[games_access] Brighton Develop web-site updated
d. michelle hinn
hinn at uiuc.edu
Fri Jun 30 11:14:09 EDT 2006
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.
>
>
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