[games_access] Game Accessibility article: "Games That Reach Out" - News Gazette
d. michelle hinn
hinn at uiuc.edu
Tue Sep 12 15:46:44 EDT 2006
*blush* Thanks, Barrie! I finally got around to
putting it up -- it came out in April. Here's
some more news...
I just got an email this morning to let me know
that I had made Next Gen's list of 100 Most
Influential Women in Gaming:
http://www.next-gen.biz/index.php?option=com_content&task=view&id=3783&Itemid=2&limit=1&limitstart=4
The full article starts here:
http://www.next-gen.biz/index.php?option=com_content&task=view&id=3783&Itemid=2
So, this media blitz is kinda weird for me.
Everything keeps saying I founded the SIG but
that was Thomas Westin -- I was one of the
original members. Just wanted to clarify that. :)
Michelle
>There's a great article on Michelle's blog here:
>
>http://vrgrrl.blogspot.com/2006/09/btw-i-never-did-put-up-that-article.html
>
>I've pasted it below too - hope you don't mind,
>Michelle, but I thought it was too good a read
>not to.
>
>
>
>Games That Reach Out
>
>video games are a part of modern life for a lot
>of adults as well as kids, michelle hinn says.
>people talk about the latest games like they
>talk about the latest episode of the "sopranos"
>or the latest best-selling book. some online
>multiplayer games are, in fact, little societies
>in and of
>themselves.
>
>hinn, a university of illinois doctoral student,
>is doing her dissertation on social interactions
>and learning among college students in such
>games, which she became interested in during a
>stint working for microsoft. here's no law
>saying that games have to be accessible," hinn
>said.
>
>while a few game developers have begun to
>include accessibility features -- "half life 2"
>sported closed-captioning and the adventure game
>"terraformers" was designed to be played solely
>by sound as well as visuals -- hinn is working
>to make the practice widespread.
>
>she founded the international game developers
>association game accessibility special interest
>group, has chaired it the last two years and is
>running for a seat on the association's board
>[note: well...that didn't end up working out
>but, hey, it was my first effort in game
>politics]. at the 2006 game developer's
>conference in san jose, calif., last month, she
>was one of three people who received an MVP
>award from the association. she works
>internationally with other people promoting and
>developing accessible games and is co-writing a
>book on accessible game development for charles
>river media, a computer books publisher.
>
>she's also started a software company,
>donationcoder, with friend jesse reichler, a
>doctoral student in computer science at the UI,
>and is starting a consulting business centered
>on accessible game development.
>
>"i'm just trying to create my own job basically," hinn said jokingly.
>
>she does all this in between, among other
>things, teaching classes at the UI and serving
>as a counselor and instructor for the women in
>math, science and engineering section of the
>florida avenue residence halls, a classroom and
>residential program for women majoring in
>scientific and technical fields.
>
>hinn is the rare person older than 30 that
>college students think of as "cool," said piper
>hodson, who directs the women in math, science
>and engineering program.
>
>hodson thinks that's due in part to "street
>cred" from having worked for a big-name tech
>company like microsoft and also a result of
>hinn's research, which gives her a feel for
>youth culture.
>
>"energy" is a word that seems to come up when
>people talk about hinn, including UI professor
>bertram "chip" bruce, her dissertation adviser.
>bruce said he's excited about the insights that
>could come from hinn's research using games as a
>window into understanding how young people
>collaborate, learn from each other, interact and
>share information. "i think michelle is doing
>terrific work," he said.
>
>jason della rocca, executive director of the
>international game developers association,
>wouldn't disagree. "she's full of energy and
>excitement and really has a drive to advocate
>for building accessibility into video games,´ he
>wrote in an e-mail. "she is an exemplary leader
>and has done so much to organize and coordinate
>the efforts of the IGDA's game accessibility SIG
>-- one of our most active groups."
>
>besides closed-captioning and audio games for
>the blind, hinn said games can be made more
>accessible in a variety of ways. for example,
>designing them so that the controls can be
>remapped by the user to allow game play to be
>conducted easier with a mouth stick or the feet.
>likewise, font sizes and colors could be
>adjustable for people with low vision.
>
>members of the game accessibility group hinn
>chairs created a game modification program, or
>mod, for doom III that allows not only
>closed-captioning for dialogue, but also for
>ambient sounds that tell a gamer an enemy is
>close.
>
>game consoles also could be made to more easily
>accommodate alternative controller hardware,
>hinn said, like a finger pad to allow someone in
>a wheelchair to play the popular footwork game
>"dance dance revolution" with friends.
>
>"each group is going to have their own different
>need," hinn said. she noted that accessibility
>can have advantages for game companies beyond
>the new customers with disabilities it may yield
>for them. for instance, "switch," or one-button,
>games easily usable by the disabled also work
>well on cellphones, a growing and potentially
>lucrative game market.
>
>hinn, who should finish her doctorate in august
>(note: well...there's been a bit of a delay with
>that...), earned bachelor's degrees in music
>performance and psychology and a master's in
>instructional systems design at virginia tech
>before coming to the UI's college of education
>for a national science foundation fellowship
>focused on educational technology.
>
>she got interested in web-based classes and
>simulation games for educational purposes and
>has worked on projects related to those topics
>at the UI, the national center for
>supercomputing applications and elsewhere.
>
>her own experience overcoming dyslexia and
>experiences with disabled friends and students
>working in programming and on computers got her
>interested in accessibility, first in
>educational software and online resources.
>
>hinn, who described herself as being into
>computers and social justice, was interested in
>games already, and accessibility in games
>gradually became a big interest.
>
>"we always had game consoles in the house (growing up)," she said.
>
>writer: greg kline
>
>
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