticks, > > that > > works with most modern games consoles. I would imagine it might break your > > lap though, it's a monster. It's the Quasimoto Quasicon. It probably costs > > all your money too(!): > > > > http://www.quasimoto.com/quasicade/quasicon.php > > http://www.retroblast.com/reviews/quasicade_3.html - RetroBlast review > > > > An alternative, is to get a friend to build you your own controller. This > > should be much cheaper, provide you with as many joysticks as you want, > > but > > will be digital only. > > > > More help here: > > > > http://www.accessibility.nl/games/forum/viewtopic.php?pid=187#p187 > > > > Good luck! > > > > Barrie > > OneSwitch.org.uk > > > > > > > > > > > > ----- Original Message ----- > > From: "Jason Price" > > To: "'IGDA Games Accessibility SIG Mailing List'" > > Sent: Saturday, June 03, 2006 9:26 PM > > Subject: RE: [games_access] appealing to developers > > > > > >> Hello, > >> > >> Let me first introduced myself. My name is Jason Price, 32-year-old > >> lifelong gamer and lifelong person with a disability. > >> > >> I have severe cerebral palsy (spastic triplegia to be specific). This > >> keeps > >> me from walking and also having normal dexterity in my left hand. I'm a > >> console gamer through and through, dating back to Atari. My left hand is > >> not able to hold a standard controller but I have always been able to get > >> by > >> using laptop arcade/fighting sticks. This all changed in early 2001 when > >> all games began to utilize dual analog sticks as the preferred method for > >> character manipulation. > >> > >> I was immediately excluded from gaming because there are essentially no > >> arcade sticks available featuring two analog sticks and the buttons that > >> are > >> accessed by pressing the analog sticks. Enough of my rant, there has got > >> to > >> be an answer. It is very likely that we will find the answer by > >> appealing > >> to both the moral fibers as well as the bottom line for game developers. > >> > >> They must realize that there is a huge untapped market out there. Gamers > >> like myself play games not only to escape life with a disability, but > >> also > >> to engage our competitive nature. For example I'm never going to play in > >> the NFL or NBA but through gaming I have in the past been able to > >> experience > >> sports on some level. Anyway, I hope I'm able positively contribute to > >> this > >> group and I thank you for your time. > >> > >> Jason Price > >> > >> -----Original Message----- > >> From: games_access-bounces at igda.org > >> [mailto:games_access-bounces at igda.org] > >> On Behalf Of Reid Kimball > >> Sent: Saturday, June 03, 2006 1:24 PM > >> To: IGDA Games Accessibility SIG Mailing List > >> Subject: Re: [games_access] Complaint regarding Florian Eckhardt > >> > >> Thanks Kelly for your reply. I too felt motivated after I read > >> comments from people who didn't think games should be closed > >> captioned. People telling me I can't do something tends to be a > >> motivator for me. > >> > >> I also agree that at this time our best option is to appeal to the > >> emotional side of developers if we are going to win their support for > >> accessible gaming. Most developers love gaming and want to share their > >> passion with the rest of the world. Why leave out those that are > >> disabled? > >> > >> A company could also generate a lot of customer loyalty if they make > >> it known they support accessible gaming. A customer who isn't disabled > >> may be supportive of the idea and therefore support the company's > >> efforts by being a loyal customer. > >> > >> -Reid > > > > -- > > No virus found in this incoming message. > > Checked by AVG Free Edition. > > Version: 7.1.394 / Virus Database: 268.8.1/355 - Release Date: 6/2/2006 > > > > > > > > -- > > No virus found in this outgoing message. > > Checked by AVG Free Edition. > > Version: 7.1.394 / Virus Database: 268.8.2/356 - Release Date: 6/5/2006 > > > > > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > > > > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From thomas.roome at student.utdallas.edu Tue Jun 6 21:59:10 2006 From: thomas.roome at student.utdallas.edu (Thomas Christopher Roome) Date: Tue, 6 Jun 2006 20:59:10 -0500 (CDT) Subject: [games_access] Teaching Game Accessibility Message-ID: <3853343.1149645550788.JavaMail.cpadmin@pipeline.utdallas.edu> Hi Michelle, I would be happy to try to work with the IGDA game curriculum committee to get something more official from the SIG out there assuming that they will listen to a student that is beginning to learn game design? I understand some of the problems that people with disabilities face in games. I would need support from others on the list to cover every need as possible and make sure the "accessible ideas" really work in games. It is one thing to say " the game should allow different input devices to interact with the game", but we need to tell the developer how this can be done and when should it be done in the game development! Do you agree with me? I have read the guidelines and even I got lost in what it was saying, and no where does is tell you what needs to be done to make something work. There have to be a differences between games programing on the PC and Xbox or PS2 platforms and that should be address. Give me some feedback everyone? d. michelle hinn wrote: >Hey Tom, > >Yes, this is a great point and there are some that are including it >into game coursework somehow, even if it's not an entire course on >it. I agree that getting to people while they are learning about >design and making it into something expected for doing well in a >course will only increase our odds that we'll start seeing >accessibility as something much more mainstream. > >I have included the topic as part of a game design course and even >courses on adolescent psychology and Kevin Bierre on this list from >RIT has also done the same in his courses (Kevin can say more on >this!). There's a whole bunch of us on this list that are academics >as well. So you are at the right place! Maybe we could work with the >IGDA game curriculum committee to get something more official from >the SIG out there. Any ideas about that? Would you be interested in >heading up that project? If so, let me know and I'll give you more >information and e-introduce you to some folks in that committee. :) > >But I think that we can only get better at this and include more >universities. Right now I'm working with DIGRA, which is a good >organization aimed at academics and game studies, to start up a >parallel SIG (nothing will change about us but basically we'll be >working more with the DIGRA people to hopefully build another bridge >to academia). So hopefully in a few days I'll have the official >announcement about this additional membership group to the IGDA SIG. > >Michelle > >>I have been thinking about how to get "mainstream games" more >>accessible, and maybe we need to approach colleges and other higher >>education institutions that teach game development to teach >>Accessibility to the students. If game developers are instructed on >>how games can be made accessible, then maybe we can avoid some of the >>problems that we have today. There is a starting point using the >>Guidelines for developing accessible games at >>http://gameaccess.medialt.no/guide.php. Is anyone already teaching >>Accessibility for Gaming in a college or University program? >> >>----------- >>Thank You, >> >>Tom Roome >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > ----------- Thank You, Tom Roome From agdev at thechases.com Tue Jun 6 22:08:38 2006 From: agdev at thechases.com (Tim Chase) Date: Tue, 06 Jun 2006 21:08:38 -0500 Subject: [games_access] Arcade Sticks with two+ sticks... In-Reply-To: <20060606062215.RXKU12772.centrmmtao02.cox.net@CX1218070A> References: <20060606062215.RXKU12772.centrmmtao02.cox.net@CX1218070A> Message-ID: <44863526.80500@thechases.com> > There's got to be a method to provide both analog and > traditional single stick digital control configurations. While now an antiquated gaming device, the old Gravis Gamepad provided digital inputs on the analog X/Y axis. The hardware can be found on ebay, and wouldn't be too hard to wire your favorite devices/buttons for actualizing their presses. A little basic hardware (soldering your preferred switches in place of the buttons) would serve. The granularity could be a bit annoying as you described, but it was playable, and felt like the old-school 8-bit Nintendo game-pads. Even had auto-repeat functionality for the A and B buttons. Building the more old-school joysticks is easy enough--made my own in a freshman computer course, which expected no background in hardware skills (which is good, as I'm not much of a hardware guy). Building a USB or serial might be more complex than a 15-pin joystick-port connector. -tim From barrie.ellis at oneswitch.org.uk Wed Jun 7 02:30:24 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Wed, 7 Jun 2006 07:30:24 +0100 Subject: [games_access] Retro Remakes 2006 quick update Message-ID: <004f01c689fb$dc416e30$0202a8c0@OneSwitch> At this time 85 games have been entered into the Retro Remakes 2006 Promoting Accessibility in Games competition tracker: http://www.dreamcodex.com/rrcompo/list.php These include reworkings of games such as Asteroids, Missile Command (if ever there was a game crying out for head tracker compatibility...), Konami Golf and the adventure game Zork I recon we'll hit the 100 mark before the end of the competition. Barrie www.OneSwitch.org.uk www.igda.org/accessibility From j.chetwynd at btinternet.com Wed Jun 7 02:40:34 2006 From: j.chetwynd at btinternet.com (Jonathan Chetwynd) Date: Wed, 7 Jun 2006 07:40:34 +0100 Subject: [games_access] Teaching Game Accessibility In-Reply-To: <3853343.1149645550788.JavaMail.cpadmin@pipeline.utdallas.edu> References: <3853343.1149645550788.JavaMail.cpadmin@pipeline.utdallas.edu> Message-ID: "how this can be done" can be separated from guidelines in a techniques document. I don't mean to suggest this is the only or a better way, but merely that it is important to break the task into smaller parts. regards Jonathan Chetwynd On 7 Jun 2006, at 02:59, Thomas Christopher Roome wrote: Hi Michelle, I would be happy to try to work with the IGDA game curriculum committee to get something more official from the SIG out there assuming that they will listen to a student that is beginning to learn game design? I understand some of the problems that people with disabilities face in games. I would need support from others on the list to cover every need as possible and make sure the "accessible ideas" really work in games. It is one thing to say " the game should allow different input devices to interact with the game", but we need to tell the developer how this can be done and when should it be done in the game development! Do you agree with me? I have read the guidelines and even I got lost in what it was saying, and no where does is tell you what needs to be done to make something work. There have to be a differences between games programing on the PC and Xbox or PS2 platforms and that should be address. Give me some feedback everyone? d. michelle hinn wrote: > Hey Tom, > > Yes, this is a great point and there are some that are including it > into game coursework somehow, even if it's not an entire course on > it. I agree that getting to people while they are learning about > design and making it into something expected for doing well in a > course will only increase our odds that we'll start seeing > accessibility as something much more mainstream. > > I have included the topic as part of a game design course and even > courses on adolescent psychology and Kevin Bierre on this list from > RIT has also done the same in his courses (Kevin can say more on > this!). There's a whole bunch of us on this list that are academics > as well. So you are at the right place! Maybe we could work with the > IGDA game curriculum committee to get something more official from > the SIG out there. Any ideas about that? Would you be interested in > heading up that project? If so, let me know and I'll give you more > information and e-introduce you to some folks in that committee. :) > > But I think that we can only get better at this and include more > universities. Right now I'm working with DIGRA, which is a good > organization aimed at academics and game studies, to start up a > parallel SIG (nothing will change about us but basically we'll be > working more with the DIGRA people to hopefully build another bridge > to academia). So hopefully in a few days I'll have the official > announcement about this additional membership group to the IGDA SIG. > > Michelle > >> I have been thinking about how to get "mainstream games" more >> accessible, and maybe we need to approach colleges and other higher >> education institutions that teach game development to teach >> Accessibility to the students. If game developers are instructed on >> how games can be made accessible, then maybe we can avoid some of the >> problems that we have today. There is a starting point using the >> Guidelines for developing accessible games at >> http://gameaccess.medialt.no/guide.php. Is anyone already teaching >> Accessibility for Gaming in a college or University program? >> >> ----------- >> Thank You, >> >> Tom Roome >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > ----------- Thank You, Tom Roome _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Wed Jun 7 07:12:05 2006 From: richard at audiogames.net (AudioGames.net) Date: Wed, 7 Jun 2006 13:12:05 +0200 Subject: [games_access] Retro Remakes 2006 quick update References: <004f01c689fb$dc416e30$0202a8c0@OneSwitch> Message-ID: <0dab01c68a23$35f190f0$8e8b2ed5@Delletje> Great! ----- Original Message ----- From: "Barrie Ellis" To: "IGDA GA mailing list" Sent: Wednesday, June 07, 2006 8:30 AM Subject: [games_access] Retro Remakes 2006 quick update > At this time 85 games have been entered into the Retro Remakes 2006 > Promoting Accessibility in Games competition tracker: > http://www.dreamcodex.com/rrcompo/list.php > > These include reworkings of games such as Asteroids, Missile Command (if > ever there was a game crying out for head tracker compatibility...), > Konami Golf and the adventure game Zork > > I recon we'll hit the 100 mark before the end of the competition. > > Barrie > www.OneSwitch.org.uk > www.igda.org/accessibility > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From lynnvm at alltel.net Wed Jun 7 08:09:38 2006 From: lynnvm at alltel.net (Lynn Marentette) Date: Wed, 7 Jun 2006 08:09:38 -0400 Subject: [games_access] New e-mail Message-ID: <000e01c68a2b$402aa040$6a01a8c0@HOME> Hi. This is my new e-mail address: Lynn Marentette lynnvm at carolina.rr.com -------------- next part -------------- An HTML attachment was scrubbed... URL: From bsawyer at dmill.com Wed Jun 7 13:45:54 2006 From: bsawyer at dmill.com (Ben Sawyer) Date: Wed, 7 Jun 2006 13:45:54 -0400 Subject: [games_access] Games for Health In-Reply-To: References: Message-ID: Can IGDA Games Accessibility Sig provide a speaker for Games for Health on 9/28-9/29 I'm specifically looking for two sessions... 1. A small (meaning I expect the audience to be say 30-40 talk on game accessibility technology. This would also be aimed not only at making games more accessible to handicapped populations but also as interface and technologies that might be used in rehab, motor skills therapy, etc. 2. A larger talk focused on games that may be specifically for people with a variety of conditions chronic or otherwise. Thanks! - Ben From rkimball at gmail.com Wed Jun 7 13:50:25 2006 From: rkimball at gmail.com (Reid Kimball) Date: Wed, 7 Jun 2006 10:50:25 -0700 Subject: [games_access] Games for Health In-Reply-To: References: Message-ID: I'm guessing this is what you're talking about? http://www.gamesforhealth.org/about2.html -Reid On 6/7/06, Ben Sawyer wrote: > Can IGDA Games Accessibility Sig provide a speaker for Games for > Health on 9/28-9/29 > > I'm specifically looking for two sessions... > > 1. A small (meaning I expect the audience to be say 30-40 talk on > game accessibility technology. This would also be aimed not only at > making games more accessible to handicapped populations but also as > interface and technologies that might be used in rehab, motor skills > therapy, etc. > > 2. A larger talk focused on games that may be specifically for people > with a variety of conditions chronic or otherwise. > > Thanks! > > - Ben > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From bsawyer at dmill.com Wed Jun 7 14:36:37 2006 From: bsawyer at dmill.com (Ben Sawyer) Date: Wed, 7 Jun 2006 14:36:37 -0400 Subject: [games_access] Games for Health In-Reply-To: References: Message-ID: <5A9DF2EF-8460-47D4-8E01-8BE0EE07FC09@dmill.com> Yes and specifically our conference. On Jun 7, 2006, at 1:50 PM, Reid Kimball wrote: > I'm guessing this is what you're talking about? > > http://www.gamesforhealth.org/about2.html > > -Reid > > On 6/7/06, Ben Sawyer wrote: >> Can IGDA Games Accessibility Sig provide a speaker for Games for >> Health on 9/28-9/29 >> >> I'm specifically looking for two sessions... >> >> 1. A small (meaning I expect the audience to be say 30-40 talk on >> game accessibility technology. This would also be aimed not only at >> making games more accessible to handicapped populations but also as >> interface and technologies that might be used in rehab, motor skills >> therapy, etc. >> >> 2. A larger talk focused on games that may be specifically for people >> with a variety of conditions chronic or otherwise. >> >> Thanks! >> >> - Ben >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Wed Jun 7 16:34:32 2006 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 7 Jun 2006 15:34:32 -0500 Subject: [games_access] Games for Health In-Reply-To: <5A9DF2EF-8460-47D4-8E01-8BE0EE07FC09@dmill.com> References: <5A9DF2EF-8460-47D4-8E01-8BE0EE07FC09@dmill.com> Message-ID: Thanks for the email, Ben! Couple questions...Where is it? And is there any reimbursement for the speaker's travel expenses? We have no SIG funding and a lot of us already committed to at least one conference (Develop Brighton, which I see you are speaking at as well) in the next three months...which means our own budgets have been bled dry! Michelle >Yes and specifically our conference. > >On Jun 7, 2006, at 1:50 PM, Reid Kimball wrote: > >>I'm guessing this is what you're talking about? >> >>http://www.gamesforhealth.org/about2.html >> >>-Reid >> >>On 6/7/06, Ben Sawyer wrote: >>>Can IGDA Games Accessibility Sig provide a speaker for Games for >>>Health on 9/28-9/29 >>> >>>I'm specifically looking for two sessions... >>> >>>1. A small (meaning I expect the audience to be say 30-40 talk on >>>game accessibility technology. This would also be aimed not only at >>>making games more accessible to handicapped populations but also as >>>interface and technologies that might be used in rehab, motor skills >>>therapy, etc. >>> >>>2. A larger talk focused on games that may be specifically for people >>>with a variety of conditions chronic or otherwise. >>> >>>Thanks! >>> >>>- Ben >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From bsawyer at dmill.com Wed Jun 7 16:56:34 2006 From: bsawyer at dmill.com (Ben Sawyer) Date: Wed, 7 Jun 2006 16:56:34 -0400 Subject: [games_access] Games for Health In-Reply-To: References: <5A9DF2EF-8460-47D4-8E01-8BE0EE07FC09@dmill.com> Message-ID: <6AD9D474-4BE7-4B49-BAFB-7052AC68BCAC@dmill.com> We might be able to help with some of this if we're convinced it can be a great set of sessions. We're in Baltimore, MD at the university of maryland school of medicine. I'll both make no promises but do as much as a I can. - Ben On Jun 7, 2006, at 4:34 PM, d. michelle hinn wrote: > Thanks for the email, Ben! > > Couple questions...Where is it? And is there any reimbursement for > the speaker's travel expenses? We have no SIG funding and a lot of > us already committed to at least one conference (Develop Brighton, > which I see you are speaking at as well) in the next three > months...which means our own budgets have been bled dry! > > Michelle > >> Yes and specifically our conference. >> >> On Jun 7, 2006, at 1:50 PM, Reid Kimball wrote: >> >>> I'm guessing this is what you're talking about? >>> >>> http://www.gamesforhealth.org/about2.html >>> >>> -Reid >>> >>> On 6/7/06, Ben Sawyer wrote: >>>> Can IGDA Games Accessibility Sig provide a speaker for Games for >>>> Health on 9/28-9/29 >>>> >>>> I'm specifically looking for two sessions... >>>> >>>> 1. A small (meaning I expect the audience to be say 30-40 talk on >>>> game accessibility technology. This would also be aimed not >>>> only at >>>> making games more accessible to handicapped populations but also as >>>> interface and technologies that might be used in rehab, motor >>>> skills >>>> therapy, etc. >>>> >>>> 2. A larger talk focused on games that may be specifically for >>>> people >>>> with a variety of conditions chronic or otherwise. >>>> >>>> Thanks! >>>> >>>> - Ben >>>> _______________________________________________ >>>> games_access mailing list >>>> games_access at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Wed Jun 7 17:11:03 2006 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 7 Jun 2006 16:11:03 -0500 Subject: [games_access] Games for Health In-Reply-To: <6AD9D474-4BE7-4B49-BAFB-7052AC68BCAC@dmill.com> References: <5A9DF2EF-8460-47D4-8E01-8BE0EE07FC09@dmill.com> <6AD9D474-4BE7-4B49-BAFB-7052AC68BCAC@dmill.com> Message-ID: Well, unfortunately I'm definitely overbooked for this year. To my knowledge the only person in the SIG who this is local for is Robert Florio. He lives nearby and I would think would make an excellent speaker -- Robert, any interest? Michelle >We might be able to help with some of this if we're convinced it can >be a great set of sessions. > >We're in Baltimore, MD at the university of maryland school of medicine. > >I'll both make no promises but do as much as a I can. > >- Ben > >On Jun 7, 2006, at 4:34 PM, d. michelle hinn wrote: > >>Thanks for the email, Ben! >> >>Couple questions...Where is it? And is there any reimbursement for >>the speaker's travel expenses? We have no SIG funding and a lot of >>us already committed to at least one conference (Develop Brighton, >>which I see you are speaking at as well) in the next three >>months...which means our own budgets have been bled dry! >> >>Michelle >> >>>Yes and specifically our conference. >>> >>>On Jun 7, 2006, at 1:50 PM, Reid Kimball wrote: >>> >>>>I'm guessing this is what you're talking about? >>>> >>>>http://www.gamesforhealth.org/about2.html >>>> >>>>-Reid >>>> >>>>On 6/7/06, Ben Sawyer wrote: >>>>>Can IGDA Games Accessibility Sig provide a speaker for Games for >>>>>Health on 9/28-9/29 >>>>> >>>>>I'm specifically looking for two sessions... >>>>> >>>>>1. A small (meaning I expect the audience to be say 30-40 talk on >>>>>game accessibility technology. This would also be aimed not only at >>>>>making games more accessible to handicapped populations but also as >>>>>interface and technologies that might be used in rehab, motor skills >>>>>therapy, etc. >>>>> >>>>>2. A larger talk focused on games that may be specifically for people >>>>>with a variety of conditions chronic or otherwise. >>>>> >>>>>Thanks! >>>>> >>>>>- Ben >>>>>_______________________________________________ >>>>>games_access mailing list >>>>>games_access at igda.org >>>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>>> >>>>_______________________________________________ >>>>games_access mailing list >>>>games_access at igda.org >>>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Wed Jun 7 19:57:57 2006 From: arthit73 at cablespeed.com (Robert Florio) Date: Wed, 7 Jun 2006 19:57:57 -0400 Subject: to ben about Speaker RE: [games_access] Games for Health In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIxk1yAA Message-ID: <000001c68a8e$3694ac20$6701a8c0@Inspiron> Then I am located in clever in Maryland and would be most likely to speak at your event about videogames for accessibility and rehabilitation purposes. That's right up my interests as a 24-year-old pleasure plegic game designer third year at the Art Institute online. I'm very involved with this group also the moderator of gamers with physical disabilities at www.game-accessibility.com . GDC scholar winner previously game developers conference and working on prototypes of some games with friends in the process. Please let me know if I could help you this would be a great opportunity and be able to share knowledge with people. My goal is to develop games for rehabilitation all purposes games that are accessible so you can use it for any purpose not just rehab. Thank you Michele for letting Ben know about me. Sincerely. Robert Florio Art Institute online SGA President www.RobertFlorio.com -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Wednesday, June 07, 2006 5:11 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Games for Health Well, unfortunately I'm definitely overbooked for this year. To my knowledge the only person in the SIG who this is local for is Robert Florio. He lives nearby and I would think would make an excellent speaker -- Robert, any interest? Michelle >We might be able to help with some of this if we're convinced it can >be a great set of sessions. > >We're in Baltimore, MD at the university of maryland school of medicine. > >I'll both make no promises but do as much as a I can. > >- Ben > >On Jun 7, 2006, at 4:34 PM, d. michelle hinn wrote: > >>Thanks for the email, Ben! >> >>Couple questions...Where is it? And is there any reimbursement for >>the speaker's travel expenses? We have no SIG funding and a lot of >>us already committed to at least one conference (Develop Brighton, >>which I see you are speaking at as well) in the next three >>months...which means our own budgets have been bled dry! >> >>Michelle >> >>>Yes and specifically our conference. >>> >>>On Jun 7, 2006, at 1:50 PM, Reid Kimball wrote: >>> >>>>I'm guessing this is what you're talking about? >>>> >>>>http://www.gamesforhealth.org/about2.html >>>> >>>>-Reid >>>> >>>>On 6/7/06, Ben Sawyer wrote: >>>>>Can IGDA Games Accessibility Sig provide a speaker for Games for >>>>>Health on 9/28-9/29 >>>>> >>>>>I'm specifically looking for two sessions... >>>>> >>>>>1. A small (meaning I expect the audience to be say 30-40 talk on >>>>>game accessibility technology. This would also be aimed not only at >>>>>making games more accessible to handicapped populations but also as >>>>>interface and technologies that might be used in rehab, motor skills >>>>>therapy, etc. >>>>> >>>>>2. A larger talk focused on games that may be specifically for people >>>>>with a variety of conditions chronic or otherwise. >>>>> >>>>>Thanks! >>>>> >>>>>- Ben >>>>>_______________________________________________ >>>>>games_access mailing list >>>>>games_access at igda.org >>>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>>> >>>>_______________________________________________ >>>>games_access mailing list >>>>games_access at igda.org >>>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Thu Jun 8 04:03:23 2006 From: richard at audiogames.net (AudioGames.net) Date: Thu, 8 Jun 2006 10:03:23 +0200 Subject: [games_access] Games for Health References: <5A9DF2EF-8460-47D4-8E01-8BE0EE07FC09@dmill.com><6AD9D474-4BE7-4B49-BAFB-7052AC68BCAC@dmill.com> Message-ID: <006a01c68ad2$03dce010$8e8b2ed5@Delletje> Hi, Yes, I too am too overbooked this year :) However, if anyone wants some examples of 'games for health' than I got some examples laying around (somewhere!) here (such as Gasp, a video game in which you play a pearl diver who has to retrieve as many pearls as possible in just one dive. The game is controlled by a breath controller and thus the true challenge is the player's respiration and lung capacity. The game can be used for training purposes for people with astma and hyperventilation... Greets, Richard ----- Original Message ----- From: "d. michelle hinn" To: "IGDA Games Accessibility SIG Mailing List" Sent: Wednesday, June 07, 2006 11:11 PM Subject: Re: [games_access] Games for Health > Well, unfortunately I'm definitely overbooked for this year. To my > knowledge the only person in the SIG who this is local for is Robert > Florio. He lives nearby and I would think would make an excellent > speaker -- Robert, any interest? > > Michelle > >>We might be able to help with some of this if we're convinced it can be a >>great set of sessions. >> >>We're in Baltimore, MD at the university of maryland school of medicine. >> >>I'll both make no promises but do as much as a I can. >> >>- Ben >> >>On Jun 7, 2006, at 4:34 PM, d. michelle hinn wrote: >> >>>Thanks for the email, Ben! >>> >>>Couple questions...Where is it? And is there any reimbursement for the >>>speaker's travel expenses? We have no SIG funding and a lot of us already >>>committed to at least one conference (Develop Brighton, which I see you >>>are speaking at as well) in the next three months...which means our own >>>budgets have been bled dry! >>> >>>Michelle >>> >>>>Yes and specifically our conference. >>>> >>>>On Jun 7, 2006, at 1:50 PM, Reid Kimball wrote: >>>> >>>>>I'm guessing this is what you're talking about? >>>>> >>>>>http://www.gamesforhealth.org/about2.html >>>>> >>>>>-Reid >>>>> >>>>>On 6/7/06, Ben Sawyer wrote: >>>>>>Can IGDA Games Accessibility Sig provide a speaker for Games for >>>>>>Health on 9/28-9/29 >>>>>> >>>>>>I'm specifically looking for two sessions... >>>>>> >>>>>>1. A small (meaning I expect the audience to be say 30-40 talk on >>>>>>game accessibility technology. This would also be aimed not only at >>>>>>making games more accessible to handicapped populations but also as >>>>>>interface and technologies that might be used in rehab, motor skills >>>>>>therapy, etc. >>>>>> >>>>>>2. A larger talk focused on games that may be specifically for people >>>>>>with a variety of conditions chronic or otherwise. >>>>>> >>>>>>Thanks! >>>>>> >>>>>>- Ben >>>>>>_______________________________________________ >>>>>>games_access mailing list >>>>>>games_access at igda.org >>>>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>>>> >>>>>_______________________________________________ >>>>>games_access mailing list >>>>>games_access at igda.org >>>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>>_______________________________________________ >>>>games_access mailing list >>>>games_access at igda.org >>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From rkimball at gmail.com Thu Jun 8 12:51:12 2006 From: rkimball at gmail.com (Reid Kimball) Date: Thu, 8 Jun 2006 09:51:12 -0700 Subject: [games_access] Updated logo designs for Games[CC] Message-ID: Hi all, I've got some more final versions of the logo for Games[CC]. http://gamescc.rbkdesign.com/images/GamesCC_logo_big.jpg http://gamescc.rbkdesign.com/images/GamesCC_logo_small.jpg http://gamescc.rbkdesign.com/images/GamesCC_logo_square.jpg I hope to put them into my website tonight or this weekend at the latest. I'd also like to try and get other peope to put the smaller logos on their site, to show support and help spread awareness. -Reid From arthit73 at cablespeed.com Thu Jun 8 16:54:47 2006 From: arthit73 at cablespeed.com (Robert Florio) Date: Thu, 8 Jun 2006 16:54:47 -0400 Subject: to ben about Speaker RE: [games_access] Games for Health In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIxk1yAA Message-ID: <000301c68b3d$c91c9f80$6701a8c0@Inspiron> Then I am located in clever in Maryland and would be most likely to speak at your event about videogames for accessibility and rehabilitation purposes. That's right up my interests as a 24-year-old pleasure plegic game designer third year at the Art Institute online. I'm very involved with this group also the moderator of gamers with physical disabilities at www.game-accessibility.com . GDC scholar winner previously game developers conference and working on prototypes of some games with friends in the process. Please let me know if I could help you this would be a great opportunity and be able to share knowledge with people. My goal is to develop games for rehabilitation all purposes games that are accessible so you can use it for any purpose not just rehab. Thank you Michele for letting Ben know about me. Sincerely. Robert Florio Art Institute online SGA President www.RobertFlorio.com -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Wednesday, June 07, 2006 5:11 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Games for Health Well, unfortunately I'm definitely overbooked for this year. To my knowledge the only person in the SIG who this is local for is Robert Florio. He lives nearby and I would think would make an excellent speaker -- Robert, any interest? Michelle >We might be able to help with some of this if we're convinced it can >be a great set of sessions. > >We're in Baltimore, MD at the university of maryland school of medicine. > >I'll both make no promises but do as much as a I can. > >- Ben > >On Jun 7, 2006, at 4:34 PM, d. michelle hinn wrote: > >>Thanks for the email, Ben! >> >>Couple questions...Where is it? And is there any reimbursement for >>the speaker's travel expenses? We have no SIG funding and a lot of >>us already committed to at least one conference (Develop Brighton, >>which I see you are speaking at as well) in the next three >>months...which means our own budgets have been bled dry! >> >>Michelle >> >>>Yes and specifically our conference. >>> >>>On Jun 7, 2006, at 1:50 PM, Reid Kimball wrote: >>> >>>>I'm guessing this is what you're talking about? >>>> >>>>http://www.gamesforhealth.org/about2.html >>>> >>>>-Reid >>>> >>>>On 6/7/06, Ben Sawyer wrote: >>>>>Can IGDA Games Accessibility Sig provide a speaker for Games for >>>>>Health on 9/28-9/29 >>>>> >>>>>I'm specifically looking for two sessions... >>>>> >>>>>1. A small (meaning I expect the audience to be say 30-40 talk on >>>>>game accessibility technology. This would also be aimed not only at >>>>>making games more accessible to handicapped populations but also as >>>>>interface and technologies that might be used in rehab, motor skills >>>>>therapy, etc. >>>>> >>>>>2. A larger talk focused on games that may be specifically for people >>>>>with a variety of conditions chronic or otherwise. >>>>> >>>>>Thanks! >>>>> >>>>>- Ben >>>>>_______________________________________________ >>>>>games_access mailing list >>>>>games_access at igda.org >>>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>>> >>>>_______________________________________________ >>>>games_access mailing list >>>>games_access at igda.org >>>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From bsawyer at dmill.com Thu Jun 8 17:06:05 2006 From: bsawyer at dmill.com (Ben Sawyer) Date: Thu, 8 Jun 2006 17:06:05 -0400 Subject: to ben about Speaker RE: [games_access] Games for Health In-Reply-To: <000301c68b3d$c91c9f80$6701a8c0@Inspiron> References: <000301c68b3d$c91c9f80$6701a8c0@Inspiron> Message-ID: Hi robert this sounds great. Lets shape the ideas I put forward and we'll get it working. The big thing is for you as a speaker to provide strong surveys of all the collective work that I'm looking to present. It would seem with your background in the forums that you have a strong knowledgebase of what's been done, and what needs to be done. Given you proximity to Baltimore what logistics do you need for attending? - Ben On Jun 8, 2006, at 4:54 PM, Robert Florio wrote: > Then I am located in clever in Maryland and would be most likely to > speak at > your event about videogames for accessibility and rehabilitation > purposes. > That's right up my interests as a 24-year-old pleasure plegic game > designer > third year at the Art Institute online. I'm very involved with > this group > also the moderator of gamers with physical disabilities at > www.game-accessibility.com . > > GDC scholar winner previously game developers conference and > working on > prototypes of some games with friends in the process. Please let > me know if > I could help you this would be a great opportunity and be able to > share > knowledge with people. > > My goal is to develop games for rehabilitation all purposes games > that are > accessible so you can use it for any purpose not just rehab. > > Thank you Michele for letting Ben know about me. > Sincerely. > Robert Florio > Art Institute online SGA President > www.RobertFlorio.com > > -----Original Message----- > From: games_access-bounces at igda.org [mailto:games_access- > bounces at igda.org] > On Behalf Of d. michelle hinn > Sent: Wednesday, June 07, 2006 5:11 PM > To: IGDA Games Accessibility SIG Mailing List > Subject: Re: [games_access] Games for Health > > Well, unfortunately I'm definitely overbooked for this year. To my > knowledge the only person in the SIG who this is local for is Robert > Florio. He lives nearby and I would think would make an excellent > speaker -- Robert, any interest? > > Michelle > >> We might be able to help with some of this if we're convinced it can >> be a great set of sessions. >> >> We're in Baltimore, MD at the university of maryland school of >> medicine. >> >> I'll both make no promises but do as much as a I can. >> >> - Ben >> >> On Jun 7, 2006, at 4:34 PM, d. michelle hinn wrote: >> >>> Thanks for the email, Ben! >>> >>> Couple questions...Where is it? And is there any reimbursement for >>> the speaker's travel expenses? We have no SIG funding and a lot of >>> us already committed to at least one conference (Develop Brighton, >>> which I see you are speaking at as well) in the next three >>> months...which means our own budgets have been bled dry! >>> >>> Michelle >>> >>>> Yes and specifically our conference. >>>> >>>> On Jun 7, 2006, at 1:50 PM, Reid Kimball wrote: >>>> >>>>> I'm guessing this is what you're talking about? >>>>> >>>>> http://www.gamesforhealth.org/about2.html >>>>> >>>>> -Reid >>>>> >>>>> On 6/7/06, Ben Sawyer wrote: >>>>>> Can IGDA Games Accessibility Sig provide a speaker for Games for >>>>>> Health on 9/28-9/29 >>>>>> >>>>>> I'm specifically looking for two sessions... >>>>>> >>>>>> 1. A small (meaning I expect the audience to be say 30-40 talk on >>>>>> game accessibility technology. This would also be aimed not >>>>>> only at >>>>>> making games more accessible to handicapped populations but >>>>>> also as >>>>>> interface and technologies that might be used in rehab, motor >>>>>> skills >>>>>> therapy, etc. >>>>>> >>>>>> 2. A larger talk focused on games that may be specifically for >>>>>> people >>>>>> with a variety of conditions chronic or otherwise. >>>>>> >>>>>> Thanks! >>>>>> >>>>>> - Ben >>>>>> _______________________________________________ >>>>>> games_access mailing list >>>>>> games_access at igda.org >>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>> >>>>> _______________________________________________ >>>>> games_access mailing list >>>>> games_access at igda.org >>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>> _______________________________________________ >>>> games_access mailing list >>>> games_access at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Thu Jun 8 17:33:45 2006 From: arthit73 at cablespeed.com (Robert Florio) Date: Thu, 8 Jun 2006 17:33:45 -0400 Subject: [games_access] to ben. Games for Health. More information. Press release.! In-Reply-To: Message-ID: <002801c68b43$3a363aa0$6401a8c0@CYXKG51> I can coordinate with you a little more about what we need to do together Ben for your event. Sorry for the misspelling before I am from Glen Burnie Maryland. I am very passionate and feel knowledgeable about this issue can put together the statistics I'm sure. Thank you guys from this sig also for opening the opportunity. You can contact me personally also so we can talk about more of the details for speaking. I do motivational speaking as well and I'm anxious to see what you're looking for more so to see what I could provide also. Talk to you again soon. Check out the book Jeannie Novak, Game Development Essentials Interface Design. I am in the second chapter about accessible game interface. To let everyone know here as well as Ben in downtown Baltimore we are trying to arrange for June 19 possibly a later date museum opening of two of my paintings Jay Gibbons oil portrait and Denison Cabral soccer star portrait. You can find more information about this on my web site. We are trying to arrange the local media and sports radio for the event to get more coverage people out to the show and share the story if you are interested in putting out a press release to help get the story and word out before hand that would be great if you can. Robert Florio www.RobertFlorio.com arthit73 at cablespeed.com -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Ben Sawyer Sent: Thursday, June 08, 2006 5:06 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: to ben about Speaker RE: [games_access] Games for Health Hi robert this sounds great. Lets shape the ideas I put forward and we'll get it working. The big thing is for you as a speaker to provide strong surveys of all the collective work that I'm looking to present. It would seem with your background in the forums that you have a strong knowledgebase of what's been done, and what needs to be done. Given you proximity to Baltimore what logistics do you need for attending? - Ben On Jun 8, 2006, at 4:54 PM, Robert Florio wrote: > Then I am located in clever in Maryland and would be most likely to > speak at > your event about videogames for accessibility and rehabilitation > purposes. > That's right up my interests as a 24-year-old pleasure plegic game > designer > third year at the Art Institute online. I'm very involved with > this group > also the moderator of gamers with physical disabilities at > www.game-accessibility.com . > > GDC scholar winner previously game developers conference and > working on > prototypes of some games with friends in the process. Please let > me know if > I could help you this would be a great opportunity and be able to > share > knowledge with people. > > My goal is to develop games for rehabilitation all purposes games > that are > accessible so you can use it for any purpose not just rehab. > > Thank you Michele for letting Ben know about me. > Sincerely. > Robert Florio > Art Institute online SGA President > www.RobertFlorio.com > > -----Original Message----- > From: games_access-bounces at igda.org [mailto:games_access- > bounces at igda.org] > On Behalf Of d. michelle hinn > Sent: Wednesday, June 07, 2006 5:11 PM > To: IGDA Games Accessibility SIG Mailing List > Subject: Re: [games_access] Games for Health > > Well, unfortunately I'm definitely overbooked for this year. To my > knowledge the only person in the SIG who this is local for is Robert > Florio. He lives nearby and I would think would make an excellent > speaker -- Robert, any interest? > > Michelle > >> We might be able to help with some of this if we're convinced it can >> be a great set of sessions. >> >> We're in Baltimore, MD at the university of maryland school of >> medicine. >> >> I'll both make no promises but do as much as a I can. >> >> - Ben >> >> On Jun 7, 2006, at 4:34 PM, d. michelle hinn wrote: >> >>> Thanks for the email, Ben! >>> >>> Couple questions...Where is it? And is there any reimbursement for >>> the speaker's travel expenses? We have no SIG funding and a lot of >>> us already committed to at least one conference (Develop Brighton, >>> which I see you are speaking at as well) in the next three >>> months...which means our own budgets have been bled dry! >>> >>> Michelle >>> >>>> Yes and specifically our conference. >>>> >>>> On Jun 7, 2006, at 1:50 PM, Reid Kimball wrote: >>>> >>>>> I'm guessing this is what you're talking about? >>>>> >>>>> http://www.gamesforhealth.org/about2.html >>>>> >>>>> -Reid >>>>> >>>>> On 6/7/06, Ben Sawyer wrote: >>>>>> Can IGDA Games Accessibility Sig provide a speaker for Games for >>>>>> Health on 9/28-9/29 >>>>>> >>>>>> I'm specifically looking for two sessions... >>>>>> >>>>>> 1. A small (meaning I expect the audience to be say 30-40 talk on >>>>>> game accessibility technology. This would also be aimed not >>>>>> only at >>>>>> making games more accessible to handicapped populations but >>>>>> also as >>>>>> interface and technologies that might be used in rehab, motor >>>>>> skills >>>>>> therapy, etc. >>>>>> >>>>>> 2. A larger talk focused on games that may be specifically for >>>>>> people >>>>>> with a variety of conditions chronic or otherwise. >>>>>> >>>>>> Thanks! >>>>>> >>>>>> - Ben >>>>>> _______________________________________________ >>>>>> games_access mailing list >>>>>> games_access at igda.org >>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>> >>>>> _______________________________________________ >>>>> games_access mailing list >>>>> games_access at igda.org >>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>> _______________________________________________ >>>> games_access mailing list >>>> games_access at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Thu Jun 8 20:36:35 2006 From: hinn at uiuc.edu (hinn at uiuc.edu) Date: Thu, 8 Jun 2006 19:36:35 -0500 Subject: [games_access] to ben. Games for Health. More information. Press release.! Message-ID: Sounds great -- like Richard mentioned earlier we all have access to a ton of SIG resources so we'll work with you as much we can to pull it together! Yes, I cannot recommend Robert enough for this -- I think it's a win-win given his location and his passion for game accessiblity. Keep me in the loop and I'll help you out with whatever is needed to be done and/or make sure that you get outlines that will best fit the needs of the conference. That's what I love about this SIG -- so many collective resources that we can all share and a growing number of presenters who can attend conferences representing the SIG when a great opportunity like Games for Health comes up. So thanks, Robert and Ben -- Like I said, I'll gladly help pull materials together for you guys. Michelle ---- Original message ---- >Date: Thu, 8 Jun 2006 17:33:45 -0400 >From: "Robert Florio" >Subject: [games_access] to ben. Games for Health. More information. Press release.! >To: "'IGDA Games Accessibility SIG Mailing List'" > >I can coordinate with you a little more about what we need to do together >Ben for your event. Sorry for the misspelling before I am from Glen Burnie >Maryland. I am very passionate and feel knowledgeable about this issue can >put together the statistics I'm sure. Thank you guys from this sig also for >opening the opportunity. > >You can contact me personally also so we can talk about more of the details >for speaking. I do motivational speaking as well and I'm anxious to see >what you're looking for more so to see what I could provide also. Talk to >you again soon. > >Check out the book Jeannie Novak, Game Development Essentials Interface >Design. I am in the second chapter about accessible game interface. > >To let everyone know here as well as Ben in downtown Baltimore we are trying >to arrange for June 19 possibly a later date museum opening of two of my >paintings Jay Gibbons oil portrait and Denison Cabral soccer star portrait. >You can find more information about this on my web site. We are trying to >arrange the local media and sports radio for the event to get more coverage >people out to the show and share the story if you are interested in putting >out a press release to help get the story and word out before hand that >would be great if you can. > > > >Robert Florio >www.RobertFlorio.com >arthit73 at cablespeed.com > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of Ben Sawyer >Sent: Thursday, June 08, 2006 5:06 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: to ben about Speaker RE: [games_access] Games for Health > >Hi robert this sounds great. Lets shape the ideas I put forward and >we'll get it working. The big thing is for you as a speaker to >provide strong surveys of all the collective work that I'm looking to >present. It would seem with your background in the forums that you >have a strong knowledgebase of what's been done, and what needs to be >done. > >Given you proximity to Baltimore what logistics do you need for >attending? > >- Ben > > >On Jun 8, 2006, at 4:54 PM, Robert Florio wrote: > >> Then I am located in clever in Maryland and would be most likely to >> speak at >> your event about videogames for accessibility and rehabilitation >> purposes. >> That's right up my interests as a 24-year-old pleasure plegic game >> designer >> third year at the Art Institute online. I'm very involved with >> this group >> also the moderator of gamers with physical disabilities at >> www.game-accessibility.com . >> >> GDC scholar winner previously game developers conference and >> working on >> prototypes of some games with friends in the process. Please let >> me know if >> I could help you this would be a great opportunity and be able to >> share >> knowledge with people. >> >> My goal is to develop games for rehabilitation all purposes games >> that are >> accessible so you can use it for any purpose not just rehab. >> >> Thank you Michele for letting Ben know about me. >> Sincerely. >> Robert Florio >> Art Institute online SGA President >> www.RobertFlorio.com >> >> -----Original Message----- >> From: games_access-bounces at igda.org [mailto:games_access- >> bounces at igda.org] >> On Behalf Of d. michelle hinn >> Sent: Wednesday, June 07, 2006 5:11 PM >> To: IGDA Games Accessibility SIG Mailing List >> Subject: Re: [games_access] Games for Health >> >> Well, unfortunately I'm definitely overbooked for this year. To my >> knowledge the only person in the SIG who this is local for is Robert >> Florio. He lives nearby and I would think would make an excellent >> speaker -- Robert, any interest? >> >> Michelle >> >>> We might be able to help with some of this if we're convinced it can >>> be a great set of sessions. >>> >>> We're in Baltimore, MD at the university of maryland school of >>> medicine. >>> >>> I'll both make no promises but do as much as a I can. >>> >>> - Ben >>> >>> On Jun 7, 2006, at 4:34 PM, d. michelle hinn wrote: >>> >>>> Thanks for the email, Ben! >>>> >>>> Couple questions...Where is it? And is there any reimbursement for >>>> the speaker's travel expenses? We have no SIG funding and a lot of >>>> us already committed to at least one conference (Develop Brighton, >>>> which I see you are speaking at as well) in the next three >>>> months...which means our own budgets have been bled dry! >>>> >>>> Michelle >>>> >>>>> Yes and specifically our conference. >>>>> >>>>> On Jun 7, 2006, at 1:50 PM, Reid Kimball wrote: >>>>> >>>>>> I'm guessing this is what you're talking about? >>>>>> >>>>>> http://www.gamesforhealth.org/about2.html >>>>>> >>>>>> -Reid >>>>>> >>>>>> On 6/7/06, Ben Sawyer wrote: >>>>>>> Can IGDA Games Accessibility Sig provide a speaker for Games for >>>>>>> Health on 9/28-9/29 >>>>>>> >>>>>>> I'm specifically looking for two sessions... >>>>>>> >>>>>>> 1. A small (meaning I expect the audience to be say 30-40 talk on >>>>>>> game accessibility technology. This would also be aimed not >>>>>>> only at >>>>>>> making games more accessible to handicapped populations but >>>>>>> also as >>>>>>> interface and technologies that might be used in rehab, motor >>>>>>> skills >>>>>>> therapy, etc. >>>>>>> >>>>>>> 2. A larger talk focused on games that may be specifically for >>>>>>> people >>>>>>> with a variety of conditions chronic or otherwise. >>>>>>> >>>>>>> Thanks! >>>>>>> >>>>>>> - Ben >>>>>>> _______________________________________________ >>>>>>> games_access mailing list >>>>>>> games_access at igda.org >>>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>> >>>>>> _______________________________________________ >>>>>> games_access mailing list >>>>>> games_access at igda.org >>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>> >>>>> _______________________________________________ >>>>> games_access mailing list >>>>> games_access at igda.org >>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>> _______________________________________________ >>>> games_access mailing list >>>> games_access at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access ....................................... these are mediocre times and people are losing hope. it's hard for many people to believe that there are extraordinary things inside themselves, as well as others. i hope you can keep an open mind. -- "unbreakable" ....................................... From barrie.ellis at oneswitch.org.uk Fri Jun 9 02:04:44 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 9 Jun 2006 07:04:44 +0100 Subject: [games_access] Wikipedia References: <00d301c68958$b59d4c70$8e8b2ed5@Delletje> Message-ID: <024e01c68b8a$9ba53100$0202a8c0@OneSwitch> Good starting point, Richard. Will be nice to add some more international links to articles on accessibility in other languages. Might have a go at starting that later... Barrie OneSwitch Hi Folks, Just made a first attempt of a wikipedia entry on game accessibility: http://en.wikipedia.org/wiki/Game_accessibility Feel free to edit! Greets, Richard ------------------------------------------------------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Fri Jun 9 02:45:03 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 9 Jun 2006 07:45:03 +0100 Subject: [games_access] "Guidelines for developing accessible games" References: <519049.1149574519658.JavaMail.cpadmin@pipeline.utdallas.edu><006001c68945$239083a0$8e8b2ed5@Delletje> <004501c68999$ccc37140$8e8b2ed5@Delletje> Message-ID: <025801c68b90$3d5ec3d0$0202a8c0@OneSwitch> Regarding the "Guidelines for developing accessible games" web-site http://gameaccess.medialt.no/guide.php and http://gameaccess.medialt.no/ do you think MediaLT would consider working together with us? Their guidelines are very dry, but there is a lot of very solid advice in there. It would be improved by: *Including us. *Not being so dry. *Using more acceptable language (www.bbc.co.uk/ouch/yourspace/worstwords/results6.shtml). *More real-world examples that more people can relate to. *Pictures, videos, audio clips, colour. *Consideration that disabled gamers can include novice gamers and young children too. *Examples of game genres and how to add accessibility features - from the simplest to the most involved. *Links to recommended games with specific accessibility features. *Perhaps design flow-charts to help with designing specific features In the meanwhile, RetroRemakes have said that they plan to keep the "Accessibility Assistance" forum up on-line indefinitely: http://www.retroremakes.com/forum2/forumdisplay.php?f=84 - which could prove a useful resource to pick from in future. Barrie www.OneSwitch.org.uk www.igda.org/accessibility From barrie.ellis at oneswitch.org.uk Fri Jun 9 03:24:28 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 9 Jun 2006 08:24:28 +0100 Subject: [games_access] Games for Health References: <5A9DF2EF-8460-47D4-8E01-8BE0EE07FC09@dmill.com><6AD9D474-4BE7-4B49-BAFB-7052AC68BCAC@dmill.com> <006a01c68ad2$03dce010$8e8b2ed5@Delletje> Message-ID: <02c701c68b95$be2c2570$0202a8c0@OneSwitch> Re. Health games: http://vrsports.net/ (Japanese - click on the various left side links) http://babelfish.altavista.com/babelfish/trurl_pagecontent?lp=ja_en&trurl=http%3a%2f%2fwww.fukushi.com%2fnews%2f2005%2f05%2f050517-a.html - (more on this VR tennis game) http://hustle-club.com/ - Click round the RT icons - Namco's Re-habilitainment work. Just cribbed this from: http://www.wayoftherodent.com/features/adaptive%20tech.htm Wouldn't proper "VR" help physically disabled gamers play more complex games like FPS's? I've seen VR used as a training device for electric wheelchair use, and also for simply crossing a road for a blind person, where turning your head made the sounds pan around your head as in real life. I've also heard of a really trippy VR application that runs off your heart rate and breathing. You start at the surface of the sea and control your ascent and descent dependant on how relaxed you become sinking into the sea-bed and into a binary world at your most relaxed. In answer to your question, definitely, and in the future it should just help about everyone, especially when computers are better at interpreting what the intent is behind your particular movements. "Gasp" sounds very similar. I also remember years ago at a MENCAP Virtual Reality convention "Enter 2000" a presenter talking about a controller that was a board on a pivot. He was using this with games to develop a sense of balance, and increased strength in people that had related brain injury. Sorry - some of these are fairly vague I realise. Barrie www.OneSwitch.org.uk www.igda.org/accessibility > Yes, I too am too overbooked this year :) However, if anyone wants some > examples of 'games for health' than I got some examples laying around > (somewhere!) here (such as Gasp, a video game in which you play a pearl > diver who has to retrieve as many pearls as possible in just one dive. The > game is controlled by a breath controller and thus the true challenge is > the player's respiration and lung capacity. The game can be used for > training purposes for people with astma and hyperventilation... > > Greets, > > Richard From barrie.ellis at oneswitch.org.uk Fri Jun 9 04:07:17 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 9 Jun 2006 09:07:17 +0100 Subject: [games_access] Updated logo designs for Games[CC] References: Message-ID: <030701c68b9b$b98e2490$0202a8c0@OneSwitch> Nice one, Reid. I've blogged it up here: http://switchgaming.blogspot.com/ Barrie OneSwitch.org.uk > Hi all, > > I've got some more final versions of the logo for Games[CC]. > > http://gamescc.rbkdesign.com/images/GamesCC_logo_big.jpg > http://gamescc.rbkdesign.com/images/GamesCC_logo_small.jpg > http://gamescc.rbkdesign.com/images/GamesCC_logo_square.jpg > > I hope to put them into my website tonight or this weekend at the > latest. I'd also like to try and get other peope to put the smaller > logos on their site, to show support and help spread awareness. > > -Reid From j.chetwynd at btinternet.com Fri Jun 9 07:57:14 2006 From: j.chetwynd at btinternet.com (Jonathan Chetwynd) Date: Fri, 9 Jun 2006 12:57:14 +0100 Subject: [games_access] Updated logo designs for Games[CC] In-Reply-To: References: Message-ID: <7AD4DF43-877C-4025-97A2-CE38A9B4DD6A@btinternet.com> Reid, Are these images released into the Public Domain? Have you considered saving and releasing as SVG, assuming they were created using Illustrator or another SVG authoring tool? you can include a creative commons copyright statement in the files with SVG. regards Jonathan Chetwynd On 8 Jun 2006, at 17:51, Reid Kimball wrote: Hi all, I've got some more final versions of the logo for Games[CC]. http://gamescc.rbkdesign.com/images/GamesCC_logo_big.jpg http://gamescc.rbkdesign.com/images/GamesCC_logo_small.jpg http://gamescc.rbkdesign.com/images/GamesCC_logo_square.jpg I hope to put them into my website tonight or this weekend at the latest. I'd also like to try and get other peope to put the smaller logos on their site, to show support and help spread awareness. -Reid _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Fri Jun 9 09:03:17 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 9 Jun 2006 14:03:17 +0100 Subject: [games_access] Update to "Close Up - Ouch! Guide...To Switch Gaming" Message-ID: <089401c68bc5$13715350$0202a8c0@OneSwitch> A few updates just published to the BBC's guide to switch gaming, including links to our mailing list here, and the Game-Accessibility.com forum. http://www.bbc.co.uk/ouch/closeup/switchgaming_guideto.shtml Barrie OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Fri Jun 9 11:03:10 2006 From: hinn at uiuc.edu (hinn at uiuc.edu) Date: Fri, 9 Jun 2006 10:03:10 -0500 Subject: [games_access] "Guidelines for developing accessible games" Message-ID: Yeah, I think the main issue is that they say on their guidelines that they did work with us and then Richard has tried to contact them many times to no avail. So, yes, I would also think they'd benefit, especially since we have the industry connections that would help review such documents to help improve them (language, examples, etc). But so far we haven't been able to get into contact with them yet they used a lot of our whitepaper verbatum in their guidelines. So it's a bit perplexing!! Good news about the retro remakes forums!! Michelle ---- Original message ---- >Date: Fri, 9 Jun 2006 07:45:03 +0100 >From: "Barrie Ellis" >Subject: [games_access] "Guidelines for developing accessible games" >To: "IGDA Games Accessibility SIG Mailing List" > >Regarding the "Guidelines for developing accessible games" web-site >http://gameaccess.medialt.no/guide.php and http://gameaccess.medialt.no/ do >you think MediaLT would consider working together with us? > >Their guidelines are very dry, but there is a lot of very solid advice in >there. > >It would be improved by: > >*Including us. >*Not being so dry. >*Using more acceptable language >(www.bbc.co.uk/ouch/yourspace/worstwords/results6.shtml). >*More real-world examples that more people can relate to. >*Pictures, videos, audio clips, colour. >*Consideration that disabled gamers can include novice gamers and young >children too. >*Examples of game genres and how to add accessibility features - from the >simplest to the most involved. >*Links to recommended games with specific accessibility features. >*Perhaps design flow-charts to help with designing specific features > > >In the meanwhile, RetroRemakes have said that they plan to keep the >"Accessibility Assistance" forum up on-line indefinitely: >http://www.retroremakes.com/forum2/forumdisplay.php?f=84 - which could prove >a useful resource to pick from in future. > >Barrie >www.OneSwitch.org.uk >www.igda.org/accessibility > > > > > > > > > > > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access ....................................... these are mediocre times and people are losing hope. it's hard for many people to believe that there are extraordinary things inside themselves, as well as others. i hope you can keep an open mind. -- "unbreakable" ....................................... From j.chetwynd at btinternet.com Fri Jun 9 13:04:12 2006 From: j.chetwynd at btinternet.com (Jonathan Chetwynd) Date: Fri, 9 Jun 2006 18:04:12 +0100 Subject: [games_access] Updated logo designs for Games[CC] In-Reply-To: References: <7AD4DF43-877C-4025-97A2-CE38A9B4DD6A@btinternet.com> Message-ID: <2278C096-5938-4283-A504-D8D297CF2916@btinternet.com> Reid, if you release files in SVG they are far easier to repurpose than other formats. that is make small or large changes. This helps 'standardise' popular symbols such as home. Public domain is the least confusing copyright statement, apart from perhaps 'retained'. again it helps people repurpose, a search for dojinshi may explain the benefits of others copying your work... your fame as author spreads, as others use your images. http://www.peepo.co.uk/index.svg has example RDF embedded in the SVG regards Jonathan Chetwynd On 9 Jun 2006, at 17:47, Reid Kimball wrote: Thanks Jonathan, Why do you suggest I release the logo to public domain? I'm not against the idea, I'm simply not sure what the benefit would be, other than to stick it on a website and link back to my gamescc.rbkdesign.com site, which is what I hope people do, like Barrie did. -Reid On 6/9/06, Jonathan Chetwynd wrote: > Reid, > > Are these images released into the Public Domain? > > Have you considered saving and releasing as SVG, assuming they were > created using Illustrator or another SVG authoring tool? > > you can include a creative commons copyright statement in the files > with SVG. > > regards > > Jonathan Chetwynd > > > > On 8 Jun 2006, at 17:51, Reid Kimball wrote: > > Hi all, > > I've got some more final versions of the logo for Games[CC]. > > http://gamescc.rbkdesign.com/images/GamesCC_logo_big.jpg > http://gamescc.rbkdesign.com/images/GamesCC_logo_small.jpg > http://gamescc.rbkdesign.com/images/GamesCC_logo_square.jpg > > I hope to put them into my website tonight or this weekend at the > latest. I'd also like to try and get other peope to put the smaller > logos on their site, to show support and help spread awareness. > > -Reid > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From richard at audiogames.net Sun Jun 11 06:41:00 2006 From: richard at audiogames.net (AudioGames.net) Date: Sun, 11 Jun 2006 12:41:00 +0200 Subject: [games_access] email adress spam & wiki Message-ID: <003901c68d43$8814d630$8e8b2ed5@Delletje> Hi, I've been receiving an enormous amount of spam lately so I did a search through Google to see where my emailadresses are posted. I found that someone posted one of my emails to the list on the IGDA wiki (http://www.igda.org/wiki/index.php/Random_Ideas/Mostly_Unedited - at the bottom). Unfortunately part of the header of my email was posted too and this included my email addres. I've deleted my email adress from the Wiki but I would like to ask anyone who edits the wiki to take care and not post each others emailadresses for spam-reasons :) Thanks! Richard -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Sun Jun 11 12:25:54 2006 From: hinn at uiuc.edu (hinn at uiuc.edu) Date: Sun, 11 Jun 2006 11:25:54 -0500 Subject: [games_access] email adress spam & wiki Message-ID: <379d4d60.c6ca20b2.8215f00@expms2.cites.uiuc.edu> Whoops! I'm so used to getting so much spam from the list bounces, etc that I've just gotten used to is. Yes, it's a good idea for all of us to be more careful about the wiki, etc. On another spam note, I've noticed a significant increase in some new style of spam that's getting around a ton of filters we have at university, etc. So I guess it only took about 20 minutes for the spammers to figure out how to get around our own spam filters that took a year to develop. ;) Meanwhile, can I sell any of you a car, a new mortgage for your house, get you in touch with people that have millions of dollars/pounds/euros/etc to give to you if you'll only give them your bank account info? Also I have a lot of information about different pharmaceuticals -- just ask! ;) Michelle ---- Original message ---- >Date: Sun, 11 Jun 2006 12:41:00 +0200 >From: "AudioGames.net" >Subject: [games_access] email adress spam & wiki >To: "IGDA Games Accessibility SIG Mailing List" > > Hi, > > I've been receiving an enormous amount of spam > lately so I did a search through Google to see where > my emailadresses are posted. I found that someone > posted one of my emails to the list on the IGDA wiki > (http://www.igda.org/wiki/index.php/Random_Ideas/Mostly_Unedited - > at the bottom). Unfortunately part of the header > of my email was posted too and this included my > email addres. I've deleted my email adress from the > Wiki but I would like to ask anyone who edits the > wiki to take care and not post each others > emailadresses for spam-reasons :) > > Thanks! > > Richard > > >________________ >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access ....................................... these are mediocre times and people are losing hope. it's hard for many people to believe that there are extraordinary things inside themselves, as well as others. i hope you can keep an open mind. -- "unbreakable" ....................................... From agdev at thechases.com Sun Jun 11 14:15:06 2006 From: agdev at thechases.com (Tim Chase) Date: Sun, 11 Jun 2006 13:15:06 -0500 Subject: [games_access] email adress spam & wiki In-Reply-To: <379d4d60.c6ca20b2.8215f00@expms2.cites.uiuc.edu> References: <379d4d60.c6ca20b2.8215f00@expms2.cites.uiuc.edu> Message-ID: <448C5DAA.20605@thechases.com> > Whoops! I'm so used to getting so much spam from the list > bounces, etc that I've just gotten used to is. Yes, it's a > good idea for all of us to be more careful about the wiki, etc. > > On another spam note, I've noticed a significant increase in > some new style of spam that's getting around a ton of filters > we have at university, etc. So I guess it only took about 20 > minutes for the spammers to figure out how to get around our > own spam filters that took a year to develop. ;) Just a quick plug...Thunderbird's junk filters use a (Baysian?) learning algorithm, so that as you tell it what is and what isn't spam, it learns and can do a better job of classifying future mail as ham or spam. I'm pretty sure there are other mailers (or plugins for other mailers) that offer similar features. It's also got some pretty easy-to-use features for setting up filters. I've got one that auto-classifies anything coming to the agdev list as suspect (for my future review), unless the sender is in my "mailing list" address-book. I think I've caught most of the participants on the mailing list so that they don't show up as suspect. On top of that, I've got my own domain name, so that anything that comes to the address comes to me. However, I can set up particular addresses for each list I'm on which helps auto-classify stuff merely by which address received the mail. It also helps track down who/what is leaking my email address. For those on the list that have their own domain names, it can be a life-saver (well, not to be so melodramatic, but at least an inbox-saver). Lastly, while it doesn't apply in the case of the wiki, if folks haven't heard about it, the site mailinator.com offers free disposable accounts for receiving (not sending) email. It's great for websites that want an email address at which to mail you a confirmation number, but that you don't trust because you suspect they will spam you. You just make up an email address at mailinator.com (such as yeahright at mailinator.com), put it in the form, go over to mailinator.com, enter "agdev" in as the mailbox name, and check until the confirmation email arrives. Mailinator deletes all emails after a given time-frame (it used to be 24hr, but now might be down to 8hr) so your confirmation information isn't too public for too long. You're then not bothered by any spam that might show up to the account. Oh, and (making a desperate reach to keep a thread of on-topic-ness) mailinator is fairly accessible too...just a boring HTML form, and works in IE, Mozilla, Lynx and Dillo, so it should work in just about any browser you can throw at it.. Just a few tips I've found helpful for managing spam that builds up after 13+ years of emailing. -tim From richard at audiogames.net Sun Jun 11 18:03:54 2006 From: richard at audiogames.net (AudioGames.net) Date: Mon, 12 Jun 2006 00:03:54 +0200 Subject: [games_access] email adress spam & wiki References: <379d4d60.c6ca20b2.8215f00@expms2.cites.uiuc.edu> Message-ID: <006701c68da2$ee868710$8e8b2ed5@Delletje> Do you have some information on erotic furniture, like purple bungee swings and seats with holes in them "for that weightless experience"...? I have ... daily ;)* Richard * or :( ----- Original Message ----- From: To: "IGDA Games Accessibility SIG Mailing List" Sent: Sunday, June 11, 2006 6:25 PM Subject: Re: [games_access] email adress spam & wiki > Whoops! I'm so used to getting so much spam from the list > bounces, etc that I've just gotten used to is. Yes, it's a > good idea for all of us to be more careful about the wiki, etc. > > On another spam note, I've noticed a significant increase in > some new style of spam that's getting around a ton of filters > we have at university, etc. So I guess it only took about 20 > minutes for the spammers to figure out how to get around our > own spam filters that took a year to develop. ;) > > Meanwhile, can I sell any of you a car, a new mortgage for > your house, get you in touch with people that have millions of > dollars/pounds/euros/etc to give to you if you'll only give > them your bank account info? Also I have a lot of information > about different pharmaceuticals -- just ask! ;) > > Michelle > > ---- Original message ---- >>Date: Sun, 11 Jun 2006 12:41:00 +0200 >>From: "AudioGames.net" >>Subject: [games_access] email adress spam & wiki >>To: "IGDA Games Accessibility SIG Mailing List" > >> >> Hi, >> >> I've been receiving an enormous amount of spam >> lately so I did a search through Google to see where >> my emailadresses are posted. I found that someone >> posted one of my emails to the list on the IGDA wiki >> > (http://www.igda.org/wiki/index.php/Random_Ideas/Mostly_Unedited - >> at the bottom). Unfortunately part of the header >> of my email was posted too and this included my >> email addres. I've deleted my email adress from the >> Wiki but I would like to ask anyone who edits the >> wiki to take care and not post each others >> emailadresses for spam-reasons :) >> >> Thanks! >> >> Richard >> >> >>________________ >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > ....................................... > these are mediocre times and people are > losing hope. it's hard for many people > to believe that there are extraordinary > things inside themselves, as well as > others. i hope you can keep an open > mind. > -- "unbreakable" > ....................................... > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Mon Jun 12 03:13:00 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Mon, 12 Jun 2006 08:13:00 +0100 Subject: [games_access] email adress spam & wiki References: <379d4d60.c6ca20b2.8215f00@expms2.cites.uiuc.edu> <006701c68da2$ee868710$8e8b2ed5@Delletje> Message-ID: <002b01c68def$a40307c0$0202a8c0@OneSwitch> I made the mistake of posting a message on Namco's Japanese Hustle-Club message board. Now I get a constant stream of Japanese dodgy-ness. But one plus point, my non-stop stream of Viagra/Ciallis has been replaced by some crummy free watch offer. But sometimes, Michelle's e-mails go straight to spam for some reason. I wonder if the spammers are sucking our e-mails out of here: http://seven.pairlist.net/pipermail/games_access/. However, it's a useful resource, so I'm still happy to have it up. Barrie From barrie.ellis at oneswitch.org.uk Mon Jun 12 03:36:43 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Mon, 12 Jun 2006 08:36:43 +0100 Subject: [games_access] Font type and sizes in games Message-ID: <004a01c68df2$f3c42d40$0202a8c0@OneSwitch> Wondering if people have any thoughts, links to preferred fonts in games, after this thread: http://www.retroremakes.com/forum2/showthread.php?t=6608&page=2 "Just to amuse - I used to work for a college that had Comic Sans as the standard font - we had to type every document in Comic Sans, until we got a visit from the RNIB... Apparently Comic Sans is one of the worst fonts for anyone who isn't dyslexic! Also we were banned from mixing colours in text, because that made things even worse... So the moral seems to be make the menu colours and text in games based on the user's Windows defaults or something. Then they will automatically get the right mix of colours and characters... I think... " I mentioned that web-wise, the RNIB (Royal National Institute of the Blind) have "verdana, arial, helvetica, sans-serif" as their order of preference on their web-site, as to how it should display the bulk of text. Quite a few people spoke of Comic Sans, mentioning that it may be of benefit to dyslexics - but there was some dispute. I personally don't like it, but that's from an aesthetic stand point. Re-scalable fonts will be a tough one I think... But what do you think? Barrie www.OneSwitch.org.uk From rkimball at gmail.com Mon Jun 12 21:20:20 2006 From: rkimball at gmail.com (Reid Kimball) Date: Mon, 12 Jun 2006 18:20:20 -0700 Subject: [games_access] Font type and sizes in games In-Reply-To: <004a01c68df2$f3c42d40$0202a8c0@OneSwitch> References: <004a01c68df2$f3c42d40$0202a8c0@OneSwitch> Message-ID: Personally I recommend New Courier because all the letters take up the same width (good for captioning) and none of the lowercase 'l's look like capital 'i's. -Reid On 6/12/06, Barrie Ellis wrote: > Wondering if people have any thoughts, links to preferred fonts in games, > after this thread: > > > http://www.retroremakes.com/forum2/showthread.php?t=6608&page=2 > > "Just to amuse - I used to work for a college that had Comic Sans as the > standard font - we had to type every document in Comic Sans, until we got a > visit from the RNIB... Apparently Comic Sans is one of the worst fonts for > anyone who isn't dyslexic! > > Also we were banned from mixing colours in text, because that made things > even worse... > > So the moral seems to be make the menu colours and text in games based on > the user's Windows defaults or something. Then they will automatically get > the right mix of colours and characters... I think... " > > > > I mentioned that web-wise, the RNIB (Royal National Institute of the Blind) > have "verdana, arial, helvetica, sans-serif" as their order of preference on > their web-site, as to how it should display the bulk of text. > > Quite a few people spoke of Comic Sans, mentioning that it may be of benefit > to dyslexics - but there was some dispute. I personally don't like it, but > that's from an aesthetic stand point. > > Re-scalable fonts will be a tough one I think... But what do you think? > > > Barrie > www.OneSwitch.org.uk > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From richard at audiogames.net Tue Jun 13 01:46:46 2006 From: richard at audiogames.net (AudioGames.net) Date: Tue, 13 Jun 2006 07:46:46 +0200 Subject: [games_access] Font type and sizes in games References: <004a01c68df2$f3c42d40$0202a8c0@OneSwitch> Message-ID: <004901c68eac$c25be800$8e8b2ed5@Delletje> Hi, *quote* Just to amuse - I used to work for a college that had Comic Sans as the standard font - we had to type every document in Comic Sans, until we got a visit from the RNIB... Apparently Comic Sans is one of the worst fonts for anyone who isn't dyslexic! *quote end* There have been many groups like this one: http://bancomicsans.com/home.html that say that Comic Sans is THE worst font ever - but then from an aestethic point of view only :) I have no real experience with a certain font being more accessible than normal but I guess that indeed some fonts are easier to read than others. I know some accessibility institutions would rather like to ban the "Italic" option since this makes an otherwise very readable font less readable (same with bold, actually). I do know some fonts have been designed with a minimal size and should not be used smaller. For example, Times New Roman was not designed to be used smaller than 12 pt. *quote* ...and to not fix any sizes (so people can scale them up or down easily with their browser / accessibility software). *quote end* *quote* Re-scalable fonts will be a tough one I think... But what do you think? *quote end* Barrie, you kind of said it already. The whole thing with "scalable fonts"-thing is something that comes from a browser-environment. In my opinion. In modern webdesign, webdesigners not only focus on "scalable fonts" (using em instead of pt), but on scalable websites, meaning that when the fonts are scaled, that the website's css takes on a new design that best fits the fonts size. This will keep floating DIV's from overlapping, for instance. So if we're thinking about scalable fonts in a game, why not think about having a scalable game (to avoid the text covering everything)? I guess there are quite a few problems with this though .... ;) In in case, there are often other options as well. What is the problem we're trying to solve with a too-little font size? That the text is too small to read for some? Why not add a feature that when the mouse hoovers over the text, that the text enlarges itsself automatically a bit (or, without the mouse, using a keyboard shortcut?). Why not use sound to make the text audible? Etc. etc. Just some thoughts... Greets, Richard ----- Original Message ----- From: "Barrie Ellis" To: "IGDA GA mailing list" Sent: Monday, June 12, 2006 9:36 AM Subject: [games_access] Font type and sizes in games > Wondering if people have any thoughts, links to preferred fonts in games, > after this thread: > > > http://www.retroremakes.com/forum2/showthread.php?t=6608&page=2 > > " > > Also we were banned from mixing colours in text, because that made things > even worse... > > So the moral seems to be make the menu colours and text in games based on > the user's Windows defaults or something. Then they will automatically get > the right mix of colours and characters... I think... " > > > > I mentioned that web-wise, the RNIB (Royal National Institute of the > Blind) have "verdana, arial, helvetica, sans-serif" as their order of > preference on their web-site, as to how it should display the bulk of > text. > > Quite a few people spoke of Comic Sans, mentioning that it may be of > benefit to dyslexics - but there was some dispute. I personally don't like > it, but that's from an aesthetic stand point. > > Re-scalable fonts will be a tough one I think... But what do you think? > > > Barrie > www.OneSwitch.org.uk > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From rkimball at gmail.com Tue Jun 13 12:15:04 2006 From: rkimball at gmail.com (Reid Kimball) Date: Tue, 13 Jun 2006 09:15:04 -0700 Subject: [games_access] Font type and sizes in games In-Reply-To: <004901c68eac$c25be800$8e8b2ed5@Delletje> References: <004a01c68df2$f3c42d40$0202a8c0@OneSwitch> <004901c68eac$c25be800$8e8b2ed5@Delletje> Message-ID: Didn't we come up with a similar list at one of the GDC round tables? I remember we talked about ways to zoom on text that current games could use. If we can dig up the list (if someone took notes) it might be helpful to pass it along. -Reid On 6/12/06, AudioGames.net wrote: > Hi, > > *quote* > Just to amuse - I used to work for a college that had Comic Sans as the > standard font - we had to type every document in Comic Sans, until we got a > visit from the RNIB... Apparently Comic Sans is one of the worst fonts for > anyone who isn't dyslexic! > *quote end* > > There have been many groups like this one: http://bancomicsans.com/home.html > that say that Comic Sans is THE worst font ever - but then from an aestethic > point of view only :) > > I have no real experience with a certain font being more accessible than > normal but I guess that indeed some fonts are easier to read than others. I > know some accessibility institutions would rather like to ban the "Italic" > option since this makes an otherwise very readable font less readable (same > with bold, actually). I do know some fonts have been designed with a minimal > size and should not be used smaller. For example, Times New Roman was not > designed to be used smaller than 12 pt. > > *quote* > ...and to not fix any sizes (so people can scale them up or down easily with > their browser / accessibility software). > *quote end* > *quote* > Re-scalable fonts will be a tough one I think... But what do you think? > *quote end* > > Barrie, you kind of said it already. The whole thing with "scalable > fonts"-thing is something that comes from a browser-environment. In my > opinion. In modern webdesign, webdesigners not only focus on "scalable > fonts" (using em instead of pt), but on scalable websites, meaning that when > the fonts are scaled, that the website's css takes on a new design that best > fits the fonts size. This will keep floating DIV's from overlapping, for > instance. > > So if we're thinking about scalable fonts in a game, why not think about > having a scalable game (to avoid the text covering everything)? I guess > there are quite a few problems with this though .... ;) > > In in case, there are often other options as well. What is the problem we're > trying to solve with a too-little font size? That the text is too small to > read for some? Why not add a feature that when the mouse hoovers over the > text, that the text enlarges itsself automatically a bit (or, without the > mouse, using a keyboard shortcut?). Why not use sound to make the text > audible? Etc. etc. > > Just some thoughts... > > Greets, > > Richard > > > > > > > ----- Original Message ----- > From: "Barrie Ellis" > To: "IGDA GA mailing list" > Sent: Monday, June 12, 2006 9:36 AM > Subject: [games_access] Font type and sizes in games > > > > Wondering if people have any thoughts, links to preferred fonts in games, > > after this thread: > > > > > > http://www.retroremakes.com/forum2/showthread.php?t=6608&page=2 > > > > " > > > > Also we were banned from mixing colours in text, because that made things > > even worse... > > > > So the moral seems to be make the menu colours and text in games based on > > the user's Windows defaults or something. Then they will automatically get > > the right mix of colours and characters... I think... " > > > > > > > > I mentioned that web-wise, the RNIB (Royal National Institute of the > > Blind) have "verdana, arial, helvetica, sans-serif" as their order of > > preference on their web-site, as to how it should display the bulk of > > text. > > > > Quite a few people spoke of Comic Sans, mentioning that it may be of > > benefit to dyslexics - but there was some dispute. I personally don't like > > it, but that's from an aesthetic stand point. > > > > Re-scalable fonts will be a tough one I think... But what do you think? > > > > > > Barrie > > www.OneSwitch.org.uk > > > > > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From richard at audiogames.net Tue Jun 13 12:25:49 2006 From: richard at audiogames.net (AudioGames.net) Date: Tue, 13 Jun 2006 18:25:49 +0200 Subject: [games_access] Font type and sizes in games References: <004a01c68df2$f3c42d40$0202a8c0@OneSwitch><004901c68eac$c25be800$8e8b2ed5@Delletje> Message-ID: <004d01c68f06$0810c3d0$8e8b2ed5@Delletje> Yes, I got it on camera! It was in the first session, with the asian girl explaining difficulties with font size (especially with specific language characters: chinese, japanese, etc.). Good you remembered, I completely forgot! I will try to make an mp3 of our session from my video recording tomorrow at work... Btw: did anyone find the recordings of the game accessibility tutorial day? I browsed http://store.cmpgame.com/category.php?cat=50&skin=gdcradio but could not find them :( ----- Original Message ----- From: "Reid Kimball" To: "IGDA Games Accessibility SIG Mailing List" Sent: Tuesday, June 13, 2006 6:15 PM Subject: Re: [games_access] Font type and sizes in games > Didn't we come up with a similar list at one of the GDC round tables? > I remember we talked about ways to zoom on text that current games > could use. If we can dig up the list (if someone took notes) it might > be helpful to pass it along. > > -Reid > > On 6/12/06, AudioGames.net wrote: >> Hi, >> >> *quote* >> Just to amuse - I used to work for a college that had Comic Sans as the >> standard font - we had to type every document in Comic Sans, until we got >> a >> visit from the RNIB... Apparently Comic Sans is one of the worst fonts >> for >> anyone who isn't dyslexic! >> *quote end* >> >> There have been many groups like this one: >> http://bancomicsans.com/home.html >> that say that Comic Sans is THE worst font ever - but then from an >> aestethic >> point of view only :) >> >> I have no real experience with a certain font being more accessible than >> normal but I guess that indeed some fonts are easier to read than others. >> I >> know some accessibility institutions would rather like to ban the >> "Italic" >> option since this makes an otherwise very readable font less readable >> (same >> with bold, actually). I do know some fonts have been designed with a >> minimal >> size and should not be used smaller. For example, Times New Roman was not >> designed to be used smaller than 12 pt. >> >> *quote* >> ...and to not fix any sizes (so people can scale them up or down easily >> with >> their browser / accessibility software). >> *quote end* >> *quote* >> Re-scalable fonts will be a tough one I think... But what do you think? >> *quote end* >> >> Barrie, you kind of said it already. The whole thing with "scalable >> fonts"-thing is something that comes from a browser-environment. In my >> opinion. In modern webdesign, webdesigners not only focus on "scalable >> fonts" (using em instead of pt), but on scalable websites, meaning that >> when >> the fonts are scaled, that the website's css takes on a new design that >> best >> fits the fonts size. This will keep floating DIV's from overlapping, for >> instance. >> >> So if we're thinking about scalable fonts in a game, why not think about >> having a scalable game (to avoid the text covering everything)? I guess >> there are quite a few problems with this though .... ;) >> >> In in case, there are often other options as well. What is the problem >> we're >> trying to solve with a too-little font size? That the text is too small >> to >> read for some? Why not add a feature that when the mouse hoovers over the >> text, that the text enlarges itsself automatically a bit (or, without the >> mouse, using a keyboard shortcut?). Why not use sound to make the text >> audible? Etc. etc. >> >> Just some thoughts... >> >> Greets, >> >> Richard >> >> >> >> >> >> >> ----- Original Message ----- >> From: "Barrie Ellis" >> To: "IGDA GA mailing list" >> Sent: Monday, June 12, 2006 9:36 AM >> Subject: [games_access] Font type and sizes in games >> >> >> > Wondering if people have any thoughts, links to preferred fonts in >> > games, >> > after this thread: >> > >> > >> > http://www.retroremakes.com/forum2/showthread.php?t=6608&page=2 >> > >> > " >> > >> > Also we were banned from mixing colours in text, because that made >> > things >> > even worse... >> > >> > So the moral seems to be make the menu colours and text in games based >> > on >> > the user's Windows defaults or something. Then they will automatically >> > get >> > the right mix of colours and characters... I think... " >> > >> > >> > >> > I mentioned that web-wise, the RNIB (Royal National Institute of the >> > Blind) have "verdana, arial, helvetica, sans-serif" as their order of >> > preference on their web-site, as to how it should display the bulk of >> > text. >> > >> > Quite a few people spoke of Comic Sans, mentioning that it may be of >> > benefit to dyslexics - but there was some dispute. I personally don't >> > like >> > it, but that's from an aesthetic stand point. >> > >> > Re-scalable fonts will be a tough one I think... But what do you think? >> > >> > >> > Barrie >> > www.OneSwitch.org.uk >> > >> > >> > _______________________________________________ >> > games_access mailing list >> > games_access at igda.org >> > http://seven.pairlist.net/mailman/listinfo/games_access >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Tue Jun 13 12:39:43 2006 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 13 Jun 2006 11:39:43 -0500 Subject: [games_access] Font type and sizes in games In-Reply-To: <004901c68eac$c25be800$8e8b2ed5@Delletje> References: <004a01c68df2$f3c42d40$0202a8c0@OneSwitch> <004901c68eac$c25be800$8e8b2ed5@Delletje> Message-ID: >*quote* >Just to amuse - I used to work for a college that had Comic Sans as >the standard font - we had to type every document in Comic Sans, >until we got a visit from the RNIB... Apparently Comic Sans is one >of the worst fonts for anyone who isn't dyslexic! >*quote end* That's kinda funny because, yeah, Comic Sans is the easiest font for me to read (and yeah, I'm dyslexic)... No, it's not pretty but there is something about it that makes it easier for me to read than the usual font lot. Interesting... Michelle From hinn at uiuc.edu Tue Jun 13 13:48:22 2006 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 13 Jun 2006 12:48:22 -0500 Subject: [games_access] Font type and sizes in games In-Reply-To: <004d01c68f06$0810c3d0$8e8b2ed5@Delletje> References: <004a01c68df2$f3c42d40$0202a8c0@OneSwitch><004901c68eac$c25be800$8e8b2ed5@ Delletje> <004d01c68f06$0810c3d0$8e8b2ed5@Delletje> Message-ID: >Btw: did anyone find the recordings of the game accessibility >tutorial day? I browsed >http://store.cmpgame.com/category.php?cat=50&skin=gdcradio but could >not find them :( No, and I've already been complaining, especially after all the snafus with the audio resulting in my being held together by a cord the whole day and rerecording bits for them. They also haven't yet put up any press photos from this year up there, etc. Not exactly sure why they make such a fuss about things when there's no way to get ahold of the recordings, etc. I'm guessing they don't have the staff to pull off what they'd promised (ie, having all the sessions up on the gdc radio site). On the other hand, I don't see that they've put up any of the one day tutorials so maybe they haven't worked that system out yet...they do say that "more lectures are going up on the site every day." But given that everything on their is now reduced from $7.99 to $2.99...I'm wondering if the venture has just not been profitable enough to bother with the rest? Michelle From thomas.roome at student.utdallas.edu Thu Jun 15 02:12:19 2006 From: thomas.roome at student.utdallas.edu (Thomas Christopher Roome) Date: Thu, 15 Jun 2006 01:12:19 -0500 (CDT) Subject: [games_access] Good News from Texas. Message-ID: <6454994.1150351939136.JavaMail.cpadmin@pipeline.utdallas.edu> I had a meeting with my instructor and he is the director of the department. He has ask to begin to develop a "Game Accessibility Workshop" for this fall semester! Also, we want me to give a presentation to the Introduction Games Development class. The workshop will be one day for 3 weeks, I won't be able to cover everything related to the subject, but can anyone of you tell me what should be cover for sure? ? Hopefully, someday this can turn into a real 16 weeks class, and with the help from the group it could turn into something great! Send be your ideas and advice from the group will be welcome. ----------- Thank You, Tom Roome From richard at audiogames.net Thu Jun 15 02:44:15 2006 From: richard at audiogames.net (AudioGames.net) Date: Thu, 15 Jun 2006 08:44:15 +0200 Subject: [games_access] Good News from Texas. References: <6454994.1150351939136.JavaMail.cpadmin@pipeline.utdallas.edu> Message-ID: <045901c69047$1ee994a0$8e8b2ed5@Delletje> Hi, That's great! So "one day for three weeks" means 3 days, or just one day? Anyways, I think it's best to start with getting info from here: - Game Accessibility Whitepaper (http://www.igda.org/accessibility/IGDA_Accessibility_WhitePaper.pdf) - Game Accessibility.com (http://www.gameaccessibility.com/index.php?pagefile=papers and http://www.gameaccessibility.com/index.php?pagefile=games) As for exact topics, this may depend on the type of students (designers, researchers,etc) - are they part of a game design/research course or are they doing all sorts of stuff (social studies, arts, media studies, etc.)? Designers might want to know what they have to do (design guidelines), while researchers might want to know stuff from a different angle (social impact of gaming for people with a disability). I also suggest downloading all the powerpoint presentations: Game Law (Thomas Buscaglia): http://www.gamasutra.com/features/20060428/buscaglia_01.shtml Closed Captioning (Reid): http://gamescc.rbkdesign.com/gdc2006/tutorial/Games[CC]_gdc2006.ppt Audio Games (Richard & Sander): http://kmt.hku.nl/~richard/gdc/audiogamesgdc.zip Physical Barriers (Barrie & Eric): http://www.oneswitch.org.uk/2/ARTICLES/physical-barriers.htm Universal Accessibility (Giannis): http://www.ics.forth.gr/hci/ua-games/publications.html Photos (Michelle): http://www.flickr.com/photos/vrgrrl/sets/72057594097461742/ Photos (Thomas): http://www.pininteractive.com/_ftpupload/images/gdc2006.zip Kevin: ? Top 10 Accessibility Features: http://tim.thechases.com/top10_2.pdf Mine is currently offline I think... will put it back today! And if you have to possibility to give them an assignment, do so! We need examples, prototypes, research ;) Greets, Richard ----- Original Message ----- From: "Thomas Christopher Roome" To: Sent: Thursday, June 15, 2006 8:12 AM Subject: [games_access] Good News from Texas. >I had a meeting with my instructor and he is the director of the > department. He has ask to begin to develop a "Game Accessibility > Workshop" for this fall semester! Also, we want me to give a > presentation to the Introduction Games Development class. The workshop > will be one day for 3 weeks, I won't be able to cover everything > related to the subject, but can anyone of you tell me what should be > cover for sure? ? Hopefully, someday this can turn into a real 16 > weeks class, and with the help from the group it could turn into > something great! Send be your ideas and advice from the group will be > welcome. > > ----------- > Thank You, > > Tom Roome > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Thu Jun 15 02:47:53 2006 From: richard at audiogames.net (AudioGames.net) Date: Thu, 15 Jun 2006 08:47:53 +0200 Subject: [games_access] Move Your Game Controller - first pics online Message-ID: <046001c69047$a0bf7ee0$8e8b2ed5@Delletje> Hi, Our foundation recently did a project with students from the Technical University of Eindhoven, in which 2 controller prototypes were developed. The goal of the project was to design a controller that works with an audio game (in this case an audio game prototype designed by Sander and me called The Gnawlers) and that stimulates physical movement of blind children. We will be putting up more results on the website soon, but here are already the first pics of the two final controllers: http://www.gameaccessibility.com/index.php?pagefile=moveyourcontroller Greets, Richard -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Thu Jun 15 02:48:03 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Thu, 15 Jun 2006 07:48:03 +0100 Subject: [games_access] Good News from Texas. References: <6454994.1150351939136.JavaMail.cpadmin@pipeline.utdallas.edu> Message-ID: <00b601c69047$a6fcf030$0202a8c0@OneSwitch> That's great news, Thomas! The following should be of use. The top 10 list that I wrote for the Retro Remakes programmers may be useful (this doesn't cover everything either): http://www.retroremakes.com/forum2/showthread.php?t=6551 Good luck. Barrie www.OneSwitch.org.uk GDC 2006 Presentations info: Game Law (Thomas Buscaglia): http://www.gamasutra.com/features/20060428/buscaglia_01.shtml Closed Captioning (Reid): http://gamescc.rbkdesign.com/gdc2006/tutorial/Games[CC]_gdc2006.ppt Audio Games (Richard & Sander): http://kmt.hku.nl/~richard/gdc/audiogamesgdc.zip Physical Barriers (Barrie & Eric): http://www.oneswitch.org.uk/2/ARTICLES/physical-barriers.htm Universal Accessibility (Giannis): http://www.ics.forth.gr/hci/ua-games/publications.html Top 10 Accessibility Features: http://tim.thechases.com/top10_2.pdf ----- Original Message ----- From: "Thomas Christopher Roome" To: Sent: Thursday, June 15, 2006 7:12 AM Subject: [games_access] Good News from Texas. >I had a meeting with my instructor and he is the director of the > department. He has ask to begin to develop a "Game Accessibility > Workshop" for this fall semester! Also, we want me to give a > presentation to the Introduction Games Development class. The workshop > will be one day for 3 weeks, I won't be able to cover everything > related to the subject, but can anyone of you tell me what should be > cover for sure? ? Hopefully, someday this can turn into a real 16 > weeks class, and with the help from the group it could turn into > something great! Send be your ideas and advice from the group will be > welcome. > > ----------- > Thank You, > > Tom Roome > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From gramenos at ics.forth.gr Thu Jun 15 08:51:00 2006 From: gramenos at ics.forth.gr (Dimitris Grammenos) Date: Thu, 15 Jun 2006 14:51:00 +0200 Subject: [games_access] Good News from Texas. In-Reply-To: <6454994.1150351939136.JavaMail.cpadmin@pipeline.utdallas.edu> Message-ID: <005401c6907a$5ab355b0$ccba5b8b@ics.forth.gr> Hi Thomas, You may also find some usefull information here: http://www.ics.forth.gr/hci/ua-games as well as two games that you can play / download: UA-Chess: http://www.ics.forth.gr/hci/ua-games/ua-chess/ Access Invaders: http://www.ics.forth.gr/hci/ua-games/access-invaders/ Some related publications include: Grammenos, D., Savidis, A., Stephanidis C. (2005). UA-Chess: A Universally Accessible Board Game. In Proceedings of the 3rd International Conference on Universal Access in Human-Computer Interaction. G. Salvendy (ed.). Las Vegas, Nevada, USA, July 2005. Lawrence Erlbaum. Grammenos, D., Savidis A., Georgalis, Y., and Stephanidis, C., (2006) (to appear). Access Invaders: Developing a Universally Accessible Action Game. In Proceedings of the 10th International Conference on Computers Helping People with Special Needs (ICCHP), July 12-14, 2006, University of Linz, Austria. Springer. Greets, Dimitris -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Thomas Christopher Roome Sent: Thursday, June 15, 2006 8:12 AM To: games_access at igda.org Subject: [games_access] Good News from Texas. I had a meeting with my instructor and he is the director of the department. He has ask to begin to develop a "Game Accessibility Workshop" for this fall semester! Also, we want me to give a presentation to the Introduction Games Development class. The workshop will be one day for 3 weeks, I won't be able to cover everything related to the subject, but can anyone of you tell me what should be cover for sure? ? Hopefully, someday this can turn into a real 16 weeks class, and with the help from the group it could turn into something great! Send be your ideas and advice from the group will be welcome. ----------- Thank You, Tom Roome _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Thu Jun 15 11:06:07 2006 From: arthit73 at cablespeed.com (Robert Florio) Date: Thu, 15 Jun 2006 11:06:07 -0400 Subject: [games_access] Good News from Texas. Need help? In-Reply-To: <045901c69047$1ee994a0$8e8b2ed5@Delletje> Message-ID: <000c01c6908d$3db79df0$6401a8c0@CYXKG51> Tom it's great that you're putting together a presentation and your school is going to create an accessible game. Let me know if you need help and if so where are you located or school? Thanks. It's great to see this happening I wish my own school a game design school online would do projects like this but we don't have research departments. AI online SGA President (Art Institute online) arthit73 at cablespeed.com www.RobertFlorio.com -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of AudioGames.net Sent: Thursday, June 15, 2006 2:44 AM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Good News from Texas. Hi, That's great! So "one day for three weeks" means 3 days, or just one day? Anyways, I think it's best to start with getting info from here: - Game Accessibility Whitepaper (http://www.igda.org/accessibility/IGDA_Accessibility_WhitePaper.pdf) - Game Accessibility.com (http://www.gameaccessibility.com/index.php?pagefile=papers and http://www.gameaccessibility.com/index.php?pagefile=games) As for exact topics, this may depend on the type of students (designers, researchers,etc) - are they part of a game design/research course or are they doing all sorts of stuff (social studies, arts, media studies, etc.)? Designers might want to know what they have to do (design guidelines), while researchers might want to know stuff from a different angle (social impact of gaming for people with a disability). I also suggest downloading all the powerpoint presentations: Game Law (Thomas Buscaglia): http://www.gamasutra.com/features/20060428/buscaglia_01.shtml Closed Captioning (Reid): http://gamescc.rbkdesign.com/gdc2006/tutorial/Games[CC]_gdc2006.ppt Audio Games (Richard & Sander): http://kmt.hku.nl/~richard/gdc/audiogamesgdc.zip Physical Barriers (Barrie & Eric): http://www.oneswitch.org.uk/2/ARTICLES/physical-barriers.htm Universal Accessibility (Giannis): http://www.ics.forth.gr/hci/ua-games/publications.html Photos (Michelle): http://www.flickr.com/photos/vrgrrl/sets/72057594097461742/ Photos (Thomas): http://www.pininteractive.com/_ftpupload/images/gdc2006.zip Kevin: ? Top 10 Accessibility Features: http://tim.thechases.com/top10_2.pdf Mine is currently offline I think... will put it back today! And if you have to possibility to give them an assignment, do so! We need examples, prototypes, research ;) Greets, Richard ----- Original Message ----- From: "Thomas Christopher Roome" To: Sent: Thursday, June 15, 2006 8:12 AM Subject: [games_access] Good News from Texas. >I had a meeting with my instructor and he is the director of the > department. He has ask to begin to develop a "Game Accessibility > Workshop" for this fall semester! Also, we want me to give a > presentation to the Introduction Games Development class. The workshop > will be one day for 3 weeks, I won't be able to cover everything > related to the subject, but can anyone of you tell me what should be > cover for sure? ? Hopefully, someday this can turn into a real 16 > weeks class, and with the help from the group it could turn into > something great! Send be your ideas and advice from the group will be > welcome. > > ----------- > Thank You, > > Tom Roome > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Fri Jun 16 04:46:45 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 16 Jun 2006 09:46:45 +0100 Subject: [games_access] Move Your Game Controller - first pics online References: <046001c69047$a0bf7ee0$8e8b2ed5@Delletje> Message-ID: <024e01c69121$65b53300$0202a8c0@OneSwitch> Looking forward to finding out more. Nice. Barrie OneSwitch ----- Original Message ----- From: AudioGames.net To: IGDA Games Accessibility SIG Mailing List Sent: Thursday, June 15, 2006 7:47 AM Subject: [games_access] Move Your Game Controller - first pics online Hi, Our foundation recently did a project with students from the Technical University of Eindhoven, in which 2 controller prototypes were developed. The goal of the project was to design a controller that works with an audio game (in this case an audio game prototype designed by Sander and me called The Gnawlers) and that stimulates physical movement of blind children. We will be putting up more results on the website soon, but here are already the first pics of the two final controllers: http://www.gameaccessibility.com/index.php?pagefile=moveyourcontroller Greets, Richard ------------------------------------------------------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Sat Jun 17 11:31:59 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sat, 17 Jun 2006 16:31:59 +0100 Subject: [games_access] Retro Remakes 2006 Q&As: "Action Captioning" Message-ID: <001101c69223$2d026480$0202a8c0@OneSwitch> This sounds fun: http://www.retroremakes.com/forum2/showthread.php?t=6774 "So I was pondering... Why use all that BORING close captioning as used in some of those games like Doom3, when historically there's a much better way to visualize the mood of sound effects? Something comics have been utilizing for decades? I'm talking about the WHOOSH, WALLOP , CRASH effect balloons. I'm thinking of incorperating those in my Heavy on the Magick remake. What do you think? R." I think straight-laced Closed Captioning is the right thing to do for some games, but Rogue's "Action Captioning" has got definite potential. From rkimball at gmail.com Sat Jun 17 14:46:31 2006 From: rkimball at gmail.com (Reid Kimball) Date: Sat, 17 Jun 2006 11:46:31 -0700 Subject: [games_access] Retro Remakes 2006 Q&As: "Action Captioning" In-Reply-To: <001101c69223$2d026480$0202a8c0@OneSwitch> References: <001101c69223$2d026480$0202a8c0@OneSwitch> Message-ID: Boring huh? There's a reason captions are "boring". Visual words are not "historically much better". Granted I'm assuming here, but I imagine the "ActionCaptions" will feature words like BOOM that have an iconic graphic of an explosion surrounding the letters. For visual accessibility, this is not ideal as it can make reading the word more difficult. It's also more of a challenge to fit those larger captions on the screen. Another option is to place them in the 3D environment. Actually attaching the visual captions to the sound origin. The game VIII (Thirteen) is a good example. Enemy footsteps would create a "TAP" caption that was positioned at their feet. One problem with this is having captions overlapping each other because they are positioned in a 3D world. Or perhaps the enemy is behind you, you won't see their captions and miss out on the important info. Having said that, I do want to see what Rogue comes up with. -Reid On 6/17/06, Barrie Ellis wrote: > This sounds fun: http://www.retroremakes.com/forum2/showthread.php?t=6774 > > > "So I was pondering... Why use all that BORING close captioning as used in > some of those games like Doom3, when historically there's a much better way > to visualize the mood of sound effects? > > Something comics have been utilizing for decades? > > I'm talking about the WHOOSH, WALLOP , CRASH effect balloons. I'm thinking > of incorperating those in my Heavy on the Magick remake. > > What do you think? > > R." > > > I think straight-laced Closed Captioning is the right thing to do for some > games, but Rogue's "Action Captioning" has got definite potential. > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From barrie.ellis at oneswitch.org.uk Sun Jun 18 09:17:37 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sun, 18 Jun 2006 14:17:37 +0100 Subject: [games_access] Retro Remakes 2006 Q&As: "Action Captioning" References: <001101c69223$2d026480$0202a8c0@OneSwitch> Message-ID: <004201c692d9$91d82d20$0202a8c0@OneSwitch> >From the "Action Caption" thread: "Would these sounds be similar to the brass instruments (i.e. short trumpet blasts and such) you would always hear accompanying the BIFs and WHAMS in the old Batman series? Or just your generic thud and hit sounds?" "No, "actioncaptions" would be based on their original auditory counterparts. So a dripping sound in the background would be visualised (symbolized!) by a small blue-ish watery text balloon. Depending on the location of the sound, the balloons would be placed on those spots. A boulder crashing down from the ceiling would invoke a much greater balloon with stylized lettering (e.g. grey, cracked stoney characters). The louder the sound, the bigger and more obvious the balloon. Timing & placement is very important in this regard as well. A blowing wind would linger longer onscreen than a slap in the face, or a gunshot." From barrie.ellis at oneswitch.org.uk Sun Jun 18 16:11:42 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sun, 18 Jun 2006 21:11:42 +0100 Subject: [games_access] ActionCaptions Message-ID: <009401c69313$6aa57d90$0202a8c0@OneSwitch> Small blog entry here on ActionCaptions: http://switchgaming.blogspot.com/2006/06/actioncaptions-in-games.html -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Sun Jun 18 19:59:14 2006 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 18 Jun 2006 18:59:14 -0500 Subject: [games_access] SIG Meeting: Wednesday, June 21 2006, 12:00 NYC Time In-Reply-To: <009401c69313$6aa57d90$0202a8c0@OneSwitch> References: <009401c69313$6aa57d90$0202a8c0@OneSwitch> Message-ID: Hi Everyone, The next "live" SIG meeting will be held on MSN at 12:00 (noon) NYC Time this Wednesday, June 21st. To figure out what this means in your time zone, check out: http://www.timeanddate.com/worldclock/fixedtime.html?month=6&day=21&year=2006&hour=12&min=0&sec=0&p1=179 Things to discuss: * Develop Brighton * SIGGRAPH's Sandbox? * Random Catching Up :) If you've never been to a meeting before, simply add me (vrgrrl at hotmail.com) to your MSN Messenger Contacts List whenever you get the chance and I'll look for you at meeting time and add you to the chat! Hope to see many of you there! Michelle -------------- next part -------------- An HTML attachment was scrubbed... URL: From arthit73 at cablespeed.com Sun Jun 18 21:44:54 2006 From: arthit73 at cablespeed.com (Robert Florio) Date: Sun, 18 Jun 2006 21:44:54 -0400 Subject: [games_access] Robert Florio's painting unveiling. June 19! In-Reply-To: Message-ID: <001b01c69341$f7f89aa0$6401a8c0@CYXKG51> I wanted to let you know tomorrow night to 19 will be the unveiling for my paintings. Check out more information on my web site at the top of the page you will see the link where you can get the flyer. Unveiling at the Baltimore Sports Legends Resume, birthplace of Babe Ruth and also the Babe Ruth Museum. Two paintings Denison Cabral, blasts soccer, and Jay Gibbons, Baltimore Orioles. I wanted to share this amazing news with you and all and I will let you know how it goes it should be a great event covered by local sports television. Very emotional June 20 is 10 years since my injury exactly so it means a lot that this worked out something this big. A huge milestone for me. I want to thank all of you as well being in my life you all mean a a lot to me. I'm finishing footage tomorrow night and more Wednesday night for my documentary about my life and video game accessibility are recorded at GDC. I hope to work on that during my break these three weeks off from school. I have a commissioned work from Baltimore Ravens Ray Lewis to work on his two dogs and his action pose so I'll be busy. That's a big commission. Robert Florio AI online SGA President arthit73 at cablespeed.com www.RobertFlorio.com -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Mon Jun 19 02:45:18 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Mon, 19 Jun 2006 07:45:18 +0100 Subject: [games_access] Robert Florio's painting unveiling. June 19! References: <001b01c69341$f7f89aa0$6401a8c0@CYXKG51> Message-ID: <003901c6936b$ee487eb0$0202a8c0@OneSwitch> SIG Meeting: Wednesday, June 21 2006, 12:00 NYC TimeGreat news, Robert. Hope it all goes really well tonight. Your art is superb. Barrie www.OneSwitch.org.uk ----- Original Message ----- From: Robert Florio To: 'IGDA Games Accessibility SIG Mailing List' Sent: Monday, June 19, 2006 2:44 AM Subject: [games_access] Robert Florio's painting unveiling. June 19! I wanted to let you know tomorrow night to 19 will be the unveiling for my paintings. Check out more information on my web site at the top of the page you will see the link where you can get the flyer. Unveiling at the Baltimore Sports Legends Resume, birthplace of Babe Ruth and also the Babe Ruth Museum. Two paintings Denison Cabral, blasts soccer, and Jay Gibbons, Baltimore Orioles. I wanted to share this amazing news with you and all and I will let you know how it goes it should be a great event covered by local sports television. Very emotional June 20 is 10 years since my injury exactly so it means a lot that this worked out something this big. A huge milestone for me. I want to thank all of you as well being in my life you all mean a a lot to me. I'm finishing footage tomorrow night and more Wednesday night for my documentary about my life and video game accessibility are recorded at GDC. I hope to work on that during my break these three weeks off from school. I have a commissioned work from Baltimore Ravens Ray Lewis to work on his two dogs and his action pose so I'll be busy. That's a big commission. Robert Florio AI online SGA President arthit73 at cablespeed.com www.RobertFlorio.com ------------------------------------------------------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From slataper at icgag.it Wed Jun 21 10:31:20 2006 From: slataper at icgag.it (slataper) Date: Wed, 21 Jun 2006 16:31:20 +0200 Subject: [games_access] Games accessible by accident In-Reply-To: <003901c6936b$ee487eb0$0202a8c0@OneSwitch> References: <001b01c69341$f7f89aa0$6401a8c0@CYXKG51> <003901c6936b$ee487eb0$0202a8c0@OneSwitch> Message-ID: <44995838.9040202@icgag.it> Hi all, I'm an italian media student and I'm working on an essay about games for visually impaired people. I would also talk about games accessible by accident, for instance Soul Calibur 2 and other beatem' up, that are accessible thanks to the fine audio design. Could you suggest me other games? Sorry for my poor English. Rosario From no1cwbyfan at cox.net Wed Jun 21 11:03:49 2006 From: no1cwbyfan at cox.net (Jason Price) Date: Wed, 21 Jun 2006 10:03:49 -0500 Subject: [games_access] meeting Message-ID: <17125661.1150902230003.JavaMail.root@centrmwml04.mgt.cox.net> Please tell me again how to participate in the meeting. Thank you, Jason From richard at audiogames.net Wed Jun 21 11:07:14 2006 From: richard at audiogames.net (AudioGames.net) Date: Wed, 21 Jun 2006 17:07:14 +0200 Subject: [games_access] meeting References: <17125661.1150902230003.JavaMail.root@centrmwml04.mgt.cox.net> Message-ID: <014801c69544$610a0840$8e8b2ed5@Delletje> You mean the MSN meeting today? - The next "live" SIG meeting will be held on MSN at 12:00 (noon) NYC Time this Wednesday, June 21st. To figure out what this means in your time zone, check out: http://www.timeanddate.com/worldclock/fixedtime.html?month=6&day=21&year=2006&hour=12&min=0&sec=0&p1=179 - To participate add vrgrrl at hotmail.com to your MSN Messenger Contacts List - log on to MSN and Michelle will look for you at meeting time and add you to the chat! Greets, Richard ----- Original Message ----- From: "Jason Price" To: Sent: Wednesday, June 21, 2006 5:03 PM Subject: [games_access] meeting > Please tell me again how to participate in the meeting. > > Thank you, > Jason > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From richard at audiogames.net Wed Jun 21 11:23:17 2006 From: richard at audiogames.net (AudioGames.net) Date: Wed, 21 Jun 2006 17:23:17 +0200 Subject: [games_access] Games accessible by accident References: <001b01c69341$f7f89aa0$6401a8c0@CYXKG51><003901c6936b$ee487eb0$0202a8c0@OneSwitch> <44995838.9040202@icgag.it> Message-ID: <015301c69546$9f355640$8e8b2ed5@Delletje> Hi, Fighter or Beat'm'Up games is the mainstream genre of games that are mostly accessible for blind gamers. Titles include Tekken, Mortal Kombat and Soul Calibur. I guess you already know about Brice Mellen from Lincoln, Nebraska, who beat Ed Boon (developer of Mortal Kombat) in a game of Mortal Kombat. Other games that I know include Grand Theft Auto (including the first two!). These games are highly 'playable', meaning that it provides enough auditory cues to, let's say, walk around the street, hijack a car, drive around and make a mess - basically play *with* the game, but not play the game. Other examples don't immediately spring to mind unfortunately... Richard http://www.game-accessibility.com http://www.audiogames.net ----- Original Message ----- From: "slataper" To: "IGDA Games Accessibility SIG Mailing List" Sent: Wednesday, June 21, 2006 4:31 PM Subject: [games_access] Games accessible by accident > Hi all, I'm an italian media student and I'm working on an essay about > games for visually impaired people. I would also talk about games > accessible by accident, for instance Soul Calibur 2 and other beatem' up, > that are accessible thanks to the fine audio design. > Could you suggest me other games? > Sorry for my poor English. > > Rosario > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From rkimball at gmail.com Wed Jun 21 12:16:15 2006 From: rkimball at gmail.com (Reid Kimball) Date: Wed, 21 Jun 2006 09:16:15 -0700 Subject: [games_access] meeting In-Reply-To: <014801c69544$610a0840$8e8b2ed5@Delletje> References: <17125661.1150902230003.JavaMail.root@centrmwml04.mgt.cox.net> <014801c69544$610a0840$8e8b2ed5@Delletje> Message-ID: Can someone please ask me to join the meeting? I'm on MSN now, but don't see anyone else in my contact list. Thanks, -Reid On 6/21/06, AudioGames.net wrote: > > > You mean the MSN meeting today? > > > - The next "live" SIG meeting will be held on MSN at 12:00 (noon) NYC Time > this Wednesday, June 21st. To figure out what this means in your time zone, > check out: > > > http://www.timeanddate.com/worldclock/fixedtime.html?month=6&day=21&year=2006&hour=12&min=0&sec=0&p1=179 > > > - To participate add vrgrrl at hotmail.com to your MSN Messenger Contacts List > - log on to MSN and Michelle will look for you at meeting time and add you > to the chat! > > > Greets, > > Richard > > > ----- Original Message ----- > From: "Jason Price" > To: > Sent: Wednesday, June 21, 2006 5:03 PM > Subject: [games_access] meeting > > > Please tell me again how to participate in the meeting. > > > > Thank you, > > Jason > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > > From hinn at uiuc.edu Wed Jun 21 12:18:12 2006 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 21 Jun 2006 11:18:12 -0500 Subject: [games_access] meeting In-Reply-To: References: <17125661.1150902230003.JavaMail.root@centrmwml04.mgt.cox.net> <014801c69544$610a0840$8e8b2ed5@Delletje> Message-ID: am trying to! i don't see you either! >Can someone please ask me to join the meeting? I'm on MSN now, but >don't see anyone else in my contact list. Thanks, > >-Reid > >On 6/21/06, AudioGames.net wrote: >> >> >>You mean the MSN meeting today? >> >> >>- The next "live" SIG meeting will be held on MSN at 12:00 (noon) NYC Time >>this Wednesday, June 21st. To figure out what this means in your time zone, >>check out: >> >> >>http://www.timeanddate.com/worldclock/fixedtime.html?month=6&day=21&year=2006&hour=12&min=0&sec=0&p1=179 >> >> >>- To participate add vrgrrl at hotmail.com to your MSN Messenger Contacts List >>- log on to MSN and Michelle will look for you at meeting time and add you >>to the chat! >> >> >>Greets, >> >>Richard >> >> >>----- Original Message ----- >>From: "Jason Price" >>To: >>Sent: Wednesday, June 21, 2006 5:03 PM >>Subject: [games_access] meeting >> >>> Please tell me again how to participate in the meeting. >>> >>> Thank you, >>> Jason >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> >> >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From brannonz at microsoft.com Wed Jun 21 14:23:03 2006 From: brannonz at microsoft.com (Brannon Zahand) Date: Wed, 21 Jun 2006 11:23:03 -0700 Subject: [games_access] Teaching Game Accessibility In-Reply-To: References: <3853343.1149645550788.JavaMail.cpadmin@pipeline.utdallas.edu> Message-ID: <637856A80E489D40B5F853A65272A46C08F8FE12@RED-MSG-42.redmond.corp.microsoft.com> Sorry to jump in so late... Doctor Gary Bishop at University of North Carolina is also teaching accessible game development. -Brannon -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Jonathan Chetwynd Sent: Tuesday, June 06, 2006 11:41 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Teaching Game Accessibility "how this can be done" can be separated from guidelines in a techniques document. I don't mean to suggest this is the only or a better way, but merely that it is important to break the task into smaller parts. regards Jonathan Chetwynd On 7 Jun 2006, at 02:59, Thomas Christopher Roome wrote: Hi Michelle, I would be happy to try to work with the IGDA game curriculum committee to get something more official from the SIG out there assuming that they will listen to a student that is beginning to learn game design? I understand some of the problems that people with disabilities face in games. I would need support from others on the list to cover every need as possible and make sure the "accessible ideas" really work in games. It is one thing to say " the game should allow different input devices to interact with the game", but we need to tell the developer how this can be done and when should it be done in the game development! Do you agree with me? I have read the guidelines and even I got lost in what it was saying, and no where does is tell you what needs to be done to make something work. There have to be a differences between games programing on the PC and Xbox or PS2 platforms and that should be address. Give me some feedback everyone? d. michelle hinn wrote: > Hey Tom, > > Yes, this is a great point and there are some that are including it > into game coursework somehow, even if it's not an entire course on > it. I agree that getting to people while they are learning about > design and making it into something expected for doing well in a > course will only increase our odds that we'll start seeing > accessibility as something much more mainstream. > > I have included the topic as part of a game design course and even > courses on adolescent psychology and Kevin Bierre on this list from > RIT has also done the same in his courses (Kevin can say more on > this!). There's a whole bunch of us on this list that are academics > as well. So you are at the right place! Maybe we could work with the > IGDA game curriculum committee to get something more official from > the SIG out there. Any ideas about that? Would you be interested in > heading up that project? If so, let me know and I'll give you more > information and e-introduce you to some folks in that committee. :) > > But I think that we can only get better at this and include more > universities. Right now I'm working with DIGRA, which is a good > organization aimed at academics and game studies, to start up a > parallel SIG (nothing will change about us but basically we'll be > working more with the DIGRA people to hopefully build another bridge > to academia). So hopefully in a few days I'll have the official > announcement about this additional membership group to the IGDA SIG. > > Michelle > >> I have been thinking about how to get "mainstream games" more >> accessible, and maybe we need to approach colleges and other higher >> education institutions that teach game development to teach >> Accessibility to the students. If game developers are instructed on >> how games can be made accessible, then maybe we can avoid some of the >> problems that we have today. There is a starting point using the >> Guidelines for developing accessible games at >> http://gameaccess.medialt.no/guide.php. Is anyone already teaching >> Accessibility for Gaming in a college or University program? >> >> ----------- >> Thank You, >> >> Tom Roome >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > ----------- Thank You, Tom Roome _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From thomas.roome at student.utdallas.edu Wed Jun 21 15:26:23 2006 From: thomas.roome at student.utdallas.edu (Thomas Christopher Roome) Date: Wed, 21 Jun 2006 14:26:23 -0500 (CDT) Subject: [games_access] Teaching Game Accessibility Message-ID: <365257.1150917983961.JavaMail.cpadmin@pipeline.utdallas.edu> Do you have a e-mail address for Dr. Bishop? We need to start a list of who is teaching Accessibility for gaming with contact information, so we can work together and give ideas of teaching this information. Tom Roome Brannon Zahand wrote: >Sorry to jump in so late... > >Doctor Gary Bishop at University of North Carolina is also teaching >accessible game development. > >-Brannon > >-----Original Message----- >From: games_access-bounces at igda.org >[mailto:games_access-bounces at igda.org] On Behalf Of Jonathan Chetwynd >Sent: Tuesday, June 06, 2006 11:41 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: [games_access] Teaching Game Accessibility > >"how this can be done" can be separated from guidelines in a >techniques document. > >I don't mean to suggest this is the only or a better way, but merely >that it is important to break the task into smaller parts. > >regards > >Jonathan Chetwynd > > > >On 7 Jun 2006, at 02:59, Thomas Christopher Roome wrote: > >Hi Michelle, I would be happy to try to work with the IGDA game >curriculum committee to get something more official from the SIG out >there assuming that they will listen to a student that is beginning to >learn game design? I understand some of the problems that people >with disabilities face in games. I would need support from others on >the list to cover every need as possible and make sure the "accessible >ideas" really work in games. It is one thing to say " the game should >allow different input devices to interact with the game", but we need >to tell the developer how this can be done and when should it be done >in the game development! Do you agree with me? I have read the >guidelines and even I got lost in what it was saying, and no where does >is tell you what needs to be done to make something work. There have >to be a differences between games programing on the PC and Xbox or PS2 >platforms and that should be address. Give me some feedback everyone? > > >d. michelle hinn wrote: > > >> Hey Tom, >> >> Yes, this is a great point and there are some that are including it >> into game coursework somehow, even if it's not an entire course on >> it. I agree that getting to people while they are learning about >> design and making it into something expected for doing well in a >> course will only increase our odds that we'll start seeing >> accessibility as something much more mainstream. >> >> I have included the topic as part of a game design course and even >> courses on adolescent psychology and Kevin Bierre on this list from >> RIT has also done the same in his courses (Kevin can say more on >> this!). There's a whole bunch of us on this list that are academics >> as well. So you are at the right place! Maybe we could work with the >> IGDA game curriculum committee to get something more official from >> the SIG out there. Any ideas about that? Would you be interested in >> heading up that project? If so, let me know and I'll give you more >> information and e-introduce you to some folks in that committee. :) >> >> But I think that we can only get better at this and include more >> universities. Right now I'm working with DIGRA, which is a good >> organization aimed at academics and game studies, to start up a >> parallel SIG (nothing will change about us but basically we'll be >> working more with the DIGRA people to hopefully build another bridge >> to academia). So hopefully in a few days I'll have the official >> announcement about this additional membership group to the IGDA SIG. >> >> Michelle >> >>> I have been thinking about how to get "mainstream games" more >>> accessible, and maybe we need to approach colleges and other higher >>> education institutions that teach game development to teach >>> Accessibility to the students. If game developers are instructed on >>> how games can be made accessible, then maybe we can avoid some of the >>> problems that we have today. There is a starting point using the >>> Guidelines for developing accessible games at >>> http://gameaccess.medialt.no/guide.php. Is anyone already teaching >>> Accessibility for Gaming in a college or University program? >>> >>> ----------- >>> Thank You, >>> >>> Tom Roome >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> > >----------- >Thank You, > >Tom Roome >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > From hinn at uiuc.edu Wed Jun 21 15:33:00 2006 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 21 Jun 2006 14:33:00 -0500 Subject: [games_access] Teaching Game Accessibility In-Reply-To: <365257.1150917983961.JavaMail.cpadmin@pipeline.utdallas.edu> References: <365257.1150917983961.JavaMail.cpadmin@pipeline.utdallas.edu> Message-ID: That's a good idea -- we should make some space on the wiki to link to their websites (versus publishing their email addresses on our site...which might result in tons of spam for them and their not being happy with us!!) and then let them know about us and the game-accessibility.com forums. Michelle >Do you have a e-mail address for Dr. Bishop? We need to start a list >of who is teaching Accessibility for gaming with contact information, >so we can work together and give ideas of teaching this information. > >Tom Roome > > >Brannon Zahand wrote: > > >>Sorry to jump in so late... >> >>Doctor Gary Bishop at University of North Carolina is also teaching >>accessible game development. >> >>-Brannon >> >>-----Original Message----- >>From: games_access-bounces at igda.org >>[mailto:games_access-bounces at igda.org] On Behalf Of Jonathan Chetwynd >>Sent: Tuesday, June 06, 2006 11:41 PM >>To: IGDA Games Accessibility SIG Mailing List >>Subject: Re: [games_access] Teaching Game Accessibility >> >>"how this can be done" can be separated from guidelines in a >>techniques document. >> >>I don't mean to suggest this is the only or a better way, but merely >>that it is important to break the task into smaller parts. >> >>regards >> >>Jonathan Chetwynd >> >> >> >>On 7 Jun 2006, at 02:59, Thomas Christopher Roome wrote: >> >>Hi Michelle, I would be happy to try to work with the IGDA game >>curriculum committee to get something more official from the SIG out >>there assuming that they will listen to a student that is beginning to >>learn game design? I understand some of the problems that people >>with disabilities face in games. I would need support from others on >>the list to cover every need as possible and make sure the "accessible >>ideas" really work in games. It is one thing to say " the game should >>allow different input devices to interact with the game", but we need >>to tell the developer how this can be done and when should it be done >>in the game development! Do you agree with me? I have read the >>guidelines and even I got lost in what it was saying, and no where does >>is tell you what needs to be done to make something work. There have >>to be a differences between games programing on the PC and Xbox or PS2 >>platforms and that should be address. Give me some feedback everyone? >> >> >>d. michelle hinn wrote: >> >> >>> Hey Tom, >>> >>> Yes, this is a great point and there are some that are including it >>> into game coursework somehow, even if it's not an entire course on >>> it. I agree that getting to people while they are learning about >>> design and making it into something expected for doing well in a >>> course will only increase our odds that we'll start seeing >>> accessibility as something much more mainstream. >>> >>> I have included the topic as part of a game design course and even >>> courses on adolescent psychology and Kevin Bierre on this list from >>> RIT has also done the same in his courses (Kevin can say more on >>> this!). There's a whole bunch of us on this list that are academics >>> as well. So you are at the right place! Maybe we could work with the >>> IGDA game curriculum committee to get something more official from >>> the SIG out there. Any ideas about that? Would you be interested in >>> heading up that project? If so, let me know and I'll give you more >>> information and e-introduce you to some folks in that committee. :) >>> >>> But I think that we can only get better at this and include more >>> universities. Right now I'm working with DIGRA, which is a good >>> organization aimed at academics and game studies, to start up a >>> parallel SIG (nothing will change about us but basically we'll be >>> working more with the DIGRA people to hopefully build another bridge >>> to academia). So hopefully in a few days I'll have the official >>> announcement about this additional membership group to the IGDA SIG. >>> >>> Michelle >>> >>>> I have been thinking about how to get "mainstream games" more > >>> accessible, and maybe we need to approach colleges and other higher >>>> education institutions that teach game development to teach >>>> Accessibility to the students. If game developers are instructed on >>>> how games can be made accessible, then maybe we can avoid some of the >>>> problems that we have today. There is a starting point using the >>>> Guidelines for developing accessible games at >>>> http://gameaccess.medialt.no/guide.php. Is anyone already teaching >>>> Accessibility for Gaming in a college or University program? >>>> >>>> ----------- >>>> Thank You, >>>> >>>> Tom Roome >>>> _______________________________________________ >>>> games_access mailing list >>>> games_access at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >>> >> >>----------- >>Thank You, >> >>Tom Roome >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Wed Jun 21 19:31:41 2006 From: arthit73 at cablespeed.com (Robert Florio) Date: Wed, 21 Jun 2006 19:31:41 -0400 Subject: teachers RE: RE: [games_access] Teaching Game Accessibility In-Reply-To: <365257.1150917983961.JavaMail.cpadmin@pipeline.utdallas.edu> Message-ID: <007801c6958a$db21d1d0$6401a8c0@CYXKG51> This is Robert Florio checkout the book by my teacher Jeannie Novak. Game Development Essentials Interface Design . I am in that book I believe chapter 2 she is very good at starting to teach more about accessibility in game design. Does this help? She taught me at the art Institute online division of art Institute of Pittsburgh. I would be happy to help you help other professors to teach this program for game accessibility as well my e-mail is below please contact me. Jeannie Novak contact information. jeannie at indiespace.com please tell her I sent you. Quadriplegic artist/game designer. AI online SGA President arthit73 at cablespeed.com www.RobertFlorio.com -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Thomas Christopher Roome Sent: Wednesday, June 21, 2006 3:26 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: RE: [games_access] Teaching Game Accessibility Do you have a e-mail address for Dr. Bishop? We need to start a list of who is teaching Accessibility for gaming with contact information, so we can work together and give ideas of teaching this information. Tom Roome Brannon Zahand wrote: >Sorry to jump in so late... > >Doctor Gary Bishop at University of North Carolina is also teaching >accessible game development. > >-Brannon > >-----Original Message----- >From: games_access-bounces at igda.org >[mailto:games_access-bounces at igda.org] On Behalf Of Jonathan Chetwynd >Sent: Tuesday, June 06, 2006 11:41 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: [games_access] Teaching Game Accessibility > >"how this can be done" can be separated from guidelines in a >techniques document. > >I don't mean to suggest this is the only or a better way, but merely >that it is important to break the task into smaller parts. > >regards > >Jonathan Chetwynd > > > >On 7 Jun 2006, at 02:59, Thomas Christopher Roome wrote: > >Hi Michelle, I would be happy to try to work with the IGDA game >curriculum committee to get something more official from the SIG out >there assuming that they will listen to a student that is beginning to >learn game design? I understand some of the problems that people >with disabilities face in games. I would need support from others on >the list to cover every need as possible and make sure the "accessible >ideas" really work in games. It is one thing to say " the game should >allow different input devices to interact with the game", but we need >to tell the developer how this can be done and when should it be done >in the game development! Do you agree with me? I have read the >guidelines and even I got lost in what it was saying, and no where does >is tell you what needs to be done to make something work. There have >to be a differences between games programing on the PC and Xbox or PS2 >platforms and that should be address. Give me some feedback everyone? > > >d. michelle hinn wrote: > > >> Hey Tom, >> >> Yes, this is a great point and there are some that are including it >> into game coursework somehow, even if it's not an entire course on >> it. I agree that getting to people while they are learning about >> design and making it into something expected for doing well in a >> course will only increase our odds that we'll start seeing >> accessibility as something much more mainstream. >> >> I have included the topic as part of a game design course and even >> courses on adolescent psychology and Kevin Bierre on this list from >> RIT has also done the same in his courses (Kevin can say more on >> this!). There's a whole bunch of us on this list that are academics >> as well. So you are at the right place! Maybe we could work with the >> IGDA game curriculum committee to get something more official from >> the SIG out there. Any ideas about that? Would you be interested in >> heading up that project? If so, let me know and I'll give you more >> information and e-introduce you to some folks in that committee. :) >> >> But I think that we can only get better at this and include more >> universities. Right now I'm working with DIGRA, which is a good >> organization aimed at academics and game studies, to start up a >> parallel SIG (nothing will change about us but basically we'll be >> working more with the DIGRA people to hopefully build another bridge >> to academia). So hopefully in a few days I'll have the official >> announcement about this additional membership group to the IGDA SIG. >> >> Michelle >> >>> I have been thinking about how to get "mainstream games" more >>> accessible, and maybe we need to approach colleges and other higher >>> education institutions that teach game development to teach >>> Accessibility to the students. If game developers are instructed on >>> how games can be made accessible, then maybe we can avoid some of the >>> problems that we have today. There is a starting point using the >>> Guidelines for developing accessible games at >>> http://gameaccess.medialt.no/guide.php. Is anyone already teaching >>> Accessibility for Gaming in a college or University program? >>> >>> ----------- >>> Thank You, >>> >>> Tom Roome >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> > >----------- >Thank You, > >Tom Roome >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Thu Jun 22 18:08:23 2006 From: arthit73 at cablespeed.com (Robert Florio) Date: Thu, 22 Jun 2006 18:08:23 -0400 Subject: [games_access] Complaint regarding Florian Eckhardt In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIwEyCAA Message-ID: <003101c69648$62b0e650$6701a8c0@Inspiron> This is a great Tim thank you for that analogy I think that really would work. Would make developers see the exact example of who is left out and see that their pockets are less full. I think this is something great to use I will keep that in mind. Robert Florio Art Institute online SGA President Quadriplegic Artist www.RobertFlorio.com arthit73 at cablespeed.com -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Tim Chase Sent: Saturday, June 03, 2006 2:55 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Complaint regarding Florian Eckhardt > Ok...off soap box for the next minute, anyway. Hmm...there's this empty soap-box here [Tim ascends and clears throat] It might be interesting in a presentation to developers to have the audience stand, and then eliminate folks by asking them to sit for fairly arbitrary reasons. Start with some accessibility issues and move to more and more fine-grained (and arbitrary) issues... "If you've ever been in a wheelchair, please sit down" "If you've ever worn corrective lenses, please sit down" "If you've ever broken a bone, please sit down" "If you're color-blind, please sit down" "If you've got any allergies, please sit down" "If you've been sick and taken a day off work in the last three years, please sit down" "If you're not between 5'2" and 5'6", please sit down" "If you don't make at least $100k/yr, please sit down" "If you're not female, please sit down" "If you're not wearing jeans, please sit down" "If they're not made by Levi Strauss, please sit down" "I'm sorry, this game can only be played by those of you that are still standing" Ideally, you'd leave only one person still standing at the end of it. :) Just a random idea... -tim _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Thu Jun 22 18:24:08 2006 From: arthit73 at cablespeed.com (Robert Florio) Date: Thu, 22 Jun 2006 18:24:08 -0400 Subject: to Richard? RE: [games_access] Wikipedia In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIxE0SAA Message-ID: <003201c6964a$9586e5f0$6701a8c0@Inspiron> Just want to clarify what's the difference with you wiki web site and www.game-accessibility.com ? it looks like both have forums information about game accessibility and so on. By the way just wanted to let you know thank you for the opportunity to help monitor the forum you created gamers with physical disabilities. Sorry I can not be there all the time but it's great Barry is helping. You are helping me to learn so much and helping me to give back my true passion to make videogames accessible. To help people. I enjoyed your wiki site but it was very straightforward and would like to use what you put at the top the igda special interest group definition of game accessibility if that's OK? Robert Florio Art Institute online SGA President Quadriplegic Artist www.RobertFlorio.com arthit73 at cablespeed.com _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of AudioGames.net Sent: Tuesday, June 06, 2006 7:03 AM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] Wikipedia Hi Folks, Just made a first attempt of a wikipedia entry on game accessibility: http://en.wikipedia.org/wiki/Game_accessibility Feel free to edit! Greets, Richard -------------- next part -------------- An HTML attachment was scrubbed... URL: From slataper at icgag.it Sat Jun 24 06:45:20 2006 From: slataper at icgag.it (slataper) Date: Sat, 24 Jun 2006 12:45:20 +0200 Subject: [games_access] Games accessible by accident In-Reply-To: <015301c69546$9f355640$8e8b2ed5@Delletje> References: <001b01c69341$f7f89aa0$6401a8c0@CYXKG51><003901c6936b$ee487eb0$0202a8c0@OneSwitch> <44995838.9040202@icgag.it> <015301c69546$9f355640$8e8b2ed5@Delletje> Message-ID: <449D17C0.7000207@icgag.it> Thanks for reply. Yes, I know about Brice Mellen, his story gave me the idea to investigate about accessibility by accident. Perhaps, also the rhythm game Space Channel Five could be played by sound, with an help in menu navigation. Rosario AudioGames.net wrote: > Hi, > > Fighter or Beat'm'Up games is the mainstream genre of games that are > mostly accessible for blind gamers. Titles include Tekken, Mortal > Kombat and Soul Calibur. I guess you already know about Brice Mellen > from Lincoln, Nebraska, who beat Ed Boon (developer of Mortal Kombat) > in a game of Mortal Kombat. > > Other games that I know include Grand Theft Auto (including the first > two!). These games are highly 'playable', meaning that it provides > enough auditory cues to, let's say, walk around the street, hijack a > car, drive around and make a mess - basically play *with* the game, > but not play the game. > > Other examples don't immediately spring to mind unfortunately... > > Richard > > http://www.game-accessibility.com > http://www.audiogames.net > > > ----- Original Message ----- From: "slataper" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Wednesday, June 21, 2006 4:31 PM > Subject: [games_access] Games accessible by accident > > >> Hi all, I'm an italian media student and I'm working on an essay >> about games for visually impaired people. I would also talk about >> games accessible by accident, for instance Soul Calibur 2 and other >> beatem' up, that are accessible thanks to the fine audio design. >> Could you suggest me other games? >> Sorry for my poor English. >> >> Rosario >> > From hinn at uiuc.edu Sat Jun 24 15:34:49 2006 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 24 Jun 2006 14:34:49 -0500 Subject: [games_access] Games accessible by accident In-Reply-To: <449D17C0.7000207@icgag.it> References: <001b01c69341$f7f89aa0$6401a8c0@CYXKG51><003901c6936b$ee487eb0$0202a8c0@On eSwitch> <44995838.9040202@icgag.it> <015301c69546$9f355640$8e8b2ed5@Delletje> <449D17C0.7000207@icgag.it> Message-ID: Hi Rosario, This is related to something that we'd talked about at GDC in March. We'd talked about running a "positive campaign" to tell game developers what they've done right with regard to accessibility even if they don't realize it. So we want to start up a project where we'd issue press releases and/or mentions on multiple websites to promote, say, "super tetris kingdom mario revenge 3" for being a game that works well with, say, switch controllers, which in turn makes them accessible to gamers with certain types of disabilities that effect their mobility. I'm sure that we would all be interested in what you find out so that we could promote these games. Would you be interested in working with us on this project beyond the paper that you are working on? Michelle Chairperson, IGDA Game Accessibility SIG >Thanks for reply. >Yes, I know about Brice Mellen, his story gave me the idea to >investigate about accessibility by accident. >Perhaps, also the rhythm game Space Channel Five could be played by >sound, with an help in menu navigation. > >Rosario > >AudioGames.net wrote: > >>Hi, >> >>Fighter or Beat'm'Up games is the mainstream genre of games that >>are mostly accessible for blind gamers. Titles include Tekken, >>Mortal Kombat and Soul Calibur. I guess you already know about >>Brice Mellen from Lincoln, Nebraska, who beat Ed Boon (developer of >>Mortal Kombat) in a game of Mortal Kombat. >> >>Other games that I know include Grand Theft Auto (including the >>first two!). These games are highly 'playable', meaning that it >>provides enough auditory cues to, let's say, walk around the >>street, hijack a car, drive around and make a mess - basically play >>*with* the game, but not play the game. >> >>Other examples don't immediately spring to mind unfortunately... >> >>Richard >> >>http://www.game-accessibility.com >>http://www.audiogames.net >> >> >>----- Original Message ----- From: "slataper" >>To: "IGDA Games Accessibility SIG Mailing List" >>Sent: Wednesday, June 21, 2006 4:31 PM >>Subject: [games_access] Games accessible by accident >> >>>Hi all, I'm an italian media student and I'm working on an essay >>>about games for visually impaired people. I would also talk about >>>games accessible by accident, for instance Soul Calibur 2 and >>>other beatem' up, that are accessible thanks to the fine audio >>>design. >>>Could you suggest me other games? >>>Sorry for my poor English. >>> >>>Rosario >>> >> > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Sat Jun 24 20:40:06 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sun, 25 Jun 2006 01:40:06 +0100 Subject: [games_access] "Brilliant Computing" - Accessible Gaming Pioneers update Message-ID: <0a9001c697ef$e793d140$0202a8c0@OneSwitch> http://switchgaming.blogspot.com/2006_06_01_switchgaming_archive.html Small update on pioneering work in accessible gaming regarding Brilliant Computing's work in the mid 1980's. I've since heard of possible one switch games aimed at disabled gamers running on Apple II hardware in 1980. Have a lead to follow up on this. Barrie OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From slataper at icgag.it Wed Jun 28 10:04:28 2006 From: slataper at icgag.it (slataper) Date: Wed, 28 Jun 2006 16:04:28 +0200 Subject: [games_access] Games accessible by accident In-Reply-To: References: <001b01c69341$f7f89aa0$6401a8c0@CYXKG51><003901c6936b$ee487eb0$0202a8c0@On eSwitch> <44995838.9040202@icgag.it> <015301c69546$9f355640$8e8b2ed5@Delletje> <449D17C0.7000207@icgag.it> Message-ID: <44A28C6C.7080802@icgag.it> Hi Michelle, I would be glad to work on your project! Actually my paper will be, or would be, a wide talk about videogames for visually impaired people. In my mind, it will be a first step to introduce the theme of game accessibility in Italy, now quite unknown. I don't know if my present work, translation and arrangement more than other, could be useful to yours, but I would be helpful in some way. Rosario d. michelle hinn wrote: > Hi Rosario, > > This is related to something that we'd talked about at GDC in March. > We'd talked about running a "positive campaign" to tell game > developers what they've done right with regard to accessibility even > if they don't realize it. So we want to start up a project where we'd > issue press releases and/or mentions on multiple websites to promote, > say, "super tetris kingdom mario revenge 3" for being a game that > works well with, say, switch controllers, which in turn makes them > accessible to gamers with certain types of disabilities that effect > their mobility. > > I'm sure that we would all be interested in what you find out so that > we could promote these games. Would you be interested in working with > us on this project beyond the paper that you are working on? > > Michelle > Chairperson, IGDA Game Accessibility SIG > >> Thanks for reply. >> Yes, I know about Brice Mellen, his story gave me the idea to >> investigate about accessibility by accident. >> Perhaps, also the rhythm game Space Channel Five could be played by >> sound, with an help in menu navigation. >> >> Rosario >> >> AudioGames.net wrote: >> >>> Hi, >>> >>> Fighter or Beat'm'Up games is the mainstream genre of games that are >>> mostly accessible for blind gamers. Titles include Tekken, Mortal >>> Kombat and Soul Calibur. I guess you already know about Brice Mellen >>> from Lincoln, Nebraska, who beat Ed Boon (developer of Mortal >>> Kombat) in a game of Mortal Kombat. >>> >>> Other games that I know include Grand Theft Auto (including the >>> first two!). These games are highly 'playable', meaning that it >>> provides enough auditory cues to, let's say, walk around the street, >>> hijack a car, drive around and make a mess - basically play *with* >>> the game, but not play the game. >>> >>> Other examples don't immediately spring to mind unfortunately... >>> >>> Richard >>> >>> http://www.game-accessibility.com >>> http://www.audiogames.net >>> >>> >>> ----- Original Message ----- From: "slataper" >>> To: "IGDA Games Accessibility SIG Mailing List" >>> Sent: Wednesday, June 21, 2006 4:31 PM >>> Subject: [games_access] Games accessible by accident >>> >>>> Hi all, I'm an italian media student and I'm working on an essay >>>> about games for visually impaired people. I would also talk about >>>> games accessible by accident, for instance Soul Calibur 2 and other >>>> beatem' up, that are accessible thanks to the fine audio design. >>>> Could you suggest me other games? >>>> Sorry for my poor English. >>>> >>>> Rosario >>>> >>> >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From hinn at uiuc.edu Wed Jun 28 21:01:13 2006 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 28 Jun 2006 20:01:13 -0500 Subject: [games_access] Fwd: Audio Mostly - Call for game and project demos! Message-ID: If anyone is planning of attending or presenting at this, let me know so I can put it on our blog! Michelle >X-Original-To: games_access-owner at lists7.igda.org >Delivered-To: games_access-owner at seven.pairlist.net >Delivered-To: cgda-igda:org-games_access-owner at igda.org >From: "Lilian Johansson" >To: >Subject: Audio Mostly - Call for game and project demos! >Date: Wed, 28 Jun 2006 09:25:19 +0200 >Sender: mailman-bounces at seven.pairlist.net > >---------------------------------------------------------------- > >Call for game and project demos > >---------------------------------------------------------------- > >Interactive Institute, Sonic studio are pleased to invite You to >Audio Mostly 2006 - a Conference on Sound in Games, >October 11-12 in Pite?, Sweden > >The international Audio Mostly Conference >provides a venue to explore varied uses of sound >in games and interactive environments and all >sorts of gaming interaction models based on >sound. We aim to help open up this area of >thinking by bringing together game designers, >audio experts, content creators, and technology >and behavioral researchers. > >Through this forum, varied experts may discuss >developments and new potentials for audio gaming >in health and fitness, education, industrial >training, etc, and sonic solutions to >development challenges in low resolutions >scenarios or environments where screens are >unavailable. The aim is to both describe and >push the boundaries of what sound can do to >sustain game play and interactivity. > >Do not miss this opportunity to meet >researchers, game designers, composers, >interaction designers, audio engineers and game >developers interested in sharing their results >and perspectives! > >If you have a project or game that you would >like to demo at the conference, please contact >us at audiomostly at tii.se > >Read more on our web site, www.tii.se/sonic, click "Audio Mostly 2006". > >Reserve your spot at Audio Mostly 2006 and register now! > >Information: www.tii.se/sonic or audiomostly at tii.se >Time: October 11-12, 2006 >Place: Acusticum 4, Pite?, Sweden >Conference Fee: 200 EUR/1900 SEK. Coffee, lunch and dinner included. >Registration: www.tii.se/sonic/amc/registration.html >Deadline for registration: September 10, 2006 > >Please forward this to anyone who may be interested in participating. > -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Thu Jun 29 15:41:36 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Thu, 29 Jun 2006 20:41:36 +0100 Subject: [games_access] Mine-Control.com Message-ID: <002001c69bb4$091a60a0$0202a8c0@OneSwitch> The following blog post: http://switchgaming.blogspot.com/2006/06/mine-controlcom.html May hold some curiosity value for people interested in games using school interactive white boards, Eye-Toy, and the work of Myron Krueger... Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From richard at audiogames.net Fri Jun 30 02:46:38 2006 From: richard at audiogames.net (AudioGames) Date: Fri, 30 Jun 2006 08:46:38 +0200 Subject: [games_access] Mine-Control.com References: <002001c69bb4$091a60a0$0202a8c0@OneSwitch> Message-ID: <001201c69c11$446c4080$271d7a0a@Laptop> Reminds me of several projects... maybe you know "Shadow Monsters" by Philip Worthington (UK), an installation in which users can create shadow figures with their hands and a computer modifies the shadow with extra shadow and sound so the simple shadow shapes turn into monster shapes? See: http://www.worthersoriginal.com/ and look for Work/Shadow Monsters Greets, Richard http://www.audiogames.net ----- Original Message ----- From: Barrie Ellis To: IGDA GA mailing list Sent: Thursday, June 29, 2006 9:41 PM Subject: [games_access] Mine-Control.com The following blog post: http://switchgaming.blogspot.com/2006/06/mine-controlcom.html May hold some curiosity value for people interested in games using school interactive white boards, Eye-Toy, and the work of Myron Krueger... Barrie www.OneSwitch.org.uk ------------------------------------------------------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Fri Jun 30 03:36:18 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 30 Jun 2006 08:36:18 +0100 Subject: [games_access] Mine-Control.com References: <002001c69bb4$091a60a0$0202a8c0@OneSwitch> <001201c69c11$446c4080$271d7a0a@Laptop> Message-ID: <00e401c69c17$e083e940$0202a8c0@OneSwitch> What a fantastic fun idea! (loved the sound effects too) It's hard to imagine the world we will live in 30 years from now... Barrie www.OneSwitch.org.uk ----- Original Message ----- From: AudioGames To: IGDA Games Accessibility SIG Mailing List Sent: Friday, June 30, 2006 7:46 AM Subject: Re: [games_access] Mine-Control.com Reminds me of several projects... maybe you know "Shadow Monsters" by Philip Worthington (UK), an installation in which users can create shadow figures with their hands and a computer modifies the shadow with extra shadow and sound so the simple shadow shapes turn into monster shapes? See: http://www.worthersoriginal.com/ and look for Work/Shadow Monsters Greets, Richard http://www.audiogames.net ----- Original Message ----- From: Barrie Ellis To: IGDA GA mailing list Sent: Thursday, June 29, 2006 9:41 PM Subject: [games_access] Mine-Control.com The following blog post: http://switchgaming.blogspot.com/2006/06/mine-controlcom.html May hold some curiosity value for people interested in games using school interactive white boards, Eye-Toy, and the work of Myron Krueger... Barrie www.OneSwitch.org.uk ---------------------------------------------------------------------------- _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access ------------------------------------------------------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Fri Jun 30 05:48:55 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 30 Jun 2006 10:48:55 +0100 Subject: [games_access] Mine-Control.com References: <002001c69bb4$091a60a0$0202a8c0@OneSwitch> <001201c69c11$446c4080$271d7a0a@Laptop> Message-ID: <005c01c69c2a$677d4420$0202a8c0@OneSwitch> Made a small blog entry to Philip Worthington's work, with some text cribbed from the BBC. Interesting that he worked with Sony advising on the future of the Eye Toy: http://www.cybersonica.org/artists/full.php?id=132 I've always thought these systems have accessibility potential for gamers struggling with standard controllers. Barrie www.OneSwitch.org.uk ----- Original Message ----- From: AudioGames To: IGDA Games Accessibility SIG Mailing List Sent: Friday, June 30, 2006 7:46 AM Subject: Re: [games_access] Mine-Control.com Reminds me of several projects... maybe you know "Shadow Monsters" by Philip Worthington (UK), an installation in which users can create shadow figures with their hands and a computer modifies the shadow with extra shadow and sound so the simple shadow shapes turn into monster shapes? See: http://www.worthersoriginal.com/ and look for Work/Shadow Monsters Greets, Richard http://www.audiogames.net From barrie.ellis at oneswitch.org.uk Fri Jun 30 09:20:31 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 30 Jun 2006 14:20:31 +0100 Subject: [games_access] Xbox 360 simplified game controller Message-ID: <04fa01c69c47$f65ae180$0202a8c0@OneSwitch> Kotaku gives a litte! http://www.kotaku.com/gaming/microsoft/microsoft-looks-into-simpler-controller-184193.php From: http://www.gamesindustry.biz/content_page.php?aid=17998 "We've got to bring more people in," says MS exec Xbox boss Peter Moore has hinted that Microsoft could be working on a simplified game controller designed to attract new gamers who might be intimidated by traditional joypads. At a recent EA Community Event, Moore said the company is looking at "Any way that we can play and make games easier and more intuitive, that takes the intimidation factor away from what is a pretty complex device now when you look at the controller." "Shoulder buttons, triggers, analog sticks, d-pads - I mean, there's a lot going on there." Compare it to the old Atari 2600 joystick, Moore suggested - which "Everybody could pick up and have some fun with. Clearly I think the Wii is trying to get back to those days, although when I picked it up I was surprised how much stuff is on there, and it took me a little while even then to get going on those things." But, as he's previously stated many times, Moore is a big fan of the Wii - and, he added, of "any innovation you can try and do that will make it a broader reach for games, because as an industry we've got to do that - we've got to bring more people in." Moore went on to explain that his 14 year-old daughter loves racing games, particularly Project Gotham Racing, but "She's frustrated because the button configurations, the use of triggers... She just doesn't like it". So is Microsoft looking for a solution to the problem of overly-complex controllers? Well, "We're doing a lot of stuff there," Moore said - but "Nothing that we're ready to talk about". He went on to say that Microsoft is "not going to force anything that is not going to be intuitive and innovative" - which could suggest that the company is unlikely to follow in Sony and Nintendo's footsteps by producing a motion-sensing controller. From barrie.ellis at oneswitch.org.uk Fri Jun 30 09:51:40 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 30 Jun 2006 14:51:40 +0100 Subject: [games_access] Brighton Develop web-site updated Message-ID: <053f01c69c4c$50de6ec0$0202a8c0@OneSwitch> http://www.developconference.com/ http://www.tandem-events.com/workshops.html IGDA Accessibility Workshop Michelle Hinn, Jonathan Chetwynd, Barrie Ellis, Eelke Folmer, Giannis Georgalis, Dimitris Grammenos, Goran Lange, Richard Van Tol, Thomas Westin Full Day Workshop ? Friday, 14th of July Computer and video games have become a mainstream form of media for not only entertainment purposes but also for education, training, and other areas. Games undoubtedly play an important part in our culture and can help add to our quality of life. As a quality of life issue, mainstream game accessibility has become an important selling point. Since increasing game accessibility expands the target group of your game, it should be considered a financially important factor. It also enhances the user experience since it is focused on making the game interface easier to use and can provide all gamers with new game experiences, such as relying more on sound cues as a navigation strategy. Finally, there is a social responsibility that should be taken seriously by the game industry as a whole to include all kinds of users in gaming and game development just as other entertainment sectors have, such as the movie industry. Topics include why game accessibility matters, demonstrations and discussions about why different disabled gamer groups can't play the majority of the mainstream games on the market, and what kinds of software, middleware, and hardware solutions have been created to date. Additionally a number of tips and tricks will be discussed for developers to implement and get started on making sure that their titles are as accessible as possible. Participants will also get a chance to play games designed for the deaf, for the blind, and for the cognitively and mobility impaired. From barrie.ellis at oneswitch.org.uk Fri Jun 30 11:00:50 2006 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 30 Jun 2006 16:00:50 +0100 Subject: [games_access] If Looks Could Kill - An Evaluation of Eye Tracking in Computer Games - more good stuff from Sweden Message-ID: <091b01c69c55$fa789ec0$0202a8c0@OneSwitch> Thought I'd forward this - good thing to add to Game-Accessibility.com I would say... Hi Barrie, Thanks for your email. Our eye tracker can be used to control computer games in different ways. With our eye control application MyTobii (designed for people with limited mobility), you can control the cursor with your eyes. The cursor simply follows your fixations on the monitor. This eye control can often be used in simple games. More advanced games that use DirectX often "take over" the cursor control from Windows. You can also use our Software Development Kit (SDK) to develop eye controlled games from scratch. I've tried the game you mentioned with MyTobii. It works - I'm able to control the object with my eyes. Unfortunately, since I control the cursor with the eyes, it comes right in the way of the object. This can be a bit distracting. If you're interested in eye controlled computer games, you can have a look at my thesis report at: http://www.nada.kth.se/utbildning/grukth/exjobb/rapportlistor/2005/rapporter05/jonsson_erika_05125.pdf Please let me know if you have any questions. Best regards, Erika J?nsson --------------------------------------------- Erika J?nsson Technical Support Manager Web: www.tobii.com Visit and shipping address: Tobii Technology AB Karlsrov?gen 2D 7th floor 182 53 Danderyd SWEDEN From hinn at uiuc.edu Fri Jun 30 11:14:09 2006 From: hinn at uiuc.edu (d. michelle hinn) Date: Fri, 30 Jun 2006 10:14:09 -0500 Subject: [games_access] Brighton Develop web-site updated In-Reply-To: <053f01c69c4c$50de6ec0$0202a8c0@OneSwitch> References: <053f01c69c4c$50de6ec0$0202a8c0@OneSwitch> Message-ID: yay! ok, now the bad news...the conference organizer didn't see the bios on the same page as our other information so they will not be in the paper copy of the conference program. BUT at least all of our names will now appear! in the meantime, please send me info about what games you'll be showing during the accessibility arcade time slot so i can make up a little intro to that part of our session. on a personal note, my partner and i have have each had a death in our families this week and we're going to one funeral this weekend. the next one (my grandfather) is a military one so that will be in about a month's time at arlington national cemetery. so i may be away from email here and there so if i don't answer you right off, please understand. my grandfather has been sick with altzheimers for some time now so the end was a bit of a blessing as he died quietly in his sleep. i hope all of you are well, michelle >http://www.developconference.com/ >http://www.tandem-events.com/workshops.html > >IGDA Accessibility Workshop >Michelle Hinn, Jonathan Chetwynd, Barrie Ellis, >Eelke Folmer, Giannis Georgalis, Dimitris >Grammenos, Goran Lange, Richard Van Tol, Thomas >Westin >Full Day Workshop ? Friday, 14th of July > >Computer and video games have become a >mainstream form of media for not only >entertainment purposes but also for education, >training, and other areas. Games undoubtedly >play an important part in our culture and can >help add to our quality of life. As a quality of >life issue, mainstream game accessibility has >become an important selling point. Since >increasing game accessibility expands the target >group of your game, it should be considered a >financially important factor. It also enhances >the user experience since it is focused on >making the game interface easier to use and can >provide all gamers with new game experiences, >such as relying more on sound cues as a >navigation strategy. Finally, there is a social >responsibility that should be taken seriously by >the game industry as a whole to include all >kinds of users in gaming and game development >just as other entertainment sectors have, such >as the movie industry. > >Topics include why game accessibility matters, >demonstrations and discussions about why >different disabled gamer groups can't play the >majority of the mainstream games on the market, >and what kinds of software, middleware, and >hardware solutions have been created to date. >Additionally a number of tips and tricks will be >discussed for developers to implement and get >started on making sure that their titles are as >accessible as possible. Participants will also >get a chance to play games designed for the >deaf, for the blind, and for the cognitively and >mobility impaired. > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access