From barrie.ellis at oneswitch.org.uk Fri Mar 9 10:34:42 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 9 Mar 2007 15:34:42 -0000 Subject: [games_access] BBC news clip on thought control and accessible gaming Message-ID: <005f01c76260$756d7a80$0202a8c0@OneSwitch> http://news.bbc.co.uk/player/nol/newsid_6420000/newsid_6429100/6429121.stm?bw=nb&mp=rm# A little bit on accessible gaming from San Francisco, where some of the IGDA's GASIG key members are at present. -------------- next part -------------- An HTML attachment was scrubbed... URL: From agdev at thechases.com Fri Mar 9 15:35:16 2007 From: agdev at thechases.com (Tim Chase) Date: Fri, 09 Mar 2007 14:35:16 -0600 Subject: [games_access] Fun one-switch game I came across today Message-ID: <45F1C504.1080803@thechases.com> Today's UserFriendly.org link-of-the-day was a one-button game that was rather addictive and quite well done: http://www.boreme.com/boreme/funny-2007/flight-hamsters-p1.php Click once to launch a hamster into into the air, click again (anywhere in the SWF) to smack it with a pillow, and then use the button while the hamster is in flight to pick up power-ups to extend your flight distance. Distance for 5 hamsters is aggregated for a final score. I managed to get over 300 feet on my best try. I'm sure it's not too hard to beat it, but I thought I'd share it with the list :) -tim From reid at rbkdesign.com Fri Mar 9 21:45:58 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Fri, 9 Mar 2007 18:45:58 -0800 Subject: [games_access] Emotiv head worn gaming device Message-ID: During GDC, Emotiv demonstrated a head worn device, very similar to BrainFingers that reads impulses from the users brain and translates them to controlling the game. They claim it can be used for reading actions and emotions. Company website: http://www.emotiv.com/2_0/2_1.htm More info: http://crunchgear.com/2007/03/08/emotiv-project-epoc-sensory-gaming-for-the-masses/ Comments on a community gaming site I go to frequently (http://www.shacknews.com/ja.zz?comments=46070). I am surprised, a lot of people seemed to first think of the implications for the disabled. I try to mention that often on the site, maybe I'm getting through to people? However, I was also surprised that people didn't think it would catch on outside of the disabled gamers community. Didn't people say the SAME thing about the Wii controllers? From barrie.ellis at oneswitch.org.uk Sat Mar 10 04:20:03 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sat, 10 Mar 2007 09:20:03 -0000 Subject: [games_access] Fun one-switch game I came across today References: <45F1C504.1080803@thechases.com> Message-ID: <016e01c762f5$48f0aaf0$0202a8c0@OneSwitch> Thanks Tim. Here's another that isn't a pure one-button game, so is crying out for a more accessible interface: http://www.gameshot.org/games/games/fartfart.swf Dependant on your sense of humour, this is fun. Barrie www.OneSwitch.org.uk ----- Original Message ----- From: "Tim Chase" To: "IGDA Games Accessibility SIG Mailing List" Sent: Friday, March 09, 2007 8:35 PM Subject: [games_access] Fun one-switch game I came across today > Today's UserFriendly.org link-of-the-day was a one-button game > that was rather addictive and quite well done: > > http://www.boreme.com/boreme/funny-2007/flight-hamsters-p1.php > > Click once to launch a hamster into into the air, click again > (anywhere in the SWF) to smack it with a pillow, and then use the > button while the hamster is in flight to pick up power-ups to > extend your flight distance. Distance for 5 hamsters is > aggregated for a final score. > > I managed to get over 300 feet on my best try. I'm sure it's not > too hard to beat it, but I thought I'd share it with the list :) > > -tim > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From reid at rbkdesign.com Sat Mar 10 15:14:21 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Sat, 10 Mar 2007 12:14:21 -0800 Subject: [games_access] Small GDC recap and Media coverage Message-ID: Hi everyone, The Game Accessibility SIG did a fantastic job this past week at GDC in San Francisco. Thanks to the IGDA and CMP we were able to do multiple sessions and setup an Accessibility Arcade to get the word out about game accessibility in general. We had KQED radio and TV people from their Quest program come interview nearly everyone from the SIG that was at GDC. We also got web and TV coverage from local ABC channel 7 news which aired a report on TV about our work. Apparently, I was in the piece demonstrating a Quad controller during the Accessibility Arcade. Michelle Hinn and Richard Van Tol said they saw it. I'm going to ask David the reporter if we can get video of it. Here are the links to the media coverage. KQED Radio's Quest program - hear from Robert Florio, Michelle Hinn and myself. http://www.kqed.org/programs/program-landing.jsp?progID=RD83 Direct link to .mp3 file: http://kqed02.streamguys.us/anon.kqed/radio/quest/2007/03/2007-03-09-quest.mp3 ABC news' web article: http://abclocal.go.com/kgo/story?section=business&id=5101932 -Reid From arthit73 at cablespeed.com Sun Mar 11 19:35:47 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sun, 11 Mar 2007 19:35:47 -0400 Subject: [games_access] Small GDC recap and Media coverage In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIyEkiQA References: AAAAADBf8GSYa4xDlD4sBa5lcIyEkiQA Message-ID: <012b01c76436$02163590$6601a8c0@Inspiron> That's really good coverage I believe it came about because my school put a press release about me they called me on my cell phone while I was sick in my hotel room they were going to interview me and do a big story about it. I guess they just found it was still interesting that's good. Still I'm amazed though I could have been on the same broadcast as president of Sony. Good your reid I am happy what an opportunity. -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Reid Kimball Sent: Saturday, March 10, 2007 3:14 PM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] Small GDC recap and Media coverage Hi everyone, The Game Accessibility SIG did a fantastic job this past week at GDC in San Francisco. Thanks to the IGDA and CMP we were able to do multiple sessions and setup an Accessibility Arcade to get the word out about game accessibility in general. We had KQED radio and TV people from their Quest program come interview nearly everyone from the SIG that was at GDC. We also got web and TV coverage from local ABC channel 7 news which aired a report on TV about our work. Apparently, I was in the piece demonstrating a Quad controller during the Accessibility Arcade. Michelle Hinn and Richard Van Tol said they saw it. I'm going to ask David the reporter if we can get video of it. Here are the links to the media coverage. KQED Radio's Quest program - hear from Robert Florio, Michelle Hinn and myself. http://www.kqed.org/programs/program-landing.jsp?progID=RD83 Direct link to .mp3 file: http://kqed02.streamguys.us/anon.kqed/radio/quest/2007/03/2007-03-09-quest.m p3 ABC news' web article: http://abclocal.go.com/kgo/story?section=business&id=5101932 -Reid _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From elric02 at rogers.com Sat Mar 10 19:32:49 2007 From: elric02 at rogers.com (jeff anderson) Date: Sat, 10 Mar 2007 19:32:49 -0500 Subject: [games_access] Emotiv head worn gaming device In-Reply-To: Message-ID: It seems to me that most of the write ups around this product talk about sensing a motion rather than discrete control, if this machine could actually facilitate fine-grained navigation and button pressing than it would seem almost too good to be true. Especially considering some of the high end research done by various disability organizations out there. If any of the hype is true sounds great, has anybody out there actually tried it? -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org]On Behalf Of Reid Kimball Sent: Friday, March 09, 2007 9:46 PM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] Emotiv head worn gaming device During GDC, Emotiv demonstrated a head worn device, very similar to BrainFingers that reads impulses from the users brain and translates them to controlling the game. They claim it can be used for reading actions and emotions. Company website: http://www.emotiv.com/2_0/2_1.htm More info: http://crunchgear.com/2007/03/08/emotiv-project-epoc-sensory-gaming-for-the- masses/ Comments on a community gaming site I go to frequently (http://www.shacknews.com/ja.zz?comments=46070). I am surprised, a lot of people seemed to first think of the implications for the disabled. I try to mention that often on the site, maybe I'm getting through to people? However, I was also surprised that people didn't think it would catch on outside of the disabled gamers community. Didn't people say the SAME thing about the Wii controllers? _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From InRNette at aol.com Sun Mar 11 04:01:45 2007 From: InRNette at aol.com (InRNette at aol.com) Date: Sun, 11 Mar 2007 04:01:45 EDT Subject: [games_access] Fun one-switch game I came across today Message-ID: Ok....if I could just have this one single switch. One of my young ones learning cause/effect with a Big Red Switch would love it. J


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AOL now offers free email to everyone. Find out more about what's free from AOL at http://www.aol.com. -------------- next part -------------- An HTML attachment was scrubbed... URL: From eelke.folmer at gmail.com Tue Mar 13 03:59:48 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Tue, 13 Mar 2007 00:59:48 -0700 Subject: [games_access] GDC: in retrospect Message-ID: <3F84A92D-A16F-4239-9580-C3F3A3DF9EB4@GMAIL.COM> Hi Everybody, I hope everybody recovered from GDC and made it safely back home. I enjoyed seeing everybody again and finally meeting up with some people in this SIG (Reid/ Robert) that I hadn't met before. First of all a big disclaimer: this email is not meant to hurt anyone or crush anyones ego. ------------------------------------------------------------------------ ------------------------------------------------------------------------ --------------------------------------------------------- That being taken care off, I'd like to open up the discussion on the future of this SIG, because frankly I am a bit worried where we are heading. First of all, Michelle and numerous other SIG members have done a very good job organizing all sorts of events in the past, but we can't ignore the fact that the attendance at our events is still very low. This lack of attendance (and I'm not even talking about how people rate our events) will affect our ability to organize more events in the future. The media coverage we had at this GDC is good, but whether that will reach the people that we are trying to influence is open for discussion, unless will wright's parents watch local tv ;-) I wonder whether the time spent in front of the camera could have been better spent handing out flyers for accessibility idol (like I originally suggested to). When only 25 people (of which 10 left) attend our top event (accessibility idol) I think we cannot ignore the fact that we are doing something wrong. We can blame the low attendance on poor scheduling but considering the large number of events (6 in total) opening up a room with no talks scheduled, out of 15.000 people present at GDC at least the same number of people should randomly walk in. Now I don't know about figures in the past since I have only joined 6 months ago (which I heard were even lower) but even "growing" at this rate is not acceptable, because that would mean that we have to wait until GDC 2020 before we have a 100 people, meaning that gears of war 5 god of war 6 will still be inaccessible until then. Accessibility is important now and the sooner we are successful the better for gamers with disabilities. People pay good money to attend this conference and they demand high quality talks that are beneficial to their organization, we should recognize that. There is no reason to put the blame one anyone, as no doubt everybody's intentions in this SIG are excellent, but I think we fail as as an organization if we don't look back upon our past events and identify what works and what doesn't work and let's all decide on a shared vision on what we should organize, where, why and how. In my opinion we have done the same trick over and over again without the desired success. We tried to sell accessibility into different formats and it still doesn't work, the low attendance of accessibility idols being proof of that. We have the message but we don't have the audience. Why do we still work on the message and not focus on getting the audience? I have outlined a plan (which I dub ACCESSIBILITY 2.0) consisting of 5 action points & clear goals that will put this SIG back on track, make it as successful as other SIGS (education/writing), increase the attendance at our events, and putting accessibility on the roadmap of game developers like we set out to. Before I share my vision with you i'd like to know whether I'm alone in the observation that things should change. I don't want to waste anyone's time and If people are happy to continue along the chosen path, I respect that. Someone else has a different vision? share it! at least the benefits of writing this email is that we have a dialogue on the future of this SIG, which can only be good, because we all want accessible games right? Cheers Eelke ------------------------------------------------------------------------ ---- Eelke Folmer Assistant Professor Department of Computer Science & Engineering/171 University of Nevada Reno, Nevada 89557 Game Quality usability|accessibility.eelke.com ------------------------------------------------------------------------ ---- -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Tue Mar 13 13:27:38 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Tue, 13 Mar 2007 17:27:38 -0000 Subject: [games_access] GDC: in retrospect References: <3F84A92D-A16F-4239-9580-C3F3A3DF9EB4@GMAIL.COM> Message-ID: <006101c76594$e6d4cf20$0202a8c0@OneSwitch> I think we need to build upon our past work - no doubt about it. And definitely we need to plan our promotion in advanced in a more organised way, without leaving everything on Michelle's doorstep. We do need to simplify what we are asking for from main-stream developers. I think the concept of making all games highly accessible to all bamboozles developers. Why don't we press for some of the things we'd most like to see, that are easiest to implement, that would benefit more gamers - then stick to that doggedly. For developers wishing to expand further into accessibility - we should make that easy to understand too. I'd love to see us have some examples knocked up of generic games made highly accessible with explanations, perhaps using the Design Patterns format that Eelke uses: http://www.eelke.com/research/accessibility.html Perhaps we should be demanding/developing guidelines for: Reconfigurable controls. Consideration for alternative controllers/reduced controls. Good menu design. Speed control. Some kind of Accessibility marking system. I think is plenty to be asking for to start off with. We need to keep building, but also become more and more transparant. Barrie www.OneSwitch.org.uk ----- Original Message ----- From: Eelke Folmer To: IGDA Games Accessibility SIG Mailing List Cc: chris at chrisquinn.com Sent: Tuesday, March 13, 2007 7:59 AM Subject: [games_access] GDC: in retrospect Hi Everybody, I hope everybody recovered from GDC and made it safely back home. I enjoyed seeing everybody again and finally meeting up with some people in this SIG (Reid/ Robert) that I hadn't met before. First of all a big disclaimer: this email is not meant to hurt anyone or crush anyones ego. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- That being taken care off, I'd like to open up the discussion on the future of this SIG, because frankly I am a bit worried where we are heading. First of all, Michelle and numerous other SIG members have done a very good job organizing all sorts of events in the past, but we can't ignore the fact that the attendance at our events is still very low. This lack of attendance (and I'm not even talking about how people rate our events) will affect our ability to organize more events in the future. The media coverage we had at this GDC is good, but whether that will reach the people that we are trying to influence is open for discussion, unless will wright's parents watch local tv ;-) I wonder whether the time spent in front of the camera could have been better spent handing out flyers for accessibility idol (like I originally suggested to). When only 25 people (of which 10 left) attend our top event (accessibility idol) I think we cannot ignore the fact that we are doing something wrong. We can blame the low attendance on poor scheduling but considering the large number of events (6 in total) opening up a room with no talks scheduled, out of 15.000 people present at GDC at least the same number of people should randomly walk in. Now I don't know about figures in the past since I have only joined 6 months ago (which I heard were even lower) but even "growing" at this rate is not acceptable, because that would mean that we have to wait until GDC 2020 before we have a 100 people, meaning that gears of war 5 god of war 6 will still be inaccessible until then. Accessibility is important now and the sooner we are successful the better for gamers with disabilities. People pay good money to attend this conference and they demand high quality talks that are beneficial to their organization, we should recognize that. There is no reason to put the blame one anyone, as no doubt everybody's intentions in this SIG are excellent, but I think we fail as as an organization if we don't look back upon our past events and identify what works and what doesn't work and let's all decide on a shared vision on what we should organize, where, why and how. In my opinion we have done the same trick over and over again without the desired success. We tried to sell accessibility into different formats and it still doesn't work, the low attendance of accessibility idols being proof of that. We have the message but we don't have the audience. Why do we still work on the message and not focus on getting the audience? I have outlined a plan (which I dub ACCESSIBILITY 2.0) consisting of 5 action points & clear goals that will put this SIG back on track, make it as successful as other SIGS (education/writing), increase the attendance at our events, and putting accessibility on the roadmap of game developers like we set out to. Before I share my vision with you i'd like to know whether I'm alone in the observation that things should change. I don't want to waste anyone's time and If people are happy to continue along the chosen path, I respect that. Someone else has a different vision? share it! at least the benefits of writing this email is that we have a dialogue on the future of this SIG, which can only be good, because we all want accessible games right? Cheers Eelke ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of Computer Science & Engineering/171 University of Nevada Reno, Nevada 89557 Game Quality usability|accessibility.eelke.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 reid at rbkdesign.com Tue Mar 13 14:12:42 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Tue, 13 Mar 2007 11:12:42 -0700 Subject: [games_access] GDC: in retrospect In-Reply-To: <006101c76594$e6d4cf20$0202a8c0@OneSwitch> References: <3F84A92D-A16F-4239-9580-C3F3A3DF9EB4@GMAIL.COM> <006101c76594$e6d4cf20$0202a8c0@OneSwitch> Message-ID: These kinds of discussions are valuable, I hope no one takes anything we discuss personally. We're all invested in this cause heavily and hopefully our egos don't get in the way. I think there are a number of areas we should identify that need improvement, such as - Communicating our message - Advertising our events - Developing and sharing resources - Creating industry partnerships - any thing else? Once we identify these areas, we can form plans/goals within each domain to help become successful in those specific areas. Eelke, I'm interested in seeing your ideas. I wouldn't say we are doing anything "wrong" but we can certainly improve. I agree that we need to help Michelle more. As she showed this GDC, she's capable of doing it all, but I bet it wasn't fun for her. -Reid On 3/13/07, Barrie Ellis wrote: > > > I think we need to build upon our past work - no doubt about it. And > definitely we need to plan our promotion in advanced in a more organised > way, without leaving everything on Michelle's doorstep. > > We do need to simplify what we are asking for from main-stream developers. I > think the concept of making all games highly accessible to all bamboozles > developers. > > Why don't we press for some of the things we'd most like to see, that are > easiest to implement, that would benefit more gamers - then stick to that > doggedly. For developers wishing to expand further into accessibility - we > should make that easy to understand too. > > I'd love to see us have some examples knocked up of generic games made > highly accessible with explanations, perhaps using the Design Patterns > format that Eelke uses: > http://www.eelke.com/research/accessibility.html > > Perhaps we should be demanding/developing guidelines for: > > Reconfigurable controls. > Consideration for alternative controllers/reduced controls. > Good menu design. > Speed control. > Some kind of Accessibility marking system. > > I think is plenty to be asking for to start off with. > > We need to keep building, but also become more and more transparant. > > Barrie > www.OneSwitch.org.uk > > > > > > ----- Original Message ----- > From: Eelke Folmer > To: IGDA Games Accessibility SIG Mailing List > Cc: chris at chrisquinn.com > Sent: Tuesday, March 13, 2007 7:59 AM > Subject: [games_access] GDC: in retrospect > > > Hi Everybody, > > > I hope everybody recovered from GDC and made it safely back home. I enjoyed > seeing everybody again and finally meeting up with some people in this SIG > (Reid/ Robert) that I hadn't met before. > > > First of all a big disclaimer: this email is not meant to hurt anyone or > crush anyones ego. > --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- > That being taken care off, I'd like to open up the discussion on the future > of this SIG, because frankly I am a bit worried where we are heading. First > of all, Michelle and numerous other SIG members have done a very good job > organizing all sorts of events in the past, but we can't ignore the fact > that the attendance at our events is still very low. This lack of attendance > (and I'm not even talking about how people rate our events) will affect our > ability to organize more events in the future. The media coverage we had at > this GDC is good, but whether that will reach the people that we are trying > to influence is open for discussion, unless will wright's parents watch > local tv ;-) I wonder whether the time spent in front of the camera could > have been better spent handing out flyers for accessibility idol (like I > originally suggested to). > > > When only 25 people (of which 10 left) attend our top event (accessibility > idol) I think we cannot ignore the fact that we are doing something wrong. > We can blame the low attendance on poor scheduling but considering the large > number of events (6 in total) opening up a room with no talks scheduled, out > of 15.000 people present at GDC at least the same number of people should > randomly walk in. Now I don't know about figures in the past since I have > only joined 6 months ago (which I heard were even lower) but even "growing" > at this rate is not acceptable, because that would mean that we have to wait > until GDC 2020 before we have a 100 people, meaning that gears of war 5 god > of war 6 will still be inaccessible until then. > > > Accessibility is important now and the sooner we are successful the better > for gamers with disabilities. People pay good money to attend this > conference and they demand high quality talks that are beneficial to their > organization, we should recognize that. There is no reason to put the blame > one anyone, as no doubt everybody's intentions in this SIG are excellent, > but I think we fail as as an organization if we don't look back upon our > past events and identify what works and what doesn't work and let's all > decide on a shared vision on what we should organize, where, why and how. In > my opinion we have done the same trick over and over again without the > desired success. We tried to sell accessibility into different formats and > it still doesn't work, the low attendance of accessibility idols being proof > of that. We have the message but we don't have the audience. Why do we still > work on the message and not focus on getting the audience? > > > I have outlined a plan (which I dub ACCESSIBILITY 2.0) consisting of 5 > action points & clear goals that will put this SIG back on track, make it as > successful as other SIGS (education/writing), increase the attendance at > our events, and putting accessibility on the roadmap of game developers like > we set out to. > > > Before I share my vision with you i'd like to know whether I'm alone in the > observation that things should change. I don't want to waste anyone's time > and If people are happy to continue along the chosen path, I respect that. > Someone else has a different vision? share it! at least the benefits of > writing this email is that we have a dialogue on the future of this SIG, > which can only be good, because we all want accessible games right? > > > Cheers Eelke > > > > > ---------------------------------------------------------------------------- > Eelke Folmer Assistant Professor > Department of Computer Science & Engineering/171 > University of Nevada Reno, Nevada 89557 > Game Quality > usability|accessibility.eelke.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 > > From hinn at uiuc.edu Tue Mar 13 15:29:18 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 13 Mar 2007 12:29:18 -0700 Subject: [games_access] GDC: in retrospect In-Reply-To: References: <3F84A92D-A16F-4239-9580-C3F3A3DF9EB4@GMAIL.COM> <006101c76594$e6d4cf20$0202a8c0@OneSwitch> Message-ID: I agree -- And I'm sorry that I threatened to punch you in the face, Eelke. Like that was going to work out well for me having to stand on the table to come close. Yikes. But as I said, that wasn't the right moment to talk about it (right after the last session when I was half dead) for me. Yeah, while San Fran was fun, GDC was not. I didn't see a single session that I wasn't in. Not one. And I only was at the expo twice for a meeting each time. I didn't even get to walk around the expo floor. So my $2000 pass was completely wasted on me because I didn't go to anything. So yeah, I'm frustrated and my ego is getting in the way -- or at least the part where I take things personally. I'm trying to resolve that and I'll need help from everyone. Michelle >These kinds of discussions are valuable, I hope no one takes anything >we discuss personally. We're all invested in this cause heavily and >hopefully our egos don't get in the way. I think there are a number of >areas we should identify that need improvement, such as > >- Communicating our message >- Advertising our events >- Developing and sharing resources >- Creating industry partnerships >- any thing else? > >Once we identify these areas, we can form plans/goals within each >domain to help become successful in those specific areas. > >Eelke, I'm interested in seeing your ideas. I wouldn't say we are >doing anything "wrong" but we can certainly improve. I agree that we >need to help Michelle more. As she showed this GDC, she's capable of >doing it all, but I bet it wasn't fun for her. > >-Reid > >On 3/13/07, Barrie Ellis wrote: >> >> >>I think we need to build upon our past work - no doubt about it. And >>definitely we need to plan our promotion in advanced in a more organised >>way, without leaving everything on Michelle's doorstep. >> >>We do need to simplify what we are asking for from main-stream developers. I >>think the concept of making all games highly accessible to all bamboozles >>developers. >> >>Why don't we press for some of the things we'd most like to see, that are >>easiest to implement, that would benefit more gamers - then stick to that >>doggedly. For developers wishing to expand further into accessibility - we >>should make that easy to understand too. >> >>I'd love to see us have some examples knocked up of generic games made >>highly accessible with explanations, perhaps using the Design Patterns >>format that Eelke uses: >>http://www.eelke.com/research/accessibility.html >> >>Perhaps we should be demanding/developing guidelines for: >> >>Reconfigurable controls. >>Consideration for alternative controllers/reduced controls. >>Good menu design. >>Speed control. >>Some kind of Accessibility marking system. >> >>I think is plenty to be asking for to start off with. >> >>We need to keep building, but also become more and more transparant. >> >>Barrie >>www.OneSwitch.org.uk >> >> >> >> >> >>----- Original Message ----- >>From: Eelke Folmer >>To: IGDA Games Accessibility SIG Mailing List >>Cc: chris at chrisquinn.com >>Sent: Tuesday, March 13, 2007 7:59 AM >>Subject: [games_access] GDC: in retrospect >> >> >>Hi Everybody, >> >> >>I hope everybody recovered from GDC and made it safely back home. I enjoyed >>seeing everybody again and finally meeting up with some people in this SIG >>(Reid/ Robert) that I hadn't met before. >> >> >>First of all a big disclaimer: this email is not meant to hurt anyone or >>crush anyones ego. >>--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- >>That being taken care off, I'd like to open up the discussion on the future >>of this SIG, because frankly I am a bit worried where we are heading. First >>of all, Michelle and numerous other SIG members have done a very good job >>organizing all sorts of events in the past, but we can't ignore the fact >>that the attendance at our events is still very low. This lack of attendance >>(and I'm not even talking about how people rate our events) will affect our >>ability to organize more events in the future. The media coverage we had at >>this GDC is good, but whether that will reach the people that we are trying >>to influence is open for discussion, unless will wright's parents watch >>local tv ;-) I wonder whether the time spent in front of the camera could >>have been better spent handing out flyers for accessibility idol (like I >>originally suggested to). >> >> >>When only 25 people (of which 10 left) attend our top event (accessibility >>idol) I think we cannot ignore the fact that we are doing something wrong. >>We can blame the low attendance on poor scheduling but considering the large >>number of events (6 in total) opening up a room with no talks scheduled, out >>of 15.000 people present at GDC at least the same number of people should >>randomly walk in. Now I don't know about figures in the past since I have >>only joined 6 months ago (which I heard were even lower) but even "growing" >>at this rate is not acceptable, because that would mean that we have to wait >>until GDC 2020 before we have a 100 people, meaning that gears of war 5 god >>of war 6 will still be inaccessible until then. >> >> >>Accessibility is important now and the sooner we are successful the better >>for gamers with disabilities. People pay good money to attend this >>conference and they demand high quality talks that are beneficial to their >>organization, we should recognize that. There is no reason to put the blame >>one anyone, as no doubt everybody's intentions in this SIG are excellent, >>but I think we fail as as an organization if we don't look back upon our >>past events and identify what works and what doesn't work and let's all >>decide on a shared vision on what we should organize, where, why and how. In >>my opinion we have done the same trick over and over again without the >>desired success. We tried to sell accessibility into different formats and >>it still doesn't work, the low attendance of accessibility idols being proof >>of that. We have the message but we don't have the audience. Why do we still >>work on the message and not focus on getting the audience? >> >> >>I have outlined a plan (which I dub ACCESSIBILITY 2.0) consisting of 5 >>action points & clear goals that will put this SIG back on track, make it as >>successful as other SIGS (education/writing), increase the attendance at >>our events, and putting accessibility on the roadmap of game developers like >>we set out to. >> >> >>Before I share my vision with you i'd like to know whether I'm alone in the >>observation that things should change. I don't want to waste anyone's time >>and If people are happy to continue along the chosen path, I respect that. >>Someone else has a different vision? share it! at least the benefits of >>writing this email is that we have a dialogue on the future of this SIG, >>which can only be good, because we all want accessible games right? >> >> >>Cheers Eelke >> >> >> >> >>---------------------------------------------------------------------------- >>Eelke Folmer Assistant Professor >>Department of Computer Science & Engineering/171 >>University of Nevada Reno, Nevada 89557 >>Game Quality >>usability|accessibility.eelke.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 >> >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Tue Mar 13 15:46:33 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 13 Mar 2007 12:46:33 -0700 Subject: [games_access] GDC: in retrospect In-Reply-To: References: <3F84A92D-A16F-4239-9580-C3F3A3DF9EB4@GMAIL.COM> <006101c76594$e6d4cf20$0202a8c0@OneSwitch> Message-ID: Eelke and everyone -- >>That being taken care off, I'd like to open up the discussion on the future >>of this SIG, because frankly I am a bit worried where we are heading. First >>of all, Michelle and numerous other SIG members have done a very good job >>organizing all sorts of events in the past, but we can't ignore the fact >>that the attendance at our events is still very low. This lack of attendance >>(and I'm not even talking about how people rate our events) will affect our >>ability to organize more events in the future. The media coverage we had at >>this GDC is good, but whether that will reach the people that we are trying >>to influence is open for discussion, unless will wright's parents watch >>local tv ;-) I wonder whether the time spent in front of the camera could >>have been better spent handing out flyers for accessibility idol (like I >>originally suggested to). That would have been great if someone/anyone could have made a flier. Nothing was preventing anyone from saying "hey, should I make a flier?" before GDC and I'd asked people for that. Richard originally was going to but he was about equally as over taxed as I was. I agree that we didn't need to spend that much time in front of the camera. The most frustrating part is that I couldn't get rid of them. I asked and asked and then I got angry and yelled at them and they still persisted. Meanwhile almost everyone was asking me to get rid of them -- next time I'll be more clear and ask the 6 feet 11 members to be my "voice" and really get rid of them. Also...why didn't you just do that, Eelke (make and pass out fliers)? I guess I'm frustrated at hearing your comments when you didn't really step up to the plate. I'm sorry about this personal jab but it's true -- It was very frustrating especially when you were so surprised that no one else heard the keynotes. We were taking down OUR OWN session while you were at other sessions. So yeah, I'm striking out a bit but it needs to be put out there. Next year I will get people's commitments to GDC in writing or something before I will give out a $2000 pass. You are right -- I didn't ask and I should have. But when asked it was already too late to help. So yeah I'm pissed off but I'll get over it. I just need some time. I'm not saying AT ALL that we should table the discussion. We should talk about it and now because in a few weeks we'll have to pitch for GDC 2008. And things are still fresh in everyone's minds. But so's the pain. So I'm going to yell for a bit. And I'm sorry. But I can't keep it in or it will kill me and kill my desire to stay. No, I'm not going anywhere and I feel more angry than ever. But I'm also angry with some of you. >>When only 25 people (of which 10 left) attend our top event (accessibility >>idol) I think we cannot ignore the fact that we are doing something wrong. >>We can blame the low attendance on poor scheduling but considering the large >>number of events (6 in total) opening up a room with no talks scheduled, out >>of 15.000 people present at GDC at least the same number of people should >>randomly walk in. Now I don't know about figures in the past since I have >>only joined 6 months ago (which I heard were even lower) but even "growing" >>at this rate is not acceptable, because that would mean that we have to wait >>until GDC 2020 before we have a 100 people, meaning that gears of war 5 god >>of war 6 will still be inaccessible until then. I agree BUT it's also hard for me to hear it because I feel responsible for it. I should have yelled and screamed about the lack of attention that CMP gave us when I begged them to change the signage months ago. Again, this has been a tough year for me and my "default" is to just say "fuck it, I'll just do it" rather than wait for people to volunteer. >>Accessibility is important now and the sooner we are successful the better >>for gamers with disabilities. People pay good money to attend this >>conference and they demand high quality talks that are beneficial to their >>organization, we should recognize that. There is no reason to put the blame >>one anyone, as no doubt everybody's intentions in this SIG are excellent, >>but I think we fail as as an organization if we don't look back upon our >>past events and identify what works and what doesn't work and let's all >>decide on a shared vision on what we should organize, where, why and how. In >>my opinion we have done the same trick over and over again without the >>desired success. We tried to sell accessibility into different formats and >>it still doesn't work, the low attendance of accessibility idols being proof >>of that. We have the message but we don't have the audience. Why do we still >>work on the message and not focus on getting the audience? The only thing I have to say about this is will you be doing this Eelke? I mean will these all just be words or are you committed to helping me make this a reality? I think it's time for people to get really honest with themselves -- how much time will any one of us put in this year? >>I have outlined a plan (which I dub ACCESSIBILITY 2.0) consisting of 5 >>action points & clear goals that will put this SIG back on track, make it as >>successful as other SIGS (education/writing), increase the attendance at >>our events, and putting accessibility on the roadmap of game developers like >>we set out to. Oy...wow, that did hurt. >>Before I share my vision with you i'd like to know whether I'm alone in the >>observation that things should change. I don't want to waste anyone's time >>and If people are happy to continue along the chosen path, I respect that. >>Someone else has a different vision? share it! at least the benefits of >>writing this email is that we have a dialogue on the future of this SIG, >>which can only be good, because we all want accessible games right? What chosen path? There is no chosen path, only what members are willing to put in with regard to time. Words are great and we should get them all out onto the table now. But action is really where we fall on. I need to know who is actually committed to these things or it's just a moot exercise and THAT WILL hurt me. If we discuss all this now and don't do them, I will take it personally. Because I don't know what else to think. We have this same damn discussion every year and when push comes to shove...nothing. So tell me, everyone, what are you willing to do? Michelle From hinn at uiuc.edu Tue Mar 13 15:49:33 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 13 Mar 2007 12:49:33 -0700 Subject: [games_access] GDC: in retrospect In-Reply-To: References: <3F84A92D-A16F-4239-9580-C3F3A3DF9EB4@GMAIL.COM> <006101c76594$e6d4cf20$0202a8c0@OneSwitch> Message-ID: Also...my right arm is severely sprained. So next year...can someone else bring some accessibility stuff? I'm asking now (note: Michelle is asking for help). I can't do this "suitcases 7x my weight" thing any more... :) Michelle From hinn at uiuc.edu Tue Mar 13 15:57:06 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 13 Mar 2007 12:57:06 -0700 Subject: [games_access] GDC: in retrospect In-Reply-To: References: <3F84A92D-A16F-4239-9580-C3F3A3DF9EB4@GMAIL.COM> <006101c76594$e6d4cf20$0202a8c0@OneSwitch> Message-ID: >>>I have outlined a plan (which I dub ACCESSIBILITY 2.0) consisting of 5 >>>action points & clear goals that will put this SIG back on track, make it as >>>successful as other SIGS (education/writing), increase the attendance at >>>our events, and putting accessibility on the roadmap of game developers like >>>we set out to. > >Oy...wow, that did hurt. Why did that hurt, you ask? Because I've been told by the IGDA that even though the other SIGs have the numbers, we do more than most of them. And now I hear from within the SIG that we aren't successful at all. That's fine but it does hurt. Yes, my ego is getting in the way. I know it is. That's my issue, not any one else's. I'm still very angry about this year's GDC -- I have the right just as everyone else does. I put the damn sessions together a year ago. I've put a year's worth of time and emotion into this. So yeah, I'm friggin' pissed off that even this year we did not get a good turn out. But CMP didn't help by having us start 4 out of the 7 sessions late (by 20 minutes) due to not having things set up as promised. So we lost people before we even started... Michelle From hinn at uiuc.edu Tue Mar 13 16:13:33 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 13 Mar 2007 13:13:33 -0700 Subject: [games_access] GDC: in retrospect In-Reply-To: References: <3F84A92D-A16F-4239-9580-C3F3A3DF9EB4@GMAIL.COM> <006101c76594$e6d4cf20$0202a8c0@OneSwitch> Message-ID: [Forwarding this from an internal discussion since we now made this thing public...] Ok...so you knew this was coming. Michelle's frustrated and weary comments. So Sander brought up a few things that came up at the end of the last day when things were pretty emotional and, I admit, I was feeling really beat up at that point so all I could do was react in a very snippy way. Anyway...I want to add some more history behind some of these points as I think that they illustrate some additional things to think about: >- Giving our sessions a more identifyable title would be a good >thing, let's make them more appealing. If I would not have worked at >the Accessibility foundation and had not gotten into this topic, I >probably would not have visited one of our sessions (perhaps the >Idol out of curiosity, but only because I totally do not like Idol >and would like to know what this has to do with GDC). I think giving >it a more identifyable name for game designers, they are more likely >to enter. I think we are too deeply involved with this stuff and are >thinking too seriously. Well, there are a couple things to think about. I agree on a whole but there's more to the story that I should just put out there. First, the Serious Accessibility for Serious Games Panel -- I'm not sure why we had an auditorium nor do I know why it was increased to 60 minutes (from the proposed 45 minutes). I think the Serious Games people like to think that they care more about accessibility because they are the ones that have the legal obligation to do so. But in the end...we know we barely had people in the room for that session. So that's a constant baffling bit for me. Second, the Mobile Games session -- this was, in my opinion, the most engaged session we did with regard to audience participation outside of Arcade. Perhaps it was the only one that almost tricked people into the room because it was the least "accessible" in the title. The session resulted in a lot of contacts for us. Now...things get tougher... Third, the Arcade sessions -- we have to keep in mind that due to not having TVs, power strips, tables, etc on Day One drove away about 10 people that were there at 9am but left because we didn't get set up until about 9:20. This is where I blame CMP (the GDC conf people). I had a long talk with Phoenix from there on the last day and I asked why sessions like Arcade and Idol were so delayed due to us not having the set up we requested, oh, about 6 months ago. Anyway, those people that left on Day One never returned. Day Two was our best as we had all the equipment in the room and we were ready to go 10 minutes before the session started. Day Three was Day One revisited, only with us all exhausted and ready for hospital. So I think that there were a lot of things going against us. Fourth, we could have also gone into the hall and gotten people into Arcade had anyone thought to take the initiative. But we were tired and when push came to shove there was only the same half-dead core group doing so much already. This is a point of frustration for me because when I was told to better delegate things it was a "duh...too late" point and also one of those things where I wonder where people were before just after the sessions, offering help. Maybe this is the "female" in me to take this personally but it did hurt. It's hard to take criticism on this point (and Sander, this isn't what you said to me but what I heard from a few others) because this was a year in advance planning didn't take into consideration how many SIG people would be at GDC and then my getting fired, etc just before. Anyway, my point here is that it frustrated me to hear that people said that they wanted to help after the fact. I'd prefer if people would come forward when I don't ask for help because I realize no one is getting paid for this. That's what I have to work out and deal with. Yes, I could have done a better job asking for help earlier but I personally get to the point where I just do things myself when I see that no one is posting a "looking for work" message. Again, this is my issue in part but I'm saying it now so that people know. Fifth...Idol. A year ago this seemed hilarious. The title seemed like it would bring people into the room. I didn't hear any differently from the SIG. The title could have been changed. But besides this...CMP messed things up by not including the names of the contestants, not promo-ing it, and doing their usual promo of the "official" game design challenge. Why the game design challenge couldn't be accessibility instead of a needle and thread as the challenge I don't know. We were up against Ralph Koster. We had two hours which no doubt added to the "well, I'd rather see two sessions than one I'm not sure about" while Zimmerman's session had one hour. Why? I don't know. I have no control over what GDC gives us session-wise. They do not ask my input, they just tell us "when" and "where." Sixth...Idol and PBS. ABC = Good. PBS = Evil. I think we're all sick of PBS by now. I had asked them to leave us alone in no uncertain terms from 3 to 4 before our session so we could do things to get people in the room and then when the room was open...we didn't have all the things CMP said we'd have. Meanwhile...PBS is taking people down the hall to interview them, we were down two participants until the last second...I nearly had a heart attack. I think no more needs to be said here other than we've learned our lesson with how the press can really eat into our plans and be completely obnoxious. Why there is so much footage of us eating? Who knows? So now we know that we need THEM to sign forms saying that they agree to OUR terms as well. >- Ban on the word accessibility (the word was even mentioned in two >audio sessions, had nothing to do with our accessibility). For too >many people the word accessibility seems to mean something like "the >irritating stuff with those publishers". Well, we talked about this a bit as in calling our sessions "the coolest shit ever" and "the session that will wright might be in." We can do this but we have to get really clever. GDC accepts our sessions because we are "diversity." I think that's why we got onto the schedule so much this year. As hard as it is to say...I really do. So we use accessibility, they hear diversity, and it's happy for everyone...until no one shows up. So we need to pitch this in a way that still says diversity but also doesn't say "developers stay away." We don't have very long before we pitch for next year's GDC. So we have to think of something clever and think of it very soon. Ok...I'm sorry about the vent but I really needed to get these things out there. I don't want us to turn into a SIG that is not about accessibility for those with disabilities and I don't want us to lose focus on the mainstream game industry because that is what we are about. So I worry when I hear things like "refocus the SIG" and "change the name." It's a tricky thing to do. And we have to think hard about it. And people need to be honest as to whether they are going to put in the work behind their words and really be active and committed to making a real run at this. As the group leader, I have to say that I react with a "and so you will be committed to doing this versus just criticizing?" point of view. I know that I do this. That's, again, my issue. But knowing what I do about how things have been with people helping and then running away forever after a month of promises, it gets old. And please Sander, don't take this as me criticizing you -- it's just something I needed to address and you started it. ;) Michelle From barrie.ellis at oneswitch.org.uk Tue Mar 13 16:23:38 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Tue, 13 Mar 2007 20:23:38 -0000 Subject: [games_access] GDC: in retrospect References: <3F84A92D-A16F-4239-9580-C3F3A3DF9EB4@GMAIL.COM><006101c76594$e6d4cf20$0202a8c0@OneSwitch> Message-ID: <00ad01c765ad$7c72e2c0$0202a8c0@OneSwitch> I think we are having success in the GASIG beyond my expectations. We are getting some international press coverage - we are getting exciting articles published around the web from our members - we have seen accessible games nominated for awards - we have seen Game-Accessibility.com grow into something very useful and important with our help - we have a presence at the biggest gaming event in the world - we have disabled and non-disabled people on board with passion. Maybe we have a mountain to climb, but that's what makes it so appealing to me personally. I know it can be done, but we really shouldn't pick ourselves to bits without celebrating our successes. We must keep building. Barrie www.OneSwitch.org.uk ----- Original Message ----- From: "d. michelle hinn" To: "IGDA Games Accessibility SIG Mailing List" Sent: Tuesday, March 13, 2007 7:57 PM Subject: Re: [games_access] GDC: in retrospect >>>>I have outlined a plan (which I dub ACCESSIBILITY 2.0) consisting of 5 >>>>action points & clear goals that will put this SIG back on track, make >>>>it as >>>>successful as other SIGS (education/writing), increase the attendance >>>>at >>>>our events, and putting accessibility on the roadmap of game developers >>>>like >>>>we set out to. >> >>Oy...wow, that did hurt. > > Why did that hurt, you ask? Because I've been told by the IGDA that even > though the other SIGs have the numbers, we do more than most of them. And > now I hear from within the SIG that we aren't successful at all. That's > fine but it does hurt. > > Yes, my ego is getting in the way. I know it is. That's my issue, not any > one else's. I'm still very angry about this year's GDC -- I have the right > just as everyone else does. I put the damn sessions together a year ago. > I've put a year's worth of time and emotion into this. So yeah, I'm > friggin' pissed off that even this year we did not get a good turn out. > But CMP didn't help by having us start 4 out of the 7 sessions late (by 20 > minutes) due to not having things set up as promised. So we lost people > before we even started... > > Michelle > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From hinn at uiuc.edu Tue Mar 13 17:13:28 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 13 Mar 2007 14:13:28 -0700 Subject: [games_access] GDC: in retrospect In-Reply-To: <00ad01c765ad$7c72e2c0$0202a8c0@OneSwitch> References: <3F84A92D-A16F-4239-9580-C3F3A3DF9EB4@GMAIL.COM><006101c76594$e6d4cf20$020 2a8c0@OneSwitch> <00ad01c765ad$7c72e2c0$0202a8c0@OneSwitch> Message-ID: Thanks Barrie -- you always are the calm within the storm :D I think that this discussion needs to happen in a different way. I think it would be great to talk about some "hey maybe we should try x, y, z next year" in a way that is not me attacking others and others -- whether or not it was meant that way -- attacking me. All I ask is that people keep in mind that I put an enormous amount of work into GDC and to only hear that we are off track, failing, etc makes me think "well, great...I not only put in a year's worth of work into it, but I did it in such a way that was a spectacular failure." We should always talk about improving. But we also need people to put action behind their words. Michelle >I think we are having success in the GASIG beyond my expectations. >We are getting some international press coverage - we are getting >exciting articles published around the web from our members - we >have seen accessible games nominated for awards - we have seen >Game-Accessibility.com grow into something very useful and important >with our help - we have a presence at the biggest gaming event in >the world - we have disabled and non-disabled people on board with >passion. > >Maybe we have a mountain to climb, but that's what makes it so >appealing to me personally. I know it can be done, but we really >shouldn't pick ourselves to bits without celebrating our successes. > >We must keep building. > >Barrie >www.OneSwitch.org.uk > > > >----- Original Message ----- From: "d. michelle hinn" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Tuesday, March 13, 2007 7:57 PM >Subject: Re: [games_access] GDC: in retrospect > >>>>>I have outlined a plan (which I dub ACCESSIBILITY 2.0) consisting of 5 >>>>>action points & clear goals that will put this SIG back on >>>>>track, make it as >>>>>successful as other SIGS (education/writing), increase the attendance at >>>>>our events, and putting accessibility on the roadmap of game >>>>>developers like >>>>>we set out to. >>> >>>Oy...wow, that did hurt. >> >>Why did that hurt, you ask? Because I've been told by the IGDA that >>even though the other SIGs have the numbers, we do more than most >>of them. And now I hear from within the SIG that we aren't >>successful at all. That's fine but it does hurt. >> >>Yes, my ego is getting in the way. I know it is. That's my issue, >>not any one else's. I'm still very angry about this year's GDC -- I >>have the right just as everyone else does. I put the damn sessions >>together a year ago. I've put a year's worth of time and emotion >>into this. So yeah, I'm friggin' pissed off that even this year we >>did not get a good turn out. But CMP didn't help by having us start >>4 out of the 7 sessions late (by 20 minutes) due to not having >>things set up as promised. So we lost people before we even >>started... >> >>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 jason at igda.org Tue Mar 13 21:26:34 2007 From: jason at igda.org (Jason Della Rocca) Date: Tue, 13 Mar 2007 21:26:34 -0400 Subject: [games_access] GDC: in retrospect In-Reply-To: References: Message-ID: <7.0.1.0.0.20070313212129.0785bf68@igda.org> Hi all, Just taking a quick browse of the recent thread... Admittedly, there are 100 sexier things for most mainstream developers to attend than eat-your-veggies style accessibility content. The IGDA does other niche things, than are very important, that are just not well attended. For example, our QoL contract stuff had less than 10 attendees. As did our credit standards discussion. But, progress was made, and some new faces showed up. So, lesson one is that quantity (ie, number of attendees) does not equal success in and of itself. The GDC environment way simply be too competitive. Other approaches/strategies for getting developer attention are worthwhile to explore. Further, a standalone dedicated conference far away from GDC may get the attention the topic deserves... Or, still, might not get anything to show up ;) As Michelle noted, it is everyone's responsibility to step up. While she is technically the leader of the group, it is all still a very flat, distributed and collective effort. Best to take the experience from past successes and failures and build on it! Jason ~~~~~~~~~~~~~~~~~ Jason Della Rocca Executive Director International Game Developers Association direct: +1-514-426-1162 main: +1-856-423-2990 fax: +1-514-426-1201 jason at igda.org Montreal, Canada ~~~~~~~~~~~~~~~~~ http://www.igda.org/ http://www.realitypanic.com/ "Do or do not. There is no try." - Yoda From barrie.ellis at oneswitch.org.uk Wed Mar 14 04:08:05 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Wed, 14 Mar 2007 08:08:05 -0000 Subject: [games_access] Disabled gamer sought for video documentary: KQED media inquiry - game accessibility References: <01de01c764fe$ee6892d0$0f02a8c0@Patrick> Message-ID: <014c01c7660f$e55b7fb0$0202a8c0@OneSwitch> Hello Sheraz, I do not know anyone personally in the Bay area of San Francisco, so I would recommend that you try the following: Post on the www.game-accessibility.com forum. Try here: http://www.gimpgear.us/ Get trawling through the yellow pages: http://sanfrancisco.citysearch.com/yellowpages/directory/San_Francisco_CA/80/136/page1.html Best of luck! Barrie www.OneSwitch.org.uk www.igda.org/accessibility > Thanks for speaking with me just now. Pursuant to our conversation, I am > working on a new science series that airs weekly on the PBS affiliate in > San > Francisco, KQED. (you can see all of our "Quest" segments that are > streaming > in HD on our web site ? www.kqed.org/quest). > > > > One of the stories that we are working on at the moment is on video game > accessibility, for which we filmed at the Game Developers Conference last > week. > > > > I am desperately trying to find a paraplegic, quadriplegic or someone else > with a severe physical impairment that is a gaming enthusiast and who > resides in the Bay Area. Perhaps such an individual has purchased one of > your optical devices designed with disabled gamers in mind? > > > > As I'm on a bit of a deadline, any leads you can offer at your earliest > convenience would be much appreciated. > > > > Regards, > > -Sheraz > > > > Sheraz Sadiq, Associate Producer, > > KQED-TV Channel 9, PBS San Francisco > > 2601 Mariposa St., San Francisco, CA 94110 > > e: ssadiq at kqed.org > > ph: 415-553-2856 > > fax: 415-553-2456 > > From bsawyer at dmill.com Wed Mar 14 05:17:51 2007 From: bsawyer at dmill.com (Ben Sawyer) Date: Wed, 14 Mar 2007 05:17:51 -0400 Subject: [games_access] GDC: in retrospect In-Reply-To: References: <3F84A92D-A16F-4239-9580-C3F3A3DF9EB4@GMAIL.COM> <006101c76594$e6d4cf20$0202a8c0@OneSwitch> Message-ID: First, the Serious Accessibility for Serious Games Panel -- I'm not sure why we had an auditorium nor do I know why it was increased to 60 minutes (from the proposed 45 minutes). I think the Serious Games people like to think that they care more about accessibility because they are the ones that have the legal obligation to do so. But in the end...we know we barely had people in the room for that session. So that's a constant baffling bit for me. There are no serious games people in this case... it's just me. Legal obligation??? Yes that's part of it but I also run games for health and I'm amazed at some of the actual applications and games that can be made too and further I just think this is a really cool thing for games in general. If you want to know what I think my email is plastered everywhere and if people want me easily enough my AIM is BENSAWYER. Pop me a question at any moment. Why you were in the big room may have been a snafu of late rearrangement of the schedule -- you were supposed to be in a smaller room. You were increased to 60 minutes because I figured you had a lot to say and its a panel and thus 45 minutes may have been too small. We can certainly work closer to help hone things. As far as I'm concerned I will keep booking accessibility sessions at all serious games/games for health events regardless of what people say or how many show up because eventually it's going to settle in. The attendance at Robert's session at Games for Health was pretty strong I believe. In looking at the posts in general I really think you're all being very hard on yourselves. Numbers don't matter if you get the right people and build the network further. The numbers will eventually follow even if it takes longer then it did for others. I struggled for two straight GDCs with 30-40 people. I think one of the things you might need to do is figure out how to get more attention from some critical people who can help more and help you grow the network. Have any of you spent time talking to Jamil Moledina at all? If not I'm happy to talk to him more about things. GDC has grown now to the point where there may be other avenues like a booth on the floor in North Hall that could help you much more then a 5th extra session... Also as I relayed to Michelle briefly before your panel I'm working on a new setup for our Games for Health conference for May 2008 and I want to create an entire daylong conference within a conference focused on accessibility. I'm working specifically on this idea and will be in touch with Michelle shortly on it. It would have its own agenda you control, it's own marketing, price for specific entry and facilities. I'm working also if we can define it enough within our next grant proposal for it to have its own funding. Lots of promises but that's the trajectory I'm trying to go on because I believe in the work. I really think that through Games for Health we can attract a very big crowd for a standalone event. I see this as a conference that could be profitable in its own small right and eventually have 100+ attendees. I'm crossing my fingers I can organize the proper investment for it. So please I hope you don't see it just as legal obligation -- there are initially some huge concerns there as people could use legal hurdles to accessibility to fight serious games in gov't using it as a technicality when their objections are otherwise but beyond that I and others in the community have much deeper interests in a broad range of applications. One thing the SIG might want to do is create an industry advisory board of people who might help further things a bit more and provide advice on how to get in the doors of places you want to get into. There are many other things you can do and I'm happy to try and help provide ideas and contacts. You're not bumping up against failure -- you're bumping up against success. - Ben From bsawyer at dmill.com Wed Mar 14 05:36:24 2007 From: bsawyer at dmill.com (Ben Sawyer) Date: Wed, 14 Mar 2007 05:36:24 -0400 Subject: [games_access] GDC: in retrospect In-Reply-To: References: <3F84A92D-A16F-4239-9580-C3F3A3DF9EB4@GMAIL.COM> <006101c76594$e6d4cf20$0202a8c0@OneSwitch> Message-ID: <8EA5D2BD-073D-4852-B24B-F62919D5491B@dmill.com> Michelle wrote, Ok...I'm sorry about the vent but I really needed to get these things out there. I don't want us to turn into a SIG that is not about accessibility for those with disabilities and I don't want us to lose focus on the mainstream game industry because that is what we are about. So I would object to this in some regards that I think are important... 1. Accessibility should be promoted as a path to general game innovation as well for all players. Controller mechanics other types of play ideas etc. If you don't you're missing a really cool message to what you do. You will gain further significance by showing how your ideas go beyond even the conceptions you have for them. We incorporated this message into our serious games messaging and its working well. You could easily do the same. 2. While I agree the focus should be on the mainstream game industry you need to look heavily at alternative areas as you are a bit with serious games and games for health. The fact is these elements are parts of the mainstream game industry. In fact one could argue many offshoots and derivatives are growing faster then the core industry. Sometimes the best run is an end run. 3. The mainstream game industry doesn't always make it to GDC. I've had huge success at much smaller events and you might want to figure out how to get to and network at the smaller events like D.I.C.E., Edinburgh, Nordic Game, etc. IGDA meetings like Boston Post Mortem, etc. I'm not watching every last thing you all do (except I know it is tremendous as I've said to everyone that the Accessibility SIG is the model SIG for the IGDA) so all I can do is offer some semi- ignorant advice but the smaller conferences - especially some of the ones in Europe have been huge. "So I worry when I hear things like "refocus the SIG" and "change the name." It's a tricky thing to do. And we have to think hard about it. " 3. I wouldn't change the name. What's wrong with the name? I mean the only thing to change might be to go with something that sheds the SIG item like "Accessibility for Games and Gamers". I'm not sure though you need to focus on this much right now. I'd worry more about focusing tactics on the next round of growth and building a bigger advisory board and networking scheme. From gramenos at ics.forth.gr Wed Mar 14 10:29:38 2007 From: gramenos at ics.forth.gr (Dimitris Grammenos) Date: Wed, 14 Mar 2007 16:29:38 +0200 Subject: [games_access] GDC: in retrospect In-Reply-To: Message-ID: <20070314142906.371788E40FC@mailhost.ics.forth.gr> Hello all, First of all I'd like to thank Ben very much for taking the time to write down his experience and thoughts on the subject. I've read both his e-mails and I think that they provide us with some interesting ideas about what we can do, but they also kinda make us all feel better about what we have achieved up to now...I really appreciate that. At this point I would also like to add my personal experience on the subject since I've been working in the domain of Design for All for the last 13 years (oh, damn I'm getting old). When about 10-15 years ago we were talking about universal access and design for all of mainstream computer applications, the situation was pretty much the same as what we have today with game accessibility. Very few people knew or cared and even less could understand. The organization where I work, lead some international activities (a forum, expert groups, conferences, a book), a couple of roadmapping white papers were written and related results were disseminated. We also developed research prototypes, software applications, methods and tools. And for some time that was it... But then, just a few years later there was a big bang! The European Commission started making funding calls about design for all, e-inclusion, etc. (adopting the content of the white papers), W3C started its web accessibility initiative, accessibility became a law requirement and so on... And then everybody became interested and involved! So, in my humble opinion it's just a matter of time. We know what we do is important and useful to the others so we should just continue doing that. After all, I believe that the SIG has made some important achievements up to now (and btw Michelle should be accredited for a large part of them). Among these, is that, for the first time in computer game history, the SIG gives people with disabilities the opportunity to speak up and be heard by the game industry. I know that it can be frustrating when you have something important to say and find out that people just don't listen, but the basic way to overcome this is through patience and persistence. And sometimes big numbers is not the goal. I understand that talking in front of a big cheering crowd can make you feel like a rock star, but our goal is not that. It's just to get the message through to the right people. In this sense, having an audience of just 2-3 people who can really influence game development and production is far more important that filling up a hall with a bunch of screaming teenagers. After all game accessibility is not about ourselves, it's about the others. Up to now, I have talked about game accessibility and universally accessible games to several different audiences and occasions, ranging from big conferences to in-house tours and demonstrations. And each and every time, what I hear by the audience (no matter the size, the background or the age) is that what we are doing is important and that we should continue our research in this domain no matter what.... And let me tell you one thing, it feels sooo @#$% great when, after your talk, just one person comes to you and with a big smile on the face says "thank you!" Dimitris PS: That was really long... Sorry :-) -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Ben Sawyer Sent: Wednesday, March 14, 2007 11:18 AM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] GDC: in retrospect First, the Serious Accessibility for Serious Games Panel -- I'm not sure why we had an auditorium nor do I know why it was increased to 60 minutes (from the proposed 45 minutes). I think the Serious Games people like to think that they care more about accessibility because they are the ones that have the legal obligation to do so. But in the end...we know we barely had people in the room for that session. So that's a constant baffling bit for me. There are no serious games people in this case... it's just me. Legal obligation??? Yes that's part of it but I also run games for health and I'm amazed at some of the actual applications and games that can be made too and further I just think this is a really cool thing for games in general. If you want to know what I think my email is plastered everywhere and if people want me easily enough my AIM is BENSAWYER. Pop me a question at any moment. Why you were in the big room may have been a snafu of late rearrangement of the schedule -- you were supposed to be in a smaller room. You were increased to 60 minutes because I figured you had a lot to say and its a panel and thus 45 minutes may have been too small. We can certainly work closer to help hone things. As far as I'm concerned I will keep booking accessibility sessions at all serious games/games for health events regardless of what people say or how many show up because eventually it's going to settle in. The attendance at Robert's session at Games for Health was pretty strong I believe. In looking at the posts in general I really think you're all being very hard on yourselves. Numbers don't matter if you get the right people and build the network further. The numbers will eventually follow even if it takes longer then it did for others. I struggled for two straight GDCs with 30-40 people. I think one of the things you might need to do is figure out how to get more attention from some critical people who can help more and help you grow the network. Have any of you spent time talking to Jamil Moledina at all? If not I'm happy to talk to him more about things. GDC has grown now to the point where there may be other avenues like a booth on the floor in North Hall that could help you much more then a 5th extra session... Also as I relayed to Michelle briefly before your panel I'm working on a new setup for our Games for Health conference for May 2008 and I want to create an entire daylong conference within a conference focused on accessibility. I'm working specifically on this idea and will be in touch with Michelle shortly on it. It would have its own agenda you control, it's own marketing, price for specific entry and facilities. I'm working also if we can define it enough within our next grant proposal for it to have its own funding. Lots of promises but that's the trajectory I'm trying to go on because I believe in the work. I really think that through Games for Health we can attract a very big crowd for a standalone event. I see this as a conference that could be profitable in its own small right and eventually have 100+ attendees. I'm crossing my fingers I can organize the proper investment for it. So please I hope you don't see it just as legal obligation -- there are initially some huge concerns there as people could use legal hurdles to accessibility to fight serious games in gov't using it as a technicality when their objections are otherwise but beyond that I and others in the community have much deeper interests in a broad range of applications. One thing the SIG might want to do is create an industry advisory board of people who might help further things a bit more and provide advice on how to get in the doors of places you want to get into. There are many other things you can do and I'm happy to try and help provide ideas and contacts. You're not bumping up against failure -- you're bumping up against success. - Ben _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Thu Mar 15 13:25:19 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Thu, 15 Mar 2007 13:25:19 -0400 Subject: [games_access] GDC: in retrospect In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIzksiQA References: <3F84A92D-A16F-4239-9580-C3F3A3DF9EB4@GMAIL.COM><006101c76594$e6d4cf20$0202a8c0@OneSwitch> AAAAADBf8GSYa4xDlD4sBa5lcIzksiQA Message-ID: <004d01c76726$e98898d0$6701a8c0@Inspiron> Thanks for the input Jason and Ben I think that's great insight. A good idea you had been with us to focus around other game developer associations there are a few in DC I believe and the one that you have started games for health in Baltimore that I spoke that I would love to be invited to speak out again that was an incredible opportunity I met some great people and I'd be happy to refocus my speech a lot more on tactics. No problem. I'd be happy to be a leading force in the Maryland DC GDC meetings I just need to figure out where they are how I find out where they are and also get involved with other game development conferences to get a session started that would be great to those any one know how I could go about doing that just contacting them? Robert www.RobertFlorio.com -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Ben Sawyer Sent: Wednesday, March 14, 2007 5:36 AM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] GDC: in retrospect Michelle wrote, Ok...I'm sorry about the vent but I really needed to get these things out there. I don't want us to turn into a SIG that is not about accessibility for those with disabilities and I don't want us to lose focus on the mainstream game industry because that is what we are about. So I would object to this in some regards that I think are important... 1. Accessibility should be promoted as a path to general game innovation as well for all players. Controller mechanics other types of play ideas etc. If you don't you're missing a really cool message to what you do. You will gain further significance by showing how your ideas go beyond even the conceptions you have for them. We incorporated this message into our serious games messaging and its working well. You could easily do the same. 2. While I agree the focus should be on the mainstream game industry you need to look heavily at alternative areas as you are a bit with serious games and games for health. The fact is these elements are parts of the mainstream game industry. In fact one could argue many offshoots and derivatives are growing faster then the core industry. Sometimes the best run is an end run. 3. The mainstream game industry doesn't always make it to GDC. I've had huge success at much smaller events and you might want to figure out how to get to and network at the smaller events like D.I.C.E., Edinburgh, Nordic Game, etc. IGDA meetings like Boston Post Mortem, etc. I'm not watching every last thing you all do (except I know it is tremendous as I've said to everyone that the Accessibility SIG is the model SIG for the IGDA) so all I can do is offer some semi- ignorant advice but the smaller conferences - especially some of the ones in Europe have been huge. "So I worry when I hear things like "refocus the SIG" and "change the name." It's a tricky thing to do. And we have to think hard about it. " 3. I wouldn't change the name. What's wrong with the name? I mean the only thing to change might be to go with something that sheds the SIG item like "Accessibility for Games and Gamers". I'm not sure though you need to focus on this much right now. I'd worry more about focusing tactics on the next round of growth and building a bigger advisory board and networking scheme. _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Wed Mar 14 13:43:34 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 14 Mar 2007 12:43:34 -0500 Subject: [games_access] Disabled gamer sought for video documentary: KQED media inquiry - game accessibility In-Reply-To: <014c01c7660f$e55b7fb0$0202a8c0@OneSwitch> References: <01de01c764fe$ee6892d0$0f02a8c0@Patrick> <014c01c7660f$e55b7fb0$0202a8c0@OneSwitch> Message-ID: Oh no...That's PBS... [note I didn't cc: them on this]. They have a LOT of footage of us eating... >Hello Sheraz, > >I do not know anyone personally in the Bay area of San Francisco, so >I would recommend that you try the following: > >Post on the www.game-accessibility.com forum. > >Try here: http://www.gimpgear.us/ > >Get trawling through the yellow pages: >http://sanfrancisco.citysearch.com/yellowpages/directory/San_Francisco_CA/80/136/page1.html > >Best of luck! > >Barrie >www.OneSwitch.org.uk >www.igda.org/accessibility > > > > > >>Thanks for speaking with me just now. Pursuant to our conversation, I am >>working on a new science series that airs weekly on the PBS affiliate in San >>Francisco, KQED. (you can see all of our "Quest" segments that are streaming >>in HD on our web site - www.kqed.org/quest). >> >> >> >>One of the stories that we are working on at the moment is on video game >>accessibility, for which we filmed at the Game Developers Conference last >>week. >> >> >> >>I am desperately trying to find a paraplegic, quadriplegic or someone else >>with a severe physical impairment that is a gaming enthusiast and who >>resides in the Bay Area. Perhaps such an individual has purchased one of >>your optical devices designed with disabled gamers in mind? >> >> >> >>As I'm on a bit of a deadline, any leads you can offer at your earliest >>convenience would be much appreciated. >> >> >> >>Regards, >> >>-Sheraz >> >> >> >>Sheraz Sadiq, Associate Producer, >> >>KQED-TV Channel 9, PBS San Francisco >> >>2601 Mariposa St., San Francisco, CA 94110 >> >>e: ssadiq at kqed.org >> >>ph: 415-553-2856 >> >>fax: 415-553-2456 >> > > > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Wed Mar 14 13:50:26 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 14 Mar 2007 12:50:26 -0500 Subject: [games_access] GDC: in retrospect In-Reply-To: References: <3F84A92D-A16F-4239-9580-C3F3A3DF9EB4@GMAIL.COM> <006101c76594$e6d4cf20$0202a8c0@OneSwitch> Message-ID: Just a quick reply -- we don't see it as *just* a legal obligation...but it's surprising when we don't get the numbers BECAUSE it is also a legal obligation for the serious games folks. Most of us view game accessibility as the next coolest thing ever. :) I mean, we had the friggin' jedi mind trick on display this year. Take that nintendo. :D Yes...yesterday will ill-timed. I was at hospital on Saturday and I was at hospital again last night for an IV, Robert was so sick he had to go home, meanwhile the folks from Holland are too sick to move now that they are back home...yesterday was the wrong time for a conversation about how unsuccessful we were. I agree...I see us (or saw us) as having a great success this year. But it's hard to see it as such when reminded that compared to Halo 4.5 we're in the suck zone. I've been in this for too many years to think that if we just tweak one thing that miracles will occur. But we're getting there. I'll send you more offline to talk about what we have in the works and for your advise because I know you have been there, Ben. Really -- if anyone knows, you do! Michelle >First, the Serious Accessibility for Serious Games Panel -- I'm not >sure why we had an auditorium nor do I know why it was increased to >60 minutes (from the proposed 45 minutes). I think the Serious Games >people like to think that they care more about accessibility because >they are the ones that have the legal obligation to do so. But in >the end...we know we barely had people in the room for that session. >So that's a constant baffling bit for me. > > >There are no serious games people in this case... it's just me. >Legal obligation??? Yes that's part of it but I also run games for >health and I'm amazed at some of the actual applications and games >that can be made too and further I just think this is a really cool >thing for games in general. If you want to know what I think my >email is plastered everywhere and if people want me easily enough my >AIM is BENSAWYER. Pop me a question at any moment. > >Why you were in the big room may have been a snafu of late >rearrangement of the schedule -- you were supposed to be in a >smaller room. You were increased to 60 minutes because I figured >you had a lot to say and its a panel and thus 45 minutes may have >been too small. We can certainly work closer to help hone things. >As far as I'm concerned I will keep booking accessibility sessions >at all serious games/games for health events regardless of what >people say or how many show up because eventually it's going to >settle in. The attendance at Robert's session at Games for Health >was pretty strong I believe. > >In looking at the posts in general I really think you're all being >very hard on yourselves. Numbers don't matter if you get the right >people and build the network further. The numbers will eventually >follow even if it takes longer then it did for others. I struggled >for two straight GDCs with 30-40 people. > >I think one of the things you might need to do is figure out how to >get more attention from some critical people who can help more and >help you grow the network. Have any of you spent time talking to >Jamil Moledina at all? If not I'm happy to talk to him more about >things. GDC has grown now to the point where there may be other >avenues like a booth on the floor in North Hall that could help you >much more then a 5th extra session... > >Also as I relayed to Michelle briefly before your panel I'm working >on a new setup for our Games for Health conference for May 2008 and >I want to create an entire daylong conference within a conference >focused on accessibility. I'm working specifically on this idea and >will be in touch with Michelle shortly on it. It would have its own >agenda you control, it's own marketing, price for specific entry and >facilities. I'm working also if we can define it enough within our >next grant proposal for it to have its own funding. Lots of >promises but that's the trajectory I'm trying to go on because I >believe in the work. I really think that through Games for Health >we can attract a very big crowd for a standalone event. I see this >as a conference that could be profitable in its own small right and >eventually have 100+ attendees. I'm crossing my fingers I can >organize the proper investment for it. > >So please I hope you don't see it just as legal obligation -- there >are initially some huge concerns there as people could use legal >hurdles to accessibility to fight serious games in gov't using it as >a technicality when their objections are otherwise but beyond that I >and others in the community have much deeper interests in a broad >range of applications. > >One thing the SIG might want to do is create an industry advisory >board of people who might help further things a bit more and provide >advice on how to get in the doors of places you want to get into. >There are many other things you can do and I'm happy to try and help >provide ideas and contacts. > >You're not bumping up against failure -- you're bumping up against success. > >- Ben >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From bsawyer at dmill.com Wed Mar 14 14:01:07 2007 From: bsawyer at dmill.com (Ben Sawyer) Date: Wed, 14 Mar 2007 14:01:07 -0400 Subject: [games_access] GDC: in retrospect In-Reply-To: References: <3F84A92D-A16F-4239-9580-C3F3A3DF9EB4@GMAIL.COM> <006101c76594$e6d4cf20$0202a8c0@OneSwitch> Message-ID: You should have had better numbers at SGS - we'll fix that next time. Everyone should try to feel better first though. You've gotten immensely far but from reading what I've seen thus far I think my best advice upfront is you might need to get some senior advisors on board a few more people who can help you push things to the next level. I've been lucky in many ways to attract some people that can help with that but I've also had to bust a lot of ass and wait my turn. I'll try to spend some time looking deeper at all the output from the SIG and post some more thoughts as they occur. I looked around and just have one dumb (don't worry they'll be more) question which is... is there an outright SDK for accessibility that is available. A one stop shop for accessibility tools/libraries/etc. - Ben On Mar 14, 2007, at 1:50 PM, d. michelle hinn wrote: > Just a quick reply -- we don't see it as *just* a legal > obligation...but it's surprising when we don't get the numbers > BECAUSE it is also a legal obligation for the serious games folks. > Most of us view game accessibility as the next coolest thing > ever. :) I mean, we had the friggin' jedi mind trick on display > this year. Take that nintendo. :D > > Yes...yesterday will ill-timed. I was at hospital on Saturday and I > was at hospital again last night for an IV, Robert was so sick he > had to go home, meanwhile the folks from Holland are too sick to > move now that they are back home...yesterday was the wrong time for > a conversation about how unsuccessful we were. > > I agree...I see us (or saw us) as having a great success this year. > But it's hard to see it as such when reminded that compared to Halo > 4.5 we're in the suck zone. I've been in this for too many years to > think that if we just tweak one thing that miracles will occur. But > we're getting there. > > I'll send you more offline to talk about what we have in the works > and for your advise because I know you have been there, Ben. Really > -- if anyone knows, you do! > > Michelle > >> First, the Serious Accessibility for Serious Games Panel -- I'm >> not sure why we had an auditorium nor do I know why it was >> increased to 60 minutes (from the proposed 45 minutes). I think >> the Serious Games people like to think that they care more about >> accessibility because they are the ones that have the legal >> obligation to do so. But in the end...we know we barely had people >> in the room for that session. So that's a constant baffling bit >> for me. >> >> >> There are no serious games people in this case... it's just me. >> Legal obligation??? Yes that's part of it but I also run games >> for health and I'm amazed at some of the actual applications and >> games that can be made too and further I just think this is a >> really cool thing for games in general. If you want to know what >> I think my email is plastered everywhere and if people want me >> easily enough my AIM is BENSAWYER. Pop me a question at any moment. >> >> Why you were in the big room may have been a snafu of late >> rearrangement of the schedule -- you were supposed to be in a >> smaller room. You were increased to 60 minutes because I figured >> you had a lot to say and its a panel and thus 45 minutes may have >> been too small. We can certainly work closer to help hone things. >> As far as I'm concerned I will keep booking accessibility sessions >> at all serious games/games for health events regardless of what >> people say or how many show up because eventually it's going to >> settle in. The attendance at Robert's session at Games for Health >> was pretty strong I believe. >> >> In looking at the posts in general I really think you're all being >> very hard on yourselves. Numbers don't matter if you get the >> right people and build the network further. The numbers will >> eventually follow even if it takes longer then it did for others. >> I struggled for two straight GDCs with 30-40 people. >> >> I think one of the things you might need to do is figure out how >> to get more attention from some critical people who can help more >> and help you grow the network. Have any of you spent time talking >> to Jamil Moledina at all? If not I'm happy to talk to him more >> about things. GDC has grown now to the point where there may be >> other avenues like a booth on the floor in North Hall that could >> help you much more then a 5th extra session... >> >> Also as I relayed to Michelle briefly before your panel I'm >> working on a new setup for our Games for Health conference for May >> 2008 and I want to create an entire daylong conference within a >> conference focused on accessibility. I'm working specifically on >> this idea and will be in touch with Michelle shortly on it. It >> would have its own agenda you control, it's own marketing, price >> for specific entry and facilities. I'm working also if we can >> define it enough within our next grant proposal for it to have its >> own funding. Lots of promises but that's the trajectory I'm >> trying to go on because I believe in the work. I really think >> that through Games for Health we can attract a very big crowd for >> a standalone event. I see this as a conference that could be >> profitable in its own small right and eventually have 100+ >> attendees. I'm crossing my fingers I can organize the proper >> investment for it. >> >> So please I hope you don't see it just as legal obligation -- >> there are initially some huge concerns there as people could use >> legal hurdles to accessibility to fight serious games in gov't >> using it as a technicality when their objections are otherwise but >> beyond that I and others in the community have much deeper >> interests in a broad range of applications. >> >> One thing the SIG might want to do is create an industry advisory >> board of people who might help further things a bit more and >> provide advice on how to get in the doors of places you want to >> get into. There are many other things you can do and I'm happy to >> try and help provide ideas and contacts. >> >> You're not bumping up against failure -- you're bumping up against >> success. >> >> - 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 Mar 14 14:14:38 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 14 Mar 2007 13:14:38 -0500 Subject: [games_access] GDC: in retrospect In-Reply-To: References: <3F84A92D-A16F-4239-9580-C3F3A3DF9EB4@GMAIL.COM> <006101c76594$e6d4cf20$0202a8c0@OneSwitch> Message-ID: luckily...the contestants for the idol session saw what happened and i think that they would be on board for our first advisory panel for sure. i know some others who could pull some serious strings too but i'll email them to you off list so it's not publicly archived. i'm all for calling out names but i don't want to call theirs out at this time. time and place for everything and they've been nothing but gracious to us so there's no reason to call out names. :D oh ass has been busted...it's now time to distribute the ass a little more. that's sounds weird. forgive me. my temp is 103 right now and i'm late for a meeting... >You should have had better numbers at SGS - we'll fix that next >time. Everyone should try to feel better first though. You've >gotten immensely far but from reading what I've seen thus far I >think my best advice upfront is you might need to get some senior >advisors on board a few more people who can help you push things to >the next level. I've been lucky in many ways to attract some people >that can help with that but I've also had to bust a lot of ass and >wait my turn. > >I'll try to spend some time looking deeper at all the output from >the SIG and post some more thoughts as they occur. I looked around >and just have one dumb (don't worry they'll be more) question which >is... is there an outright SDK for accessibility that is available. >A one stop shop for accessibility tools/libraries/etc. > >- Ben > > >On Mar 14, 2007, at 1:50 PM, d. michelle hinn wrote: > >>Just a quick reply -- we don't see it as *just* a legal >>obligation...but it's surprising when we don't get the numbers >>BECAUSE it is also a legal obligation for the serious games folks. >>Most of us view game accessibility as the next coolest thing ever. >>:) I mean, we had the friggin' jedi mind trick on display this >>year. Take that nintendo. :D >> >>Yes...yesterday will ill-timed. I was at hospital on Saturday and I >>was at hospital again last night for an IV, Robert was so sick he >>had to go home, meanwhile the folks from Holland are too sick to >>move now that they are back home...yesterday was the wrong time for >>a conversation about how unsuccessful we were. >> >>I agree...I see us (or saw us) as having a great success this year. >>But it's hard to see it as such when reminded that compared to Halo >>4.5 we're in the suck zone. I've been in this for too many years to >>think that if we just tweak one thing that miracles will occur. But >>we're getting there. >> >>I'll send you more offline to talk about what we have in the works >>and for your advise because I know you have been there, Ben. Really >>-- if anyone knows, you do! >> >>Michelle >> >>>First, the Serious Accessibility for Serious Games Panel -- I'm >>>not sure why we had an auditorium nor do I know why it was >>>increased to 60 minutes (from the proposed 45 minutes). I think >>>the Serious Games people like to think that they care more about >>>accessibility because they are the ones that have the legal >>>obligation to do so. But in the end...we know we barely had people >>>in the room for that session. So that's a constant baffling bit >>>for me. >>> >>> >>>There are no serious games people in this case... it's just me. >>>Legal obligation??? Yes that's part of it but I also run games >>>for health and I'm amazed at some of the actual applications and >>>games that can be made too and further I just think this is a >>>really cool thing for games in general. If you want to know what >>>I think my email is plastered everywhere and if people want me >>>easily enough my AIM is BENSAWYER. Pop me a question at any >>>moment. >>> >>>Why you were in the big room may have been a snafu of late >>>rearrangement of the schedule -- you were supposed to be in a >>>smaller room. You were increased to 60 minutes because I figured >>>you had a lot to say and its a panel and thus 45 minutes may have >>>been too small. We can certainly work closer to help hone things. >>>As far as I'm concerned I will keep booking accessibility sessions >>>at all serious games/games for health events regardless of what >>>people say or how many show up because eventually it's going to >>>settle in. The attendance at Robert's session at Games for Health >>>was pretty strong I believe. >>> >>>In looking at the posts in general I really think you're all being >>>very hard on yourselves. Numbers don't matter if you get the >>>right people and build the network further. The numbers will >>>eventually follow even if it takes longer then it did for others. >>>I struggled for two straight GDCs with 30-40 people. >>> >>>I think one of the things you might need to do is figure out how >>>to get more attention from some critical people who can help more >>>and help you grow the network. Have any of you spent time talking >>>to Jamil Moledina at all? If not I'm happy to talk to him more >>>about things. GDC has grown now to the point where there may be >>>other avenues like a booth on the floor in North Hall that could >>>help you much more then a 5th extra session... >>> >>>Also as I relayed to Michelle briefly before your panel I'm >>>working on a new setup for our Games for Health conference for May >>>2008 and I want to create an entire daylong conference within a >>>conference focused on accessibility. I'm working specifically on >>>this idea and will be in touch with Michelle shortly on it. It >>>would have its own agenda you control, it's own marketing, price >>>for specific entry and facilities. I'm working also if we can >>>define it enough within our next grant proposal for it to have its >>>own funding. Lots of promises but that's the trajectory I'm >>>trying to go on because I believe in the work. I really think >>>that through Games for Health we can attract a very big crowd for >>>a standalone event. I see this as a conference that could be >>>profitable in its own small right and eventually have 100+ >>>attendees. I'm crossing my fingers I can organize the proper >>>investment for it. >>> >>>So please I hope you don't see it just as legal obligation -- >>>there are initially some huge concerns there as people could use >>>legal hurdles to accessibility to fight serious games in gov't >>>using it as a technicality when their objections are otherwise but >>>beyond that I and others in the community have much deeper >>>interests in a broad range of applications. >>> >>>One thing the SIG might want to do is create an industry advisory >>>board of people who might help further things a bit more and >>>provide advice on how to get in the doors of places you want to >>>get into. There are many other things you can do and I'm happy to >>>try and help provide ideas and contacts. >>> >>>You're not bumping up against failure -- you're bumping up against success. >>> >>>- 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 reid at rbkdesign.com Wed Mar 14 15:54:04 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Wed, 14 Mar 2007 12:54:04 -0700 Subject: [games_access] GDC: in retrospect In-Reply-To: References: <3F84A92D-A16F-4239-9580-C3F3A3DF9EB4@GMAIL.COM> <006101c76594$e6d4cf20$0202a8c0@OneSwitch> Message-ID: Hi Ben, Thanks truly for your words of encouragement. You are right, we should be proud and I personally am proud of all we've accomplished so far but it's clear I got impatient and hungry for more progress. GDC does that to me every year, it's so inspiring and I see the possibilities and want to achieve them sooner than later. As far as an accessibility SDK, nothing exists yet. Soon, Richard and Sander will release their Audio Game Maker for the blind which is great. Besides that, we're in talks with different folks, exploring potential partnerships, but nothing close to final yet. -Reid On 3/14/07, d. michelle hinn wrote: > luckily...the contestants for the idol session saw what happened and > i think that they would be on board for our first advisory panel for > sure. i know some others who could pull some serious strings too but > i'll email them to you off list so it's not publicly archived. i'm > all for calling out names but i don't want to call theirs out at this > time. time and place for everything and they've been nothing but > gracious to us so there's no reason to call out names. :D > > oh ass has been busted...it's now time to distribute the ass a little > more. that's sounds weird. forgive me. my temp is 103 right now and > i'm late for a meeting... > > >You should have had better numbers at SGS - we'll fix that next > >time. Everyone should try to feel better first though. You've > >gotten immensely far but from reading what I've seen thus far I > >think my best advice upfront is you might need to get some senior > >advisors on board a few more people who can help you push things to > >the next level. I've been lucky in many ways to attract some people > >that can help with that but I've also had to bust a lot of ass and > >wait my turn. > > > >I'll try to spend some time looking deeper at all the output from > >the SIG and post some more thoughts as they occur. I looked around > >and just have one dumb (don't worry they'll be more) question which > >is... is there an outright SDK for accessibility that is available. > >A one stop shop for accessibility tools/libraries/etc. > > > >- Ben > > > > > >On Mar 14, 2007, at 1:50 PM, d. michelle hinn wrote: > > > >>Just a quick reply -- we don't see it as *just* a legal > >>obligation...but it's surprising when we don't get the numbers > >>BECAUSE it is also a legal obligation for the serious games folks. > >>Most of us view game accessibility as the next coolest thing ever. > >>:) I mean, we had the friggin' jedi mind trick on display this > >>year. Take that nintendo. :D > >> > >>Yes...yesterday will ill-timed. I was at hospital on Saturday and I > >>was at hospital again last night for an IV, Robert was so sick he > >>had to go home, meanwhile the folks from Holland are too sick to > >>move now that they are back home...yesterday was the wrong time for > >>a conversation about how unsuccessful we were. > >> > >>I agree...I see us (or saw us) as having a great success this year. > >>But it's hard to see it as such when reminded that compared to Halo > >>4.5 we're in the suck zone. I've been in this for too many years to > >>think that if we just tweak one thing that miracles will occur. But > >>we're getting there. > >> > >>I'll send you more offline to talk about what we have in the works > >>and for your advise because I know you have been there, Ben. Really > >>-- if anyone knows, you do! > >> > >>Michelle > >> > >>>First, the Serious Accessibility for Serious Games Panel -- I'm > >>>not sure why we had an auditorium nor do I know why it was > >>>increased to 60 minutes (from the proposed 45 minutes). I think > >>>the Serious Games people like to think that they care more about > >>>accessibility because they are the ones that have the legal > >>>obligation to do so. But in the end...we know we barely had people > >>>in the room for that session. So that's a constant baffling bit > >>>for me. > >>> > >>> > >>>There are no serious games people in this case... it's just me. > >>>Legal obligation??? Yes that's part of it but I also run games > >>>for health and I'm amazed at some of the actual applications and > >>>games that can be made too and further I just think this is a > >>>really cool thing for games in general. If you want to know what > >>>I think my email is plastered everywhere and if people want me > >>>easily enough my AIM is BENSAWYER. Pop me a question at any > >>>moment. > >>> > >>>Why you were in the big room may have been a snafu of late > >>>rearrangement of the schedule -- you were supposed to be in a > >>>smaller room. You were increased to 60 minutes because I figured > >>>you had a lot to say and its a panel and thus 45 minutes may have > >>>been too small. We can certainly work closer to help hone things. > >>>As far as I'm concerned I will keep booking accessibility sessions > >>>at all serious games/games for health events regardless of what > >>>people say or how many show up because eventually it's going to > >>>settle in. The attendance at Robert's session at Games for Health > >>>was pretty strong I believe. > >>> > >>>In looking at the posts in general I really think you're all being > >>>very hard on yourselves. Numbers don't matter if you get the > >>>right people and build the network further. The numbers will > >>>eventually follow even if it takes longer then it did for others. > >>>I struggled for two straight GDCs with 30-40 people. > >>> > >>>I think one of the things you might need to do is figure out how > >>>to get more attention from some critical people who can help more > >>>and help you grow the network. Have any of you spent time talking > >>>to Jamil Moledina at all? If not I'm happy to talk to him more > >>>about things. GDC has grown now to the point where there may be > >>>other avenues like a booth on the floor in North Hall that could > >>>help you much more then a 5th extra session... > >>> > >>>Also as I relayed to Michelle briefly before your panel I'm > >>>working on a new setup for our Games for Health conference for May > >>>2008 and I want to create an entire daylong conference within a > >>>conference focused on accessibility. I'm working specifically on > >>>this idea and will be in touch with Michelle shortly on it. It > >>>would have its own agenda you control, it's own marketing, price > >>>for specific entry and facilities. I'm working also if we can > >>>define it enough within our next grant proposal for it to have its > >>>own funding. Lots of promises but that's the trajectory I'm > >>>trying to go on because I believe in the work. I really think > >>>that through Games for Health we can attract a very big crowd for > >>>a standalone event. I see this as a conference that could be > >>>profitable in its own small right and eventually have 100+ > >>>attendees. I'm crossing my fingers I can organize the proper > >>>investment for it. > >>> > >>>So please I hope you don't see it just as legal obligation -- > >>>there are initially some huge concerns there as people could use > >>>legal hurdles to accessibility to fight serious games in gov't > >>>using it as a technicality when their objections are otherwise but > >>>beyond that I and others in the community have much deeper > >>>interests in a broad range of applications. > >>> > >>>One thing the SIG might want to do is create an industry advisory > >>>board of people who might help further things a bit more and > >>>provide advice on how to get in the doors of places you want to > >>>get into. There are many other things you can do and I'm happy to > >>>try and help provide ideas and contacts. > >>> > >>>You're not bumping up against failure -- you're bumping up against success. > >>> > >>>- 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 eelke.folmer at gmail.com Wed Mar 14 15:56:16 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Wed, 14 Mar 2007 12:56:16 -0700 Subject: [games_access] Accessibility 2.0 Message-ID: Hi All, I didn't get the response I hoped for but at least we are talking, which in my opinion is an improvement already. We can look at the past and blame individuals for what went wrong but its better to look forward and see how we can make this SIG better. Because we can always improve, the biggest room is the room for improvement right? Even if we had a 100 visitors we should still go for 200. We can always improve. That said, let me get a misunderstanding out of the way. I deeply value people's individual efforts because they are all part of the learning process of making this SIG successful, however I also think we need to be moreopen towards constructive criticism to be able to learn in the first place. When people take criticism personal I think we are doing something wrong since this is a joint effort and not a one man show. This SIG will never be successful based upon individual effort it will always be a group effort and it is important to recognize that. Also we need to be reflective by looking back upon what we have achieved. Running this SIG is not different from developing a game and despite how much effort is being put in if no one buys your game your are doing the wrong thing. We all want games to be more accessible right? Now, how much have we achieved so far? how many commercial games have been made more accessible ever since we started this SIG? (apart from halflife 2?) I don't want to focus to much on the attendance of developers at our events but surely no one can object towards increasing this number since these are the people that can directly influence game design. Increase the number of people that attend our events should be our prime goal. The way I see it now we are still not a bleep on the game developers radar despite our efforts. Now without further a due, I give you my five step plan: 1. How can we "sell" Accessibility? One thing that can be concluded so far is that accessibility does not sell... and that's a bad thing because the games industry is all about money, especially now with the increase in development costs of 3rd generation console games. Let me just make some observations. I went to this talk called: "making games for the other 90%" which was presented by David Amor of relentless software. The room was packed (>200?). David presented a talk on the game Buzz: the music quiz which uses a one button controller and discussed many accessibility issues and explained why this game was very successful particularly among the elderly, as it used a very simple interface and tied into something they already knew (Tv shows). I went to a talk called "challenging everyone: dynamic difficulty deconstructed" by Aaron Cole. They discussed the dynamic difficulty they implemented in the enemy's AI of the game Sin, which allowed for a wider variety of people to play the game, even older people performed better with this game. Again the room was pretty much packed (albeit smaller). The miyamoto talk clearly illustrated how easier to use controllers such as the wii mote contributed to his wife playing more games. There is definitely an interest for game developers to expand their markets, especially since the cost of development games has exploded. I propose we start selling accessibility by the need that developers seek those new markets. Sadly, the way we sell accessibility now it only gives game developers the notion that they have to design for the exclusive "few" with no financial gain. The game industry is all about MONEY, if you don't have anything useful to say at GDC to someone who pays $1500 that can help him or her to sell more games you have no reason to be there. And frankly I think with what we have now we can easily achieve that, but we need to narrow our scope and look at what has worked in the past. I think Reid has been very successful with his closed captioning mod. Why not have Reid (only if he wants to) do a talk next year called: "how to bump the sales of your game with 10 million units: adding closed captioning support". (assuming there are 10M people with auditory disabilities in the US). I wonder how many people will attend that session just because we sell it differently? We need to discuss and think about how we can sell accessibility solutions rather than continue on selling accessibility as it is, because by now we know that doesn't work. There is a trend towards exploring new markets and accessibility is a big part of that and we should explore using this trend to our advantage. 2. Focus & learn from past experiences Do less things but do them better: Rather than organize numerous events that 1) lead to a lot of stress 2) get no attendance 3) are poorly prepared and have no clear focus and goal I (the two talks on tuesday) think it is better to concentrate on a smaller number of events but do them better than we do them now. We are doing the people that pay good money to go to GDC a poor service when we just organize talks and just sit there and say "this is us, and this is what we do". They demand high quality talks that are focused, organized and that presents them with specific topics that are beneficial & relevant to their organization. We need to recognize that. Its better to do a smaller number of events that have a deep impact rather than too many events that no one will visit. Some events as the accessibility arcade are fun but then again when a game developer steps in are they really going to consider developing a one button game? Accessibility arcade at Brighton hardly had any visitors now again this year at GDC hardly anyone, is it really necessary to go through all the trouble of doing this again next year? not to mention all the stress arranging it brings being detrimental to the quality of other events we organize? The one button game concept is very useful for the mobile gamers but then we need to have a clear understanding of what they do and what they expect from us again just sitting there "this is us and this is what we do" is not gonna cut the mustard for them. All the camera teams at GDC are nice but does that really reach our audience? I'm not convinced of that. We should focus on the people that have the power to change the design of games at that's why we are at GDC in the first place. Additionally, this SIG should also serve as an incubator for people doing research on accessibility. there are still many open research question At our scheduled meeting on monday I wanted to talk about research but some SIG members were having lunch and were too busy with the camera team. When I made a comment, the response was well the other SIG's don't do anything either at these meetings.(....???) Why did no one but me and Sander talk to this french professor that attended our accessibility arcade that came all the way from Paris just to show his cool audio game? We are as strong united as we are divided. Getting more people involved in this SIG is also a gain and we should never forget that focus. Also we need to update our webpage, several people are listed that are not involved anymore and new members need to be added, which hopefully goes faster that the 8 months of lobbying I needed to get my name on there. That webpage is one of the first things people find when typing in accessibility and games. 3. Work from within rather from the outside I think it is also important for us SIG members to be present at related events, because we can have a much bigger influence there. I was at Microsoft's usability testing tutorial on monday and there were about 120 people there. When I asked whether accessibility testing could be incorporated in their playtest process the feedback was very positive and some discussion started on someone who had a test person who was colorblind. Thomas told me he was at the OpenAL talk and at the QA he asked whether their sound component supports closed captioning. Asking such questions in front of +200 engineers has a much bigger impact than all the events that we have organized at this GDC. The Education SIG is pretty popular, Games and accessibility will be a very important topic in the future, we even talk about it in our presentations, but why is no one of us represented at that SIG? I think we suffer from tunnel vision by preaching to much to our own choir without realizing there are so many other interesting talks and things going on where we can spread the word of accessibility and have the impact we dreamed of. Jonathan's blow experimental gameplay session is always very successful ( +500 or more people), why didn't we put the donation coder challenge in there? Experimental game play -- one button games? surely he must be interested if we keep it short and focused. why don't we start a new challenge right now?? one way to achieve this is setting up task forces, every SIG member should think about which particular topic of their interest that they like to be active in. We need to quit working from the outside organizing our little events that no one attends and start working on infiltrating relevant events/ sigs and spread the word from within, without being obtrusive that is. This will also allow us to get a better understanding of accessibility issues related to that topic and contribute to those events and SIG's as well. 4. Call to arms! Surely the low attendance of our events is proof that game developers don't listen or want to listen to our talks, well why don't we try something radical? Why don't we stand outside for five days between Moscone North and West at GDC with some disabled gamers holding big signs saying: "We demand Accessible games!!!" At the same time we can hand out small flyers with 10 accessibility problems & solutions, and promoting the one talk that we organize. Cost: small, Impact : huge. I gladly donate next year's GDC pass (if I get any) to a gamer with disabilities so he or she can walk or ride around at GDC and help us protest. 5. Management The success of this SIG depends on a strong organization & management. In my opinion a good chair is: - professional: no matter how stressed you are, and no matter how much effort you put in the organization, as a chair it is your duty to be professional and the benefits of someone providing constructive feedback on working towards the greater goal of putting accessibility on the roadmap of game developers should by far outweigh any inconveniences caused by crushed egos or hurt feelings when you interpret that as criticisms on your efforts. Someone efforts are never wasted as it will allow us to learn from the things we have organized. constructive criticism on your behavior can only help you become even better in doing what you are already good at. But you have to be open to learn from your mistakes and the only way to know whether you are doing the right thing is listening to your peers. Nobody is perfect there is always room for improvement. - vision: where are we going? what do we set out to achieve? having a clear goals and a unified vision will mitigate stress as everybody will know what this SIG is up to. Running from conference to conference and manage everything by exception will burn you out. - in control, even if you are stressed try to express to the outside world that you are in control, use the power of being part of a group to delegate things. I have successfully contributed to organizing conferences and workshops in the past with no stress, just because we were able to split up the work amongst different people. This SIG should not be a one man show. We are much more powerful as a group. I have offered several times to help out organizing events, but I'd feel more valuable if it is something more than carrying suitcases. - positive: So what if no one shows up at your events but making comments to the audience that so few showed up only gives them a free pass to leave without feeling guilty. - communicative: informing SIG members what is being organized, why and how. A chair should welcome individual feedback and a serve as catalyst for communication between its members which can only be to the greater benefit of this SIG. It will make members feel valued and part of a group rather than monkeys doing their little trick at a circus act. A chair is a facilitator who can distill a vision from its individual members into a strong combined vision to the outside. - recognition: We all work hard towards accessible games in our own ways. Some of us have full time jobs but still manage to make contributions. A good chair will honor and recognize those individual efforts how small or big these efforts may be and will try not place him or herself above the rest by stating anything about the amount of effort being put in by the chair. If you can't stand the heat, get out of the kitchen. - rotation: being a chair takes a lot of time and energy, and in order to prevent people from getting burned out why not have the chair function rotate yearly among its members like Thomas initially set it out to be? This will avoid tunnel vision and will guarantee a "fresh" view on things. Now you don't have to agree with any of my plans but let there at least be discussion. Sincerely Eelke I should actually add a 6th point and that is to find an alternative to the mailinglist as it works now since there is just too much information on it for it to be effective. I'd like to split it up into a high priority list where each member can only send 1 mail a week and a low priority list for all the chatting. ------------------------------------------------------------------------ ---- Eelke Folmer Assistant Professor Department of Computer Science & Engineering/171 University of Nevada Reno, Nevada 89557 Game Quality usability|accessibility.eelke.com ------------------------------------------------------------------------ ---- -------------- next part -------------- An HTML attachment was scrubbed... URL: From arthit73 at cablespeed.com Thu Mar 15 19:48:47 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Thu, 15 Mar 2007 19:48:47 -0400 Subject: [games_access] GDC: in retrospect In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIykuCQA References: <3F84A92D-A16F-4239-9580-C3F3A3DF9EB4@GMAIL.COM><006101c76594$e6d4cf20$0202a8c0@OneSwitch> AAAAADBf8GSYa4xDlD4sBa5lcIykuCQA Message-ID: <007e01c7675c$7b1e6470$6701a8c0@Inspiron> Are we talking about getting some big names to join a committee the same accessibility special interest group or what I'm not sure what were being suggested here? I think if we focus a lot more on any more game conferences we can find out in my area Baltimore and the sea at me more than happy to leave that up and others can do the same in their area as we gather together flying in supporting each other and sure we could gain a tremendous amount of exposure. I like to ask Jason and Ben Sawyer if they would actually help us to pull together resources locations of these different conferences for example Baltimore and Washington, DC to see who we can approach to start more sessions. I don't really think that what we did for accessibility vital was something like Jason suggested, taking your greens vegetables or something, I think it was a very exciting new freshening outlook on the game industry. But I also appreciate the honesty that might be true we know it differently to approach our campaign now. Thank you. Robert 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, March 14, 2007 2:15 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] GDC: in retrospect luckily...the contestants for the idol session saw what happened and i think that they would be on board for our first advisory panel for sure. i know some others who could pull some serious strings too but i'll email them to you off list so it's not publicly archived. i'm all for calling out names but i don't want to call theirs out at this time. time and place for everything and they've been nothing but gracious to us so there's no reason to call out names. :D oh ass has been busted...it's now time to distribute the ass a little more. that's sounds weird. forgive me. my temp is 103 right now and i'm late for a meeting... >You should have had better numbers at SGS - we'll fix that next >time. Everyone should try to feel better first though. You've >gotten immensely far but from reading what I've seen thus far I >think my best advice upfront is you might need to get some senior >advisors on board a few more people who can help you push things to >the next level. I've been lucky in many ways to attract some people >that can help with that but I've also had to bust a lot of ass and >wait my turn. > >I'll try to spend some time looking deeper at all the output from >the SIG and post some more thoughts as they occur. I looked around >and just have one dumb (don't worry they'll be more) question which >is... is there an outright SDK for accessibility that is available. >A one stop shop for accessibility tools/libraries/etc. > >- Ben > > >On Mar 14, 2007, at 1:50 PM, d. michelle hinn wrote: > >>Just a quick reply -- we don't see it as *just* a legal >>obligation...but it's surprising when we don't get the numbers >>BECAUSE it is also a legal obligation for the serious games folks. >>Most of us view game accessibility as the next coolest thing ever. >>:) I mean, we had the friggin' jedi mind trick on display this >>year. Take that nintendo. :D >> >>Yes...yesterday will ill-timed. I was at hospital on Saturday and I >>was at hospital again last night for an IV, Robert was so sick he >>had to go home, meanwhile the folks from Holland are too sick to >>move now that they are back home...yesterday was the wrong time for >>a conversation about how unsuccessful we were. >> >>I agree...I see us (or saw us) as having a great success this year. >>But it's hard to see it as such when reminded that compared to Halo >>4.5 we're in the suck zone. I've been in this for too many years to >>think that if we just tweak one thing that miracles will occur. But >>we're getting there. >> >>I'll send you more offline to talk about what we have in the works >>and for your advise because I know you have been there, Ben. Really >>-- if anyone knows, you do! >> >>Michelle >> >>>First, the Serious Accessibility for Serious Games Panel -- I'm >>>not sure why we had an auditorium nor do I know why it was >>>increased to 60 minutes (from the proposed 45 minutes). I think >>>the Serious Games people like to think that they care more about >>>accessibility because they are the ones that have the legal >>>obligation to do so. But in the end...we know we barely had people >>>in the room for that session. So that's a constant baffling bit >>>for me. >>> >>> >>>There are no serious games people in this case... it's just me. >>>Legal obligation??? Yes that's part of it but I also run games >>>for health and I'm amazed at some of the actual applications and >>>games that can be made too and further I just think this is a >>>really cool thing for games in general. If you want to know what >>>I think my email is plastered everywhere and if people want me >>>easily enough my AIM is BENSAWYER. Pop me a question at any >>>moment. >>> >>>Why you were in the big room may have been a snafu of late >>>rearrangement of the schedule -- you were supposed to be in a >>>smaller room. You were increased to 60 minutes because I figured >>>you had a lot to say and its a panel and thus 45 minutes may have >>>been too small. We can certainly work closer to help hone things. >>>As far as I'm concerned I will keep booking accessibility sessions >>>at all serious games/games for health events regardless of what >>>people say or how many show up because eventually it's going to >>>settle in. The attendance at Robert's session at Games for Health >>>was pretty strong I believe. >>> >>>In looking at the posts in general I really think you're all being >>>very hard on yourselves. Numbers don't matter if you get the >>>right people and build the network further. The numbers will >>>eventually follow even if it takes longer then it did for others. >>>I struggled for two straight GDCs with 30-40 people. >>> >>>I think one of the things you might need to do is figure out how >>>to get more attention from some critical people who can help more >>>and help you grow the network. Have any of you spent time talking >>>to Jamil Moledina at all? If not I'm happy to talk to him more >>>about things. GDC has grown now to the point where there may be >>>other avenues like a booth on the floor in North Hall that could >>>help you much more then a 5th extra session... >>> >>>Also as I relayed to Michelle briefly before your panel I'm >>>working on a new setup for our Games for Health conference for May >>>2008 and I want to create an entire daylong conference within a >>>conference focused on accessibility. I'm working specifically on >>>this idea and will be in touch with Michelle shortly on it. It >>>would have its own agenda you control, it's own marketing, price >>>for specific entry and facilities. I'm working also if we can >>>define it enough within our next grant proposal for it to have its >>>own funding. Lots of promises but that's the trajectory I'm >>>trying to go on because I believe in the work. I really think >>>that through Games for Health we can attract a very big crowd for >>>a standalone event. I see this as a conference that could be >>>profitable in its own small right and eventually have 100+ >>>attendees. I'm crossing my fingers I can organize the proper >>>investment for it. >>> >>>So please I hope you don't see it just as legal obligation -- >>>there are initially some huge concerns there as people could use >>>legal hurdles to accessibility to fight serious games in gov't >>>using it as a technicality when their objections are otherwise but >>>beyond that I and others in the community have much deeper >>>interests in a broad range of applications. >>> >>>One thing the SIG might want to do is create an industry advisory >>>board of people who might help further things a bit more and >>>provide advice on how to get in the doors of places you want to >>>get into. There are many other things you can do and I'm happy to >>>try and help provide ideas and contacts. >>> >>>You're not bumping up against failure -- you're bumping up against success. >>> >>>- 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 eelke.folmer at gmail.com Wed Mar 14 19:55:25 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Wed, 14 Mar 2007 16:55:25 -0700 Subject: [games_access] Accessibility 2.0 Message-ID: <3DB5FF5C-9C74-4C84-B464-17AD0F5FCE06@gmail.com> Hi All, I didn't get the response I hoped for but at least we are talking, which in my opinion is an improvement already. We can always improve, the biggest room is the room for improvement right? Even if we had a 100 visitors (which sadly we don't) we should still go for 200. We can always improve and we should be open for suggestions for improvement. First, let me get a misunderstanding out of the way. I deeply value people's individual efforts because they are all part of the learning process of making this SIG successful, however I also think this SIG needs to be more open to receive constructive criticism in order to learn in the first place. The benefits of having someone provide constructive feedback on working towards getting making games more accessible should by far outweigh any inconveniences caused by crushed egos or hurt feelings when someone interprets that as criticism on their individual performance. I don't even understand why people take this criticism personally as in my opinion this SIG is not a one man show but is the combined effort of a number of individuals where everybody has an equal share in the success or failure of this SIG regardless what some people feel. The success or failure of this SIG affects us all and the SIG should provide an environment where every member feels the liberty to voice their concerns/ or suggestions for improvement without feating to be blatantly ignored or scolded upon. This is a democracy right? That said I think now is the time for reflection by looking back upon what we have achieved so far. Running this SIG is not different from developing a game and despite how much effort is being put in a game if no one buys your game your are doing the wrong thing. We can define success in many ways to make our SIG appear successful, we can look at other SIG's that are not popular but that is no reason for us not to be successful. Popular games like Gears of Wars are still not accessible by the majority of players with disabilities. Sadly the game industry is still at the same level as it was four years ago. How many commercial games have we been able to influence and made more accessible ever since this SIG started?(excluding CC) I don't want to focus to much on the number of attendees at our events but as SIG members that is the only way to directly measure our performance and is the only means to directly influence game developers. Fact remains those numbers are low. The way I see it now we are still not a bleep on the game developers radar despite our efforts. As a SIG member with some interesting research projects going on I feel I have nothing to lose and only to gain by voicing my concerns and suggesting some ideas (cause our visibility in the game developers field is 0) I am unhappy with our current lack of success and I want create a win win situation for everybody where everybody can contribute to this SIG and our joined efforts can contribute to making games more accessible, because that is what we want right? Now without further a due, I give you my five step plan: 1. How can we "sell" Accessibility? One thing that can be concluded so far is that accessibility does not sell... and that's a bad thing because the games industry is all about money, especially now with the increase in development costs of 3rd generation console games. Let me just make some observations. I went to this talk called: "making games for the other 90%" which was presented by David Amor of relentless software. The room was packed (>200?). David presented a talk on the game Buzz: the music quiz which uses a one button controller and discussed many accessibility issues and explained why this game was very successful particularly among the elderly, as it used a very simple interface and tied into something they already knew (Tv shows). I went to a talk called "challenging everyone: dynamic difficulty deconstructed" by Aaron Cole. They discussed the dynamic difficulty they implemented in the enemy's AI of the game Sin, which allowed for a wider variety of people to play the game, even older people performed better with this game. Again the room was pretty much packed (albeit smaller). The miyamoto talk clearly illustrated how easier to use controllers such as the wii mote contributed to his wife playing more games. Nintendo has proven there is definitely a market outside of the hardcore gamer. Game developers are definitely interested in expanding their markets, as more copies need to be sold to make up for the increase in development costs. These new markets include, kids, elderly, education, families, people who have never played games before. Many accessibility issues play a role as sadly not everybody fits the "20 year old male gamer" profile that the game industry seems to target. I propose we start taking advantage of this current interest in expanding markets, the time is right for accessibility the question is why do we still fail? My impression of the way we sell accessibility now is that we give the impression that developers have to put in a lot of effort to design for the exclusive "few" without being able to recoup their costs. One button games or audio games are nice but they will never be Gears of War killers. In an industry where only an estimated 1 in 7 games makes a profit, you cannot expect game developers to make their games accessible out of pity, it just doesn't work like that. The game industry is all about $$$, if you don't have anything useful to say at GDC to someone who pays $1500 that can help him or her to sell more games you have no reason to be there. We need to provide them with a clear financial advantages, and we need more studies to provide us with data to back up our claims. And this might sound like business talk but I am 100% convinced we can sell accessibility. Many accessibility solutions are helpful for elderly/ kids/ inexperienced I am just asking people to go along with me to broaden our vision and find ways to market accessibility, and make this marketing a research issue rather than do the same trick over and over again without success. If we look at the past I think Reid has been very successful with his closed captioning mod (I am just picking Reid, i know there are others with success too). Why not have Reid (only if he wants to) do a talk at next year GDC called: "bumping the sales of your game with 10 million units: adding closed captioning support". (assuming there are 10M people with auditory disabilities in the US). I wonder how many people will attend that session just because we sell it completely differently? We need hard data to back up our claims: Add CC to your game will attract X new gamers. Offering an arcade mode in your game will attract X elderly, disabled. We also need hard data on the implementation effort of particular accessibility solutions. If it only takes 1 day to add CC to your game and you can potentially increase sales with 10M there is no game developer that objecting against adding CC. providing assist modes might be a little bit of more work and will enable another 1M people with disabilities to play the game, but at least presenting them this tradeoff will allow them to decide whether or not to go for it. Without providing clear financial advantages of adopting accessibility solutions developers will never adopt accessibility and it is time for us to realize that. A pie chart that exactly shows the market breakdown and the number of potential new gamers that can be reached with accessibility solutions provides the best incentive. We need to discuss and think about how we can sell accessibility solutions rather than continue on selling accessibility as it is, because by now we know that doesn't work. There is a trend towards exploring new markets and accessibility is a big part of that and we should use this trend to our advantage. Maybe get rid of the word accessibility and coin a new term such as "expanding markets"/ "the other 90%"/ "include everybody". 2. Focus & professionalize & learn from past experiences I suggest we start doing less things but do them better: Rather than organize numerous events that 1) lead to a lot of stress 2) get no attendance 3) are poorly prepared and lack focus goal and understanding of the target audience (the two talks on tuesday) I think it is better to concentrate on a smaller number of events but do them better than we do them now. It is clearly a choice between shooting with shrapnel or taking a sniper approach. Now what are we trying to achieve? we all want more accessible games right? who is in the position to change this? the general public or game developers? I think we should clearly understand who we are focusing and what we are trying to achieve. Next year we can apply for 10 events but is that really going to make a difference if we continue along this path? I suggest we invest in quality rather than quantity. We are doing the people that pay good money to go to GDC a poor service when we just organize talks and just sit there and say "this is us, and this is what we do". They demand high quality talks that are focused, organized and that presents them with specific topics that are beneficial & relevant to their organization. We need to recognize that. It is not a bad thing to be ambitious but we got to be realistic and focus on the things that are succesfull. We also need to spend our resources wisely. I really enjoy the accessibility arcade but then again, it is a tremendous amount of organization, giving a lot of stress with very little return on investment and it also affects our ability to organize high quality talks at other events. I love the AA but then again if i was a game developer will i walk out thinking hey I'm going to develop a one button game? ne button is just a way of interacting with a game, it is not a reason for selling a game. Look at the Buzz game, they wanted to create a game show idea and the PS2 controller just didn't prove to be that attractive so they decided to go for a one button which proved to be a blast. Accessibility arcade at Brighton hardly had any visitors, This year's GDC hardly anyone. I think something like an accessibility arcade is much more useful at a conference for people with disabilities. The one button game concept is very useful for the mobile gamers because of the device limitations but in order for us to make a contribution to their community we need to provide them a better service than sitting there and saying: "this is us and this is what we do". A roundtable should have a clear focus and goal to create a "win/ win" situation for as well disabled gamers as mobile gamers. What one button games do exist on mobile phones and do exist on the PC? Can we port one button games to mobile devices and vice versa? how to deal with the plethora of OS on mobile phones? Can you expect a physically disabled gamer who can only press one button to do some button mashing like people on cell phones can? No they can't. I don't think we should organize events at tracks where we have no clue what issues of those developers are dealing with. Additionally, this SIG should also serve as an incubator for people doing research on accessibility. there are still many open research question, and we can work together on solving them. At our scheduled meeting on thursday I wanted to talk about research but many were having lunch and were too busy with the camera team. When I made a comment, the response was well the other SIG's don't do anything either at these meetings. We should make a better effort in connecting with other researchers in the field. Why did no one but Sander and me talk to this french professor that attended our accessibility arcade that came all the way from Paris just to show his cool audio game? We are as strong united as we are divided. Getting more people involved in this SIG is also a gain and we should never forget that focus. We also need to update our webpage, several people are listed that are not involved anymore and new members need to be added, which hopefully goes faster that the 8 months of lobbying I needed to get my name on there. That webpage is one of the first things people find when browsing to our SIG through the IGDA page, the SIG looks dead on the outside, showing blogs from 2005, how can we expect people to hook up with us if we don't look professional. Again I have offered to take care of that but no response. 3. Work from within rather from the outside I think it is also important for us SIG members to be present at related events, because we can have a much bigger influence there. I was at Microsoft's usability testing tutorial on monday and there were about 120 people there. When I asked whether accessibility testing could be incorporated in their playtest process the feedback was very positive and some discussion started on someone who had a test person who was colorblind. Thomas told me he was at the OpenAL talk and at the QA he asked whether their sound component supports closed captioning. Asking such questions in front of +200 engineers has a much bigger impact than all the events that we have organized at this GDC. The Education SIG is pretty popular, Games and accessibility will be a very important topic in the future, we even talk about it in our presentations, but why is no one of us represented at that SIG? I think we suffer from tunnel vision by preaching to much to our own choir without realizing there are so many other interesting talks and things going on where we can spread the word of accessibility and have the impact we dreamed of. Jonathan's blow experimental gameplay session is always very successful ( +500 or more people), why didn't we put the donation coder challenge in there? Experimental game play -- one button games? surely he must be interested if we keep it short and focused. why don't we start a new challenge right now?? one way to achieve this is setting up task forces, every SIG member should think about which particular topic of their interest that they like to be active in. We need to quit working from the outside organizing our little events that no one attends and start working on infiltrating relevant events/ sigs and spread the word from within, without being obtrusive that is. This will also allow us to get a better understanding of accessibility issues related to that topic and contribute to those events and SIG's as well. Small little things work best; why don't we get a list with 100 game developers and send them 10 small flyers to be distributed among their interaction designers? We can print mousepads with a small list of accessibility guidelines, & hand them out at GDC. Game developers love gadgets. Small things work best in my opinion. 4. Call to arms! Surely the low attendance of our events is proof that game developers don't listen or want to listen to our talks, well why don't we try something radical? Why don't we stand outside for five days between Moscone North and West at GDC with some disabled gamers holding big signs saying: "We demand Accessible games!!!" At the same time we can hand out small flyers with 10 accessibility problems & solutions, and promoting the one talk that we organize. Cost: small, Impact : huge. I gladly donate next year's GDC pass (if I get any) to a gamer with disabilities so he or she can walk or ride around at GDC and help us protest. 5. Management The success of this SIG depends on a strong organization & management. In my opinion a good chair is: - Accessible: welcomes individual feedback and a serve as catalyst for communication between its members, rather than being stressed out all the time. It will make members feel valued and being part of a group rather than monkeys doing their little trick at a circus act. A chair is a facilitator who can distill a vision from its individual members into a strong combined vision to the outside world. - Professional: no matter how stressed you are, and no matter how much effort you put in the organization, as a chair it is your duty to be professional. You have to realize that all your efforts are never in vain. Don't feel offended if things don't work out feel consolation in the fact that at least you have tried and gained valuable experiences that are an opportunity to become even better in doing what you are already good at. Look into your soul and think about what i means to threaten someone with violence because you don't like what that person is saying. - Present a clear vision: where are we going? what do we set out to achieve? providing clear measurable and reasonable goals and a unified vision will mitigate the majority of the stress as everybody will exactly know what this SIG is up to. Running from conference to conference doing a half job and trying to manage everything by exception will burn you out and is detrimental to how people perceive our SIG. - Baby steps: it is better to try to be successful in one area before scaling things up. 10 x 0 = 0 but 1x1 = 1 - Control, even if you are stressed out try to express to the outside world that you are in control, and use the power of being part of a group to delegate things. i've suggested a couple of times we should have flyers. Don't do everything yourself because you feel you have to. Many of us have successfully contributed to organizing conferences and workshops in the past , use that expertise to divide work that contribute to giving high quality talks. I have offered several times to help out organizing events, but I'd feel more valuable if it is something more than carrying suitcases or putting up a poster. - Positive: even if things are bleak; and no one shows up at your events, keep a positive attitude. Making comments to the audience at our events that so few showed up does not communicate the right message and only gives them a free pass to leave without feeling guilty. Complaining on the circumstances even if they are beyond your control will only give the impression that things are poorly organized. - Recognition: We all work hard towards accessible games in our own ways. Some of us have full time jobs but still manage to make contributions. A good chair will honor and recognize those individual efforts how small or big these efforts may be and will try not place him or herself above the rest by stating anything about the amount of effort being put in by the chair. - Rotation: being a chair takes a lot of time and energy, and in order to prevent people from getting burned out why not have the chair function rotate yearly among its members like Thomas initially set it out to be? This will avoid tunnel vision and will guarantee a "fresh" view on things that can only lead to us being more successful. Now let there be discussion. Sincerely Eelke I should actually add a 6th point and that is to find an alternative to the mailinglist as it works now since there is just too much information on it for it to be effective. I'd like to split it up into a high priority list where each member can only send 1 mail a week and a low priority list for all the chatting. ------------------------------------------------------------------------ ---- Eelke Folmer Assistant Professor Department of Computer Science & Engineering/171 University of Nevada Reno, Nevada 89557 Game Quality usability|accessibility.eelke.com ------------------------------------------------------------------------ ---- -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Wed Mar 14 20:24:48 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 14 Mar 2007 19:24:48 -0500 Subject: [games_access] Accessibility 2.0 In-Reply-To: <3DB5FF5C-9C74-4C84-B464-17AD0F5FCE06@gmail.com> References: <3DB5FF5C-9C74-4C84-B464-17AD0F5FCE06@gmail.com> Message-ID: I'd like to respectfully request that this discussion be moved to the GA list. We have now lost about 60 subscribers in a single day. This list is for mailing out announcements and seeing as we're now losing those people because it's changing into a giant brawl, I'd like us not to lose any more of our subscribers who are just interested in the latest news. This is not to shut people up -- just so that we can better focus and leave this list the way it has been intended or we'll completely shut down this mailing list and have no way to communicate major announcements. Michelle Chair, IGDA Game Accessibility SIG From hinn at uiuc.edu Wed Mar 14 20:48:58 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 14 Mar 2007 19:48:58 -0500 Subject: [games_access] Listserv problems In-Reply-To: References: <3DB5FF5C-9C74-4C84-B464-17AD0F5FCE06@gmail.com> Message-ID: Hi again everyone, The listserv is having a few issues at the moment it seems. The unsubscribe number has probably made it go a little wonky so if you send something that doesn't get out, patience...please. Michelle From lynnvm at carolina.rr.com Thu Mar 15 00:20:18 2007 From: lynnvm at carolina.rr.com (lynnvm at carolina.rr.com) Date: Thu, 15 Mar 2007 00:20:18 -0400 Subject: [games_access] Hi - comment about GDC, question about Novint Falcon Message-ID: <000801c766b9$3d50b1f0$6401a8c0@HOME> I hope everyone is feeling better - I'm sorry to hear about the low turnout. I live in Charlotte, N.C., and today I managed to get a peek at the VR and 3D HCI conference that was here for the past several days. On Monday night, my class had to present posters depicting three prototype application designs. While we were setting up, I wondered why there were so many people from the conference who managed to get up to the campus. I wasn't prepared for the crowds. How did this happen? The university hosted a reception for the conference right in our building. They provided free bus rides for all of the conference presenters and attendees. Basically, the conference attendees had no choice but to come to the university. This got me thinking about GDC and how things could improve to get the game access word out. Could the group find someone to help sponsor a reception and do something in conjunction with a university at GDC next year? I managed to take a peek at some demos at the conference this afternoon. Has anyone heard of Novint Falcon? http://www.novint.com/novintfalcon.htm. This is a haptic game controller that you can play with one hand. This quote is from the website: "Forget about games that rely on overly complex button combinations to control your actions. Novint's groundbreaking touch-enabled games allow you to realistically feel and interact as you play, letting you "become" the character. Pick up a basketball and feel its weight and inertia; swing a bat and feel its impact; feel the recoil of your weapon and the direction and strength when you are hit; or be able to feel the textures and surfaces of objects even with your eyes closed. Grab hold of the Novint Falcon and let it take you to an entirely new gaming dimension." Lynn -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at pininteractive.com Thu Mar 15 16:08:23 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Thu, 15 Mar 2007 13:08:23 -0700 Subject: [games_access] Emotiv head worn gaming device In-Reply-To: References: Message-ID: <9A5E1979-5529-4850-9A6D-CC5A181A5CB6@pininteractive.com> I think that is one of the common mistakes when people try to understand what biofeedback is, especially when it comes to brainwaves (EEG). Many seem to think it can magically read thoughts and emotions but that's just BS. The Emotiv is thing is no different than the Brainfingers, it can be used as a trigger device. Of course, emotions will have effect on EEG so if you are scared those emotions trig different levels of EEG feedback, but you can not "read the mind" of the gamer, just make a qualified guess if the gamer is scared or exctied or relaxed etc. What's interesting though is that more and more of these devices seem to pop up. There was also another, simpler device on show in the North expo floor, can't remember the name right off though. /Thomas 10 mar 2007 kl. 16.32 skrev jeff anderson: > It seems to me that most of the write ups around this product talk > about > sensing a motion rather than discrete control, if this machine could > actually facilitate fine-grained navigation and button pressing > than it > would seem almost too good to be true. Especially considering some > of the > high end research done by various disability organizations out there. > If any of the hype is true sounds great, has anybody out there > actually > tried it? > > -----Original Message----- > From: games_access-bounces at igda.org > [mailto:games_access-bounces at igda.org]On Behalf Of Reid Kimball > Sent: Friday, March 09, 2007 9:46 PM > To: IGDA Games Accessibility SIG Mailing List > Subject: [games_access] Emotiv head worn gaming device > > > During GDC, Emotiv demonstrated a head worn device, very similar to > BrainFingers that reads impulses from the users brain and translates > them to controlling the game. They claim it can be used for reading > actions and emotions. > > Company website: >> http://www.emotiv.com/2_0/2_1.htm > > > More info: > http://crunchgear.com/2007/03/08/emotiv-project-epoc-sensory-gaming- > for-the- > masses/ > > Comments on a community gaming site I go to frequently > (http://www.shacknews.com/ja.zz?comments=46070). I am surprised, a lot > of people seemed to first think of the implications for the disabled. > I try to mention that often on the site, maybe I'm getting through to > people? However, I was also surprised that people didn't think it > would catch on outside of the disabled gamers community. Didn't people > say the SAME thing about the Wii controllers? > _______________________________________________ > 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 elric02 at rogers.com Thu Mar 15 09:15:15 2007 From: elric02 at rogers.com (jeff anderson) Date: Thu, 15 Mar 2007 09:15:15 -0400 Subject: [games_access] Emotiv head worn gaming device In-Reply-To: <9A5E1979-5529-4850-9A6D-CC5A181A5CB6@pininteractive.com> Message-ID: Having tried the brainfingers personally, the only thing I could get out of it was a reliable "click", i.e. one trigger only. Is that all that this device can reliably provide as well? -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org]On Behalf Of Thomas Westin Sent: Thursday, March 15, 2007 4:08 PM To: elric02 at rogers.com; IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Emotiv head worn gaming device I think that is one of the common mistakes when people try to understand what biofeedback is, especially when it comes to brainwaves (EEG). Many seem to think it can magically read thoughts and emotions but that's just BS. The Emotiv is thing is no different than the Brainfingers, it can be used as a trigger device. Of course, emotions will have effect on EEG so if you are scared those emotions trig different levels of EEG feedback, but you can not "read the mind" of the gamer, just make a qualified guess if the gamer is scared or exctied or relaxed etc. What's interesting though is that more and more of these devices seem to pop up. There was also another, simpler device on show in the North expo floor, can't remember the name right off though. /Thomas 10 mar 2007 kl. 16.32 skrev jeff anderson: > It seems to me that most of the write ups around this product talk > about > sensing a motion rather than discrete control, if this machine could > actually facilitate fine-grained navigation and button pressing > than it > would seem almost too good to be true. Especially considering some > of the > high end research done by various disability organizations out there. > If any of the hype is true sounds great, has anybody out there > actually > tried it? > > -----Original Message----- > From: games_access-bounces at igda.org > [mailto:games_access-bounces at igda.org]On Behalf Of Reid Kimball > Sent: Friday, March 09, 2007 9:46 PM > To: IGDA Games Accessibility SIG Mailing List > Subject: [games_access] Emotiv head worn gaming device > > > During GDC, Emotiv demonstrated a head worn device, very similar to > BrainFingers that reads impulses from the users brain and translates > them to controlling the game. They claim it can be used for reading > actions and emotions. > > Company website: >> http://www.emotiv.com/2_0/2_1.htm > > > More info: > http://crunchgear.com/2007/03/08/emotiv-project-epoc-sensory-gaming- > for-the- > masses/ > > Comments on a community gaming site I go to frequently > (http://www.shacknews.com/ja.zz?comments=46070). I am surprised, a lot > of people seemed to first think of the implications for the disabled. > I try to mention that often on the site, maybe I'm getting through to > people? However, I was also surprised that people didn't think it > would catch on outside of the disabled gamers community. Didn't people > say the SAME thing about the Wii controllers? > _______________________________________________ > 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 news at ebass.nl Thu Mar 15 09:31:49 2007 From: news at ebass.nl (Sander H.) Date: Thu, 15 Mar 2007 14:31:49 +0100 Subject: [games_access] Emotiv head worn gaming device In-Reply-To: References: Message-ID: <45F94AC5.3080406@ebass.nl> An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Thu Mar 15 10:53:49 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Thu, 15 Mar 2007 09:53:49 -0500 Subject: [games_access] Listserv Management Issues In-Reply-To: <3F84A92D-A16F-4239-9580-C3F3A3DF9EB4@GMAIL.COM> References: <3F84A92D-A16F-4239-9580-C3F3A3DF9EB4@GMAIL.COM> Message-ID: Hi all, Due to the 60+ unsubscribers we had to the list yesterday, the mailing list kind of imploded. If you (not that you'll get this but if you do get this then your membership has already been fixed) or anyone else you know are suddenly not receiving these emails, let me know and I'll add them back individually. Thanks, Michelle From hinn at uiuc.edu Thu Mar 15 11:28:34 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Thu, 15 Mar 2007 10:28:34 -0500 Subject: [games_access] Listserv Management Issues In-Reply-To: References: <3F84A92D-A16F-4239-9580-C3F3A3DF9EB4@GMAIL.COM> Message-ID: Please note that due to the creation of additional mailing lists, this mailing list will become an Announcement ONLY list. I will email you when the other lists are available for subscription along with the details for subscribing to them. This list will now be moderated from this point on and any discussion that is not an announcement will be re-forwarded to one of the new lists. Michelle >Hi all, > >Due to the 60+ unsubscribers we had to the list yesterday, the >mailing list kind of imploded. If you (not that you'll get this but >if you do get this then your membership has already been fixed) or >anyone else you know are suddenly not receiving these emails, let me >know and I'll add them back individually. > >Thanks, >Michelle >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Thu Mar 15 12:14:54 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Thu, 15 Mar 2007 11:14:54 -0500 Subject: [games_access] Listserv Management Issues Message-ID: Please note that due to the creation of additional mailing lists, this mailing list will become an Announcement ONLY list. I will email you when the other lists are available (I've submitted the requests but it will take about 24-72 hours before they are ready) for subscription along with the details for subscribing to them. This list will now be moderated from this point on and any discussion that is not an announcement will be forwarded to one of the new lists in the hopes that this can entice those who unsubscribed yesterday to resubscribe or allow me to resubscribe them. Michelle >Hi all, > >Due to the 60+ unsubscribers we had to the list yesterday, the >mailing list kind of imploded. If you (not that you'll get this but >if you do get this then your membership has already been fixed) or >anyone else you know are suddenly not receiving these emails, let me >know and I'll add them back individually. > >Thanks, >Michelle >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Thu Mar 15 13:53:22 2007 From: richard at audiogames.net (AudioGames.net) Date: Thu, 15 Mar 2007 18:53:22 +0100 Subject: [games_access] Fun one-switch game I came across today References: <45F1C504.1080803@thechases.com> <016e01c762f5$48f0aaf0$0202a8c0@OneSwitch> Message-ID: <00ec01c7672a$d32bd120$6402a8c0@Delletje> Hahaha... those are good! ----- Original Message ----- From: "Barrie Ellis" To: "IGDA Games Accessibility SIG Mailing List" Sent: Saturday, March 10, 2007 10:20 AM Subject: Re: [games_access] Fun one-switch game I came across today > Thanks Tim. > > Here's another that isn't a pure one-button game, so is crying out for a > more accessible interface: > > http://www.gameshot.org/games/games/fartfart.swf > > Dependant on your sense of humour, this is fun. > > Barrie > www.OneSwitch.org.uk > > > > ----- Original Message ----- > From: "Tim Chase" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Friday, March 09, 2007 8:35 PM > Subject: [games_access] Fun one-switch game I came across today > > >> Today's UserFriendly.org link-of-the-day was a one-button game >> that was rather addictive and quite well done: >> >> http://www.boreme.com/boreme/funny-2007/flight-hamsters-p1.php >> >> Click once to launch a hamster into into the air, click again >> (anywhere in the SWF) to smack it with a pillow, and then use the >> button while the hamster is in flight to pick up power-ups to >> extend your flight distance. Distance for 5 hamsters is >> aggregated for a final score. >> >> I managed to get over 300 feet on my best try. I'm sure it's not >> too hard to beat it, but I thought I'd share it with the list :) >> >> -tim >> >> >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Sat Mar 17 04:39:22 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sat, 17 Mar 2007 08:39:22 -0000 Subject: [games_access] Vista problems with JoyToKey - can anyone help? Message-ID: <04eb01c7686f$c39244b0$0202a8c0@OneSwitch> I have a person trying to get JoyToKey work with a standard PC USB joypad. They've just upgraded to Vista. I'm not sure if there is a compatibility problem here. Does anyone out there have Vista running on their PC and a USB Joypad? If so, do you have time to test out JoyToKey, please: http://www.oneswitch.org.uk/2/I/JoyToKey/JoyToKey.htm All I want to know is - can you get your joystick to act as the keyboard or mouse? Here's a one-switch on-line game that just uses SPACE that would be a good test: http://www.idiombox.com/oneswitch/Spaced_Out.dcr Thanks! Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From j.chetwynd at btinternet.com Sun Mar 18 04:39:12 2007 From: j.chetwynd at btinternet.com (=?UTF-8?B?In46Jycg44GC44KK44GM44Go44GG44GU44GW44GE44G+44GX44Gf?= =?UTF-8?B?44CCIg==?=) Date: Sun, 18 Mar 2007 08:39:12 +0000 Subject: [games_access] Listserv Management Issues In-Reply-To: References: Message-ID: Michelle, you may need to unsubscribe me. I don't generally subscribe to 'moderated' lists also you appear to have failed to forwarded my email to the list. and it is evident that the list is not being used for announcements only. I shall be stating my views forcefully to all those people on the list I know unless you clear this mess up PDQ. You seem to have wound quite a few people, all on your own, and this now includes me. regards Jonathan Chetwynd On 15 Mar 2007, at 16:14, d. michelle hinn wrote: Please note that due to the creation of additional mailing lists, this mailing list will become an Announcement ONLY list. I will email you when the other lists are available (I've submitted the requests but it will take about 24-72 hours before they are ready) for subscription along with the details for subscribing to them. This list will now be moderated from this point on and any discussion that is not an announcement will be forwarded to one of the new lists in the hopes that this can entice those who unsubscribed yesterday to resubscribe or allow me to resubscribe them. Michelle > Hi all, > > Due to the 60+ unsubscribers we had to the list yesterday, the > mailing list kind of imploded. If you (not that you'll get this but > if you do get this then your membership has already been fixed) or > anyone else you know are suddenly not receiving these emails, let > me know and I'll add them back individually. > > Thanks, > 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 Sun Mar 18 12:03:15 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 18 Mar 2007 11:03:15 -0500 Subject: [games_access] Fwd: Listserv Management Issues In-Reply-To: <59A20560-CDE9-4F1A-BDA0-005679879E13@btinternet.com> References: <59A20560-CDE9-4F1A-BDA0-005679879E13@btinternet.com> Message-ID: Please note that I only get the moderation notices once a day. I'm flipping the list back. I merely wanted to figure out why we were getting so many unsubscribe notices in the same day (100+) so I shut this list down in the hopes that we could migrate this list to an announcements list or create another one for announcements. Unfortunately all at the same time, another list we have has been hacked into and my sys admins are trying to trace it back. Out of nearly 10k lists on our university listserv, it was the only list hacked into. We're trying to create more lists so that people can just subscribe to an announcements list and others can choose to be a part of the additional discussion lists. It seems that it's only you and Eelke that are wound up but perhaps there's a much more sinister plot going on that I'm failing to see. Michelle >Michelle, > >you may need to unsubscribe me. >I don't generally subscribe to 'moderated' lists >also >you appear to have failed to forwarded my previous email to the list. >whilst >it is evident that the list is not being used for announcements only. > >I shall be stating my views forcefully to all those people on the >list I know unless you clear this mess up PDQ. > >You seem to have wound quite a few people, all on your own, and >this now includes me. > >regards > >Jonathan Chetwynd > > > >On 15 Mar 2007, at 16:14, d. michelle hinn wrote: > >Please note that due to the creation of additional mailing lists, >this mailing list will become an Announcement ONLY list. I will >email you when the other lists are available (I've submitted the >requests but it will take about 24-72 hours before they are ready) >for subscription along with the details for subscribing to them. >This list will now be moderated from this point on and any >discussion that is not an announcement will be forwarded to one of >the new lists in the hopes that this can entice those who >unsubscribed yesterday to resubscribe or allow me to resubscribe >them. > >Michelle > >>Hi all, >> >>Due to the 60+ unsubscribers we had to the list yesterday, the >>mailing list kind of imploded. If you (not that you'll get this but >>if you do get this then your membership has already been fixed) or >>anyone else you know are suddenly not receiving these emails, let >>me know and I'll add them back individually. >> >>Thanks, >>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 Sun Mar 18 12:10:25 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 18 Mar 2007 11:10:25 -0500 Subject: [games_access] Listserv Management Issues In-Reply-To: References: Message-ID: Of course you sent this while I was still asleep and then reacted to my not sending it on one minute later... >Michelle, > >you may need to unsubscribe me. >I don't generally subscribe to 'moderated' lists >also >you appear to have failed to forwarded my email to the list. >and >it is evident that the list is not being used for announcements only. > >I shall be stating my views forcefully to all those people on the >list I know unless you clear this mess up PDQ. > >You seem to have wound quite a few people, all on your own, and >this now includes me. > >regards > >Jonathan Chetwynd > > > >On 15 Mar 2007, at 16:14, d. michelle hinn wrote: > >Please note that due to the creation of additional mailing lists, >this mailing list will become an Announcement ONLY list. I will >email you when the other lists are available (I've submitted the >requests but it will take about 24-72 hours before they are ready) >for subscription along with the details for subscribing to them. >This list will now be moderated from this point on and any >discussion that is not an announcement will be forwarded to one of >the new lists in the hopes that this can entice those who >unsubscribed yesterday to resubscribe or allow me to resubscribe >them. > >Michelle > >>Hi all, >> >>Due to the 60+ unsubscribers we had to the list yesterday, the >>mailing list kind of imploded. If you (not that you'll get this but >>if you do get this then your membership has already been fixed) or >>anyone else you know are suddenly not receiving these emails, let >>me know and I'll add them back individually. >> >>Thanks, >>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 reid at rbkdesign.com Sun Mar 18 13:30:02 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Sun, 18 Mar 2007 10:30:02 -0700 Subject: [games_access] Fun one-switch game I came across today In-Reply-To: <00ec01c7672a$d32bd120$6402a8c0@Delletje> References: <45F1C504.1080803@thechases.com> <016e01c762f5$48f0aaf0$0202a8c0@OneSwitch> <00ec01c7672a$d32bd120$6402a8c0@Delletje> Message-ID: I love the "fartfart" flash game. I found that while research what Serious Games are. On 3/15/07, AudioGames.net wrote: > Hahaha... those are good! > > > ----- Original Message ----- > From: "Barrie Ellis" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Saturday, March 10, 2007 10:20 AM > Subject: Re: [games_access] Fun one-switch game I came across today > > > > Thanks Tim. > > > > Here's another that isn't a pure one-button game, so is crying out for a > > more accessible interface: > > > > http://www.gameshot.org/games/games/fartfart.swf > > > > Dependant on your sense of humour, this is fun. > > > > Barrie > > www.OneSwitch.org.uk > > > > > > > > ----- Original Message ----- > > From: "Tim Chase" > > To: "IGDA Games Accessibility SIG Mailing List" > > Sent: Friday, March 09, 2007 8:35 PM > > Subject: [games_access] Fun one-switch game I came across today > > > > > >> Today's UserFriendly.org link-of-the-day was a one-button game > >> that was rather addictive and quite well done: > >> > >> http://www.boreme.com/boreme/funny-2007/flight-hamsters-p1.php > >> > >> Click once to launch a hamster into into the air, click again > >> (anywhere in the SWF) to smack it with a pillow, and then use the > >> button while the hamster is in flight to pick up power-ups to > >> extend your flight distance. Distance for 5 hamsters is > >> aggregated for a final score. > >> > >> I managed to get over 300 feet on my best try. I'm sure it's not > >> too hard to beat it, but I thought I'd share it with the list :) > >> > >> -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 > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From hinn at uiuc.edu Sun Mar 18 16:05:19 2007 From: hinn at uiuc.edu (hinn at uiuc.edu) Date: Sun, 18 Mar 2007 15:05:19 -0500 (CDT) Subject: [games_access] Fun one-switch game I came across today Message-ID: <20070318150519.AMU31058@expms2.cites.uiuc.edu> ROFL -- that is a funny game. But...Reid? You found this while looking up info about serious games? ;) But perhaps it's the "teaching of social skills" that they are going for, which of course is serious. :D Michelle ---- Original message ---- >Date: Sun, 18 Mar 2007 10:30:02 -0700 >From: "Reid Kimball" >Subject: Re: [games_access] Fun one-switch game I came across today >To: "IGDA Games Accessibility SIG Mailing List" > >I love the "fartfart" flash game. I found that while research what >Serious Games are. > >On 3/15/07, AudioGames.net wrote: >> Hahaha... those are good! >> >> >> ----- Original Message ----- >> From: "Barrie Ellis" >> To: "IGDA Games Accessibility SIG Mailing List" >> Sent: Saturday, March 10, 2007 10:20 AM >> Subject: Re: [games_access] Fun one-switch game I came across today >> >> >> > Thanks Tim. >> > >> > Here's another that isn't a pure one-button game, so is crying out for a >> > more accessible interface: >> > >> > http://www.gameshot.org/games/games/fartfart.swf >> > >> > Dependant on your sense of humour, this is fun. >> > >> > Barrie >> > www.OneSwitch.org.uk >> > >> > >> > >> > ----- Original Message ----- >> > From: "Tim Chase" >> > To: "IGDA Games Accessibility SIG Mailing List" >> > Sent: Friday, March 09, 2007 8:35 PM >> > Subject: [games_access] Fun one-switch game I came across today >> > >> > >> >> Today's UserFriendly.org link-of-the-day was a one-button game >> >> that was rather addictive and quite well done: >> >> >> >> http://www.boreme.com/boreme/funny-2007/flight-hamsters-p1.php >> >> >> >> Click once to launch a hamster into into the air, click again >> >> (anywhere in the SWF) to smack it with a pillow, and then use the >> >> button while the hamster is in flight to pick up power-ups to >> >> extend your flight distance. Distance for 5 hamsters is >> >> aggregated for a final score. >> >> >> >> I managed to get over 300 feet on my best try. I'm sure it's not >> >> too hard to beat it, but I thought I'd share it with the list :) >> >> >> >> -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 >> _______________________________________________ >> 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 Sun Mar 18 18:23:01 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sun, 18 Mar 2007 22:23:01 -0000 Subject: [games_access] JAM to be suspended Message-ID: <05d401c769ab$ff49f6f0$0202a8c0@OneSwitch> Sad news taken from SEN Teacher: http://www.senteacher.org/BBC/?PHPSESSID=1f2a4b5e9b5af543468abb42373e38c3 Free [UK] elearning resources from The Beeb to cease next week The BBC has been required to suspend its free online learning service from March 20th after complaints from a number of large educational publishers concerned that their profits will suffer if a Government funded free learning resource for parents and schools is established. Until March 20th it will still be possible to download many of the activities for offline use once the online service is no longer available. Sadly it looks like most of the content may never appear, but there are still plenty of useful activities to download for various subjects and ages including all of the SEN Field Studies environments. http://www.bbc.co.uk/jam/pots/11_14/sldfs/ It is unclear if these resources will be back online - grab them while you can! Download BBC jam Pots: http://www.bbc.co.uk/jam/pots/ BBC Press release on BBC jam Suspension: http://www.bbc.co.uk/pressoffice/pressreleases/stories/2007/03_march/14/jam.shtml From reid at rbkdesign.com Sun Mar 18 18:57:39 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Sun, 18 Mar 2007 15:57:39 -0700 Subject: [games_access] JAM to be suspended In-Reply-To: <05d401c769ab$ff49f6f0$0202a8c0@OneSwitch> References: <05d401c769ab$ff49f6f0$0202a8c0@OneSwitch> Message-ID: That's bollocks. They should be encouraging this or partner with the BBC in some way if they are worried about profits. Seems wrong to do this, pressuring the BBC to stop doing a good thing. -Reid On 3/18/07, Barrie Ellis wrote: > Sad news taken from SEN Teacher: > > http://www.senteacher.org/BBC/?PHPSESSID=1f2a4b5e9b5af543468abb42373e38c3 > > Free [UK] elearning resources from The Beeb to cease next week > > The BBC has been required to suspend its free online learning service from > March 20th after complaints from a number of large educational publishers > concerned that their profits will suffer if a Government funded free > learning resource for parents and schools is established. > > Until March 20th it will still be possible to download many of the > activities for offline use once the online service is no longer available. > Sadly it looks like most of the content may never appear, but there are > still plenty of useful activities to download for various subjects and ages > including all of the SEN Field Studies environments. > http://www.bbc.co.uk/jam/pots/11_14/sldfs/ > > It is unclear if these resources will be back online - grab them while you > can! > > Download BBC jam Pots: > http://www.bbc.co.uk/jam/pots/ > > BBC Press release on BBC jam Suspension: > http://www.bbc.co.uk/pressoffice/pressreleases/stories/2007/03_march/14/jam.shtml > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From hinn at uiuc.edu Sun Mar 18 19:08:20 2007 From: hinn at uiuc.edu (hinn at uiuc.edu) Date: Sun, 18 Mar 2007 18:08:20 -0500 (CDT) Subject: [games_access] JAM to be suspended Message-ID: <20070318180820.AMU38845@expms2.cites.uiuc.edu> And all the content is closed to those outside the UK so those of us outside the UK can't even look at it now. Jonathan Hassell is on holiday but I'd be interested in hearing his thoughts on this. I can only imagine that he's more than frustrated by this. Serious Games = Serious Profits potentially...of course this was one of the really great examples of designers trying to really make a go at making things accessible. I'd like to know if the organizations peeved at potential loss of profit from this free service have the same accessibility mindset. This is a great example of the state of education across the globe. What a shame. Michelle ---- Original message ---- >Date: Sun, 18 Mar 2007 15:57:39 -0700 >From: "Reid Kimball" >Subject: Re: [games_access] JAM to be suspended >To: "IGDA Games Accessibility SIG Mailing List" > >That's bollocks. They should be encouraging this or partner with the >BBC in some way if they are worried about profits. Seems wrong to do >this, pressuring the BBC to stop doing a good thing. > >-Reid > >On 3/18/07, Barrie Ellis wrote: >> Sad news taken from SEN Teacher: >> >> http://www.senteacher.org/BBC/?PHPSESSID=1f2a4b5e9b5af543468abb42373e38c3 >> >> Free [UK] elearning resources from The Beeb to cease next week >> >> The BBC has been required to suspend its free online learning service from >> March 20th after complaints from a number of large educational publishers >> concerned that their profits will suffer if a Government funded free >> learning resource for parents and schools is established. >> >> Until March 20th it will still be possible to download many of the >> activities for offline use once the online service is no longer available. >> Sadly it looks like most of the content may never appear, but there are >> still plenty of useful activities to download for various subjects and ages >> including all of the SEN Field Studies environments. >> http://www.bbc.co.uk/jam/pots/11_14/sldfs/ >> >> It is unclear if these resources will be back online - grab them while you >> can! >> >> Download BBC jam Pots: >> http://www.bbc.co.uk/jam/pots/ >> >> BBC Press release on BBC jam Suspension: >> http://www.bbc.co.uk/pressoffice/pressreleases/stories/2007/03_march/14/jam.shtml >> >> >> >> _______________________________________________ >> 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 eelke.folmer at gmail.com Mon Mar 19 16:45:24 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Mon, 19 Mar 2007 13:45:24 -0700 Subject: [games_access] my response. Message-ID: <6EC66303-70D2-4339-BAF6-FC200AFB196E@gmail.com> Hi , Thanks for some people's support. The mailinglist thing, it is kind of fishy that both my email adresses were removed. Fact now is that this discussion is now held in a small group of which many support michelle. So I doubt whether it is I'd like to respond to some of the things that were said back and forth because I think some of the things said were unjust and frankly below the belt. Michelle, about the "threaten to punch you incident", how you try to convert that into: "eelke is someone who kicks someone when they are down" doesnt make sense. I have asked 3 times during GDC nicely whether or when we could talk, (even at the time slot scheduled for SIG meetings). First time you were to busy with lunch, second time you told me no other SIG does anything and the last time (hours before I left) you threatened to punch me in the face. Sadly I don't have a radar in my head that tells me what mood you are in. I don't know how to interpret that you trying to blame your mood on your disability. You were sick/tired/stressed that friday morning, but how much of that mood was caused because you were partying out late at the dutch party on thursday? I'm not denying your right to party, but if you are sick/tired/disabled wouldn't it have been a good idea to go to bed early? Using your disability as an excuse for your behavior just doesn't feel right to me and hurts people's respect for people that are disabled. If you can party and drink all week, carry around heavy suitcases, give interviews all the time, I'm sure you can be a professional for 5 minutes when people ask you a simple question. I also don't know how to interpret: " -- some of us are here because we know that we are part of the target audience--" So you are saying you are more likely to do a better job because you are disabled? Isn't disabilities all about being equal? People with disabilities should and want to be treated the same as people without, not less but certainly not more. The only reason for someone to do a better job than you would be because they are better qualified, regardless of being disabled or not. I have never heard of disabilities preventing anyone from just listening to other people. I don't think someone who has cancer is interested whether the person inventing a cure for cancer has cancer themselves, they just want a cure. I keep hammering on results, because to me that is the most important thing, and I'd like to know what has this SIG achieved in its four years of existence? Hundreds and hundreds of commercial games have entered the market in those four years. Not one has been made more accessible because of this SIG. In those four years have you not been able to talk to one game designer and asked them to implement something simple such as closed captioning or reconfigurable controls? What has been done except some of us promoting themselves? The missing extension-plugs and bad scheduling does not explain the low turnout at our events. I am not buying your excuse and frankly I think no one in this SIG does. The lack of promoting our events to game developers does. Ow there was lots of promotion alright you spend a significant time in front of local TV camera's, but honestly has that led to one more visitor to any of our events? Will it lead to more accessible games? I doubt it.... I talked more people in 5 minutes before AI started. I have been criticized for going out to other events, but I merely looked at things that work and tried to spread the word on accessibility as best as I could. We are at GDC -- where thousands of game developers meet--if the game developers don't come to our meetings, well than we maybe it is time that we should go to theirs. Michelle, you make running this SIG sound like you are building the chinese wall all by yourself. But frankly I don't think it is that much work. It could already start by focussing on things that are relevant and that lead to successes like I tried to suggest in my accessibility 2.0 plan. Less focus on self promotion and more focus on getting results. This SIG has become too much the "michelle and richard" show. It is both of your names on everything that is organized and the rest of us has no influence over what we do and who will be involved. I think there are numerous people in this group that deserve way more credit but they are modest and don't push themselves in the picture as much as the two of you. Why is half of the game accessibility wikipedia page about things that the two of you do? maybe you should compare your page with the web accessibility wikipedia page, that actually consists useful information rather than self promotion. Ask yourself if you are a game designer browsing the wikipedia on game accessibility wouldn't it be more useful to learn something on game accessibility rather than on the both of you and the projects you are involved in? Numerous people have contributed to web accessibility, do they have their own wikipedia pages? No! because they put other interests in front of themselves. This SIG is not some sort of "happy friends" club where you can hang out with your overseas friends, You can have all the glitter and glamour you want as soon as we start seeing some accessible games. Game accessibility does not need a mother theresa or recognizable names, it needs results. And then you both have the nerve to criticize Robert and his video to be too self centered. Are you guys too afraid that someone who is really disabled steals away some of your precious air time? Robert could do more to promote game accessibility by just driving around at GDC than any of the events you have organized. If you must use him as a puppet for your events, at least show him some respect --he deserves that much. You have created your own little circle by deciding what kind of games people with disabilities should play, maybe you should talk to some kids with disabilities and find out that they want to be able to play mainstream games like Gears of War. Now unless you both get your asses of the plush and out of the spotlight, and use some of your "famousness" to hand game developers such as Cliffy B (though I doubt you know who he is) a small flyer with 10 little accessibility tips (without any self promotion on that flyer, remember this SIG is not about you) ..... then we might actually start seeing some results. Cheers Eelke ------------------------------------------------------------------------ ---- Eelke Folmer Assistant Professor Department of Computer Science & Engineering/171 University of Nevada Reno, Nevada 89557 Game Quality usability|accessibility.eelke.com ------------------------------------------------------------------------ ---- -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Mon Mar 19 17:56:06 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Mon, 19 Mar 2007 16:56:06 -0500 Subject: [games_access] my response. In-Reply-To: <6EC66303-70D2-4339-BAF6-FC200AFB196E@gmail.com> References: <6EC66303-70D2-4339-BAF6-FC200AFB196E@gmail.com> Message-ID: I will say this: * The SIG meeting was Monday morning from 10am-noon when we were overrun by PBS (who I did not invite but who were there to primarily cover a story about Robert Florio who unfortunately became very ill and had to leave) * The Thursday "meet and greet" was for people to gather together and it was never meant to BE a formal meeting (and some of us were starved) and, once again, couldn't get rid of PBS * On Friday (before I made the face punch remark), 10 minutes after the last session when I was tired (and NOT hung over and had also left the Dutch WAY before you did the night before because I was sick and thought that it would be polite to go for a short while to a party that was across from the hotel where I had received a special invite to) I asked you politely THREE TIMES if we could please wait to discuss negative criticism when we weren't all so tired. You continued on provoking me despite my being direct with you and telling you that there is a time and a place for constructive criticism but that this was not the time because I was too exhausted to really take it in without taking it to heart. As for the rest...I'm only going to reply to the rest of this in whole and not point by point because (1) I don't even know where to begin because there are too many misunderstandings and slanderous accusations to even begin that will end up being the "Eelke versus Michelle" show and (2) I'm sick of personal attacks on the list and I will not contribute to this any longer. If others would like to attack me or anyone else on this list, so be it. But I, and others, have too many accessibility projects going on at the moment because of connections that we'd made during GDC and I feel that it is of better interest to the group to nurture those and stop responding to the negative opinions about me and the SIG's performance at GDC. At this point you have gone beyond discussing just your opinion of my job but you are insulting all the SIG members who have been actively working on behalf of game accessibility no matter what you think may or may not be true. Michelle >Hi , > >Thanks for some people's support. > >The mailinglist thing, it is kind of fishy that both my email >adresses were removed. Fact now is that this discussion is now held >in a small group of which many support michelle. So I doubt whether >it is > >I'd like to respond to some of the things that were said back and >forth because I think some of the things said were unjust and >frankly below the belt. > >Michelle, about the "threaten to punch you incident", how you try to >convert that into: "eelke is someone who kicks someone when they are >down" doesnt make sense. I have asked 3 times during GDC nicely >whether or when we could talk, (even at the time slot scheduled for >SIG meetings). First time you were to busy with lunch, second time >you told me no other SIG does anything and the last time (hours >before I left) you threatened to punch me in the face. Sadly I don't >have a radar in my head that tells me what mood you are in. I don't >know how to interpret that you trying to blame your mood on your >disability. You were sick/tired/stressed that friday morning, but >how much of that mood was caused because you were partying out late >at the dutch party on thursday? I'm not denying your right to party, >but if you are sick/tired/disabled wouldn't it have been a good idea >to go to bed early? Using your disability as an excuse for your >behavior just doesn't feel right to me and hurts people's respect >for people that are disabled. If you can party and drink all week, >carry around heavy suitcases, give interviews all the time, I'm sure >you can be a professional for 5 minutes when people ask you a simple >question. I also don't know how to interpret: " -- some of us are >here because we know that we are part of the target audience--" So >you are saying you are more likely to do a better job because you >are disabled? Isn't disabilities all about being equal? People with >disabilities should and want to be treated the same as people >without, not less but certainly not more. The only reason for >someone to do a better job than you would be because they are better >qualified, regardless of being disabled or not. I have never heard >of disabilities preventing anyone from just listening to other >people. I don't think someone who has cancer is interested whether >the person inventing a cure for cancer has cancer themselves, they >just want a cure. > >I keep hammering on results, because to me that is the most >important thing, and I'd like to know what has this SIG achieved in >its four years of existence? Hundreds and hundreds of commercial >games have entered the market in those four years. Not one has been >made more accessible because of this SIG. In those four years have >you not been able to talk to one game designer and asked them to >implement something simple such as closed captioning or >reconfigurable controls? What has been done except some of us >promoting themselves? > >The missing extension-plugs and bad scheduling does not explain the >low turnout at our events. I am not buying your excuse and frankly I >think no one in this SIG does. The lack of promoting our events to >game developers does. Ow there was lots of promotion alright you >spend a significant time in front of local TV camera's, but honestly >has that led to one more visitor to any of our events? Will it lead >to more accessible games? I doubt it.... I talked more people in 5 >minutes before AI started. I have been criticized for going out to >other events, but I merely looked at things that work and tried to >spread the word on accessibility as best as I could. We are at GDC >--where thousands of game developers meet--if the game developers >don't come to our meetings, well than we maybe it is time that we >should go to theirs. > >Michelle, you make running this SIG sound like you are building the >chinese wall all by yourself. But frankly I don't think it is that >much work. It could already start by focussing on things that are >relevant and that lead to successes like I tried to suggest in my >accessibility 2.0 plan. Less focus on self promotion and more focus >on getting results. This SIG has become too much the "michelle and >richard" show. It is both of your names on everything that is >organized and the rest of us has no influence over what we do and >who will be involved. I think there are numerous people in this >group that deserve way more credit but they are modest and don't >push themselves in the picture as much as the two of you. Why is >half of the game accessibility wikipedia page about things that the >two of you do? maybe you should compare your page with the web >accessibility wikipedia page, that actually consists useful >information rather than self promotion. Ask yourself if you are a >game designer browsing the wikipedia on game accessibility wouldn't >it be more useful to learn something on game accessibility rather >than on the both of you and the projects you are involved >in? Numerous people have contributed to web accessibility, do they >have their own wikipedia pages? No! because they put other interests >in front of themselves. > >This SIG is not some sort of "happy friends" club where you can hang >out with your overseas friends, You can have all the glitter and >glamour you want as soon as we start seeing some accessible games. >Game accessibility does not need a mother theresa or recognizable >names, it needs results. And then you both have the nerve to >criticize Robert and his video to be too self centered. Are you guys >too afraid that someone who is really disabled steals away some of >your precious air time? Robert could do more to promote game >accessibility by just driving around at GDC than any of the events >you have organized. If you must use him as a puppet for your events, >at least show him some respect --he deserves that much. > >You have created your own little circle by deciding what kind of >games people with disabilities should play, maybe you should talk to >some kids with disabilities and find out that they want to be able >to play mainstream games like Gears of War. Now unless you both get >your asses of the plush and out of the spotlight, and use some of >your "famousness" to hand game developers such as Cliffy B (though >I doubt you know who he is) a small flyer with 10 little >accessibility tips (without any self promotion on that flyer, >remember this SIG is not about you) ..... then we might actually >start seeing some results. > >Cheers Eelke > >---------------------------------------------------------------------------- >Eelke Folmer Assistant Professor >Department of Computer Science & Engineering/171 >University of Nevada Reno, Nevada 89557 >Game Quality usability|accessibility.eelke.com >---------------------------------------------------------------------------- > > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From reid at rbkdesign.com Mon Mar 19 17:16:02 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Mon, 19 Mar 2007 14:16:02 -0700 Subject: [games_access] my response. In-Reply-To: <6EC66303-70D2-4339-BAF6-FC200AFB196E@gmail.com> References: <6EC66303-70D2-4339-BAF6-FC200AFB196E@gmail.com> Message-ID: Moving to another list because this is an announcements email list. Sorry for the inconvenience. Reminder, please use the game_access at igda.org list for announcements only. Thanks, -Reid On 3/19/07, Eelke Folmer wrote: > Hi , > > Thanks for some people's support. > > The mailinglist thing, it is kind of fishy that both my email adresses were > removed. Fact now is that this discussion is now held in a small group of > which many support michelle. So I doubt whether it is > > I'd like to respond to some of the things that were said back and forth > because I think some of the things said were unjust and frankly below the > belt. > > Michelle, about the "threaten to punch you incident", how you try to convert > that into: "eelke is someone who kicks someone when they are down" doesnt > make sense. I have asked 3 times during GDC nicely whether or when we could > talk, (even at the time slot scheduled for SIG meetings). First time you > were to busy with lunch, second time you told me no other SIG does anything > and the last time (hours before I left) you threatened to punch me in the > face. Sadly I don't have a radar in my head that tells me what mood you are > in. I don't know how to interpret that you trying to blame your mood on your > disability. You were sick/tired/stressed that friday morning, but how much > of that mood was caused because you were partying out late at the dutch > party on thursday? I'm not denying your right to party, but if you are > sick/tired/disabled wouldn't it have been a good idea to go to bed early? > Using your disability as an excuse for your behavior just doesn't feel right > to me and hurts people's respect for people that are disabled. If you can > party and drink all week, carry around heavy suitcases, give interviews all > the time, I'm sure you can be a professional for 5 minutes when people ask > you a simple question. I also don't know how to interpret: " -- some of us > are here because we know that we are part of the target audience--" So you > are saying you are more likely to do a better job because you are disabled? > Isn't disabilities all about being equal? People with disabilities should > and want to be treated the same as people without, not less but certainly > not more. The only reason for someone to do a better job than you would be > because they are better qualified, regardless of being disabled or not. I > have never heard of disabilities preventing anyone from just listening to > other people. I don't think someone who has cancer is interested whether the > person inventing a cure for cancer has cancer themselves, they just want a > cure. > > I keep hammering on results, because to me that is the most important thing, > and I'd like to know what has this SIG achieved in its four years of > existence? Hundreds and hundreds of commercial games have entered the market > in those four years. Not one has been made more accessible because of this > SIG. In those four years have you not been able to talk to one game designer > and asked them to implement something simple such as closed captioning or > reconfigurable controls? What has been done except some of us promoting > themselves? > > The missing extension-plugs and bad scheduling does not explain the low > turnout at our events. I am not buying your excuse and frankly I think no > one in this SIG does. The lack of promoting our events to game developers > does. Ow there was lots of promotion alright you spend a significant time in > front of local TV camera's, but honestly has that led to one more visitor to > any of our events? Will it lead to more accessible games? I doubt it.... I > talked more people in 5 minutes before AI started. I have been criticized > for going out to other events, but I merely looked at things that work and > tried to spread the word on accessibility as best as I could. We are at GDC > --where thousands of game developers meet--if the game developers don't come > to our meetings, well than we maybe it is time that we should go to theirs. > > Michelle, you make running this SIG sound like you are building the chinese > wall all by yourself. But frankly I don't think it is that much work. It > could already start by focussing on things that are relevant and that lead > to successes like I tried to suggest in my accessibility 2.0 plan. Less > focus on self promotion and more focus on getting results. This SIG has > become too much the "michelle and richard" show. It is both of your names on > everything that is organized and the rest of us has no influence over what > we do and who will be involved. I think there are numerous people in this > group that deserve way more credit but they are modest and don't push > themselves in the picture as much as the two of you. Why is half of the game > accessibility wikipedia page about things that the two of you do? maybe you > should compare your page with the web accessibility wikipedia page, that > actually consists useful information rather than self promotion. Ask > yourself if you are a game designer browsing the wikipedia on game > accessibility wouldn't it be more useful to learn something on game > accessibility rather than on the both of you and the projects you are > involved in? Numerous people have contributed to web accessibility, do they > have their own wikipedia pages? No! because they put other interests in > front of themselves. > > This SIG is not some sort of "happy friends" club where you can hang out > with your overseas friends, You can have all the glitter and glamour you > want as soon as we start seeing some accessible games. Game accessibility > does not need a mother theresa or recognizable names, it needs results. And > then you both have the nerve to criticize Robert and his video to be too > self centered. Are you guys too afraid that someone who is really disabled > steals away some of your precious air time? Robert could do more to promote > game accessibility by just driving around at GDC than any of the events you > have organized. If you must use him as a puppet for your events, at least > show him some respect --he deserves that much. > > You have created your own little circle by deciding what kind of games > people with disabilities should play, maybe you should talk to some kids > with disabilities and find out that they want to be able to play mainstream > games like Gears of War. Now unless you both get your asses of the plush and > out of the spotlight, and use some of your "famousness" to hand game > developers such as Cliffy B (though I doubt you know who he is) a small > flyer with 10 little accessibility tips (without any self promotion on that > flyer, remember this SIG is not about you) ..... then we might actually > start seeing some results. > > Cheers Eelke > > > ---------------------------------------------------------------------------- > Eelke Folmer Assistant Professor > Department of Computer Science & Engineering/171 > University of Nevada Reno, Nevada 89557 > Game Quality > usability|accessibility.eelke.com > ---------------------------------------------------------------------------- > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From arthit73 at cablespeed.com Wed Mar 21 15:41:11 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Wed, 21 Mar 2007 15:41:11 -0400 Subject: [games_access] my response. In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIyE6iQA References: AAAAADBf8GSYa4xDlD4sBa5lcIyE6iQA Message-ID: <016501c76bf0$e30ea7a0$6701a8c0@Inspiron> I can't send messages to our book list so I'll have to respond here even though I know we should move it to there. Thanks for your honesty Eelke I have one question before I really comment. Is your reaction coming from pure anger or is it a resolve your looking for trying to be civil with the words you can find at the moment I just need to know because it's good for us to speak our mind but it's really in the format it is said kind of not good for the team. I missed a lot of what went on after I had to leave. I think we should think as a team. I'll be able to respond more once I just hear a few things. Thanks. I have a lot of thoughts myself. Truly. Thank you. Robert www.RobertFlorio.com _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Eelke Folmer Sent: Monday, March 19, 2007 4:45 PM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] my response. Hi , Thanks for some people's support. The mailinglist thing, it is kind of fishy that both my email adresses were removed. Fact now is that this discussion is now held in a small group of which many support michelle. So I doubt whether it is I'd like to respond to some of the things that were said back and forth because I think some of the things said were unjust and frankly below the belt. Michelle, about the "threaten to punch you incident", how you try to convert that into: "eelke is someone who kicks someone when they are down" doesnt make sense. I have asked 3 times during GDC nicely whether or when we could talk, (even at the time slot scheduled for SIG meetings). First time you were to busy with lunch, second time you told me no other SIG does anything and the last time (hours before I left) you threatened to punch me in the face. Sadly I don't have a radar in my head that tells me what mood you are in. I don't know how to interpret that you trying to blame your mood on your disability. You were sick/tired/stressed that friday morning, but how much of that mood was caused because you were partying out late at the dutch party on thursday? I'm not denying your right to party, but if you are sick/tired/disabled wouldn't it have been a good idea to go to bed early? Using your disability as an excuse for your behavior just doesn't feel right to me and hurts people's respect for people that are disabled. If you can party and drink all week, carry around heavy suitcases, give interviews all the time, I'm sure you can be a professional for 5 minutes when people ask you a simple question. I also don't know how to interpret: " -- some of us are here because we know that we are part of the target audience--" So you are saying you are more likely to do a better job because you are disabled? Isn't disabilities all about being equal? People with disabilities should and want to be treated the same as people without, not less but certainly not more. The only reason for someone to do a better job than you would be because they are better qualified, regardless of being disabled or not. I have never heard of disabilities preventing anyone from just listening to other people. I don't think someone who has cancer is interested whether the person inventing a cure for cancer has cancer themselves, they just want a cure. I keep hammering on results, because to me that is the most important thing, and I'd like to know what has this SIG achieved in its four years of existence? Hundreds and hundreds of commercial games have entered the market in those four years. Not one has been made more accessible because of this SIG. In those four years have you not been able to talk to one game designer and asked them to implement something simple such as closed captioning or reconfigurable controls? What has been done except some of us promoting themselves? The missing extension-plugs and bad scheduling does not explain the low turnout at our events. I am not buying your excuse and frankly I think no one in this SIG does. The lack of promoting our events to game developers does. Ow there was lots of promotion alright you spend a significant time in front of local TV camera's, but honestly has that led to one more visitor to any of our events? Will it lead to more accessible games? I doubt it.... I talked more people in 5 minutes before AI started. I have been criticized for going out to other events, but I merely looked at things that work and tried to spread the word on accessibility as best as I could. We are at GDC --where thousands of game developers meet--if the game developers don't come to our meetings, well than we maybe it is time that we should go to theirs. Michelle, you make running this SIG sound like you are building the chinese wall all by yourself. But frankly I don't think it is that much work. It could already start by focussing on things that are relevant and that lead to successes like I tried to suggest in my accessibility 2.0 plan. Less focus on self promotion and more focus on getting results. This SIG has become too much the "michelle and richard" show. It is both of your names on everything that is organized and the rest of us has no influence over what we do and who will be involved. I think there are numerous people in this group that deserve way more credit but they are modest and don't push themselves in the picture as much as the two of you. Why is half of the game accessibility wikipedia page about things that the two of you do? maybe you should compare your page with the web accessibility wikipedia page, that actually consists useful information rather than self promotion. Ask yourself if you are a game designer browsing the wikipedia on game accessibility wouldn't it be more useful to learn something on game accessibility rather than on the both of you and the projects you are involved in? Numerous people have contributed to web accessibility, do they have their own wikipedia pages? No! because they put other interests in front of themselves. This SIG is not some sort of "happy friends" club where you can hang out with your overseas friends, You can have all the glitter and glamour you want as soon as we start seeing some accessible games. Game accessibility does not need a mother theresa or recognizable names, it needs results. And then you both have the nerve to criticize Robert and his video to be too self centered. Are you guys too afraid that someone who is really disabled steals away some of your precious air time? Robert could do more to promote game accessibility by just driving around at GDC than any of the events you have organized. If you must use him as a puppet for your events, at least show him some respect --he deserves that much. You have created your own little circle by deciding what kind of games people with disabilities should play, maybe you should talk to some kids with disabilities and find out that they want to be able to play mainstream games like Gears of War. Now unless you both get your asses of the plush and out of the spotlight, and use some of your "famousness" to hand game developers such as Cliffy B (though I doubt you know who he is) a small flyer with 10 little accessibility tips (without any self promotion on that flyer, remember this SIG is not about you) ..... then we might actually start seeing some results. Cheers Eelke ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of Computer Science & Engineering/171 University of Nevada Reno, Nevada 89557 Game Quality usability|accessibility.eelke.com ---------------------------------------------------------------------------- -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Wed Mar 21 19:21:53 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 21 Mar 2007 18:21:53 -0500 Subject: [games_access] David Perry's "Top Secret" Project Message-ID: Hi all -- this is from Robert Florio -- his email bounced for some reason so I'm sending it on to the list. Please feel free to use this list to discuss this project -- I think it's a really important and interesting one! Michelle >-----Original Message----- >From: Robert Florio [mailto:arthit73 at cablespeed.com] >Sent: Thursday, March 22, 2007 5:36 PM >To: 'Game Accessibility Book Discussion' >Subject: RE: any interest? FW: TOP SECRET - The Countdown has begun... > >I just read David Perry's blog the forum's for top-secret will start next >week sometime. I just e-mailed him his blog mentioned he's trying to think >of different areas for the team to consider and I told him about >accessibility I'm hoping if he's already considering areas for us to >concentrate on he'll add that in most people will be clueless perfect for me >to take charge and represent. Should be easy for me to lead if he mentions >that topic to work on. I'm going to push the main feature of the interface >of the game for the driving game be accessible I mean like driving just >moving the mouse to directions to drive the car and something innovative >other than cars it won't be cars my idea probably just floating through self >propulsion. > >I'm thinking of a pinball sort of game where you race through tubes of >section as the thrust to move forward and when you get close to objects you >push the left mouse and it will kick you further. Kind of like those >pinball machines. > >So I don't have access to the forums yet they don't start until next week >anyone else wants to join and help me out it would be a tremendous support. >If anyone wanted to join up I believe you can find the information that >David Perry's web site below. I need to find the exact top-secret web site >though I don't have it located any more but I will get that out. I'm taking >charge on the lead at this so read the letter below from David Perry >outlining the project. There is a prize. Pretty cool. Anyone interested >in joining me? Berrie from one switch has provided me a great document on >accessibility that I'm already going to use. To clarify the ideas of >accessibility to some 20,000 people who probably aren't interested in it for >ever heard of it but we will have the leg up on the competition. > >Perhaps we could even start our own mailing list to throw back and forth >ideas if you don't join the top-secret project but I hope you will to join >forces. > >http://www.dperry.com/ > >Robert >www.RobertFlorio.com > >-----Original Message----- >From: Game Accessibility Book Discussion [mailto:GA-BOOK at LISTSERV.UIUC.EDU] >On Behalf Of Robert Florio >Sent: Thursday, March 22, 2007 5:16 PM >To: GA-BOOK at LISTSERV.UIUC.EDU >Subject: Re: any interest? FW: TOP SECRET - The Countdown has begun... > >Thank you so much for that Barrie that will be great to show others in my >group during this project so every body so they can understand where I'm >coming from I will be sure to reference your work. Are you interested in >joining it with me for at least some backup reference so when it comes time >for me to do research in full ideas for this driving game I have some people >to bounce off and then bring my ideas to the group at top secret? I really >wish that letter would've given us a web site linked to find the information >forums he gave me his web site once but I can't remember what it is I'm >trying to find it online. Does anyone know where to find it? I know that's >bad. I should've saved it in my favorites. > >Thanks >Robert > >-----Original Message----- >From: Game Accessibility Book Discussion [mailto:GA-BOOK at LISTSERV.UIUC.EDU] >On Behalf Of Barrie Ellis >Sent: Wednesday, March 21, 2007 4:21 PM >To: GA-BOOK at LISTSERV.UIUC.EDU >Subject: Re: any interest? FW: TOP SECRET - The Countdown has begun... > >Sounds good, Robert. > >I've written somethings around driving games in this document: >http://www.oneswitch.org.uk/2/DOWNLOADS/Physical_Barriers.doc - which I >imagine you've already seen. > >Scroll down to the bit on page 9: Destruction Derby and F355 Ferrari >Challenge. I think these bits are important to consider when designing an >accessible driving game. > >Barrie > > > > > >----- Original Message ----- >From: "Robert Florio" >To: >Sent: Thursday, March 22, 2007 5:29 PM >Subject: any interest? FW: TOP SECRET - The Countdown has begun... > > >> So I joined this thing David Peary started for his fans to join a >> production >> company so far 20,000 people joined in one year-long project and there is >> a >> reward for the winners anyone wants to join with me teaming up for >> accessibility for design I'd have a lot more support but that's what I >> will >> push and be a shining star for him to see I hope I win. If not its good >> working experience for development teams and people are recruiting through >> this also including himself. Check out the list below he sent to everyone >> who signed up but I can't find the forum you ready to get started so I'll >> keep in touch. >> >> I'd like to leave this project and get more of you to join with me all the >> instructions for the game are below. I'm studying up on racing games >> that's >> with the theme is going to suggest the concept of using the mouse to >> control >> movement and clicking to control things like jumping may be the space bar >> to get you to your menu. Anyone interest please let me know soon. >> >> I still need to find the location aware of the interaction is the letter >> doesn't mention where to find that to actually do the project. I'd be >> more >> than happy to organize and lead this project. The latter is below. The >> moderator mentioning is different than joining the team to moderators can >> not win. >> >> Robert >> www.RobertFlorio.com >> >> -----Original Message----- >> From: news at acclaim.net [mailto:news at acclaim.net] >> Sent: Thursday, March 15, 2007 1:37 AM >> To: arthit73 at cablespeed.com >> Subject: TOP SECRET - The Countdown has begun... >> >> Hi, >> >> This is David Perry. Just want to say thanks for signing up for the 'Top >> Secret' project. >> >> The response has been pretty stunning so far. This project has been >> appearing on about 10,000 new websites & blogs each day!!! >> >> The sign-up rate has also been shocking. Remember that most video game >> teams are 30-50 people. We have around 20,000+ members on this team now, >> so >> you've made history before we even get started (By miles)! We've >> committed >> to closing the sign-up list at 100,000 members, and it seems a lot of the >> leading industry press wants to follow our progress. >> >> When you get access to the forums, all the details of how it works will be >> clearly explained as we move through each stage of development, step by >> step. >> >> These forums will contain moderators helping keep each section and >> category >> (art/design/audio etc.) managed, and so if any of you are professional >> developers, or have worked on MODS and have some experience with >> development, we would love you to offer to help... please go to: >> http://phpbb.acclaim.com/acclaim/viewtopic.php?t=11 >> >> My goal is REALLY straightforward, to reveal the talent that I KNOW is out >> there! >> >> We'll be making a very relevant massively multiplayer title. (Meaning >> hundreds of thousands of players, but to keep things under control, >> they'll >> be playing in 6 person groups, with up to around 3,000 players per >> server.) >> The game will be free and yes, we will let you have builds along the way >> to >> experiment with. >> >> So... >> >> Imagine we're a new start-up team, the "Top Secret Team". Acclaim (the >> publisher) has made us an offer to make a game that's easy-to-get-into, it >> must be appealing to a large audience, it must be fun (of course), it will >> make revenue by in-game advertising, and by selling items. Oh, and the >> game >> must break new ground by introducing new ideas. >> >> Making a business model from selling items is actually quite an >> interesting >> design challenge (as you will see later.) This is how games in Asia are >> made, but you must understand that people only buy them after they like >> the >> game. If the game isn't great, you won't sell anything. (So this is a > > tougher business than just selling Console Discs or Cartridges. At $60 >> less >> than today's games, I believe this model will be very popular in the >> future.) >> >> I was also quoted when talking about PC games at GDC, "I won't be making >> any more single-player games". It's a bold statement (based on my past), >> but the future is indeed online, and multiplayer, so we will do our best >> to >> prepare you for that future. >> >> How long will it take? I'm guessing if we get in the groove, we should be >> playing a finished title by Dec-Feb, less than 12 months. >> >> Remember, I have a fully-funded development team waiting for instructions. >> >> They are excited to hear what ideas we have. >> >> I've been asked "What makes a Director?" My simple answer is they have a >> vision for where a project is heading. It's also someone who can talk to >> people in any discipline (audio, programming, art, animation, design), who >> can make suggestions to improve things, meaning suggestions that actually >> work. A great Director is someone who can inspire others, promote teamwork >> and Lead. There are many talented people involved in video game >> development >> all over the world. The ones who are leaders have people who will happily >> pitch in to their projects and GET RESULTS. The main ingredients of a >> great >> leader are vision, clear two-way communication and persistence (meaning >> they can jump all sorts of hurdles and keep on going). >> >> I've been getting asked about the winner of this competition. People are >> excited to know, how will it be for the winner? >> >> 1. They get to Direct an MMO. To be clear, we won't just leave them out >> in >> the cold trying to work out how to do this alone; I'll be there to help. >> Just imagine making your first Hollywood Movie and having the cell phone >> number of a Hollywood Director, happy to help you out. (Making sure your >> movie sees the light of day.) That's a pretty valuable asset, and you'll >> get it for free. >> >> 2. The winner won't have to move to California (where Acclaim is). >> They'll >> work from their home office, just like I do. They'll travel to meet their >> developers when needed, and Acclaim will pay for that cost. Most of the >> work will be done on the forums, on the phone, and of course playing their >> prototypes and providing feedback. This means they don't HAVE to be >> available full time, as an example I'm directing multiple MMO games right >> now. That said, Game Development teams will become more and more 'virtual' >> in the coming years, so most professional studios (going forward) will >> rely >> on out-sourcing and the internet. You will learn why. >> >> 3. The winner will be paid royalties on the game they direct. Royalties >> on free games are calculated based on the revenue the game makes from >> advertising and item sales less the transaction costs and taxes. No funny >> accounting... the director is paid without deducting any advances or >> mysterious costs. The royalty amount will be decided based on the project >> scope. >> >> 4. Yes, getting a fully funded MMO team is the biggest prize in video >> game >> history. (Expect to be in the Wikipedia!) >> >> For the people that don't win? >> >> 1. They'll have seen a game development from the inside and gained a lot >> of experience being a part of that. >> 2. Assuming this idea works, we will likely repeat the process. >> 3. They might have managed to get assets into the game, if they do they >> will get verifiable credits for that. >> 4. They're likely to make a lot of new friends in this process. (Some >> will >> probably form spin-off indie teams.) >> 5. I think the people that expose their talent in our forums, will be >> spotted by headhunters, and other professional developers and publishers. >> Frankly, I expect they will use this as a talent mine. (So be on your best >> behavior!) >> 6. I'm expecting the winner to have discovered talent they like in the >> forums also, so he/she will likely ask them to work on their new project. >> 7. Acclaim will likely be recruiting out of the forums too. >> 8. I'm expecting to hire some people myself for my own personal team. > > >> What are the age limits? Currently NONE. >> >> What country must I come from? ANY. But you need to speak English well. >> >> So the biggest question I've had is "When does it start and what kind of >> game will we make?" >> >> To give you all some homework. The Genre I've chosen is RACING... simply >> because it's a genre I've not tried before, so I won't be all closed >> minded >> in reading ideas. On the other hand, I love racing games, and I think the >> vast majority of people that have signed up have played at least one and >> have opinions on the subject. >> >> So rule #1 in the development structure we're setting up is that we don't >> really want to hear opinions, we want to hear solutions. Saying "That's >> too >> hard" is kinda meaningless. We want to hear in detail how you would fix >> the >> problem. If you prove that with some facts (or by experimentation with a >> game), even better. >> >> So your homework is to play some racing games. But free your mind at the >> same time... We could be in cars (of course), or we could be in some new >> kind of vehicle; we could race on animals, we could be running with some >> kind of aid, we could be bringing something that helps, etc. Keep your >> mind >> open... Try to come up with something that, from seeing a single >> screenshot, you would really want to play it. >> >> Secondly think about what else you do in that game? >> >> Racing (see who gets the fastest time) is done to death. How can we make >> the racing more fun? >> >> What is the theme of the world we're playing in? Fire/Snow/Ice. All done >> to >> death. So get creative there too. >> >> I have a pretty stunning offer from one of the biggest music labels in the >> world. They are offering a HUGE hit library for this game. So with hit >> music from every genre, is there any way music could be involved in the >> gameplay? >> >> I also have three golden rules I would like you to follow. >> >> 1. SKILL >> 2. STRATEGY >> 3. RISK >> >> When you are thinking of the gameplay I want ALL three of those to be >> present at all times. >> >> Three other key goals. >> >> 1. Being able to (at a glance) judge where you are in relation to the >> competitors, and in relation to winning, every instant. >> 2. Making the gamer blame themselves 100% of the time when they fail, not >> the game or the design. >> 3. Think of multiplayer game modes. (Teams etc.) >> >> I'm telling you all this now so you've got a little bit of time to think. >> >> One other question I've been getting a lot: When can we start? The answer >> is now, right now. Start thinking, start planning. >> >> I'm going to do some final edits to the forums, then I'm going to post >> them >> live very very soon. >> >> Then we're officially developing the game. >> >> Really looking forward to working with you, and can't wait to see what you >> come up with! >> >> David Perry >> Director >> Project: TOP SECRET >> >> (If you do not want to receive further emails, log into your account at >> http://www.acclaim.com/myaccount.htm to unsubscribe.) >> >> From hinn at uiuc.edu Wed Mar 21 19:49:56 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 21 Mar 2007 18:49:56 -0500 Subject: [games_access] GDC sessions online In-Reply-To: References: Message-ID: Hi all, If you weren't able to attend GDC, two of our sessions -- "accessibility idol" and "serious accessibility for serious games" -- are available at the GDC store -- this is the first time they've EVER included us in the audio proceedings so that alone is cool. :) The other cool thing is that even though the title "accessibility idol" wasn't as catchy as we'd hoped, it DID put our session towards the top of the offerings at the store because it starts with "A." Hehe. Anyway to find the sessions, go to: http://store.cmpgame.com and then go to "GDC 2007" on the list on the left hand side. Yeah, it's about $8 but all the sessions cost money. I'm just happy we were included this year -- year 4 at GDC and we finally made it to the proceedings! :) To find the serious games one -- click on "SGS GDC 2007." Michelle -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Fri Mar 23 05:15:25 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 23 Mar 2007 09:15:25 -0000 Subject: [games_access] GDC 2007 report Message-ID: <004301c76d2b$cbabbe40$0202a8c0@OneSwitch> Sander has posted a superb run down of the GASIG work at GDC 2007 - not sure if everyone has caught it: http://www.game-accessibility.com/forum/viewtopic.php?id=286 Barrie www.OneSwitch.org.uk www.igda.org/accessbility -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at pininteractive.com Fri Mar 23 19:12:49 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Fri, 23 Mar 2007 16:12:49 -0700 Subject: [games_access] GDC 2007 report In-Reply-To: <004301c76d2b$cbabbe40$0202a8c0@OneSwitch> References: <004301c76d2b$cbabbe40$0202a8c0@OneSwitch> Message-ID: great work Sander! /thomas 23 mar 2007 kl. 02.15 skrev Barrie Ellis: > Sander has posted a superb run down of the GASIG work at GDC 2007 - > not sure if everyone has caught it: > > http://www.game-accessibility.com/forum/viewtopic.php?id=286 > > Barrie > www.OneSwitch.org.uk > www.igda.org/accessbility > > _______________________________________________ > 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 Mar 25 18:20:19 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sun, 25 Mar 2007 23:20:19 +0100 Subject: [games_access] 1UP "Gamers With Disabilities" article Message-ID: <008601c76f2c$12f4b660$0202a8c0@OneSwitch> Didn't take long for the mailing list to get bombarded, did it? Pretty solid article at 1UP.com on accessible gaming (but no useful links) - and a message board. Needs one of us to mention us there! http://www.1up.com/do/feature?cId=3156848 http://boards.1up.com/zd/board/message?board.id=general&message.id=368050 Barrie www.OneSwitch.org.uk www.igda.org/accessibility -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Wed Mar 28 16:34:29 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Wed, 28 Mar 2007 21:34:29 +0100 Subject: [games_access] Jam's last project... Message-ID: <267101c77178$7e39f450$0202a8c0@OneSwitch> From: http://www.bbc.co.uk/blogs/access20/2007/03/bbc_jam_to_a_different_tune_1.shtml BBC Jam to a different tune By Paul Crichton 13 Mar 07, 10:14 AM Introducing science to young, visually impaired children in a fun way is a tough brief, but it is one that BBC Jam sets out to meet with 'Sonic Science', a forthcoming educational game for seven to eleven year olds. The game is set in Audioville, a place that the player can explore, completing a series of fun tests and challenges as they go. To look at it, you wouldn't know that it is an audio game. It looks good. Audioville is a bright, colourful animated place. But this is an example of what BBC Jam call, "reverse inclusion". If sighted kids want to play the game they can, but their primary source of information will come from using their ears, not their eyes. The game brings the concept of experimentation to children. One way that this is done is in the section where the player must help a robot to push carts to a train. If the player pushes too gently, then it won't reach the train. If they push too hard, then it bounces off. All the information required to complete the task is conveyed with sound. A power bar determines how hard the robot pushes the trolley. As the power increases, each increment is announced both with numbers, and with a note that increases in pitch as the power goes up. Feedback is also provided by commentary, letting the player know if they were successful, or whether they must increase or decrease the amount of power used. The players might not realise it, but they are being introduced to experimentation as well as to the ideas of physics like 'force' and Newton's famous third principle - every action has an equal and opposite reaction. The use of sound is innovative. Unlike most standard games, it isn't there just to add atmosphere. Nor is information only conveyed by voiceover. Using stereo speakers, the player gets far more information delivered in a more precise way than heard before - effectively, "3D sound". This is best seen in another section, where the player must talk to different animals from different habitats. This is cleverly done. In moving from one habitat to another the sound changes, say from walking on grass to the sound of walking in snow. And players can hear when an animal is nearby. In the snow habitat area, because of the use of stereo, players can hear the snowy owl hooting and whether it is to the left, right or straight ahead. BBC Jam has demonstrated what can be done with sound in this game, and there is no reason why others cannot adopt some of these techniques in other areas. Integrating 3D sound into standard games, for instance, could make them accessible to many more people. But the BBC Jam team aren't stopping there. They are exploring ever more creative ways that sound can be used for future projects. So if you want to know what a triangle or a graph sounds like, then BBC Jam will be the place to look. Update - since this blog has been published, the BBC have announced that BBC Jam is to be suspended. From hinn at uiuc.edu Wed Mar 28 18:40:10 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 28 Mar 2007 17:40:10 -0500 Subject: [games_access] Jam's last project... In-Reply-To: <267101c77178$7e39f450$0202a8c0@OneSwitch> References: <267101c77178$7e39f450$0202a8c0@OneSwitch> Message-ID: It was so frustrating to read the last line that said that Jam was still to be suspended. It's hard not to feel like great and promising projects such as this are being held hostage due to governments having to cave to industry -- I mean surely there's some compromise that can be found to get this to kids that could really, really use this. Ah...but I'm not a politician... Michelle >From: >http://www.bbc.co.uk/blogs/access20/2007/03/bbc_jam_to_a_different_tune_1.shtml > >BBC Jam to a different tune >By Paul Crichton >13 Mar 07, 10:14 AM > >Introducing science to young, visually impaired children in a fun way is a >tough brief, but it is one that BBC Jam sets out to meet with 'Sonic Science', >a forthcoming educational game for seven to eleven year olds. >The game is set in Audioville, a place that the player can explore, >completing a series of fun tests and challenges as they go. To look at it, >you wouldn't know that it is an audio game. It looks good. Audioville is a >bright, colourful animated place. But this is an example of what BBC Jam >call, "reverse inclusion". If sighted kids want to play the game they can, >but their primary source of information will come from using their ears, not >their eyes. > >The game brings the concept of experimentation to children. One way that >this is done is in the section where the player must help a robot to push >carts to a train. If the player pushes too gently, then it won't reach the >train. If they push too hard, then it bounces off. > >All the information required to complete the task is conveyed with sound. A >power bar determines how hard the robot pushes the trolley. As the power >increases, each increment is announced both with numbers, and with a note >that increases in pitch as the power goes up. Feedback is also provided by >commentary, letting the player know if they were successful, or whether they >must increase or decrease the amount of power used. The players might not >realise it, but they are being introduced to experimentation as well as to >the ideas of physics like 'force' and Newton's famous third principle - >every action has an equal and opposite reaction. > >The use of sound is innovative. Unlike most standard games, it isn't there >just to add atmosphere. Nor is information only conveyed by voiceover. Using >stereo speakers, the player gets far more information delivered in a more >precise way than heard before - effectively, "3D sound". > >This is best seen in another section, where the player must talk to >different animals from different habitats. This is cleverly done. In moving >from one habitat to another the sound changes, say from walking on grass to >the sound of walking in snow. And players can hear when an animal is nearby. >In the snow habitat area, because of the use of stereo, players can hear the >snowy owl hooting and whether it is to the left, right or straight ahead. > >BBC Jam has demonstrated what can be done with sound in this game, and there >is no reason why others cannot adopt some of these techniques in other >areas. Integrating 3D sound into standard games, for instance, could make >them accessible to many more people. But the BBC Jam team aren't stopping >there. They are exploring ever more creative ways that sound can be used for >future projects. So if you want to know what a triangle or a graph sounds >like, then BBC Jam will be the place to look. > >Update - since this blog has been published, the BBC have announced that BBC >Jam is to be suspended. > > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From list at pitaru.com Wed Mar 28 22:28:15 2007 From: list at pitaru.com (Amit Pitaru [LIST]) Date: Wed, 28 Mar 2007 21:28:15 -0500 Subject: [games_access] Vista problems with JoyToKey - can anyone help? In-Reply-To: <04eb01c7686f$c39244b0$0202a8c0@OneSwitch> Message-ID: <004e01c771a9$e7f62b30$6400a8c0@KYOTO5> Hey Berrie, One of my students is having similar problems with Vista at home. I wasn't there myself but the OT told me it doesn't run on the child's machine. I'm not sure if it's a compatibility with the gamepad or the software. Who's the author of this great software? Perhaps I can get in touch with them and help recompile the source-code. Cheers, Amit _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: Saturday, March 17, 2007 3:39 AM To: IGDA GA mailing list Subject: [games_access] Vista problems with JoyToKey - can anyone help? I have a person trying to get JoyToKey work with a standard PC USB joypad. They've just upgraded to Vista. I'm not sure if there is a compatibility problem here. Does anyone out there have Vista running on their PC and a USB Joypad? If so, do you have time to test out JoyToKey, please: http://www.oneswitch.org.uk/2/I/JoyToKey/JoyToKey.htm All I want to know is - can you get your joystick to act as the keyboard or mouse? Here's a one-switch on-line game that just uses SPACE that would be a good test: http://www.idiombox.com/oneswitch/Spaced_Out.dcr Thanks! Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at pininteractive.com Fri Mar 30 02:16:58 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Fri, 30 Mar 2007 08:16:58 +0200 Subject: [games_access] Today: United Nations Signature Ceremony Message-ID: <4CB85763-E08D-4C97-867E-DC1CAFA747AF@pininteractive.com> Hi all, Today Friday 30, the UN has a "Signature Ceremony of the Convention on the Rights of Persons with Disabilities and its Optional Protocol" it's live today at 10.00 New York Time (GMT -4) http://www.un.org/webcast/ I don't know what the signature means in terms of entertainment / leisure where games would fit in, but I guess school is included and that could mean better possibilities for GA to be implemented /Thomas Westin _________________________________________________ Pin Interactive www.pininteractive.com :: Digital Culture Analysis and Development :: 3D Games and Development Tools :: Terraformers: Award Winning 3D Game for Blind and Sighted From barrie.ellis at oneswitch.org.uk Fri Mar 30 09:22:07 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 30 Mar 2007 14:22:07 +0100 Subject: [games_access] Vista problems with JoyToKey - can anyone help? References: <004e01c771a9$e7f62b30$6400a8c0@KYOTO5> Message-ID: <3fd901c772ce$6aa0a1d0$0202a8c0@OneSwitch> Hi Amit, Visat compatibility problems - predictable wasn't it? All I have so far as way of a possible solution (not tested it yet) is this: 1. Right Click on JoyToKey.exe 2. Click properities 3. Go to Compatibility Tab 4. Check "Run this program in compatibility mode"(Make sure it's XP SP2) 5. Check "Run this program as an administrator" The author of JoyToKey is Ryo Ohkubo and you can find his e-mail within the README file of JoyToKey. He speaks a little English. It would be great to get a fix sorted out. Good luck! Oh - and by the way - It's Barrie - not Berrie! All the best, Barrie www.OneSwitch.org.uk ----- Original Message ----- From: Amit Pitaru [LIST] To: 'IGDA Games Accessibility SIG Mailing List' Sent: Thursday, March 29, 2007 3:28 AM Subject: Re: [games_access] Vista problems with JoyToKey - can anyone help? Hey Berrie, One of my students is having similar problems with Vista at home. I wasn't there myself but the OT told me it doesn't run on the child's machine. I'm not sure if it's a compatibility with the gamepad or the software. Who's the author of this great software? Perhaps I can get in touch with them and help recompile the source-code. Cheers, Amit From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: Saturday, March 17, 2007 3:39 AM To: IGDA GA mailing list Subject: [games_access] Vista problems with JoyToKey - can anyone help? I have a person trying to get JoyToKey work with a standard PC USB joypad. They've just upgraded to Vista. I'm not sure if there is a compatibility problem here. Does anyone out there have Vista running on their PC and a USB Joypad? If so, do you have time to test out JoyToKey, please: http://www.oneswitch.org.uk/2/I/JoyToKey/JoyToKey.htm All I want to know is - can you get your joystick to act as the keyboard or mouse? Here's a one-switch on-line game that just uses SPACE that would be a good test: http://www.idiombox.com/oneswitch/Spaced_Out.dcr Thanks! 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 list at pitaru.com Fri Mar 30 12:25:13 2007 From: list at pitaru.com (Amit Pitaru [LIST]) Date: Fri, 30 Mar 2007 11:25:13 -0500 Subject: [games_access] Vista problems with JoyToKey - can anyone help? In-Reply-To: <3fd901c772ce$6aa0a1d0$0202a8c0@OneSwitch> Message-ID: <200703301524.l2UFOgf9022201@bingboing.presstube.com> Hey Barrie, Thank, I'll definitely try out the 5 steps you mention below. If needed, I'll email Ryo in Japanese (my wife is from Tokyo) and try to sort it out. But first I should test it on Vista in person as I wasn't there when the student installed it with the OT. All the best, Amit PS - sorry for misspelling you name (again!) - Dyslexia is at fault. _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: Friday, March 30, 2007 8:22 AM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Vista problems with JoyToKey - can anyone help? Hi Amit, Visat compatibility problems - predictable wasn't it? All I have so far as way of a possible solution (not tested it yet) is this: 1. Right Click on JoyToKey.exe 2. Click properities 3. Go to Compatibility Tab 4. Check "Run this program in compatibility mode"(Make sure it's XP SP2) 5. Check "Run this program as an administrator" The author of JoyToKey is Ryo Ohkubo and you can find his e-mail within the README file of JoyToKey. He speaks a little English. It would be great to get a fix sorted out. Good luck! Oh - and by the way - It's Barrie - not Berrie! All the best, Barrie www.OneSwitch.org.uk ----- Original Message ----- From: Amit Pitaru [LIST] To: 'IGDA Games Accessibility SIG Mailing List' Sent: Thursday, March 29, 2007 3:28 AM Subject: Re: [games_access] Vista problems with JoyToKey - can anyone help? Hey Berrie, One of my students is having similar problems with Vista at home. I wasn't there myself but the OT told me it doesn't run on the child's machine. I'm not sure if it's a compatibility with the gamepad or the software. Who's the author of this great software? Perhaps I can get in touch with them and help recompile the source-code. Cheers, Amit From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: Saturday, March 17, 2007 3:39 AM To: IGDA GA mailing list Subject: [games_access] Vista problems with JoyToKey - can anyone help? I have a person trying to get JoyToKey work with a standard PC USB joypad. They've just upgraded to Vista. I'm not sure if there is a compatibility problem here. Does anyone out there have Vista running on their PC and a USB Joypad? If so, do you have time to test out JoyToKey, please: http://www.oneswitch.org.uk/2/I/JoyToKey/JoyToKey.htm All I want to know is - can you get your joystick to act as the keyboard or mouse? Here's a one-switch on-line game that just uses SPACE that would be a good test: http://www.idiombox.com/oneswitch/Spaced_Out.dcr Thanks! 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 hinn at uiuc.edu Fri Mar 30 11:32:43 2007 From: hinn at uiuc.edu (hinn at uiuc.edu) Date: Fri, 30 Mar 2007 10:32:43 -0500 (CDT) Subject: [games_access] Vista problems with JoyToKey - can anyone help? Message-ID: <20070330103243.ANJ29866@expms2.cites.uiuc.edu> Amit...dyslexia rules! I have that too. :) We're such non-linear, creative thinkers, don't you think? ;) Michelle ---- Original message ---- >Date: Fri, 30 Mar 2007 11:25:13 -0500 >From: "Amit Pitaru [LIST]" >Subject: Re: [games_access] Vista problems with JoyToKey - can anyone help? >To: "'IGDA Games Accessibility SIG Mailing List'" > > Link: File-List > Link: Edit-Time-Data > > Hey Barrie, > > > > Thank, I'll definitely try out the 5 steps you > mention below. If needed, I'll email Ryo in Japanese > (my wife is from Tokyo) and try to sort it out. But > first I should test it on Vista in person as I > wasn't there when the student installed it with the > OT. > > > > All the best, > > Amit > > > > PS - sorry for misspelling you name (again!) - > Dyslexia is at fault. > > > > > > > > ---------------------------------------------------- > > From: games_access-bounces at igda.org > [mailto:games_access-bounces at igda.org] On Behalf Of > Barrie Ellis > Sent: Friday, March 30, 2007 8:22 AM > To: IGDA Games Accessibility SIG Mailing List > Subject: Re: [games_access] Vista problems with > JoyToKey - can anyone help? > > > > Hi Amit, > > Visat compatibility problems - predictable wasn't > it? All I have so far as way of a possible solution > (not tested it yet) is this: > > 1. Right Click on JoyToKey.exe > 2. Click properities > 3. Go to Compatibility Tab > 4. Check "Run this program in compatibility > mode"(Make sure it's XP SP2) > 5. Check "Run this program as an administrator" > > The author of JoyToKey is Ryo Ohkubo and you can > find his e-mail within the README file of JoyToKey. > He speaks a little English. It would be great to get > a fix sorted out. Good luck! > > > > Oh - and by the way - It's Barrie - not Berrie! > > > > All the best, > > > > Barrie > > www.OneSwitch.org.uk > > > > > > ----- Original Message ----- > From: Amit Pitaru [LIST] > To: 'IGDA Games Accessibility SIG Mailing List' > Sent: Thursday, March 29, 2007 3:28 AM > Subject: Re: [games_access] Vista problems with > JoyToKey - can anyone help? > > Hey Berrie, > > One of my students is having similar problems with > Vista at home. I wasn't there myself but the OT told > me it doesn't run on the child's machine. I'm not > sure if it's a compatibility with the gamepad or the > software. Who's the author of this great software? > Perhaps I can get in touch with them and help > recompile the source-code. > > Cheers, > Amit > > > > From: games_access-bounces at igda.org > [mailto:games_access-bounces at igda.org] On Behalf Of > Barrie Ellis > Sent: Saturday, March 17, 2007 3:39 AM > To: IGDA GA mailing list > Subject: [games_access] Vista problems with JoyToKey > - can anyone help? > > I have a person trying to get JoyToKey work with a > standard PC USB joypad. They've just upgraded to > Vista. I'm not sure if there is a compatibility > problem here. > > Does anyone out there have Vista running on their PC > and a USB Joypad? > > If so, do you have time to test out JoyToKey, > please: > > http://www.oneswitch.org.uk/2/I/JoyToKey/JoyToKey.htm > > All I want to know is - can you get your joystick to > act as the keyboard or mouse? > > Here's a one-switch on-line game that just uses > SPACE that would be a good test: > > http://www.idiombox.com/oneswitch/Spaced_Out.dcr > > Thanks! > > 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 ....................................... 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 richard at audiogames.net Fri Mar 30 17:56:31 2007 From: richard at audiogames.net (AudioGames.net) Date: Fri, 30 Mar 2007 23:56:31 +0200 Subject: [games_access] Article: Video Games Conquer Retirees References: <200703301524.l2UFOgf9022201@bingboing.presstube.com> Message-ID: <007f01c77316$4b4ed200$6402a8c0@Delletje> Hi, I found this on a list and it was posted there by Dmitri Williams, Assistant Professor, Department of Speech Communication at the University of Illinois at Urbana-Champaign. Familiar of yours, Michelle?? Anyway, here it is and please note the remark about Sister Jean-Marie Smith, who has ADHD... Greets, Richard -------------------------------------------------------------------------------- March 30, 2007 Video Games Conquer Retirees By SETH SCHIESEL CHATAWA, Miss. - For 133 years the School Sisters of Notre Dame have lived here in a thick forest just up the hill from the Tangipahoa River. In a modest but stately compound called St. Mary of the Pines, 52 retired members of this Roman Catholic order spend much of their time as the order's members have since the 19th century. They read and garden, fish and sew. They pray five times a day. But many also have a new hobby, one they credit for keeping their hands steady and minds sharp. They play video games. Every day residents go to the seven-terminal "Computer Cove" to click furiously on colorful, nonviolent, relatively simple games like Bejeweled, Bookworm and Chuzzle. Though they live in a remote grove, the women of St. Mary are actually part of a vast and growing community of video-game-playing baby boomers and their parents, especially women. Anxious about the mental cost of aging, older people are turning to games that rely on quick thinking to stimulate brain activity. A step slower than in their youth, they are using digital recreations of bowling, tennis and golf. Spurred by the popularity of the Nintendo Wii game system among older players, Erickson Retirement Communities, based in Baltimore, which manages 18 campuses around the country with 19,000 total residents, is installing the consoles at each location. [On Thursday Norwegian Cruise Line announced that it was installing Wii systems on all its ships.] PopCap Games in Seattle, the maker of the diversions so popular at St. Mary, says its games have been downloaded more than 200 million times since the company was founded in 2000. A spokesman said that the company was stunned by results of a customer survey last year: 71 percent of its players were older than 40, 47 percent were older than 50, and 76 percent of PopCap players were women. It turns out that older users not only play video games more often than their younger counterparts but also spend more time playing per session. Pogo.com is a Web site that offers "casual" games, easy to play and generally less complicated than the war, sports and strategy games favored by hard-core gamers. According to Electronic Arts, the game publisher that runs the site, people 50 and older were 28 percent of the visitors in February but accounted for more than 40 percent of total time spent on the site. On average women spent 35 percent longer on the site each day than men. "Baby boomers and up are definitely our fastest-growing demographic, and it is because the fear factor is diminishing," said Beatrice Spaine, the Pogo.com marketing director. "Women come for the games, but they stay for the community. Women like to chat, and these games online are a way to do that. It's kind of a MySpace for seniors." A couple of hours before heading to a harmonica concert recently, Sister Jean-Marie Smith, 61 and a retired teacher, paused her round of Bookworm (a digital take on the classic Scrabble word game) at the prodigious score of 34,765,180 to explain how she joined the gamer generation after moving to St. Mary last summer. She has attention-deficit hyperactivity disorder, "and I just could not focus on anything," she said. "I constantly have to find things to keep my attention. But the first time I played Bookworm, and that red tile hit the bottom and I lost, I stood up and said, 'Me and this computer are going to have a talk.' The fact that it's interactive and also competitive really draws me in and helps me focus." Sister Marie Richard Eckerle, 72, who introduced the games at St. Mary, smiled and said: "I hear all the time from sisters when they first see the computer, 'I can't do it, I can't do it, I can't do it.' And then they can do it. And they actually like it." The game industry has been pleasantly surprised to discover this growing audience that is more familiar with Little Richard than Ludacris, and some companies, particularly Nintendo and makers of easy-to-play casual games, have begun to cater specifically to older players. (Microsoft and Sony, two other big game companies, still focus mostly on young men.) "We actually use something called the 'Mom Test,' " said John Vechey, 28, a founder of PopCap. "When we were first making games like Bejeweled, we would sit our moms in front of the computers and just let them play, and that's a big way how we would see what works in an accessible, casual game. The problem is that our moms have gotten a little too savvy, so we're always looking for new moms to test on." Aside from casual PC games the other big spur to increased gaming by older players has been the recent introduction of two new game systems by Nintendo of Japan. The hand-held DS and the home Wii console (pronounced "we") are specifically meant to buck the industry trend toward increasing complexity and instead provide a simple yet captivating experience for players of all ages and degrees of coordination. In many games, players need only swing and twist the Wii controller rather than have to master complicated combinations of buttons and triggers. Dick Norwood, 61, a semi-retired businessman who lives in a community for residents 55 and older in Crest Hill, Ill., spotted the Wii in a mall in December. After playing Wii bowling with two other couples at home, he persuaded Giovan's, a local Italian restaurant, to begin a "seniors only" Wii bowling league, where nine couples now show up every Thursday. "When I started calling people about it, they had no idea what I was talking about, and they were laughing at me saying, 'You want to start a bowling league on a video game in a bar?' " he said. "Well, we got there the first time, and we were there for six solid hours. In the past, I probably would have agreed that video games are just for kids. But I'll tell you, at our age when you bowl for real, you wake up with aches and pains. Those balls aren't light. But with this you're getting good exercise, but you're not aching the next day." There is no good evidence that video game playing can alter the course of dementia or cause lasting improvements in memory, but research is sparse. Most neuroscientists doubt that gaming can hurt, and some small studies are under way. Jim Karle, a graduate student in the department of psychology, neuroscience and behavior at McMaster University in Hamilton, Ontario, reported last year that preliminary experiments indicated that playing video games could have a beneficial effect on short-term memory. Mr. Karle has not applied his research directly to older subjects, he said, but he may not have to. He has witnessed the increased popularity of gaming among older players first-hand. "The baby boom generation is definitely playing more video games," Mr. Karle, 29, said. "My mom never played video games, and then I would try to call her last year and could never get through. It wasn't that the line was busy. She just wasn't answering. It turned out it was because she had gotten engrossed with a game called Zuma. She's 60 years old, and suddenly she was totally into it." ------- Dmitri Williams Assistant Professor, Department of Speech Communication University of Illinois at Urbana-Champaign dcwill + at + uiuc + dot + edu -- Gamesnetwork, discussion list of Digital Games Research Association, www.digra.org Note: to unsubscribe, send "UNSUBSCRIBE GAMESNETWORK" to LISTSERV at UTA.FI from your subscribed email account. The list archive is available online at: https://listserv.uta.fi/archives/gamesnetwork.html -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Fri Mar 30 19:56:35 2007 From: hinn at uiuc.edu (hinn at uiuc.edu) Date: Fri, 30 Mar 2007 18:56:35 -0500 (CDT) Subject: [games_access] Article: Video Games Conquer Retirees Message-ID: <20070330185635.ANJ94463@expms2.cites.uiuc.edu> Ah, yes -- there's a lot of interest and research being done on the elderly here and ways to help increase cognitive capacity and/or prevent further loses of dexterity, vision, etc. We have a whole research center devoted to the study of ageing. Dmitri and I are friends and thanks to me going on and on and on (and on) about game accessibility, he's seeing why this is a hot button issue. We actually met through mutual friends at Microsoft even though we were at the same Uni -- this place is so big it's insane (40k + students). When things slow down a bit (we're rounding the bend towards the end of the term) we're going to meet for coffee and see if he was interested in joining us and collaborating in a grant proposal. The timing is wonky since I'm schedule to graduate by the end of August but we can do work ahead of time. He's BIG into cross institutional and international collaboration, which is always a good thing for us :) Thanks for sending this! Now I'll use it to email him about that coffee... :) Michelle ---- Original message ---- >Date: Fri, 30 Mar 2007 23:56:31 +0200 >From: "AudioGames.net" >Subject: [games_access] Article: Video Games Conquer Retirees >To: "IGDA Games Accessibility SIG Mailing List" > > Link: File-List > Link: Edit-Time-Data > > Hi, > > > > I found this on a list and it was posted there by > Dmitri Williams, Assistant Professor, Department of > Speech Communication at the University of Illinois > at Urbana-Champaign. Familiar of yours, Michelle?? > > Anyway, here it is and please note the remark about > Sister Jean-Marie Smith, who has ADHD... > > > > Greets, > > > > Richard > > > > > > > > > > ---------------------------------------------------- > > March 30, 2007 > > Video Games Conquer Retirees > > By SETH SCHIESEL > > CHATAWA, Miss. ? For 133 years the School Sisters > of Notre Dame have lived here in a thick forest just > up the hill from the Tangipahoa River. In a modest > but stately compound called St. Mary of the Pines, > 52 retired members of this Roman Catholic order > spend much of their time as the order?s members > have since the 19th century. They read and garden, > fish and sew. They pray five times a day. > > But many also have a new hobby, one they credit for > keeping their hands steady and minds sharp. They > play video games. Every day residents go to the > seven-terminal ?Computer Cove? to click > furiously on colorful, nonviolent, relatively simple > games like Bejeweled, Bookworm and Chuzzle. > > Though they live in a remote grove, the women of St. > Mary are actually part of a vast and growing > community of video-game-playing baby boomers and > their parents, especially women. > > Anxious about the mental cost of aging, older people > are turning to games that rely on quick thinking to > stimulate brain activity. A step slower than in > their youth, they are using digital recreations of > bowling, tennis and golf. > > Spurred by the popularity of the Nintendo Wii game > system among older players, Erickson Retirement > Communities, based in Baltimore, which manages 18 > campuses around the country with 19,000 total > residents, is installing the consoles at each > location. > > [On Thursday Norwegian Cruise Line announced that it > was installing Wii systems on all its ships.] > > PopCap Games in Seattle, the maker of the diversions > so popular at St. Mary, says its games have been > downloaded more than 200 million times since the > company was founded in 2000. A spokesman said that > the company was stunned by results of a customer > survey last year: 71 percent of its players were > older than 40, 47 percent were older than 50, and 76 > percent of PopCap players were women. > > It turns out that older users not only play video > games more often than their younger counterparts but > also spend more time playing per session. Pogo.com > is a Web site that offers ?casual? games, easy > to play and generally less complicated than the war, > sports and strategy games favored by hard-core > gamers. According to Electronic Arts, the game > publisher that runs the site, people 50 and older > were 28 percent of the visitors in February but > accounted for more than 40 percent of total time > spent on the site. On average women spent 35 percent > longer on the site each day than men. > > ?Baby boomers and up are definitely our > fastest-growing demographic, and it is because the > fear factor is diminishing,? said Beatrice Spaine, > the Pogo.com marketing director. ?Women come for > the games, but they stay for the community. Women > like to chat, and these games online are a way to do > that. It?s kind of a MySpace for seniors.? > > A couple of hours before heading to a harmonica > concert recently, Sister Jean-Marie Smith, 61 and a > retired teacher, paused her round of Bookworm (a > digital take on the classic Scrabble word game) at > the prodigious score of 34,765,180 to explain how > she joined the gamer generation after moving to St. > Mary last summer. > > She has attention-deficit hyperactivity disorder, > ?and I just could not focus on anything,? she > said. ?I constantly have to find things to keep my > attention. But the first time I played Bookworm, and > that red tile hit the bottom and I lost, I stood up > and said, ?Me and this computer are going to have > a talk.? The fact that it?s interactive and also > competitive really draws me in and helps me > focus.? > > Sister Marie Richard Eckerle, 72, who introduced the > games at St. Mary, smiled and said: ?I hear all > the time from sisters when they first see the > computer, ?I can?t do it, I can?t do it, I > can?t do it.? And then they can do it. And they > actually like it.? > > The game industry has been pleasantly surprised to > discover this growing audience that is more familiar > with Little Richard than Ludacris, and some > companies, particularly Nintendo and makers of > easy-to-play casual games, have begun to cater > specifically to older players. (Microsoft and Sony, > two other big game companies, still focus mostly on > young men.) > > ?We actually use something called the ?Mom > Test,? ? said John Vechey, 28, a founder of > PopCap. ?When we were first making games like > Bejeweled, we would sit our moms in front of the > computers and just let them play, and that?s a big > way how we would see what works in an accessible, > casual game. The problem is that our moms have > gotten a little too savvy, so we?re always looking > for new moms to test on.? > > Aside from casual PC games the other big spur to > increased gaming by older players has been the > recent introduction of two new game systems by > Nintendo of Japan. The hand-held DS and the home Wii > console (pronounced ?we?) are specifically meant > to buck the industry trend toward increasing > complexity and instead provide a simple yet > captivating experience for players of all ages and > degrees of coordination. In many games, players need > only swing and twist the Wii controller rather than > have to master complicated combinations of buttons > and triggers. > > Dick Norwood, 61, a semi-retired businessman who > lives in a community for residents 55 and older in > Crest Hill, Ill., spotted the Wii in a mall in > December. After playing Wii bowling with two other > couples at home, he persuaded Giovan?s, a local > Italian restaurant, to begin a ?seniors only? > Wii bowling league, where nine couples now show up > every Thursday. > > ?When I started calling people about it, they had > no idea what I was talking about, and they were > laughing at me saying, ?You want to start a > bowling league on a video game in a bar?? ? he > said. ?Well, we got there the first time, and we > were there for six solid hours. In the past, I > probably would have agreed that video games are just > for kids. But I?ll tell you, at our age when you > bowl for real, you wake up with aches and pains. > Those balls aren?t light. But with this you?re > getting good exercise, but you?re not aching the > next day.? > > There is no good evidence that video game playing > can alter the course of dementia or cause lasting > improvements in memory, but research is sparse. Most > neuroscientists doubt that gaming can hurt, and some > small studies are under way. > > Jim Karle, a graduate student in the department of > psychology, neuroscience and behavior at McMaster > University in Hamilton, Ontario, reported last year > that preliminary experiments indicated that playing > video games could have a beneficial effect on > short-term memory. Mr. Karle has not applied his > research directly to older subjects, he said, but he > may not have to. He has witnessed the increased > popularity of gaming among older players first-hand. > > ?The baby boom generation is definitely playing > more video games,? Mr. Karle, 29, said. ?My mom > never played video games, and then I would try to > call her last year and could never get through. It > wasn?t that the line was busy. She just wasn?t > answering. It turned out it was because she had > gotten engrossed with a game called Zuma. She?s 60 > years old, and suddenly she was totally into it.? > > ------- > > Dmitri Williams > > Assistant Professor, Department of Speech > Communication > > University of Illinois at Urbana-Champaign > > dcwill + at + uiuc + dot + edu > > > > -- Gamesnetwork, discussion list of Digital Games > Research Association, www.digra.org Note: to > unsubscribe, send "UNSUBSCRIBE GAMESNETWORK" to > LISTSERV at UTA.FI from your subscribed email account. > The list archive is available online at: > https://listserv.uta.fi/archives/gamesnetwork.html > >________________ >_______________________________________________ >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" .......................................