[games_access] Legislating for Game Accessibility

John Bannick jbannick at 7128.com
Thu Dec 20 18:28:41 EST 2007


That's a great idea!
I'll look for any more common sets of tags.



At 12:56 PM 12/20/2007, you wrote:

>You are right John those abbreviations are really simple and straight to the

>point. It's a start. Wonder if there are any ADA standard abbreviations

>and they use that could be more recognizable across the universal plane of

>acceptance? If symbols are already used.




>-----Original Message-----

>From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org]

>On Behalf Of John Bannick

>Sent: Thursday, December 20, 2007 4:57 AM

>To: IGDA Games Accessibility SIG Mailing List

>Subject: Re: [games_access] Legislating for Game Accessibility




>Interesting you should suggest Accessibility Ratings.


>Our small company makes computer games for the casual games market.

>All of these games have a 7-128 Software Accessibility Rating and Age

>Appropriate Rating.

>We post the ratings at the electronic point of purchase and in all our


>The Accessibility Ratings aren't perfect by any means, but they're a start.

>(In fact, I'm working on a set of specific accessibilty criteria to back

>the ratings.)


>Check out: http://www.7128.com/supportratings.html


>John Bannick


>7-128 Software


>At 07:33 PM 12/19/2007, you wrote:

> >On Dec 19, 2007 11:06 AM, Barrie Ellis <barrie.ellis at oneswitch.org.uk>


> > > So if an expectancy of "reasonable adjustments" in commercial software


> > > introduced (which I truly belive will eventually happen) how badly

> > would the

> > > artistic side of things be affected? What is reasonable is the tricky

> > > point... But I didn't see too many shop keepers crying about giving


> > > access to shoppers with different abilities.

> >

> >You're comparing apples and oranges. You can't just bolt a ramp onto

> >a game, and call it accessible.

> >

> >There are some types of entertainment experiences that are simply

> >incompatible with certain disabilities. This is not due to

> >insensitivity on the part of the artists, but the very nature of the

> >experience. Someone who is vision impaired, but not blind, might

> >really enjoy the extra-large picture provided by IMAX movies, while

> >someone who is completely blind will get no benefit from the giant

> >screen.

> >

> >A lot of audio-only games for blind players are made by small,

> >independent developers. Many of them are labors of love. Would you

> >force these folks to invest extra time and money to develop a version

> >of their game that could be played by deaf players? Would you rob

> >them of the time and money that they might have put towards making

> >more games for the blind? Legislation can hurt the very people we are

> >trying to help.

> >

> >I continue to believe that the push for accessibility labeling

> >standards is the right approach. This does not mandate accessibility,

> >but it does create market pressure, and get companies thinking about

> >how they can tick off more checkboxes. I guarantee you, you'd see

> >much more widespread coverage for at least the low-hanging fruit (e.g.

> >captioning, visual cues for auditory alerts, configurable controls,

> >etc.) than you do right now. As it is, it's hard to get companies to

> >even remember that some people are left-handed!

> >

> >Tess

> >_______________________________________________

> >games_access mailing list

> >games_access at igda.org

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

> >

> >

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