[games_access] Question concerning making force feedbackaccessible?

AudioGames.net richard at audiogames.net
Mon Dec 17 19:49:39 EST 2007


Thanks for your feedback! If you can share it, I would be interested in that
diagram you made :) What I want to show with this diagram is how all the
parts work together, and how they for instance can make a game accessible
for a deaf-blind gamer. I also hope to show that when designing specific
accessibility features, for instance a closed captions system, to keep this
bigger overview in mind, so that later, when you want to add more
accessibility features, you can reuse parts that you already made and/or
connect parts together.

I think I will add all the force feedback connection possibilities in here.
Although there may be only a couple of games in existence (or may ever
exist) that use only force feedback (and no other medium) to convey a
certain piece of information, I guess that by showing all connections that
are possible, it might stimulate designers to think about it and maybe even
inspire them to design something that they wouldn't have done otherwise.

Thanks again,



----- Original Message -----
From: "Eelke Folmer" <eelke.folmer at gmail.com>
To: "IGDA Games Accessibility SIG Mailing List" <games_access at igda.org>
Sent: Tuesday, December 18, 2007 12:02 AM
Subject: Re: [games_access] Question concerning making force

> Interesting diagram. I've proposed something similar in one of the

> grants that I recently submitted but its more focused on an iterative

> interaction model. I like the breadth approach you take showing all

> the possible conversions you possibly need. E.g. deaf players unable

> to hear audio so you would need to convert audio to text or haptic

> feedback kind of creating different channels or modes on top of your

> game. I've merely focused on showing the tuples of solutions you would

> need for each stimulus (audio/video/haptic) that the player lacks

> since players only lack one of these and how this affects gameplay.


> I know force feedback is used in racing games to indicate your'e going

> over a bump or something but its usually intended to negatively affect

> your ability to control the game. E.g. it is used as a penalty

> mechanism in addition to feedback. Maybe something similar can be done

> for players unable to perceive force feedback. (maybe jitter their

> controls a bit?)


> Cheers Eelke



> On 17/12/2007, AudioGames.net <richard at audiogames.net> wrote:



>> Hi,


>> I'm busy making a diagram of how to map one medium to another medium, for

>> instance the path from auditory information to a text description of this

>> auditory information in the form of a closed caption. I was

>> enthousiastically drawing a path for adapting force-feedback information

>> to

>> other media like sound and visuals when it dawned on me: does this

>> information need to be adapted to other media?


>> On one hand I'd say yes, if it communicates important information which

>> is

>> not communicated by the game through other means and thus not available

>> when

>> force feedback cannot be perceived (for instance because the player uses

>> output hardware that do not support force feedback). But I was thinking

>> of

>> examples of this and couldn't think of any. Does anyone have an example

>> of

>> where force feedback is used to communicate important information that is

>> not communicated via other means (like sound or visuals) by the game?


>> Also: do you think it is important to consider making force feedback

>> information accessible by adapting it to different media, even though it

>> might not be used much? Or would you simply say to game designers: "Do

>> not

>> communicate important information through force feedback ONLY, but also

>> add

>> an alternative"?


>> Greets,


>> Richard

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>> games_access mailing list

>> games_access at igda.org

>> http://seven.pairlist.net/mailman/listinfo/games_access





> --

> ----------------------------------------------------------------------------

> Eelke Folmer Assistant Professor

> Department of CS&E/171

> University of Nevada Reno, Nevada 89557

> Game interaction design www.helpyouplay.com

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