From reid at rbkdesign.com Tue May 1 11:56:32 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Tue, 1 May 2007 08:56:32 -0700 Subject: [games_access] Reminder - Tonight, Videogames for All on PBS's Quest Message-ID: Hi everyone, Quick reminder to check your local listings for a program called Quest at 7:30pm tonight. Tonight's episode entitled, Videogames for All will chronicle the efforts of this very IGDA Game Accessibility SIG to spread the word about accessibility issues for games. If the episode is not broadcast in your area, fear not, it should posted on Quest's website, http://www.kqed.com/quest/ soon. -Reid From hinn at uiuc.edu Tue May 1 13:23:38 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 1 May 2007 12:23:38 -0500 Subject: [games_access] Terra Nova --- Michelle's Guest Blog Month In-Reply-To: References: <21e80ec20704301246p484d0f2fkb2e6d2e10ef9bc2e@mail.gmail.com> Message-ID: Hi everyone, I was invited by the academic blog, Terra Nova, to be a guest blogger for the month of May...so I intend to post every bit of info on Game Accessibility I can. Please email me if there's a project or topic or shop or resource you want me to cover. I will be posting links and comments on articles, resources etc. I want this to be "OUR" month! http://www.terranova.blogs.com/ And please...participate in the discussion! Michelle -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Tue May 1 14:41:15 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 1 May 2007 13:41:15 -0500 Subject: [games_access] Gamers with Disabilities in the LA or San Fran areas In-Reply-To: References: <21e80ec20704301246p484d0f2fkb2e6d2e10ef9bc2e@mail.gmail.com> Message-ID: Hi everyone, I'm looking for gamers with disabilities in the LA or San Francisco areas for a project -- if you fit this category and/or you know someone who does, please let me know offlist at hinn at uiuc.edu and I can explain more. Thanks! Michelle From reid at rbkdesign.com Tue May 1 15:18:58 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Tue, 1 May 2007 12:18:58 -0700 Subject: [games_access] Gamers with Disabilities in the LA or San Fran areas In-Reply-To: References: <21e80ec20704301246p484d0f2fkb2e6d2e10ef9bc2e@mail.gmail.com> Message-ID: Do I count, or are you looking for physically disabled. -Reid On 5/1/07, d. michelle hinn wrote: > Hi everyone, > > I'm looking for gamers with disabilities in the LA or San Francisco > areas for a project -- if you fit this category and/or you know > someone who does, please let me know offlist at hinn at uiuc.edu and I > can explain more. > > Thanks! > Michelle > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From hinn at uiuc.edu Tue May 1 15:33:20 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 1 May 2007 14:33:20 -0500 Subject: [games_access] Gamers with Disabilities in the LA or San Fran areas In-Reply-To: References: <21e80ec20704301246p484d0f2fkb2e6d2e10ef9bc2e@mail.gmail.com> Message-ID: Any disability...so yes! You count! I'll send you more info offlist. >Do I count, or are you looking for physically disabled. > >-Reid > >On 5/1/07, d. michelle hinn wrote: >>Hi everyone, >> >>I'm looking for gamers with disabilities in the LA or San Francisco >>areas for a project -- if you fit this category and/or you know >>someone who does, please let me know offlist at hinn at uiuc.edu and I >>can explain more. >> >>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 agdev at thechases.com Tue May 1 17:39:48 2007 From: agdev at thechases.com (Tim Chase) Date: Tue, 01 May 2007 16:39:48 -0500 Subject: [games_access] Terra Nova --- Michelle's Guest Blog Month In-Reply-To: References: <21e80ec20704301246p484d0f2fkb2e6d2e10ef9bc2e@mail.gmail.com> Message-ID: <4637B3A4.6090101@thechases.com> > I was invited by the academic blog, Terra Nova, to be a guest blogger > > http://www.terranova.blogs.com/ Hah...the video was great. Thanks for posting it, as Quest wasn't on my local PBS lineup. I had to laugh at the "Sony's X-Box 360" and "Microsoft's Playstation 3" quotes (right after Reid's bit about accessibility not being sexy...about a quarter of the way into the vid). I bet Sony and Microsoft's marketers *loved* that transposition of ownership by the narrator. -tim From arthit73 at cablespeed.com Tue May 1 17:50:25 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Tue, 1 May 2007 17:50:25 -0400 Subject: [games_access] Terra Nova --- Michelle's Guest Blog Month In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIxEdCYA References: <21e80ec20704301246p484d0f2fkb2e6d2e10ef9bc2e@mail.gmail.com> AAAAADBf8GSYa4xDlD4sBa5lcIxEdCYA Message-ID: <024f01c78c3a$bbf62110$6401a8c0@Inspiron> During your blogs would be great if you could stir up some interest for the top-secret game. I'm really struggling to get a lot of support from this group. It's a real potential success story. For our campaign. Robert _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Tuesday, May 01, 2007 1:24 PM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] Terra Nova --- Michelle's Guest Blog Month Hi everyone, I was invited by the academic blog, Terra Nova, to be a guest blogger for the month of May...so I intend to post every bit of info on Game Accessibility I can. Please email me if there's a project or topic or shop or resource you want me to cover. I will be posting links and comments on articles, resources etc. I want this to be "OUR" month! http://www.terranova.blogs.com/ And please...participate in the discussion! Michelle -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Tue May 1 17:51:47 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 1 May 2007 16:51:47 -0500 Subject: [games_access] Terra Nova --- Michelle's Guest Blog Month In-Reply-To: <4637B3A4.6090101@thechases.com> References: <21e80ec20704301246p484d0f2fkb2e6d2e10ef9bc2e@mail.gmail.com> <4637B3A4.6090101@thechases.com> Message-ID: >>I was invited by the academic blog, Terra Nova, to be a guest blogger >>http://www.terranova.blogs.com/ > >Hah...the video was great. Thanks for posting it, as Quest wasn't >on my local PBS lineup. > >I had to laugh at the "Sony's X-Box 360" and "Microsoft's >Playstation 3" quotes (right after Reid's bit about accessibility >not being sexy...about a quarter of the way into the vid). I bet >Sony and Microsoft's marketers *loved* that transposition of >ownership by the narrator. Yeah...they might have wanted to run by their text by us before it aired...ah well! I guess you can't learn the manufacturers by simply being at the GDC. :) And please everyone -- post comments galore on Terra Nova -- I'll "re-air" comments with additional commentary on the blog as posts when it makes sense to do so (like Reid's latest comments for instance). This is OUR month! And to all those who have just joined the mailing list in the last few hours -- Welcome! Don't be shy -- introduce yourselves! :) Michelle From hinn at uiuc.edu Tue May 1 17:53:21 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 1 May 2007 16:53:21 -0500 Subject: [games_access] Terra Nova --- Michelle's Guest Blog Month In-Reply-To: <024f01c78c3a$bbf62110$6401a8c0@Inspiron> References: <21e80ec20704301246p484d0f2fkb2e6d2e10ef9bc2e@mail.gmail.com> AAAAADBf8GSYa4xDlD4sBa5lcIxEdCYA <024f01c78c3a$bbf62110$6401a8c0@Inspiron> Message-ID: Will do! >During your blogs would be great if you could stir up some interest >for the top-secret game. I'm really struggling to get a lot of >support from this group. It's a real potential success story. For >our campaign. > >Robert > > >From: games_access-bounces at igda.org >[mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn >Sent: Tuesday, May 01, 2007 1:24 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: [games_access] Terra Nova --- Michelle's Guest Blog Month > >Hi everyone, > >I was invited by the academic blog, Terra Nova, to be a guest >blogger for the month of May...so I intend to post every bit of info >on Game Accessibility I can. Please email me if there's a project or >topic or shop or resource you want me to cover. I will be posting >links and comments on articles, resources etc. I want this to be >"OUR" month! > >http://www.terranova.blogs.com/ > >And please...participate in the discussion! > >Michelle > >_______________________________________________ >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 agdev at thechases.com Tue May 1 20:21:46 2007 From: agdev at thechases.com (Tim Chase) Date: Tue, 01 May 2007 19:21:46 -0500 Subject: [games_access] Ernest Adams on Accessibility Message-ID: <4637D99A.802@thechases.com> Nice article by Adams, railing on the inability in many action games to change the speed/difficulty to a playable setting. Gives some props to the Accessibility Idol crew at GDC http://www.gamasutra.com/features/20070501/adams_01.shtml And his airship game sounds kinda cool. While voice-recognition is already hard enough with one voice, it would be crazy cool to have such a game with a projector and several mics, so you and the kids could "man" various battle-stations on the same zeppelin, everybody yelling crazy commands... -tim From hinn at uiuc.edu Wed May 2 00:11:18 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 1 May 2007 23:11:18 -0500 Subject: [games_access] Reminder - Tonight, Videogames for All on PBS's Quest In-Reply-To: References: Message-ID: I must admit that it was a little annoying that they had three hours of interview footage with me the day of and right before the Idol session that never appeared. It's fine that they left me on the cutting room floor but I really do feel like our Idol session was rather sabotaged when we could have better been spending that time making sure we have more butts in the seats (I was supposed to run over to Eric Z's competition and make an announcement) and re-organizing the session because Robert had to go home. I know...we've talked about this before. No reason to rehash the coulda/woulda/shoulda but as I think we all agree on...their presense was a major disruption many times and they went back on their word to leave us along three hours before Idol. And what happened to the 12 hours of footage of all of us eating? ;) That was some class act stuff! Hehehe. Besides that...the Sony/Microsoft mix up was very poor form. They fact checked so much else but that was an easy one. Are there any other issues on the story the people have something to add? I'd like to suggest that they run a follow up in a letter I'm planning on sending them thanking them for giving light to the issue but also pointing out the errors like Sony/Microsoft that they may wish to edit. Thanks, Michelle >Hi everyone, > >Quick reminder to check your local listings for a program called Quest >at 7:30pm tonight. Tonight's episode entitled, Videogames for All will >chronicle the efforts of this very IGDA Game Accessibility SIG to >spread the word about accessibility issues for games. If the episode >is not broadcast in your area, fear not, it should posted on Quest's >website, http://www.kqed.com/quest/ soon. > >-Reid >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From reid at rbkdesign.com Wed May 2 00:23:23 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Tue, 1 May 2007 21:23:23 -0700 Subject: [games_access] Reminder - Tonight, Videogames for All on PBS's Quest In-Reply-To: References: Message-ID: PBS already knows about the mix up in "Sony XBox 360" and such. http://www.kqed.org/quest/blog/2007/05/01/video-games-access-for-all/#comment-1605 -Reid On 5/1/07, d. michelle hinn wrote: > I must admit that it was a little annoying that they had three hours > of interview footage with me the day of and right before the Idol > session that never appeared. It's fine that they left me on the > cutting room floor but I really do feel like our Idol session was > rather sabotaged when we could have better been spending that time > making sure we have more butts in the seats (I was supposed to run > over to Eric Z's competition and make an announcement) and > re-organizing the session because Robert had to go home. I > know...we've talked about this before. No reason to rehash the > coulda/woulda/shoulda but as I think we all agree on...their presense > was a major disruption many times and they went back on their word to > leave us along three hours before Idol. > > And what happened to the 12 hours of footage of all of us eating? ;) > That was some class act stuff! Hehehe. > > Besides that...the Sony/Microsoft mix up was very poor form. They > fact checked so much else but that was an easy one. > > Are there any other issues on the story the people have something to > add? I'd like to suggest that they run a follow up in a letter I'm > planning on sending them thanking them for giving light to the issue > but also pointing out the errors like Sony/Microsoft that they may > wish to edit. > > Thanks, > Michelle > > >Hi everyone, > > > >Quick reminder to check your local listings for a program called Quest > >at 7:30pm tonight. Tonight's episode entitled, Videogames for All will > >chronicle the efforts of this very IGDA Game Accessibility SIG to > >spread the word about accessibility issues for games. If the episode > >is not broadcast in your area, fear not, it should posted on Quest's > >website, http://www.kqed.com/quest/ soon. > > > >-Reid > >_______________________________________________ > >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 May 2 00:33:47 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 1 May 2007 23:33:47 -0500 Subject: [games_access] Reminder - Tonight, Videogames for All on PBS's Quest In-Reply-To: References: Message-ID: Ah ok, cool. They probably got a few phone calls about that one!! :) >PBS already knows about the mix up in "Sony XBox 360" and such. > >http://www.kqed.org/quest/blog/2007/05/01/video-games-access-for-all/#comment-1605 > >-Reid > >On 5/1/07, d. michelle hinn wrote: >>I must admit that it was a little annoying that they had three hours >>of interview footage with me the day of and right before the Idol >>session that never appeared. It's fine that they left me on the >>cutting room floor but I really do feel like our Idol session was >>rather sabotaged when we could have better been spending that time >>making sure we have more butts in the seats (I was supposed to run >>over to Eric Z's competition and make an announcement) and >>re-organizing the session because Robert had to go home. I >>know...we've talked about this before. No reason to rehash the >>coulda/woulda/shoulda but as I think we all agree on...their presense >>was a major disruption many times and they went back on their word to >>leave us along three hours before Idol. >> >>And what happened to the 12 hours of footage of all of us eating? ;) >>That was some class act stuff! Hehehe. >> >>Besides that...the Sony/Microsoft mix up was very poor form. They >>fact checked so much else but that was an easy one. >> >>Are there any other issues on the story the people have something to >>add? I'd like to suggest that they run a follow up in a letter I'm >>planning on sending them thanking them for giving light to the issue >>but also pointing out the errors like Sony/Microsoft that they may >>wish to edit. >> >>Thanks, >>Michelle >> >>>Hi everyone, >>> >>>Quick reminder to check your local listings for a program called Quest >>>at 7:30pm tonight. Tonight's episode entitled, Videogames for All will >>>chronicle the efforts of this very IGDA Game Accessibility SIG to >>>spread the word about accessibility issues for games. If the episode >>>is not broadcast in your area, fear not, it should posted on Quest's >>>website, http://www.kqed.com/quest/ soon. >>> >>>-Reid >>>_______________________________________________ >>>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 no1cwbyfan at cox.net Wed May 2 01:45:54 2007 From: no1cwbyfan at cox.net (Jason Price) Date: Wed, 2 May 2007 00:45:54 -0500 Subject: [games_access] Reminder - Tonight, Videogames for All on PBS's Quest In-Reply-To: Message-ID: <20070502054602.NLJO12193.eastrmmtao106.cox.net@eastrmimpo02.cox.net> Great job Reid and Michelle! Jason -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Reid Kimball Sent: Tuesday, May 01, 2007 11:23 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Reminder - Tonight,Videogames for All on PBS's Quest PBS already knows about the mix up in "Sony XBox 360" and such. http://www.kqed.org/quest/blog/2007/05/01/video-games-access-for-all/#commen t-1605 -Reid On 5/1/07, d. michelle hinn wrote: > I must admit that it was a little annoying that they had three hours > of interview footage with me the day of and right before the Idol > session that never appeared. It's fine that they left me on the > cutting room floor but I really do feel like our Idol session was > rather sabotaged when we could have better been spending that time > making sure we have more butts in the seats (I was supposed to run > over to Eric Z's competition and make an announcement) and > re-organizing the session because Robert had to go home. I > know...we've talked about this before. No reason to rehash the > coulda/woulda/shoulda but as I think we all agree on...their presense > was a major disruption many times and they went back on their word to > leave us along three hours before Idol. > > And what happened to the 12 hours of footage of all of us eating? ;) > That was some class act stuff! Hehehe. > > Besides that...the Sony/Microsoft mix up was very poor form. They > fact checked so much else but that was an easy one. > > Are there any other issues on the story the people have something to > add? I'd like to suggest that they run a follow up in a letter I'm > planning on sending them thanking them for giving light to the issue > but also pointing out the errors like Sony/Microsoft that they may > wish to edit. > > Thanks, > Michelle > > >Hi everyone, > > > >Quick reminder to check your local listings for a program called Quest > >at 7:30pm tonight. Tonight's episode entitled, Videogames for All will > >chronicle the efforts of this very IGDA Game Accessibility SIG to > >spread the word about accessibility issues for games. If the episode > >is not broadcast in your area, fear not, it should posted on Quest's > >website, http://www.kqed.com/quest/ soon. > > > >-Reid > >_______________________________________________ > >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 No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.467 / Virus Database: 269.6.2/781 - Release Date: 4/30/2007 9:14 AM No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.467 / Virus Database: 269.6.2/781 - Release Date: 4/30/2007 9:14 AM From barrie.ellis at oneswitch.org.uk Wed May 2 13:01:08 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Wed, 2 May 2007 18:01:08 +0100 Subject: [games_access] KQED Video on Game Accessibility Message-ID: <04ce01c78cdb$7b342590$0202a8c0@OneSwitch> Slowly catching up with things. I really enjoyed the video from KQED. http://www.kqed.org/quest/television/view/276 I think they got a lot of important points across. Reid, you came over particularly eloquently in the video - fine work. Really enjoyed watching the father and son using hacked up controllers made accessible. I think they did a pretty good job as it goes. It was nice seeing some of the controllers I supplied on show too. I guess you wisely kept the rather heavy switch adapted Namco Arcade Stick at home? I'd love to see more of the footage of the "Accessibility Idol" show - especially after reading up on Ernest Adams great related article: http://www.gamasutra.com/features/20070501/adams_01.shtml Barrie www.OneSwitch.org.uk p.s. - I've not forgotten you Robert. Your project is an exciting one - just need proper time to spare to offer some more thoughts. Keep plugging away, fella-man! -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Wed May 2 13:17:01 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 2 May 2007 12:17:01 -0500 Subject: [games_access] KQED Video on Game Accessibility In-Reply-To: <04ce01c78cdb$7b342590$0202a8c0@OneSwitch> References: <04ce01c78cdb$7b342590$0202a8c0@OneSwitch> Message-ID: Hey everyone -- Just in case people got confused -- I wanted to write the station a letter to thank them for doing the story (and point out the Sony/Microsoft snafu...which they already know about). I didn't mean that I was going to write an angry letter -- there's nothing to be angry about (ok, except the filming us eating...that was just plain weird!). :) So I'll include your comments in the letter so send your reactions! I'm hoping they might be willing to do a follow up, perhaps at GDC 2008? Actually I had all the stuff you sent but they were particularly interested in the quad controller. It would have been interesting to show the brainfingers device to but they really just had 10 minutes. So if our dream of getting onto the expo floor becomes a reality for 2008, we could really show some cool stuff. It's also great to see Ernest really getting into accessibility -- that's just plain cool! Michelle >Slowly catching up with things. I really enjoyed the video from KQED. > >http://www.kqed.org/quest/television/view/276 > >I think they got a lot of important points across. Reid, you came >over particularly eloquently in the video - fine work. Really >enjoyed watching the father and son using hacked up controllers made >accessible. I think they did a pretty good job as it goes. It was >nice seeing some of the controllers I supplied on show too. I guess >you wisely kept the rather heavy switch adapted Namco Arcade Stick >at home? I'd love to see more of the footage of the "Accessibility >Idol" show - especially after reading up on Ernest Adams great >related article: > >http://www.gamasutra.com/features/20070501/adams_01.shtml > >Barrie >www.OneSwitch.org.uk > >p.s. - I've not forgotten you Robert. Your project is an exciting >one - just need proper time to spare to offer some more thoughts. >Keep plugging away, fella-man! > >_______________________________________________ >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 Wed May 2 13:21:30 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 2 May 2007 12:21:30 -0500 Subject: [games_access] Gamers with Disabilities in California In-Reply-To: <04ce01c78cdb$7b342590$0202a8c0@OneSwitch> References: <04ce01c78cdb$7b342590$0202a8c0@OneSwitch> Message-ID: Hi all, I sent out a message asking people in the LA and San Fran areas who are gamers with disabilities to send me an email off list, It's for a film by a Sundance award-winning director on gamers (including gamers with disabilities and games for rehab and games for exercise) It's to show the psychological benefits of games and they have the budget to travel all over California now so if you live ANYWHERE in California, let me know! Also -- anyone working at a children's hospital or VA clinic in California? Drop me a line! Thanks, Michelle -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Wed May 2 16:22:08 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Wed, 2 May 2007 21:22:08 +0100 Subject: [games_access] Blog host for a month... Message-ID: <053a01c78cf7$8f540f10$0202a8c0@OneSwitch> Great news re: http://www.terranova.blogs.com/ and getting a month to blog, Michelle. I recon you must post on Game Over! pretty soon, and Terrestrial Invaders - make mention of the GASIG members one by one perhaps and their on-line presence as best you can. Perhaps mention the Accessible Gaming Shop I am building, that links to many providers of accessible gear. Mention Namco's Rehabilitainment, U CAN DO and so on... Have fun! Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Thu May 3 02:53:06 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Thu, 3 May 2007 07:53:06 +0100 Subject: [games_access] "Special Effect" (previously Game On!) ready to roll.... Message-ID: <058801c78d4f$b5c492c0$0202a8c0@OneSwitch> http://www.specialeffect.org.uk/ "SpecialEffect is a charitable organisation dedicated to helping ALL young people with disabilities to enjoy computer games. For these children, the majority of computer games are simply too quick or too difficult to play, and we can help them and their parents to find out which games they CAN play, and how to adapt those games that they can't. Over the last three years we've been gathering information for the SpecialEffect GameBase about a huge range of computer games and leisure software. We've been finding out if and how each game can be played using access technology like switches, headpointers and adapted keyboards. Success with using this technology for games and leisure can lead to huge gains in self-confidence and motivation. Perhaps most importantly of all, it can provide a way for young people with disabilities to socialise and compete with others on a level playing field. For more information about SpecialEffect, email info at specialeffect.org.uk or contact us by telephone on 01608 811909 or 0791 807 7177." Barrie - www.oneswitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From gramenos at ics.forth.gr Thu May 3 11:16:56 2007 From: gramenos at ics.forth.gr (Dimitris Grammenos) Date: Thu, 3 May 2007 18:16:56 +0300 Subject: [games_access] Terrestrial Invaders: New Version Message-ID: <20070503151558.951558E40FC@mailhost.ics.forth.gr> Hello all, After receiving some very good comments by Barrie, I made some modifications to Terrestrial Invaders. In this context, I also added a new level called "Adjustable Difficulty". In this level several difficulty adjustment facilities are offered, such as: 1. Adjustable overall game speed. 2. Adjustable emenies speed (you can even stop them from moving). 3. Adjustable size of the player's bombs. 4. Cheats. At a press of a button you can: get an extra life, destroy a random enemy, activate the shield. You can download the new version from: http://www.ics.forth.gr/hci/ua-games/ti/downloads.html I would be obliged if you could also spare 5 mins to fill-in the feedback form: http://www.ics.forth.gr/hci/ua-games/ti/feedback.html Thanks! Dimitris From reid at rbkdesign.com Thu May 3 13:53:50 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Thu, 3 May 2007 10:53:50 -0700 Subject: [games_access] We must get data sooner than later Message-ID: Kotaku posted the Quest video on their site http://kotaku.com/gaming/games-for-all/clip-making-games-more-accessible-256981.php One comment from a poster: "The problem is that it's not cost effective to tweak and add special options and controls for disabled gamers. The amount of time, effort, and money it takes to add all that doesn't produce a financial reward in the end for the company who makes the game because disabled gamers aren't exactly a sizeable demographic." I see this point made over and over again and no one knows the truth. We really need to find out the truth. I'm hopeful the facts will reveal that in fact it will be very cost effective for developers. Dimitris, do you have any data on how much it cost you to add all the accessible for Terrestrial Invaders vs. how much the game would have cost if you left them out? Does anyone have any good research skills? I've tried before to find a recent statistic on how many disabled people there are in the US, Europe, Asia, and so on. Ideally we'd have the following stats, in each territory US, UK, Europe, Asia, etc # of disabled blind # of disabled deaf/hard of hearing # of people with any mobility issues, from arthritis to quadriplegia # of cognitive disabled # of male populations that play games # of female populations that play games Age groups of people that play games Any more categories? I'm hoping with all the data we can piece things together and say something equivalent to, "we know that 30% of the male population between the ages of 16 and 33 in the US, which is 25,000,000 mil, of those 10% are blind, 25% have some type of hearing disability and shockingly 35% have mobility impairments. Then we can break it down into actual estimated numbers. We really need some way to combat these assumptions that there isn't a market and it's not cost productive. I spent zero money developing Doom3[CC]. It only took time on nights and weekends while I worked a full time job. It has been downloaded over 19,000 times since release. If I had charged $5 dollars for it I could have profited $95,000 dollars. That's a one year salary for a talented programmer in some parts of the US, who could make huge impacts at a company. -Reid From brannonz at microsoft.com Thu May 3 15:04:44 2007 From: brannonz at microsoft.com (Brannon Zahand) Date: Thu, 3 May 2007 12:04:44 -0700 Subject: [games_access] We must get data sooner than later In-Reply-To: References: Message-ID: <50208B88C11B2B4D99192C522959AB8B12BE4E5922@NA-EXMSG-C113.redmond.corp.microsoft.com> http://www.ilr.cornell.edu/edi/disabilitystatistics/index.cfm I just discovered this yesterday. It is incredible! As for discussing costs of implementing features, it's hard to come up with exact numbers. However, I've been using a few arguments when people give me the "It's Not Cost Effective" speech... 1) If planned on early enough, the amount of work it takes to add basic accessibility features (such as CC, customizable controls, ability to control text size, etc.) is relatively minimal. 2) For larger publishers, this code can often be written once and then reused in other titles with minimal effort. 3) Below is a quote from a research report Microsoft commissioned. You can make the case that this applies to games on the PC and that it is highly probably that it applies to console games as well... "The study also determined that the use of accessibility features was not restricted to people with disabilities. Among computer users who use built-in accessibility options and utilities: 32% have no disability or impairment." -A Research Report Commissioned by Microsoft Corporation and Conducted by Forrester Research, Inc., in 2004 -Brannon -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Reid Kimball Sent: Thursday, May 03, 2007 10:54 AM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] We must get data sooner than later Kotaku posted the Quest video on their site http://kotaku.com/gaming/games-for-all/clip-making-games-more-accessible-256981.php One comment from a poster: "The problem is that it's not cost effective to tweak and add special options and controls for disabled gamers. The amount of time, effort, and money it takes to add all that doesn't produce a financial reward in the end for the company who makes the game because disabled gamers aren't exactly a sizeable demographic." I see this point made over and over again and no one knows the truth. We really need to find out the truth. I'm hopeful the facts will reveal that in fact it will be very cost effective for developers. Dimitris, do you have any data on how much it cost you to add all the accessible for Terrestrial Invaders vs. how much the game would have cost if you left them out? Does anyone have any good research skills? I've tried before to find a recent statistic on how many disabled people there are in the US, Europe, Asia, and so on. Ideally we'd have the following stats, in each territory US, UK, Europe, Asia, etc # of disabled blind # of disabled deaf/hard of hearing # of people with any mobility issues, from arthritis to quadriplegia # of cognitive disabled # of male populations that play games # of female populations that play games Age groups of people that play games Any more categories? I'm hoping with all the data we can piece things together and say something equivalent to, "we know that 30% of the male population between the ages of 16 and 33 in the US, which is 25,000,000 mil, of those 10% are blind, 25% have some type of hearing disability and shockingly 35% have mobility impairments. Then we can break it down into actual estimated numbers. We really need some way to combat these assumptions that there isn't a market and it's not cost productive. I spent zero money developing Doom3[CC]. It only took time on nights and weekends while I worked a full time job. It has been downloaded over 19,000 times since release. If I had charged $5 dollars for it I could have profited $95,000 dollars. That's a one year salary for a talented programmer in some parts of the US, who could make huge impacts at a company. -Reid _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From thomas at pininteractive.com Thu May 3 15:13:53 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Thu, 3 May 2007 21:13:53 +0200 Subject: [games_access] We must get data sooner than later In-Reply-To: References: Message-ID: <4FFA6B87-AD43-42B9-8D72-D9364F4440E2@pininteractive.com> Hi Reid, there is an overview of statistics in our first white paper from 2004 here is a quote from the white paper (page 10-11): Scope of the Problem Having seen some of the categories of people in need of accessible games, the next question is ?how widespread is the problem?? Are we talking about a large number of people? Statistics Fortunately, there are statistics available from a variety of sources on the number of people with disabilities. Based on the US Census Bureau?s data [10] from 1997 for people 15 years old or older, the following results were seen: Level of Disability Category Number Percentage No disability 160,124,000 77.0 Severe disability 30,714,000 14.8 Not severe disability 17,221,000 8.2 Total population 208,059,000 100.0 77% of the people considered themselves to not be disabled. Of the remaining amount, this means that almost 48,000,000 people in the United States consider themselves disabled. Types of Disability The following table shows a breakdown of the disability types 10 IGDA Game Accessibility SIG igda.org/accessibility Type Number Percentage Visual ? Severe 1,768,000 0.8 Visual ? Not severe 5,904,000 2.8 Auditory ? Severe 832,000 0.4 Auditory ? Not severe 7,134,000 3.4 Mobility ? Severe 14,698,000 7.1 Mobility ? Not severe 10,441,000 5.0 Learning disability 3,451,000 1.7 Other mental disability (dementia, mental retardation, other unspecified) 6,657,000 3.2 Other disabilities (Speech) 2,270,000 1.1 Total 53,155,000 Note that the total is larger than expected since some people fall under multiple categories and will be counted for each on them. Based on the above table, it?s clear the group with mobility issues is the largest, followed by auditory, visual and learning disabilities. The other point is the size of the group that could have potential accessibility issues with games. In addition to the data cited above, there are a variety of studies compiled by the United Nations that can be accessed at http:// unstats.un.org/unsd/disability/. Based on the data provided, it appears that between 10% and 20% of the people in a country can be considered disabled. Information from the W3C [11] seems to confirm this conclusion. In Sweden for instance, two sources say 20 percent of the working population (16 to 64 years old) have a disability or limiting condition. A third source say 10 percent of the total population are disabled.[14] Sweden has a population of 9 million people. __________________________________ Thomas Westin VD / CEO Pin Interactive AB :: Digital Culture Analysis :: Tools :: Worlds __________________________________ Award Winning Developer www.pininteractive.com -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at pininteractive.com Thu May 3 15:16:42 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Thu, 3 May 2007 21:16:42 +0200 Subject: [games_access] "Special Effect" (previously Game On!) ready toroll.... In-Reply-To: <058801c78d4f$b5c492c0$0202a8c0@OneSwitch> References: <058801c78d4f$b5c492c0$0202a8c0@OneSwitch> Message-ID: <69E333F5-B1C5-406D-8876-BEE02338B55C@pininteractive.com> wow, great find! /thomas 3 maj 2007 kl. 08.53 skrev Barrie Ellis: > http://www.specialeffect.org.uk/ > > "SpecialEffect is a charitable organisation dedicated to helping > ALL young people with disabilities to enjoy computer games. For > these children, the majority of computer games are simply too quick > or too difficult to play, and we can help them and their parents to > find out which games they CAN play, and how to adapt those games > that they can't. > Over the last three years we?ve been gathering information for the > SpecialEffect GameBase about a huge range of computer games and > leisure software. We've been finding out if and how each game can > be played using access technology like switches, headpointers and > adapted keyboards. Success with using this technology for games and > leisure can lead to huge gains in self-confidence and motivation. > Perhaps most importantly of all, it can provide a way for young > people with disabilities to socialise and compete with others on a > level playing field. > > For more information about SpecialEffect, email > info at specialeffect.org.uk or contact us by telephone on 01608 > 811909 or 0791 807 7177." > > > Barrie - www.oneswitch.org.uk > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access __________________________________ Thomas Westin VD / CEO Pin Interactive AB :: Digital Culture Analysis :: Tools :: Worlds __________________________________ Award Winning Developer www.pininteractive.com -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Fri May 4 01:29:40 2007 From: hinn at uiuc.edu (hinn at uiuc.edu) Date: Fri, 4 May 2007 00:29:40 -0500 (CDT) Subject: [games_access] We must get data sooner than later Message-ID: <20070504002940.APH81292@expms2.cites.uiuc.edu> Let me ping my mentee from this year's GDC -- her fiancee works for the US Census and might be able to get us more pinpointed stats that are more specific than the 16-64 year old range! He's also a statistician, which is what we need. I'm a qualitative researcher...I'm a "words" person ;) Michelle ---- Original message ---- >Date: Thu, 3 May 2007 10:53:50 -0700 >From: "Reid Kimball" >Subject: [games_access] We must get data sooner than later >To: "IGDA Games Accessibility SIG Mailing List" > >Kotaku posted the Quest video on their site >http://kotaku.com/gaming/games-for-all/clip-making-games-more-accessible-256981.php > >One comment from a poster: >"The problem is that it's not cost effective to tweak and add special >options and controls for disabled gamers. The amount of time, effort, >and money it takes to add all that doesn't produce a financial reward >in the end for the company who makes the game because disabled gamers >aren't exactly a sizeable demographic." > >I see this point made over and over again and no one knows the truth. >We really need to find out the truth. I'm hopeful the facts will >reveal that in fact it will be very cost effective for developers. > >Dimitris, do you have any data on how much it cost you to add all the >accessible for Terrestrial Invaders vs. how much the game would have >cost if you left them out? > >Does anyone have any good research skills? I've tried before to find a >recent statistic on how many disabled people there are in the US, >Europe, Asia, and so on. Ideally we'd have the following stats, > >in each territory US, UK, Europe, Asia, etc ># of disabled blind ># of disabled deaf/hard of hearing ># of people with any mobility issues, from arthritis to quadriplegia ># of cognitive disabled > ># of male populations that play games ># of female populations that play games > >Age groups of people that play games > >Any more categories? I'm hoping with all the data we can piece things >together and say something equivalent to, "we know that 30% of the >male population between the ages of 16 and 33 in the US, which is >25,000,000 mil, of those 10% are blind, 25% have some type of hearing >disability and shockingly 35% have mobility impairments. Then we can >break it down into actual estimated numbers. We really need some way >to combat these assumptions that there isn't a market and it's not >cost productive. > >I spent zero money developing Doom3[CC]. It only took time on nights >and weekends while I worked a full time job. It has been downloaded >over 19,000 times since release. If I had charged $5 dollars for it I >could have profited $95,000 dollars. That's a one year salary for a >talented programmer in some parts of the US, who could make huge >impacts at a company. > >-Reid >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access ....................................... these are mediocre times and people are losing hope. it's hard for many people to believe that there are extraordinary things inside themselves, as well as others. i hope you can keep an open mind. -- "unbreakable" ....................................... From barrie.ellis at oneswitch.org.uk Fri May 4 09:33:21 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 4 May 2007 14:33:21 +0100 Subject: [games_access] Japanese assistive technology Message-ID: <068001c78e50$c8fcff60$0202a8c0@OneSwitch> Interesting blog post on Playstation controllers being used as assistive technology with kids on PCs in Japan: http://teachinglearnerswithmultipleneeds.blogspot.com/2007/03/ataac-mini-fieldtrip-to-japan.html http://www.yamagata-net.jp/usr/shinichi/assistive/paged/A0018.html http://switchgaming.blogspot.com/2007/05/bandai-kidsstation.html Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From reid at rbkdesign.com Fri May 4 10:19:40 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Fri, 4 May 2007 07:19:40 -0700 Subject: [games_access] We must get data sooner than later In-Reply-To: <20070504002940.APH81292@expms2.cites.uiuc.edu> References: <20070504002940.APH81292@expms2.cites.uiuc.edu> Message-ID: Great, because looking over the stats Thomas posted, I'm afraid those are out dated by now? I don't know, but I'd like us to investigate if we need to update our figures. Then we need to come up with some "talking points" so that we can effectively debate the issue and back up our claims with the correct stats. Maybe write an article talking about the stats. Most of our articles I think have mostly been using the emotional approach. Not that the emotional/moral approach isn't working, I think it is, but it doesn't work for everyone we talk to and we'll need stats to convince those other people. -Reid On 5/3/07, hinn at uiuc.edu wrote: > Let me ping my mentee from this year's GDC -- her fiancee works for the US Census and might be able to get us more pinpointed stats that are more specific than the 16-64 year old range! He's also a statistician, which is what we need. I'm a qualitative researcher...I'm a "words" person ;) > > Michelle > > ---- Original message ---- > >Date: Thu, 3 May 2007 10:53:50 -0700 > >From: "Reid Kimball" > >Subject: [games_access] We must get data sooner than later > >To: "IGDA Games Accessibility SIG Mailing List" > > > >Kotaku posted the Quest video on their site > >http://kotaku.com/gaming/games-for-all/clip-making-games-more-accessible-256981.php > > > >One comment from a poster: > >"The problem is that it's not cost effective to tweak and add special > >options and controls for disabled gamers. The amount of time, effort, > >and money it takes to add all that doesn't produce a financial reward > >in the end for the company who makes the game because disabled gamers > >aren't exactly a sizeable demographic." > > > >I see this point made over and over again and no one knows the truth. > >We really need to find out the truth. I'm hopeful the facts will > >reveal that in fact it will be very cost effective for developers. > > > >Dimitris, do you have any data on how much it cost you to add all the > >accessible for Terrestrial Invaders vs. how much the game would have > >cost if you left them out? > > > >Does anyone have any good research skills? I've tried before to find a > >recent statistic on how many disabled people there are in the US, > >Europe, Asia, and so on. Ideally we'd have the following stats, > > > >in each territory US, UK, Europe, Asia, etc > ># of disabled blind > ># of disabled deaf/hard of hearing > ># of people with any mobility issues, from arthritis to quadriplegia > ># of cognitive disabled > > > ># of male populations that play games > ># of female populations that play games > > > >Age groups of people that play games > > > >Any more categories? I'm hoping with all the data we can piece things > >together and say something equivalent to, "we know that 30% of the > >male population between the ages of 16 and 33 in the US, which is > >25,000,000 mil, of those 10% are blind, 25% have some type of hearing > >disability and shockingly 35% have mobility impairments. Then we can > >break it down into actual estimated numbers. We really need some way > >to combat these assumptions that there isn't a market and it's not > >cost productive. > > > >I spent zero money developing Doom3[CC]. It only took time on nights > >and weekends while I worked a full time job. It has been downloaded > >over 19,000 times since release. If I had charged $5 dollars for it I > >could have profited $95,000 dollars. That's a one year salary for a > >talented programmer in some parts of the US, who could make huge > >impacts at a company. > > > >-Reid > >_______________________________________________ > >games_access mailing list > >games_access at igda.org > >http://seven.pairlist.net/mailman/listinfo/games_access > ....................................... > these are mediocre times and people are > losing hope. it's hard for many people > to believe that there are extraordinary > things inside themselves, as well as > others. i hope you can keep an open > mind. > -- "unbreakable" > ....................................... > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From barrie.ellis at oneswitch.org.uk Fri May 4 15:23:06 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 4 May 2007 20:23:06 +0100 Subject: [games_access] one-switch game reviews Message-ID: <071201c78e81$a57608d0$0202a8c0@OneSwitch> http://www.oneswitch.org.uk/4/games/2switchgames.htm If anyone knows of any other places, please let me know. Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From reid at rbkdesign.com Sat May 5 02:13:18 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Fri, 4 May 2007 23:13:18 -0700 Subject: [games_access] Settlers of Cantan - colorblind mode Message-ID: http://www.catanlive.com/ A friend told me that Settlers of Cantan, an XBLA game has a colorblind mode. I'll try to check it out when I can. -Reid From barrie.ellis at oneswitch.org.uk Sat May 5 09:17:44 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sat, 5 May 2007 14:17:44 +0100 Subject: [games_access] Accessible Gaming Shop - Software utilities added Message-ID: <10ee01c78f17$c4ffb2a0$0202a8c0@OneSwitch> It's not comprehensive, but it may be of use to some gamers. I have uploaded a Game Accessibility Software page, which links to utilities that can assist some disabled gamers: http://www.oneswitch.org.uk/1/AGS/AGS-software.htm Please get in touch if you have any suggestions for it. Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From arthit73 at cablespeed.com Sat May 5 19:28:45 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sat, 5 May 2007 19:28:45 -0400 Subject: [games_access] KQED Video on Game Accessibility (top-secret update) In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIzkfyYA References: AAAAADBf8GSYa4xDlD4sBa5lcIzkfyYA Message-ID: <002101c78f6d$21e59610$6501a8c0@Inspiron> Thanks Barrie for the thoughts. Again if anybody wants to see the trailer it's on my homepage. I had my first viewing of the first seven minutes that I showed at the conference to a bunch of you. I'm almost finished with the voiceover recording. A second story that was done in my state last year is being submitted for an Emmy nomination so if this one gets accepted as a nomination I can add that as two stories that were nominated of mine in Maryland for Emmys so that will be good to add to it. So I spoke at Good Samaritan Hospital to place that I was that in September when I had pneumonia and then three weeks later nine days for autonomic dyslexia. I was on a panel April 28 about people who and how they deal with post-traumatic injuries. I showed the seven minute movie they were completely amazed and impressed. People said things like, I was the highlight of the conference I made the conference worth it. One person said they would buy it as soon as I came out. It's like they were just completely blown away mesmerized kind of starstruck with that glow in their eyes after seeing it full-time. About 30 people were there people distinguished all to the hospital. One woman with a brain injury was on the panel another man who lost both feet also. I'll post some pictures on my web site soon. I need to update you all on the progress for top-secret. We are at four stages now. Character concept, completes today. Vehicle concept, level design concept, and weapons,. I've been doing some drawings. Pretty exciting. We have some great conversations about making the game accessible. Quite a few people are interested in voice dictation one person is four-year-old nephew had a brain injury thinks this would be great for him to learn how to speak things like while in the gameplaying saying these words seeing the words will help also. It sure would be exciting to show that documentary who knows if I win this thing this game will be revealed at GDC 2008 we are hoping. Robert www.RobertFlorio.com The links below. http://www.videogameteam.com/wiki/index.php?title=FAQ http://www.videogameteam.com/joomla/ You might have to sign in but this will take you to our character submissions I'm on the third page. Let me know if it works and you see it? http://phpbb.acclaim.com/topsecret/viewtopic.php?t=3639 _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: Wednesday, May 02, 2007 1:01 PM To: IGDA GA mailing list Subject: [games_access] KQED Video on Game Accessibility Slowly catching up with things. I really enjoyed the video from KQED. http://www.kqed.org/quest/television/view/276 I think they got a lot of important points across. Reid, you came over particularly eloquently in the video - fine work. Really enjoyed watching the father and son using hacked up controllers made accessible. I think they did a pretty good job as it goes. It was nice seeing some of the controllers I supplied on show too. I guess you wisely kept the rather heavy switch adapted Namco Arcade Stick at home? I'd love to see more of the footage of the "Accessibility Idol" show - especially after reading up on Ernest Adams great related article: http://www.gamasutra.com/features/20070501/adams_01.shtml Barrie www.OneSwitch.org.uk p.s. - I've not forgotten you Robert. Your project is an exciting one - just need proper time to spare to offer some more thoughts. Keep plugging away, fella-man! -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at pininteractive.com Tue May 8 15:57:32 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Tue, 8 May 2007 21:57:32 +0200 Subject: [games_access] We must get data sooner than later In-Reply-To: References: <20070504002940.APH81292@expms2.cites.uiuc.edu> Message-ID: <4CC5478D-1889-4155-8238-7846FBEAFC2B@pininteractive.com> Yes, I think they are a bit dated. I think it was Kevin who found them originally, perhaps he has sources to find updated info Kind regards Thomas 4 maj 2007 kl. 16.19 skrev Reid Kimball: > Great, because looking over the stats Thomas posted, I'm afraid those > are out dated by now? __________________________________ Thomas Westin VD / CEO Pin Interactive AB :: Digital Culture Analysis :: Tools :: Worlds __________________________________ Award Winning Developer www.pininteractive.com -------------- next part -------------- An HTML attachment was scrubbed... URL: From kjb at it.rit.edu Tue May 8 16:00:13 2007 From: kjb at it.rit.edu (Kevin J. Bierre) Date: Tue, 08 May 2007 16:00:13 -0400 Subject: [games_access] We must get data sooner than later In-Reply-To: <4CC5478D-1889-4155-8238-7846FBEAFC2B@pininteractive.com> References: <4CC5478D-1889-4155-8238-7846FBEAFC2B@pininteractive.com> Message-ID: The statistics used in the original paper were based on the last US census back in the 90's, as well as from some UN surveys done in the late 90's. I have not had a chance to look for anything more recent. Kevin Bierre, Assistant Professor (kjb at it.rit.edu) Information Technology, Rochester Institute of Technology 585-475-5358 102 Lomb Memorial Drive Bldg 70-2637 Rochester, NY 14623 From hinn at uiuc.edu Tue May 8 16:07:17 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 8 May 2007 15:07:17 -0500 Subject: [games_access] We must get data sooner than later In-Reply-To: References: <4CC5478D-1889-4155-8238-7846FBEAFC2B@pininteractive.com> Message-ID: I'm waiting on information from the guy I know at the US census for census 2000 -- I have some of the data that I use in presentations (They are on my other computer right now but as soon as I get the slides I'll put them up on the wiki). But this guy can break things down by disability type and give us wider ranges than just "16-64 year olds" (which doesn't do us much good...). So hang tight everyone! :) Michelle >The statistics used in the original paper were based on the last US >census back in the 90's, as well as from some UN surveys done in the >late 90's. I have not had a chance to look for anything more recent. > >Kevin Bierre, Assistant Professor >(kjb at it.rit.edu) >Information Technology, Rochester Institute of Technology >585-475-5358 >102 Lomb Memorial Drive >Bldg 70-2637 >Rochester, NY 14623 > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Tue May 8 16:10:01 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 8 May 2007 15:10:01 -0500 Subject: [games_access] We must get data sooner than later In-Reply-To: References: <4CC5478D-1889-4155-8238-7846FBEAFC2B@pininteractive.com> Message-ID: I mean smaller ranges when I say "wider." lol. >I'm waiting on information from the guy I know at the US census for >census 2000 -- I have some of the data that I use in presentations >(They are on my other computer right now but as soon as I get the >slides I'll put them up on the wiki). But this guy can break things >down by disability type and give us wider ranges than just "16-64 >year olds" (which doesn't do us much good...). So hang tight >everyone! :) > >Michelle > >>The statistics used in the original paper were based on the last US >>census back in the 90's, as well as from some UN surveys done in >>the late 90's. I have not had a chance to look for anything more >>recent. >> >>Kevin Bierre, Assistant Professor (kjb at it.rit.edu) >>Information Technology, Rochester Institute of Technology 585-475-5358 >>102 Lomb Memorial Drive Bldg 70-2637 >>Rochester, NY 14623 >> >> >>_______________________________________________ >>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 arthit73 at cablespeed.com Tue May 8 16:14:25 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Tue, 8 May 2007 16:14:25 -0400 Subject: [games_access] We must get data sooner than later In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIwkviYA References: <4CC5478D-1889-4155-8238-7846FBEAFC2B@pininteractive.com> AAAAADBf8GSYa4xDlD4sBa5lcIwkviYA Message-ID: <017d01c791ad$7b9db010$6501a8c0@Inspiron> Thanks for looking up some statistics. I missed a couple of the conversations. What is this for? I can guess. That would come in so handy for all of us when we go to propose our ideas to people and they ask us things like, how many people do you actually think our in that genre? And usually my answer is "ah well I think there is, from my experience I've seen, last I heard 2 million people in the United States have some sort of eye blindness, so; to me that is a good reason to make games accessible." I feel so embarrassing telling things like this to people but I know recently that statistics are a huge selling point. I haven't had the time to do this myself. thanks. That would be a really good thing for us to tackle really hunker down and see who's out there who is our market so we all know. Thanks. 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: Tuesday, May 08, 2007 4:07 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] We must get data sooner than later I'm waiting on information from the guy I know at the US census for census 2000 -- I have some of the data that I use in presentations (They are on my other computer right now but as soon as I get the slides I'll put them up on the wiki). But this guy can break things down by disability type and give us wider ranges than just "16-64 year olds" (which doesn't do us much good...). So hang tight everyone! :) Michelle >The statistics used in the original paper were based on the last US >census back in the 90's, as well as from some UN surveys done in the >late 90's. I have not had a chance to look for anything more recent. > >Kevin Bierre, Assistant Professor >(kjb at it.rit.edu) >Information Technology, Rochester Institute of Technology >585-475-5358 >102 Lomb Memorial Drive >Bldg 70-2637 >Rochester, NY 14623 > > >_______________________________________________ >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 richard at audiogames.net Tue May 8 16:27:29 2007 From: richard at audiogames.net (AudioGames.net) Date: Tue, 8 May 2007 22:27:29 +0200 Subject: [games_access] We must get data sooner than later References: <4CC5478D-1889-4155-8238-7846FBEAFC2B@pininteractive.com> Message-ID: <000e01c791af$4d319d70$6402a8c0@Delletje> Hi, I'll try and get some new statistics from the Accessibility foundation, which usually has some stuff lying around - at least for Europe. By the way, for those who don't know yet, I have left the Accessibility foundation for at least half a year to work at the School of the Arts Utrecht (where I already worked too) in order to finish my PhD thesis. This means that much of what I did at Accessibility (such as GA.com, GA articles and GA research and stuff) is temporarily on hold *for me*. The foundation continuous with their game accessibility activities and although I tend to only focus on my PhD for now, I will be doing some GA stuff, like the HCII conference and also some stuff for a possible upcoming European project on game accessibility. I'll be available through email as usual so you'll probably won't really notice any difference. And I will continue my SIG-related activities as usual. And since I officially still work for Accessibility, but am only on a temporary leave, I will continue to watch over GA.com. Greets, Richard ----- Original Message ----- From: "d. michelle hinn" To: "IGDA Games Accessibility SIG Mailing List" Sent: Tuesday, May 08, 2007 10:07 PM Subject: Re: [games_access] We must get data sooner than later > I'm waiting on information from the guy I know at the US census for census > 2000 -- I have some of the data that I use in presentations (They are on > my other computer right now but as soon as I get the slides I'll put them > up on the wiki). But this guy can break things down by disability type and > give us wider ranges than just "16-64 year olds" (which doesn't do us much > good...). So hang tight everyone! :) > > Michelle > >>The statistics used in the original paper were based on the last US census >>back in the 90's, as well as from some UN surveys done in the late 90's. I >>have not had a chance to look for anything more recent. >> >>Kevin Bierre, Assistant Professor (kjb at it.rit.edu) >>Information Technology, Rochester Institute of Technology 585-475-5358 >>102 Lomb Memorial Drive Bldg 70-2637 >>Rochester, NY 14623 >> >> >>_______________________________________________ >>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 agdev at thechases.com Tue May 8 16:48:19 2007 From: agdev at thechases.com (Tim Chase) Date: Tue, 08 May 2007 15:48:19 -0500 Subject: [games_access] We must get data sooner than later In-Reply-To: References: <4CC5478D-1889-4155-8238-7846FBEAFC2B@pininteractive.com> Message-ID: <4640E213.1090306@thechases.com> > I'm waiting on information from the guy I know at the US census for > census 2000 -- I have some of the data that I use in presentations http://www.census.gov/hhes/www/disability/2005acs.html There are tools there to break things down. I just did a generic "Has a disability vs. doesn't have a disability" broken down by slightly more fine-grained ranges: 5-16 16-21 21-65 65-74 75+ I also broke them down by gender. I attached the file, but if for some reason the mailing list strips attachments, I can FTP it somewhere. I don't know if this is the sorta data you were looking for, but it's a start. Huzzah for government-supplied data. :) -tim -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Tue May 8 16:57:26 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 8 May 2007 15:57:26 -0500 Subject: [games_access] We must get data sooner than later In-Reply-To: <4640E213.1090306@thechases.com> References: <4CC5478D-1889-4155-8238-7846FBEAFC2B@pininteractive.com> <4640E213.1090306@thechases.com> Message-ID: Cool! Thanks Tim -- what format did you attach the file in? I may be able to avoid what we have below -- try sending it to me at hinn at uiuc.edu Ok, if we can then get that census guy to help us break down 21-65 even further then we'll be set! >>I'm waiting on information from the guy I know at the US census for >>census 2000 -- I have some of the data that I use in presentations > >http://www.census.gov/hhes/www/disability/2005acs.html > >There are tools there to break things down. I just did a generic >"Has a disability vs. doesn't have a disability" broken down by >slightly more fine-grained ranges: > >5-16 >16-21 >21-65 >65-74 >75+ > >I also broke them down by gender. I attached the file, but if for >some reason the mailing list strips attachments, I can FTP it >somewhere. > >I don't know if this is the sorta data you were looking for, but >it's a start. Huzzah for government-supplied data. :) > >-tim > > > > Disability Disability % No Disability All 267,387,983 >39,740,709 15% 227,647,274 5-16 44,586,147 2,886,534 6% 41,699,613 >16-21 19,038,658 1,357,743 7% 17,680,915 21-65 169,002,651 >21,432,556 13% 147,570,095 65-74 18,359,809 5,556,324 30% >12,803,485 75+ 16,400,718 8,507,552 52% 7,893,166 >Male 130,301,787 18,641,855 14% 111,659,932 5-16 22,810,520 >1,833,676 8% 20,976,844 16-21 9,789,354 787,851 8% 9,001,503 >21-65 82,857,784 10,342,501 12% 72,515,283 65-74 8,400,634 >2,522,501 30% 5,878,133 75+ 6,443,495 3,155,326 49% 3,288,169 >Female 137,086,196 21,098,854 15% 115,987,342 5-16 21,775,627 >1,052,858 5% 20,722,769 16-21 9,249,304 569,892 6% 8,679,412 >21-65 86,144,867 11,090,055 13% 75,054,812 65-74 9,959,175 >3,033,823 30% 6,925,352 75+ 9,957,223 5,352,226 54% 4,604,997 > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Tue May 8 17:04:03 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Tue, 8 May 2007 17:04:03 -0400 Subject: [games_access] We must get data sooner than later In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIwEvyYA References: <4CC5478D-1889-4155-8238-7846FBEAFC2B@pininteractive.com> AAAAADBf8GSYa4xDlD4sBa5lcIwEvyYA Message-ID: <018a01c791b4$6a5366e0$6501a8c0@Inspiron> Is that really reliable though for our needs? I looked at the provided web site below. Between the age of 16 and 34 for males. Physical disabilities that are employed. The number was around 300,000 people in the United States. For males unemployed and number was around 500,000 people. I'm not sure we want to look for statistics on who's employed that might help to know if they can afford the stuff these games, but really knowing what the extent of their disability is. The margin of error was 71,000 people off by that and the physical disabilities lists was up around 100 million people. What does it take to be registered with a disability though. We don't know what they're taking into account with these census. Is there anything more precise maybe we can contact a university to help us to create one? Michelle maybe your university will if you applied for some sort of research group to put together some sort of legalized official lies census that might put your university on the mark they might find you for it. Keep in mind I don't know what I'm talking about but seems like that's what happens at universities. Don't know what I'm talking about because I don't know if universities do that. That's what I think. :-) Robert www.RobertFlorio.com -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Tim Chase Sent: Tuesday, May 08, 2007 4:48 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] We must get data sooner than later > I'm waiting on information from the guy I know at the US census for > census 2000 -- I have some of the data that I use in presentations http://www.census.gov/hhes/www/disability/2005acs.html There are tools there to break things down. I just did a generic "Has a disability vs. doesn't have a disability" broken down by slightly more fine-grained ranges: 5-16 16-21 21-65 65-74 75+ I also broke them down by gender. I attached the file, but if for some reason the mailing list strips attachments, I can FTP it somewhere. I don't know if this is the sorta data you were looking for, but it's a start. Huzzah for government-supplied data. :) -tim From arthit73 at cablespeed.com Tue May 8 17:06:58 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Tue, 8 May 2007 17:06:58 -0400 Subject: [games_access] We must get data sooner than later In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIyEvyYA References: <4CC5478D-1889-4155-8238-7846FBEAFC2B@pininteractive.com> AAAAADBf8GSYa4xDlD4sBa5lcIyEvyYA Message-ID: <018b01c791b4$d280ddb0$6501a8c0@Inspiron> Thank you Richard. I wish we could multiply you. Hundreds of Richard running around. A powerful force. Then I'd have to hear the way you say sleck stuky, however it's spelled about 100 times. :-) Best wishes please stay in touch and involved. Robert www.RobertFlorio.com -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of AudioGames.net Sent: Tuesday, May 08, 2007 4:27 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] We must get data sooner than later Hi, I'll try and get some new statistics from the Accessibility foundation, which usually has some stuff lying around - at least for Europe. By the way, for those who don't know yet, I have left the Accessibility foundation for at least half a year to work at the School of the Arts Utrecht (where I already worked too) in order to finish my PhD thesis. This means that much of what I did at Accessibility (such as GA.com, GA articles and GA research and stuff) is temporarily on hold *for me*. The foundation continuous with their game accessibility activities and although I tend to only focus on my PhD for now, I will be doing some GA stuff, like the HCII conference and also some stuff for a possible upcoming European project on game accessibility. I'll be available through email as usual so you'll probably won't really notice any difference. And I will continue my SIG-related activities as usual. And since I officially still work for Accessibility, but am only on a temporary leave, I will continue to watch over GA.com. Greets, Richard ----- Original Message ----- From: "d. michelle hinn" To: "IGDA Games Accessibility SIG Mailing List" Sent: Tuesday, May 08, 2007 10:07 PM Subject: Re: [games_access] We must get data sooner than later > I'm waiting on information from the guy I know at the US census for census > 2000 -- I have some of the data that I use in presentations (They are on > my other computer right now but as soon as I get the slides I'll put them > up on the wiki). But this guy can break things down by disability type and > give us wider ranges than just "16-64 year olds" (which doesn't do us much > good...). So hang tight everyone! :) > > Michelle > >>The statistics used in the original paper were based on the last US census >>back in the 90's, as well as from some UN surveys done in the late 90's. I >>have not had a chance to look for anything more recent. >> >>Kevin Bierre, Assistant Professor (kjb at it.rit.edu) >>Information Technology, Rochester Institute of Technology 585-475-5358 >>102 Lomb Memorial Drive Bldg 70-2637 >>Rochester, NY 14623 >> >> >>_______________________________________________ >>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 richard at audiogames.net Tue May 8 17:10:54 2007 From: richard at audiogames.net (AudioGames.net) Date: Tue, 8 May 2007 23:10:54 +0200 Subject: [games_access] We must get data sooner than later References: <4CC5478D-1889-4155-8238-7846FBEAFC2B@pininteractive.com>AAAAADBf8GSYa4xDlD4sBa5lcIyEvyYA <018b01c791b4$d280ddb0$6501a8c0@Inspiron> Message-ID: <001701c791b5$5da23c90$6402a8c0@Delletje> That would be a lot of bad hair... hahaha.... and a whole lot of bad more ;) I'll stick around just as always! ----- Original Message ----- From: "Robert Florio" To: "'IGDA Games Accessibility SIG Mailing List'" Sent: Tuesday, May 08, 2007 11:06 PM Subject: Re: [games_access] We must get data sooner than later > Thank you Richard. I wish we could multiply you. Hundreds of Richard > running around. A powerful force. Then I'd have to hear the way you say > sleck stuky, however it's spelled about 100 times. :-) > > Best wishes please stay in touch and involved. > > Robert > www.RobertFlorio.com > > -----Original Message----- > From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] > On Behalf Of AudioGames.net > Sent: Tuesday, May 08, 2007 4:27 PM > To: IGDA Games Accessibility SIG Mailing List > Subject: Re: [games_access] We must get data sooner than later > > Hi, > > I'll try and get some new statistics from the Accessibility foundation, > which usually has some stuff lying around - at least for Europe. By the > way, > > for those who don't know yet, I have left the Accessibility foundation for > at least half a year to work at the School of the Arts Utrecht (where I > already worked too) in order to finish my PhD thesis. This means that much > of what I did at Accessibility (such as GA.com, GA articles and GA > research > and stuff) is temporarily on hold *for me*. The foundation continuous with > their game accessibility activities and although I tend to only focus on > my > PhD for now, I will be doing some GA stuff, like the HCII conference and > also some stuff for a possible upcoming European project on game > accessibility. I'll be available through email as usual so you'll probably > won't really notice any difference. And I will continue my SIG-related > activities as usual. And since I officially still work for Accessibility, > but am only on a temporary leave, I will continue to watch over GA.com. > > Greets, > > Richard > > > > > ----- Original Message ----- > From: "d. michelle hinn" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Tuesday, May 08, 2007 10:07 PM > Subject: Re: [games_access] We must get data sooner than later > > >> I'm waiting on information from the guy I know at the US census for >> census > >> 2000 -- I have some of the data that I use in presentations (They are on >> my other computer right now but as soon as I get the slides I'll put them >> up on the wiki). But this guy can break things down by disability type >> and > >> give us wider ranges than just "16-64 year olds" (which doesn't do us >> much > >> good...). So hang tight everyone! :) >> >> Michelle >> >>>The statistics used in the original paper were based on the last US >>>census > >>>back in the 90's, as well as from some UN surveys done in the late 90's. >>>I > >>>have not had a chance to look for anything more recent. >>> >>>Kevin Bierre, Assistant Professor (kjb at it.rit.edu) >>>Information Technology, Rochester Institute of Technology 585-475-5358 >>>102 Lomb Memorial Drive Bldg 70-2637 >>>Rochester, NY 14623 >>> >>> >>>_______________________________________________ >>>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 richard at audiogames.net Tue May 8 17:15:54 2007 From: richard at audiogames.net (AudioGames.net) Date: Tue, 8 May 2007 23:15:54 +0200 Subject: [games_access] We must get data sooner than later References: <4CC5478D-1889-4155-8238-7846FBEAFC2B@pininteractive.com><4640E213.1090306@thechases.com> Message-ID: <003501c791b6$10a4a710$6402a8c0@Delletje> html? ----- Original Message ----- From: "d. michelle hinn" To: "IGDA Games Accessibility SIG Mailing List" Sent: Tuesday, May 08, 2007 10:57 PM Subject: Re: [games_access] We must get data sooner than later > Cool! Thanks Tim -- what format did you attach the file in? I may be > able to avoid what we have below -- try sending it to me at > hinn at uiuc.edu From richard at audiogames.net Tue May 8 17:16:03 2007 From: richard at audiogames.net (AudioGames.net) Date: Tue, 8 May 2007 23:16:03 +0200 Subject: [games_access] We must get data sooner than later References: <4CC5478D-1889-4155-8238-7846FBEAFC2B@pininteractive.com><4640E213.1090306@thechases.com> Message-ID: <003801c791b6$157541f0$6402a8c0@Delletje> ah... you're on a mac ;) ----- Original Message ----- From: "d. michelle hinn" To: "IGDA Games Accessibility SIG Mailing List" Sent: Tuesday, May 08, 2007 10:57 PM Subject: Re: [games_access] We must get data sooner than later > Cool! Thanks Tim -- what format did you attach the file in? I may be > able to avoid what we have below -- try sending it to me at > hinn at uiuc.edu > > Ok, if we can then get that census guy to help us break down 21-65 > even further then we'll be set! > >>>I'm waiting on information from the guy I know at the US census for >>>census 2000 -- I have some of the data that I use in presentations >> >>http://www.census.gov/hhes/www/disability/2005acs.html >> >>There are tools there to break things down. I just did a generic >>"Has a disability vs. doesn't have a disability" broken down by >>slightly more fine-grained ranges: >> >>5-16 >>16-21 >>21-65 >>65-74 >>75+ >> >>I also broke them down by gender. I attached the file, but if for >>some reason the mailing list strips attachments, I can FTP it >>somewhere. >> >>I don't know if this is the sorta data you were looking for, but >>it's a start. Huzzah for government-supplied data. :) >> >>-tim >> >> >> >> Disability Disability % No Disability All 267,387,983 >>39,740,709 15% 227,647,274 5-16 44,586,147 2,886,534 6% 41,699,613 >>16-21 19,038,658 1,357,743 7% 17,680,915 21-65 169,002,651 >>21,432,556 13% 147,570,095 65-74 18,359,809 5,556,324 30% >>12,803,485 75+ 16,400,718 8,507,552 52% 7,893,166 >>Male 130,301,787 18,641,855 14% 111,659,932 5-16 22,810,520 >>1,833,676 8% 20,976,844 16-21 9,789,354 787,851 8% 9,001,503 >>21-65 82,857,784 10,342,501 12% 72,515,283 65-74 8,400,634 >>2,522,501 30% 5,878,133 75+ 6,443,495 3,155,326 49% 3,288,169 >>Female 137,086,196 21,098,854 15% 115,987,342 5-16 21,775,627 >>1,052,858 5% 20,722,769 16-21 9,249,304 569,892 6% 8,679,412 >>21-65 86,144,867 11,090,055 13% 75,054,812 65-74 9,959,175 >>3,033,823 30% 6,925,352 75+ 9,957,223 5,352,226 54% 4,604,997 >> >>_______________________________________________ >>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 agdev at thechases.com Tue May 8 17:16:14 2007 From: agdev at thechases.com (Tim Chase) Date: Tue, 08 May 2007 16:16:14 -0500 Subject: [games_access] We must get data sooner than later In-Reply-To: References: <4CC5478D-1889-4155-8238-7846FBEAFC2B@pininteractive.com> <4640E213.1090306@thechases.com> Message-ID: <4640E89E.7040009@thechases.com> > Cool! Thanks Tim -- what format did you attach the file in? I may be > able to avoid what we have below -- try sending it to me at It should have come through as an HTML file. Yeah, what you sent back was pretty unreadable. I just dumped it at http://tim.thechases.com/sig_access/census.html in case you want it. There was a margin-of-error of around 20-30k (some more, some less...that's statistics for ya) The original source was this long & ugly URL: http://factfinder.census.gov/servlet/CTTable?_bm=y&-geo_id=01000US&-ds_name=ACS_2005_EST_G00_&-dataitem=ACS_2005_EST_G2000_B18002.B18002_1_EST|ACS_2005_EST_G2000_B18002.B18002_2_EST|ACS_2005_EST_G2000_B18002.B18002_3_EST|ACS_2005_EST_G2000_B18002.B18002_4_EST|ACS_2005_EST_G2000_B18002.B18002_5_EST|ACS_2005_EST_G2000_B18002.B18002_6_EST|ACS_2005_EST_G2000_B18002.B18002_7_EST|ACS_2005_EST_G2000_B18002.B18002_8_EST|ACS_2005_EST_G2000_B18002.B18002_9_EST|ACS_2005_EST_G2000_B18002.B18002_10_EST|ACS_2005_EST_G2000_B18002.B18002_11_EST|ACS_2005_EST_G2000_B18002.B18002_12_EST|ACS_2005_EST_G2000_B18002.B18002_13_EST|ACS_2005_EST_G2000_B18002.B18002_14_EST|ACS_2005_EST_G2000_B18002.B18002_15_EST|ACS_2005_EST_G2000_B18002.B18002_16_EST|ACS_2005_EST_G2000_B18002.B18002_17_EST|ACS_2005_EST_G2000_B18002.B18002_18_EST|ACS_2005_EST_G2000_B18002.B18002_19_EST|ACS_2005_EST_G2000_B18002.B18002_20_EST|ACS_2005_EST_G2000_B18002.B18002_21_EST|ACS_2005_EST_G2000_B18002.B18002_22_EST|ACS_2005_EST_G 2000_B18002.B18002_23_EST|ACS_2005_EST_G2000_B18002.B18002_24_EST|ACS_2005_EST_G2000_B18002.B18002_25_EST|ACS_2005_EST_G2000_B18002.B18002_26_EST|ACS_2005_EST_G2000_B18002.B18002_27_EST|ACS_2005_EST_G2000_B18002.B18002_28_EST|ACS_2005_EST_G2000_B18002.B18002_29_EST|ACS_2005_EST_G2000_B18002.B18002_30_EST|ACS_2005_EST_G2000_B18002.B18002_31_EST|ACS_2005_EST_G2000_B18002.B18002_32_EST|ACS_2005_EST_G2000_B18002.B18002_33_EST&-_lang=en&-format=&-mt_name=ACS_2005_EST_G2000_B18002 There are options to break it down further by -sensory disability -physical disability -mental disability -self-care disability -go-outside-home disability Sorry, Michelle...no "taking on more work than she can handle" disability :-P (though I suspect you're in very good company) There's entirely too much data there...you could theoretically survey disability by home-heating-method and by plumbing facilities. Or by fertile married veterans living-with-grandparents in multi-family homes. I'm not sure that's information I really care to know. :) -tim From richard at audiogames.net Tue May 8 17:25:15 2007 From: richard at audiogames.net (AudioGames.net) Date: Tue, 8 May 2007 23:25:15 +0200 Subject: [games_access] We must get data sooner than later References: <4CC5478D-1889-4155-8238-7846FBEAFC2B@pininteractive.com> <4640E213.1090306@thechases.com> <4640E89E.7040009@thechases.com> Message-ID: <004501c791b7$5ea4cd90$6402a8c0@Delletje> Hi Tim, Tip for next time you have a long URL you want to post somewhere: http://www.tinyurl.com Greets, Richard ----- Original Message ----- From: "Tim Chase" To: "IGDA Games Accessibility SIG Mailing List" Sent: Tuesday, May 08, 2007 11:16 PM Subject: Re: [games_access] We must get data sooner than later >> Cool! Thanks Tim -- what format did you attach the file in? I may be able >> to avoid what we have below -- try sending it to me at > > It should have come through as an HTML file. Yeah, what you sent back was > pretty unreadable. > > I just dumped it at > > http://tim.thechases.com/sig_access/census.html > > in case you want it. > > There was a margin-of-error of around 20-30k (some more, some > less...that's statistics for ya) > > The original source was this long & ugly URL: > > http://factfinder.census.gov/servlet/CTTable?_bm=y&-geo_id=01000US&-ds_name=ACS_2005_EST_G00_&-dataitem=ACS_2005_EST_G2000_B18002.B18002_1_EST|ACS_2005_EST_G2000_B18002.B18002_2_EST|ACS_2005_EST_G2000_B18002.B18002_3_EST|ACS_2005_EST_G2000_B18002.B18002_4_EST|ACS_2005_EST_G2000_B18002.B18002_5_EST|ACS_2005_EST_G2000_B18002.B18002_6_EST|ACS_2005_EST_G2000_B18002.B18002_7_EST|ACS_2005_EST_G2000_B18002.B18002_8_EST|ACS_2005_EST_G2000_B18002.B18002_9_EST|ACS_2005_EST_G2000_B18002.B18002_10_EST|ACS_2005_EST_G2000_B18002.B18002_11_EST|ACS_2005_EST_G2000_B18002.B18002_12_EST|ACS_2005_EST_G2000_B18002.B18002_13_EST|ACS_2005_EST_G2000_B18002.B18002_14_EST|ACS_2005_EST_G2000_B18002.B18002_15_EST|ACS_2005_EST_G2000_B18002.B18002_16_EST|ACS_2005_EST_G2000_B18002.B18002_17_EST|ACS_2005_EST_G2000_B18002.B18002_18_EST|ACS_2005_EST_G2000_B18002.B18002_19_EST|ACS_2005_EST_G2000_B18002.B18002_20_EST|ACS_2005_EST_G2000_B18002.B18002_21_EST|ACS_2005_EST_G2000_B18002.B18002_22_EST|ACS_2005_EST_ G > 2000_B18002.B18002_23_EST|ACS_2005_EST_G2000_B18002.B18002_24_EST|ACS_2005_EST_G2000_B18002.B18002_25_EST|ACS_2005_EST_G2000_B18002.B18002_26_EST|ACS_2005_EST_G2000_B18002.B18002_27_EST|ACS_2005_EST_G2000_B18002.B18002_28_EST|ACS_2005_EST_G2000_B18002.B18002_29_EST|ACS_2005_EST_G2000_B18002.B18002_30_EST|ACS_2005_EST_G2000_B18002.B18002_31_EST|ACS_2005_EST_G2000_B18002.B18002_32_EST|ACS_2005_EST_G2000_B18002.B18002_33_EST&-_lang=en&-format=&-mt_name=ACS_2005_EST_G2000_B18002 > > There are options to break it down further by > -sensory disability > -physical disability > -mental disability > -self-care disability > -go-outside-home disability > > Sorry, Michelle...no "taking on more work than she can handle" disability > :-P (though I suspect you're in very good company) > > There's entirely too much data there...you could theoretically survey > disability by home-heating-method and by plumbing facilities. Or by > fertile married veterans living-with-grandparents in multi-family homes. > I'm not sure that's information I really care to know. :) > > -tim > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From reid at rbkdesign.com Wed May 9 11:47:12 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Wed, 9 May 2007 08:47:12 -0700 Subject: [games_access] cool tech from UK Message-ID: http://news.bbc.co.uk/2/hi/technology/6625145.stm Wearable hat controls remote control car for disabled. Also can be used in PS1 and PS2 games. It's similar to that Aprils Fools joke of the wearable hat Wii controller or NavPoint device. From arthit73 at cablespeed.com Wed May 9 12:09:33 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Wed, 9 May 2007 12:09:33 -0400 Subject: [games_access] Robert Florio Pittsburgh Post interview. Featuring Michelle. In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIwEwSYA References: <4CC5478D-1889-4155-8238-7846FBEAFC2B@pininteractive.com> <4640E213.1090306@thechases.com><4640E89E.7040009@thechases.com> AAAAADBf8GSYa4xDlD4sBa5lcIwEwSYA Message-ID: <007601c79254$705b2c80$6501a8c0@Inspiron> Thank you Michelle for participating with this interview. We are two of a kind. Jeannie Novak is an amazing person is and she? That school that I'm a part of the art Institute online definitely is a great supporter for our calls and have really been supporting me tremendously with PR lately. First with the contact the reporters and San Francisco from local news for our conference and then this and also the Washington Post which I have to get the link to that video they did of me and the Washington Post also did a print and online story I don't have the link for. Check out the story below there is also a audio interview of myself and Michelle. My school is really tremendous their supporting me amazingly. I'm actually applying for a $10,000 scholarship there so in a couple of days all hoped to send out the e-mail to get your votes the top 10% with the most votes gets a review by the judges to pick one person for $10,000 a student from the art Institute online. I really need that. I would really appreciate your support at that time. Here is the interview. I think that a lady who from my school the PR director Robin Beckham is going to help me to advertise my story more places they are advertising their school and with my story we just love it helps them and me. Hopefully she might be able to help me advertise my documentary as well I think she wants to use her connections in NBC and her Oscar nomination for a documentary and 11 documentaries she's done in the past producing. The perfect situation. So we will see big things huge things are going to happen for our calls. Hopefully I'll get a good job and be able to afford the things I need that's a huge goal of mine also. I want to thank you all again for everything you've done and the support and working together to encourage us always working together. http://www.postgazette.com/pg/07129/784361-51.stm Robert www.RobertFlorio.com -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of AudioGames.net Sent: Tuesday, May 08, 2007 5:25 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] We must get data sooner than later Hi Tim, Tip for next time you have a long URL you want to post somewhere: http://www.tinyurl.com Greets, Richard ----- Original Message ----- From: "Tim Chase" To: "IGDA Games Accessibility SIG Mailing List" Sent: Tuesday, May 08, 2007 11:16 PM Subject: Re: [games_access] We must get data sooner than later >> Cool! Thanks Tim -- what format did you attach the file in? I may be able >> to avoid what we have below -- try sending it to me at > > It should have come through as an HTML file. Yeah, what you sent back was > pretty unreadable. > > I just dumped it at > > http://tim.thechases.com/sig_access/census.html > > in case you want it. > > There was a margin-of-error of around 20-30k (some more, some > less...that's statistics for ya) > > The original source was this long & ugly URL: > > http://factfinder.census.gov/servlet/CTTable?_bm=y&-geo_id=01000US&-ds_name= ACS_2005_EST_G00_&-dataitem=ACS_2005_EST_G2000_B18002.B18002_1_EST|ACS_2005_ EST_G2000_B18002.B18002_2_EST|ACS_2005_EST_G2000_B18002.B18002_3_EST|ACS_200 5_EST_G2000_B18002.B18002_4_EST|ACS_2005_EST_G2000_B18002.B18002_5_EST|ACS_2 005_EST_G2000_B18002.B18002_6_EST|ACS_2005_EST_G2000_B18002.B18002_7_EST|ACS _2005_EST_G2000_B18002.B18002_8_EST|ACS_2005_EST_G2000_B18002.B18002_9_EST|A CS_2005_EST_G2000_B18002.B18002_10_EST|ACS_2005_EST_G2000_B18002.B18002_11_E ST|ACS_2005_EST_G2000_B18002.B18002_12_EST|ACS_2005_EST_G2000_B18002.B18002_ 13_EST|ACS_2005_EST_G2000_B18002.B18002_14_EST|ACS_2005_EST_G2000_B18002.B18 002_15_EST|ACS_2005_EST_G2000_B18002.B18002_16_EST|ACS_2005_EST_G2000_B18002 .B18002_17_EST|ACS_2005_EST_G2000_B18002.B18002_18_EST|ACS_2005_EST_G2000_B1 8002.B18002_19_EST|ACS_2005_EST_G2000_B18002.B18002_20_EST|ACS_2005_EST_G200 0_B18002.B18002_21_EST|ACS_2005_EST_G2000_B18002.B18002_22_EST|ACS_2005_EST_ G > 2000_B18002.B18002_23_EST|ACS_2005_EST_G2000_B18002.B18002_24_EST|ACS_2005_E ST_G2000_B18002.B18002_25_EST|ACS_2005_EST_G2000_B18002.B18002_26_EST|ACS_20 05_EST_G2000_B18002.B18002_27_EST|ACS_2005_EST_G2000_B18002.B18002_28_EST|AC S_2005_EST_G2000_B18002.B18002_29_EST|ACS_2005_EST_G2000_B18002.B18002_30_ES T|ACS_2005_EST_G2000_B18002.B18002_31_EST|ACS_2005_EST_G2000_B18002.B18002_3 2_EST|ACS_2005_EST_G2000_B18002.B18002_33_EST&-_lang=en&-format=&-mt_name=AC S_2005_EST_G2000_B18002 > > There are options to break it down further by > -sensory disability > -physical disability > -mental disability > -self-care disability > -go-outside-home disability > > Sorry, Michelle...no "taking on more work than she can handle" disability > :-P (though I suspect you're in very good company) > > There's entirely too much data there...you could theoretically survey > disability by home-heating-method and by plumbing facilities. Or by > fertile married veterans living-with-grandparents in multi-family homes. > I'm not sure that's information I really care to know. :) > > -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 hinn at uiuc.edu Wed May 9 12:25:14 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 9 May 2007 11:25:14 -0500 Subject: [games_access] Robert Florio Pittsburgh Post interview. Featuring Michelle. In-Reply-To: <007601c79254$705b2c80$6501a8c0@Inspiron> References: <4CC5478D-1889-4155-8238-7846FBEAFC2B@pininteractive.com> <4640E213.1090306@thechases.com><46 40E89E.7040009@thechases.com> AAAAADBf8GSYa4xDlD4sBa5lcIwEwSYA <007601c79254$705b2c80$6501a8c0@Inspiron> Message-ID: Cool! Yes, I know your PR people at the Art Institute very well at this point. :) It's all good. I thought that the ABC news bit and the KQED stuff from San Fran worked out very well -- we've gotten a lot of new people sign up on the list (waves to new people - don't be shy!). I've tried calling and emailing the Washington Post people but I don't think they've put up their interview with you yet. I think it might be because it was due to come out right around the time of the Virginia Tech shootings and since so many of the victims were from the Washington area...video games definitely fall out of favor in the media when horrid things happen even if they have NOTHING to do with the violent events. But I'll email them again -- do you have any other contact info for them? Anyway, great news about your documentary and let us know how to vote for you when the competition for the scholarship is posted!! Michelle >Thank you Michelle for participating with this interview. We are two of a >kind. Jeannie Novak is an amazing person is and she? That school that I'm >a part of the art Institute online definitely is a great supporter for our >calls and have really been supporting me tremendously with PR lately. First >with the contact the reporters and San Francisco from local news for our >conference and then this and also the Washington Post which I have to get >the link to that video they did of me and the Washington Post also did a >print and online story I don't have the link for. > >Check out the story below there is also a audio interview of myself and >Michelle. My school is really tremendous their supporting me amazingly. >I'm actually applying for a $10,000 scholarship there so in a couple of days >all hoped to send out the e-mail to get your votes the top 10% with the most >votes gets a review by the judges to pick one person for $10,000 a student >from the art Institute online. I really need that. I would really >appreciate your support at that time. > >Here is the interview. I think that a lady who from my school the PR >director Robin Beckham is going to help me to advertise my story more places >they are advertising their school and with my story we just love it helps >them and me. Hopefully she might be able to help me advertise my >documentary as well I think she wants to use her connections in NBC and her >Oscar nomination for a documentary and 11 documentaries she's done in the >past producing. The perfect situation. So we will see big things huge >things are going to happen for our calls. Hopefully I'll get a good job and >be able to afford the things I need that's a huge goal of mine also. I want >to thank you all again for everything you've done and the support and >working together to encourage us always working together. > >http://www.postgazette.com/pg/07129/784361-51.stm > >Robert >www.RobertFlorio.com > > > > > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of AudioGames.net >Sent: Tuesday, May 08, 2007 5:25 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: [games_access] We must get data sooner than later > >Hi Tim, > >Tip for next time you have a long URL you want to post somewhere: >http://www.tinyurl.com > >Greets, > >Richard > > >----- Original Message ----- >From: "Tim Chase" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Tuesday, May 08, 2007 11:16 PM >Subject: Re: [games_access] We must get data sooner than later > > >>> Cool! Thanks Tim -- what format did you attach the file in? I may be able > >>> to avoid what we have below -- try sending it to me at >> >> It should have come through as an HTML file. Yeah, what you sent back was > >> pretty unreadable. >> >> I just dumped it at >> >> http://tim.thechases.com/sig_access/census.html >> >> in case you want it. >> >> There was a margin-of-error of around 20-30k (some more, some > > less...that's statistics for ya) >> >> The original source was this long & ugly URL: >> >> >http://factfinder.census.gov/servlet/CTTable?_bm=y&-geo_id=01000US&-ds_name= >ACS_2005_EST_G00_&-dataitem=ACS_2005_EST_G2000_B18002.B18002_1_EST|ACS_2005_ >EST_G2000_B18002.B18002_2_EST|ACS_2005_EST_G2000_B18002.B18002_3_EST|ACS_200 >5_EST_G2000_B18002.B18002_4_EST|ACS_2005_EST_G2000_B18002.B18002_5_EST|ACS_2 >005_EST_G2000_B18002.B18002_6_EST|ACS_2005_EST_G2000_B18002.B18002_7_EST|ACS >_2005_EST_G2000_B18002.B18002_8_EST|ACS_2005_EST_G2000_B18002.B18002_9_EST|A >CS_2005_EST_G2000_B18002.B18002_10_EST|ACS_2005_EST_G2000_B18002.B18002_11_E >ST|ACS_2005_EST_G2000_B18002.B18002_12_EST|ACS_2005_EST_G2000_B18002.B18002_ >13_EST|ACS_2005_EST_G2000_B18002.B18002_14_EST|ACS_2005_EST_G2000_B18002.B18 >002_15_EST|ACS_2005_EST_G2000_B18002.B18002_16_EST|ACS_2005_EST_G2000_B18002 >.B18002_17_EST|ACS_2005_EST_G2000_B18002.B18002_18_EST|ACS_2005_EST_G2000_B1 >8002.B18002_19_EST|ACS_2005_EST_G2000_B18002.B18002_20_EST|ACS_2005_EST_G200 >0_B18002.B18002_21_EST|ACS_2005_EST_G2000_B18002.B18002_22_EST|ACS_2005_EST_ > G >> >2000_B18002.B18002_23_EST|ACS_2005_EST_G2000_B18002.B18002_24_EST|ACS_2005_E >ST_G2000_B18002.B18002_25_EST|ACS_2005_EST_G2000_B18002.B18002_26_EST|ACS_20 >05_EST_G2000_B18002.B18002_27_EST|ACS_2005_EST_G2000_B18002.B18002_28_EST|AC >S_2005_EST_G2000_B18002.B18002_29_EST|ACS_2005_EST_G2000_B18002.B18002_30_ES >T|ACS_2005_EST_G2000_B18002.B18002_31_EST|ACS_2005_EST_G2000_B18002.B18002_3 >2_EST|ACS_2005_EST_G2000_B18002.B18002_33_EST&-_lang=en&-format=&-mt_name=AC >S_2005_EST_G2000_B18002 >> >> There are options to break it down further by >> -sensory disability >> -physical disability >> -mental disability >> -self-care disability >> -go-outside-home disability >> >> Sorry, Michelle...no "taking on more work than she can handle" disability >> :-P (though I suspect you're in very good company) >> >> There's entirely too much data there...you could theoretically survey >> disability by home-heating-method and by plumbing facilities. Or by >> fertile married veterans living-with-grandparents in multi-family homes. >> I'm not sure that's information I really care to know. :) >> >> -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 richard at audiogames.net Wed May 9 17:38:16 2007 From: richard at audiogames.net (AudioGames.net) Date: Wed, 9 May 2007 23:38:16 +0200 Subject: [games_access] Accessible Adult Entertainment, Censorship and Accessibility References: <4CC5478D-1889-4155-8238-7846FBEAFC2B@pininteractive.com><4640E213.1090306@thechases.com><4640E89E.7040009@thechases.com> AAAAADBf8GSYa4xDlD4sBa5lcIwEwSYA<007601c79254$705b2c80$6501a8c0@Inspiron> Message-ID: <006001c79282$5a79bd40$6402a8c0@Delletje> Hi, Encountered this news item about an accessible porn website for the visually and auditory impaired: http://www.metro.co.uk/weird/article.html?in_article_id=48266 So porn that includes closed captions and auditory descriptions. Not that the blind haven't been enjoying auditory porn for centuries, but, oh well... Interestingly, I recently encountered this news item, about a blind man being being charged for listening to child porn: http://news.zdnet.co.uk/internet/0,1000000097,2089959,00.htm Not that I condone someone seemingly enjoying real child porn, but this issue got my interest because in games there's the whole censorship going on with extreme violence and sex, etc? So how does that kind of censorship relate to alternatives. What I mean is: in an audio game (so without visuals) but only sound, what do terms like "Blood and Gore, Intense Violence, Nudity" (http://www.esrb.org/ratings/) mean? Greets, Richard (yeah, the Amsterdam guy) From hinn at uiuc.edu Wed May 9 22:21:48 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 9 May 2007 21:21:48 -0500 Subject: [games_access] Accessible Adult Entertainment, Censorship and Accessibility In-Reply-To: <006001c79282$5a79bd40$6402a8c0@Delletje> References: <4CC5478D-1889-4155-8238-7846FBEAFC2B@pininteractive.com><4640E213.1090306@thechases.com><4640E89E.7040009@thechases.com> AAAAADBf8GSYa4xDlD4sBa5lcIwEwSYA<007601c79254$705b2c80$6501a8c0@Inspiron> <006001c79282$5a79bd40$6402a8c0@Delletje> Message-ID: You aren't the only Amsterdam guy on this list (*cough* eelke *cough* sander *cough*)...but the bigger issue is that you pose this inquiry and then LEAVE for a sunny vacation? Unfair! But you do raise an interesting point and I'm going to ask Brenda Brathwaite if she knows of any parallels for sound censorship. I mean obviously there is song lyrics censorship (on the US radio and then those stickers they put on CDs so that kids can't buy them...in the US). But I'm not sure what they would consider a "lyric" -- this probably is handled by some sort of legislation but I don't know if it refers to other mediums like games (and is a "cd" a different medium than a "mp3"?) Just a quick scan of some sites, I found quite a lot of protest sites that seem to have originated as music censorship sites but now are branching out, like this one (started as a school project for someone): http://www.theroc.org/updates/legislat.htm Then even before the warning stickers was the radio and bans on radio include lyrics in songs AND what the DJ says. Now a sound that is sexually suggestive *might* not be banned (Howard Stern certainly has done that many times). Here's a HUGE rundown on wikipedia that covers the US: http://en.wikipedia.org/wiki/Category:Censorship_in_the_United_States So...I honestly have no idea about this and games so I will defer to Brenda and see what she knows about it -- I'm sure that as the "sex in games" SIG chair, she has a lot to say. :) Will post her response as soon as I get it! Michelle >Hi, > >Encountered this news item about an accessible porn website for the >visually and auditory impaired: > >http://www.metro.co.uk/weird/article.html?in_article_id=48266 > >So porn that includes closed captions and auditory descriptions. Not >that the blind haven't been enjoying auditory porn for centuries, >but, oh well... Interestingly, I recently encountered this news >item, about a blind man being being charged for listening to child >porn: > >http://news.zdnet.co.uk/internet/0,1000000097,2089959,00.htm > >Not that I condone someone seemingly enjoying real child porn, but >this issue got my interest because in games there's the whole >censorship going on with extreme violence and sex, etc? So how does >that kind of censorship relate to alternatives. What I mean is: in >an audio game (so without visuals) but only sound, what do terms >like "Blood and Gore, Intense Violence, Nudity" >(http://www.esrb.org/ratings/) mean? > >Greets, > >Richard (yeah, the Amsterdam guy) >_______________________________________________ >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 richard at audiogames.net Wed May 9 23:22:26 2007 From: richard at audiogames.net (AudioGames.net) Date: Thu, 10 May 2007 05:22:26 +0200 Subject: [games_access] Accessible Adult Entertainment, Censorship and Accessibility References: <4CC5478D-1889-4155-8238-7846FBEAFC2B@pininteractive.com><4640E213.1090306@thechases.com><4640E89E.7040009@thechases.com>AAAAADBf8GSYa4xDlD4sBa5lcIwEwSYA<007601c79254$705b2c80$6501a8c0@Inspiron><006001c79282$5a79bd40$6402a8c0@Delletje> Message-ID: <001301c792b2$6ee67720$6402a8c0@Delletje> Re: [games_access] Accessible Adult Entertainment, Censorcorrection: 2 weeks of rain vacation as far as the forecast is now ;) But I'll read your heartwarming replies when I get back :) ----- Original Message ----- From: d. michelle hinn To: IGDA Games Accessibility SIG Mailing List Sent: Thursday, May 10, 2007 4:21 AM Subject: Re: [games_access] Accessible Adult Entertainment, Censorship and Accessibility You aren't the only Amsterdam guy on this list (*cough* eelke *cough* sander *cough*)...but the bigger issue is that you pose this inquiry and then LEAVE for a sunny vacation? Unfair! But you do raise an interesting point and I'm going to ask Brenda Brathwaite if she knows of any parallels for sound censorship. I mean obviously there is song lyrics censorship (on the US radio and then those stickers they put on CDs so that kids can't buy them...in the US). But I'm not sure what they would consider a "lyric" -- this probably is handled by some sort of legislation but I don't know if it refers to other mediums like games (and is a "cd" a different medium than a "mp3"?) Just a quick scan of some sites, I found quite a lot of protest sites that seem to have originated as music censorship sites but now are branching out, like this one (started as a school project for someone): http://www.theroc.org/updates/legislat.htm Then even before the warning stickers was the radio and bans on radio include lyrics in songs AND what the DJ says. Now a sound that is sexually suggestive *might* not be banned (Howard Stern certainly has done that many times). Here's a HUGE rundown on wikipedia that covers the US: http://en.wikipedia.org/wiki/Category:Censorship_in_the_United_States So...I honestly have no idea about this and games so I will defer to Brenda and see what she knows about it -- I'm sure that as the "sex in games" SIG chair, she has a lot to say. :) Will post her response as soon as I get it! Michelle Hi, Encountered this news item about an accessible porn website for the visually and auditory impaired: http://www.metro.co.uk/weird/article.html?in_article_id=48266 So porn that includes closed captions and auditory descriptions. Not that the blind haven't been enjoying auditory porn for centuries, but, oh well... Interestingly, I recently encountered this news item, about a blind man being being charged for listening to child porn: http://news.zdnet.co.uk/internet/0,1000000097,2089959,00.htm Not that I condone someone seemingly enjoying real child porn, but this issue got my interest because in games there's the whole censorship going on with extreme violence and sex, etc? So how does that kind of censorship relate to alternatives. What I mean is: in an audio game (so without visuals) but only sound, what do terms like "Blood and Gore, Intense Violence, Nudity" (http://www.esrb.org/ratings/) mean? Greets, Richard (yeah, the Amsterdam guy) _______________________________________________ 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 -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Fri May 11 07:59:21 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 11 May 2007 12:59:21 +0100 Subject: [games_access] cool tech from UK References: Message-ID: <009901c793c3$d021a480$0302a8c0@OneSwitch> Cheers Reid - blogged it here: http://switchgaming.blogspot.com/2007/05/dream-racer.html And contacted them too re. their Dream-Gamer work. Looks like a big candidate for reconfigurable controls being included in games with additional assist modes (e.g. latching accellerators and auto-fire modes). Barrie ----- Original Message ----- From: "Reid Kimball" To: "IGDA Games Accessibility SIG Mailing List" Sent: Wednesday, May 09, 2007 4:47 PM Subject: [games_access] cool tech from UK > http://news.bbc.co.uk/2/hi/technology/6625145.stm > > Wearable hat controls remote control car for disabled. Also can be > used in PS1 and PS2 games. It's similar to that Aprils Fools joke of > the wearable hat Wii controller or NavPoint device. > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Sat May 12 04:45:53 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sat, 12 May 2007 09:45:53 +0100 Subject: [games_access] Head Controls section added to OneSwitch Accessible Gaming Shop Message-ID: <031201c79471$f4ddf270$0302a8c0@OneSwitch> I've nearly got the Accessible Gaming Shop out of "under construction" status, after adding a head-controllers section. http://www.oneswitch.org.uk/1/AGS/AGS-head.htm A really good discovery for me was the TetraMouse - a highly affordable ($140 USD) dual joystick that can be controlled by head and even by a person's tongue. http://tetramouse.com/index.html All tying up with the Game-Accessibility.com forum on head-tracker compatible games http://www.game-accessibility.com/forum/viewtopic.php?id=32 Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Sun May 13 07:11:10 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sun, 13 May 2007 12:11:10 +0100 Subject: [games_access] EA Air Hockey: Designing A One-Button Mobile Game: Part One Message-ID: <007801c7954f$6a02c570$0302a8c0@OneSwitch> http://www.gamesondeck.com/feature/1389/ea_air_hockey_designing_a_.php Found this thanks to OddBob at www.RetroRemakes.com Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From arthit73 at cablespeed.com Mon May 14 13:16:00 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Mon, 14 May 2007 13:16:00 -0400 Subject: [games_access] EA Air Hockey: Designing A One-Button Mobile Game:Part One In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIzE9yYA References: AAAAADBf8GSYa4xDlD4sBa5lcIzE9yYA Message-ID: <01d201c7964b$8d3ff100$6501a8c0@Inspiron> This is excellent. Do you know where I can find other breakdowns of this kind of explanation of how they did the one-button controls? I'm going to use this article as a discussion for our top-secret task part of the first milestone which is the task of controls. We are at that level right now. If anyone would like to help make our online racing game accessible I will bring some links to our game design document, to homepage and the wiki page so you can find out what kind of game it is. All of your input would be great. Robert www.RobertFlorio.com _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: Sunday, May 13, 2007 7:11 AM To: IGDA GA mailing list Subject: [games_access] EA Air Hockey: Designing A One-Button Mobile Game:Part One http://www.gamesondeck.com/feature/1389/ea_air_hockey_designing_a_.php Found this thanks to OddBob at www.RetroRemakes.com Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Mon May 14 17:38:58 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Mon, 14 May 2007 22:38:58 +0100 Subject: [games_access] EA Air Hockey: Designing A One-Button MobileGame:Part One References: AAAAADBf8GSYa4xDlD4sBa5lcIzE9yYA <01d201c7964b$8d3ff100$6501a8c0@Inspiron> Message-ID: <034b01c79670$488b22d0$0302a8c0@OneSwitch> Hi Robert, You can actually play the game on-line via this link: http://switchgaming.blogspot.com/2007/05/ea-air-hockey-designing-one-button.html As for other write ups of one-switch games, I'm guessing you've seen these? http://www.gamasutra.com/features/20050602/green_01.shtml http://switchgaming.blogspot.com/2006/12/interview-with-chris-roper.html Barrie www.OneSwitch.org.uk ----- Original Message ----- From: Robert Florio To: 'IGDA Games Accessibility SIG Mailing List' Sent: Monday, May 14, 2007 6:16 PM Subject: Re: [games_access] EA Air Hockey: Designing A One-Button MobileGame:Part One This is excellent. Do you know where I can find other breakdowns of this kind of explanation of how they did the one-button controls? I'm going to use this article as a discussion for our top-secret task part of the first milestone which is the task of controls. We are at that level right now. If anyone would like to help make our online racing game accessible I will bring some links to our game design document, to homepage and the wiki page so you can find out what kind of game it is. All of your input would be great. Robert www.RobertFlorio.com ------------------------------------------------------------------------------ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: Sunday, May 13, 2007 7:11 AM To: IGDA GA mailing list Subject: [games_access] EA Air Hockey: Designing A One-Button Mobile Game:Part One http://www.gamesondeck.com/feature/1389/ea_air_hockey_designing_a_.php Found this thanks to OddBob at www.RetroRemakes.com 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 arthit73 at cablespeed.com Mon May 14 18:42:58 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Mon, 14 May 2007 18:42:58 -0400 Subject: [games_access] please vote for Roberts scholarship entry to win! In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIzE9yYA References: AAAAADBf8GSYa4xDlD4sBa5lcIzE9yYA Message-ID: <000c01c79679$3a060230$6501a8c0@Inspiron> I applied for a $10,000 scholarship one will be given to one art Institute online student and one art Institute on campus student. I hope he will support me they are accepting a maximum of 100 votes of each person's entry. The top 10% most votes will get voted on by the panel of judges and there is only until June 1 to vote for me. You might have to enter your e-mail but I hope he will do this. This is something I really need and could support me tremendously. It might be slightly hard to read not sure why they didn't put a white background behind the lettering. I'll have to request that. I hope all of you can vote for me giving the tremendous support a given this effort of working with all of you and promoting game accessibility 100%. This is just something that will help me to do that even more in what my dream possibilities come true. Thank you so much. The link is here. http://scholarship.aionline.edu/entry.aspx?id=599 Robert Florio www.RobertFlorio.com _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: Sunday, May 13, 2007 7:11 AM To: IGDA GA mailing list Subject: [games_access] EA Air Hockey: Designing A One-Button Mobile Game:Part One http://www.gamesondeck.com/feature/1389/ea_air_hockey_designing_a_.php Found this thanks to OddBob at www.RetroRemakes.com Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Tue May 15 00:33:34 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Mon, 14 May 2007 23:33:34 -0500 Subject: [games_access] please vote for Roberts scholarship entry to win! In-Reply-To: <000c01c79679$3a060230$6501a8c0@Inspiron> References: AAAAADBf8GSYa4xDlD4sBa5lcIzE9yYA <000c01c79679$3a060230$6501a8c0@Inspiron> Message-ID: Hi -- I've been sick all weekend and was having to grade my 100+ student's projects so I fell off the face of the earth a bit (yes, it was my monthly chronic evil pain that completely leaves me curled up into a ball and needs multiple ER trips...sigh...). BUT! I just voted for you Robert --- everyone, it's really easy to place a vote from the link below so please take a few moments to do so. This could really help Robert realize his post-graduate dreams! Michelle >I applied for a $10,000 scholarship one will be given to one art >Institute online student and one art Institute on campus student. I >hope he will support me they are accepting a maximum of 100 votes of >each person's entry. The top 10% most votes will get voted on by >the panel of judges and there is only until June 1 to vote for me. >You might have to enter your e-mail but I hope he will do this. >This is something I really need and could support me tremendously. >It might be slightly hard to read not sure why they didn't put a >white background behind the lettering. I'll have to request that. > >I hope all of you can vote for me giving the tremendous support a >given this effort of working with all of you and promoting game >accessibility 100%. This is just something that will help me to do >that even more in what my dream possibilities come true. > >Thank you so much. > >The link is here. > >http://scholarship.aionline.edu/entry.aspx?id=599 > >Robert Florio > >www.RobertFlorio.com > > > >From: games_access-bounces at igda.org >[mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis >Sent: Sunday, May 13, 2007 7:11 AM >To: IGDA GA mailing list >Subject: [games_access] EA Air Hockey: Designing A One-Button Mobile >Game:Part One > >http://www.gamesondeck.com/feature/1389/ea_air_hockey_designing_a_.php > >Found this thanks to OddBob at >www.RetroRemakes.com > >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 gramenos at ics.forth.gr Tue May 15 05:22:06 2007 From: gramenos at ics.forth.gr (Dimitris Grammenos) Date: Tue, 15 May 2007 12:22:06 +0300 Subject: [games_access] please vote for Roberts scholarship entry to win! In-Reply-To: <000c01c79679$3a060230$6501a8c0@Inspiron> Message-ID: <20070515092109.93A7B8E40FC@mailhost.ics.forth.gr> Hello Robert, I just voted too. Good luck! Dimitris _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Robert Florio Sent: Tuesday, May 15, 2007 1:43 AM To: 'IGDA Games Accessibility SIG Mailing List' Subject: Re: [games_access] please vote for Roberts scholarship entry to win! I applied for a $10,000 scholarship one will be given to one art Institute online student and one art Institute on campus student. I hope he will support me they are accepting a maximum of 100 votes of each person's entry. The top 10% most votes will get voted on by the panel of judges and there is only until June 1 to vote for me. You might have to enter your e-mail but I hope he will do this. This is something I really need and could support me tremendously. It might be slightly hard to read not sure why they didn't put a white background behind the lettering. I'll have to request that. I hope all of you can vote for me giving the tremendous support a given this effort of working with all of you and promoting game accessibility 100%. This is just something that will help me to do that even more in what my dream possibilities come true. Thank you so much. The link is here. http://scholarship.aionline.edu/entry.aspx?id=599 Robert Florio www.RobertFlorio.com _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: Sunday, May 13, 2007 7:11 AM To: IGDA GA mailing list Subject: [games_access] EA Air Hockey: Designing A One-Button Mobile Game:Part One http://www.gamesondeck.com/feature/1389/ea_air_hockey_designing_a_.php Found this thanks to OddBob at www.RetroRemakes.com Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From cataclysmicknight at gmail.com Tue May 15 09:43:59 2007 From: cataclysmicknight at gmail.com (Charles Jackson) Date: Tue, 15 May 2007 09:43:59 -0400 Subject: [games_access] please vote for Roberts scholarship entry to win! In-Reply-To: <20070515092109.93A7B8E40FC@mailhost.ics.forth.gr> References: <000c01c79679$3a060230$6501a8c0@Inspiron> <20070515092109.93A7B8E40FC@mailhost.ics.forth.gr> Message-ID: LOL I'll be honest - when I first saw this email, I assumed it was junk, but then I read the replies and figured what the heck, I'll take a look. Awesome artwork, and even more awesome essay!! Couldn't resist voting for it, and for anyone else who thought this was BS, go vote, it really is good!! :) -- Crush the Critters: a Whack-a-Mole adventure for your feet! Request the first beta, coming soon. On the Great Games Experiment: http://www.greatgamesexperiment.com/game/crushthecritters/ The Developer Blog: http://hedonismgames.blogspot.com From kjb at it.rit.edu Tue May 15 11:20:13 2007 From: kjb at it.rit.edu (Kevin J. Bierre) Date: Tue, 15 May 2007 11:20:13 -0400 Subject: [games_access] please vote for Roberts scholarship entry to win! In-Reply-To: <000c01c79679$3a060230$6501a8c0@Inspiron> References: <000c01c79679$3a060230$6501a8c0@Inspiron> Message-ID: Robert, You have my vote. Nice essay, I hope you get the scholarship. Kevin Bierre, Assistant Professor (kjb at it.rit.edu) Information Technology, Rochester Institute of Technology 585-475-5358 102 Lomb Memorial Drive Bldg 70-2637 Rochester, NY 14623 From hinn at uiuc.edu Tue May 15 12:04:27 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 15 May 2007 11:04:27 -0500 Subject: [games_access] VOTE: Robert Florio's Scholarship Entry In-Reply-To: References: <000c01c79679$3a060230$6501a8c0@Inspiron> <20070515092109.93A7B8E40FC@mailhost.ics.forth.gr> Message-ID: Hi Charles! Yep, Robert is GOOD! Scratch that...GREAT! So come on everyone -- it takes hardly any time to vote and let's help Robert on his quest to start up an accessible game company! Remember...you only have until June 1st! To vote, go to: http://scholarship.aionline.edu/entry.aspx?id=599 On a side note...Charles...we are working with GarageGames to set up a hub for promoting accessible games as well as reviews for mainstream games that have accessible features. So I'm excited that you are already on GGE! Can't wait for the beta! Michelle >LOL I'll be honest - when I first saw this email, I assumed it was >junk, but then I read the replies and figured what the heck, I'll take >a look. Awesome artwork, and even more awesome essay!! Couldn't resist >voting for it, and for anyone else who thought this was BS, go vote, >it really is good!! :) > >-- >Crush the Critters: a Whack-a-Mole adventure for your feet! Request >the first beta, coming soon. > >On the Great Games Experiment: >http://www.greatgamesexperiment.com/game/crushthecritters/ > >The Developer Blog: http://hedonismgames.blogspot.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 arthit73 at cablespeed.com Tue May 15 13:02:33 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Tue, 15 May 2007 13:02:33 -0400 Subject: [games_access] EA Air Hockey: Designing A One-ButtonMobileGame:Part One In-Reply-To: <034b01c79670$488b22d0$0302a8c0@OneSwitch> References: AAAAADBf8GSYa4xDlD4sBa5lcIzE9yYA<01d201c7964b$8d3ff100$6501a8c0@Inspiron> <034b01c79670$488b22d0$0302a8c0@OneSwitch> Message-ID: <00bd01c79712$d628ebc0$6501a8c0@Inspiron> I'll definitely use that. We've been discussing this game and some others from your web site for the top-secret game. We are on the controls design now. I think any to put together a better comprehensive update but something that others can put input into. It really know is a lot easier for everyone who's interested to login and see what the discussion is really to give their input. But I can post here something we are thinking of. A visual. Robert _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: Monday, May 14, 2007 5:39 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] EA Air Hockey: Designing A One-ButtonMobileGame:Part One Hi Robert, You can actually play the game on-line via this link: http://switchgaming.blogspot.com/2007/05/ea-air-hockey-designing-one-button. html As for other write ups of one-switch games, I'm guessing you've seen these? http://www.gamasutra.com/features/20050602/green_01.shtml http://switchgaming.blogspot.com/2006/12/interview-with-chris-roper.html Barrie www.OneSwitch.org.uk ----- Original Message ----- From: Robert Florio To: 'IGDA Games Accessibility SIG Mailing List' Sent: Monday, May 14, 2007 6:16 PM Subject: Re: [games_access] EA Air Hockey: Designing A One-Button MobileGame:Part One This is excellent. Do you know where I can find other breakdowns of this kind of explanation of how they did the one-button controls? I'm going to use this article as a discussion for our top-secret task part of the first milestone which is the task of controls. We are at that level right now. If anyone would like to help make our online racing game accessible I will bring some links to our game design document, to homepage and the wiki page so you can find out what kind of game it is. All of your input would be great. Robert www.RobertFlorio.com _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: Sunday, May 13, 2007 7:11 AM To: IGDA GA mailing list Subject: [games_access] EA Air Hockey: Designing A One-Button Mobile Game:Part One http://www.gamesondeck.com/feature/1389/ea_air_hockey_designing_a_.php Found this thanks to OddBob at www.RetroRemakes.com 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 arthit73 at cablespeed.com Tue May 15 13:09:19 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Tue, 15 May 2007 13:09:19 -0400 Subject: [games_access] please vote for Roberts scholarship entry to win! In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIzEDCcA References: AAAAADBf8GSYa4xDlD4sBa5lcIzE9yYA<000c01c79679$3a060230$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIzEDCcA Message-ID: <00ca01c79713$c8823de0$6501a8c0@Inspiron> With all of that pain. You're so strong though to go through with it. Things like that happened to me I am already weak I need two people to hold me down. Actually I'm already down just comfort. Thank you for doing that for me if anyone has more than one e-mail address they can register more votes. Please thanks. Robert the link. http://scholarship.aionline.edu/entry.aspx?id=599 _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Tuesday, May 15, 2007 12:34 AM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] please vote for Roberts scholarship entry to win! Hi -- I've been sick all weekend and was having to grade my 100+ student's projects so I fell off the face of the earth a bit (yes, it was my monthly chronic evil pain that completely leaves me curled up into a ball and needs multiple ER trips...sigh...). BUT! I just voted for you Robert --- everyone, it's really easy to place a vote from the link below so please take a few moments to do so. This could really help Robert realize his post-graduate dreams! Michelle I applied for a $10,000 scholarship one will be given to one art Institute online student and one art Institute on campus student. I hope he will support me they are accepting a maximum of 100 votes of each person's entry. The top 10% most votes will get voted on by the panel of judges and there is only until June 1 to vote for me. You might have to enter your e-mail but I hope he will do this. This is something I really need and could support me tremendously. It might be slightly hard to read not sure why they didn't put a white background behind the lettering. I'll have to request that. I hope all of you can vote for me giving the tremendous support a given this effort of working with all of you and promoting game accessibility 100%. This is just something that will help me to do that even more in what my dream possibilities come true. Thank you so much. The link is here. http://scholarship.aionline.edu/entry.aspx?id=599 Robert Florio www.RobertFlorio.com _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: Sunday, May 13, 2007 7:11 AM To: IGDA GA mailing list Subject: [games_access] EA Air Hockey: Designing A One-Button Mobile Game:Part One http://www.gamesondeck.com/feature/1389/ea_air_hockey_designing_a_.php Found this thanks to OddBob at www.RetroRemakes.com 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 arthit73 at cablespeed.com Tue May 15 13:10:52 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Tue, 15 May 2007 13:10:52 -0400 Subject: [games_access] please vote for Roberts scholarship entry to win! In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIwEDycA References: <000c01c79679$3a060230$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIwEDycA Message-ID: <00d401c79713$fff5a550$6501a8c0@Inspiron> Thank you. If you have more than one e-mail address you can vote multiple times. Again thank you. Robert _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Dimitris Grammenos Sent: Tuesday, May 15, 2007 5:22 AM To: 'IGDA Games Accessibility SIG Mailing List' Subject: Re: [games_access] please vote for Roberts scholarship entry to win! Hello Robert, I just voted too. Good luck! Dimitris _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Robert Florio Sent: Tuesday, May 15, 2007 1:43 AM To: 'IGDA Games Accessibility SIG Mailing List' Subject: Re: [games_access] please vote for Roberts scholarship entry to win! I applied for a $10,000 scholarship one will be given to one art Institute online student and one art Institute on campus student. I hope he will support me they are accepting a maximum of 100 votes of each person's entry. The top 10% most votes will get voted on by the panel of judges and there is only until June 1 to vote for me. You might have to enter your e-mail but I hope he will do this. This is something I really need and could support me tremendously. It might be slightly hard to read not sure why they didn't put a white background behind the lettering. I'll have to request that. I hope all of you can vote for me giving the tremendous support a given this effort of working with all of you and promoting game accessibility 100%. This is just something that will help me to do that even more in what my dream possibilities come true. Thank you so much. The link is here. http://scholarship.aionline.edu/entry.aspx?id=599 Robert Florio www.RobertFlorio.com _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: Sunday, May 13, 2007 7:11 AM To: IGDA GA mailing list Subject: [games_access] EA Air Hockey: Designing A One-Button Mobile Game:Part One http://www.gamesondeck.com/feature/1389/ea_air_hockey_designing_a_.php Found this thanks to OddBob at www.RetroRemakes.com Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From arthit73 at cablespeed.com Tue May 15 13:15:28 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Tue, 15 May 2007 13:15:28 -0400 Subject: [games_access] please vote for Roberts scholarship entry to win! In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIykEicA References: <000c01c79679$3a060230$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIykEicA Message-ID: <00e001c79714$a413ce50$6501a8c0@Inspiron> Thank you tremendously. If you have more than one e-mail address you can vote more than once. Thank you again. I'm glad you enjoyed my essay. I really do enjoy writing. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Kevin J. Bierre Sent: Tuesday, May 15, 2007 11:20 AM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] please vote for Roberts scholarship entry to win! Robert, You have my vote. Nice essay, I hope you get the scholarship. Kevin Bierre, Assistant Professor (kjb at it.rit.edu) Information Technology, Rochester Institute of Technology 585-475-5358 102 Lomb Memorial Drive Bldg 70-2637 Rochester, NY 14623 _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Tue May 15 13:23:05 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Tue, 15 May 2007 13:23:05 -0400 Subject: [games_access] VOTE: Robert Florio's Scholarship Entry (top-secret update) In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIzEEicA References: <000c01c79679$3a060230$6501a8c0@Inspiron><20070515092109.93A7B8E40FC@mailhost.ics.forth.gr> AAAAADBf8GSYa4xDlD4sBa5lcIzEEicA Message-ID: <00e101c79715$b4845fb0$6501a8c0@Inspiron> I need to get better with my titles. I think I say you Michelle a personal e-mail. I should've put my name right in the title at her. Sorry. Thank you so much for helping me to promote this. Tremendously. You guys are great avenue. Update top-secret game. I really need to meet with all of you so if you have a meeting coming up soon let me know so I can best let you figure out how to help out with the game. I have tremendous support we are really launching the controls design now. A lot of designers who are volunteers like myself are really inspired by what I started and they're jumping on board with the controls were trying to make it accessible across the board all the areas. Our first community meeting with David was not very informal I didn't get to get a lot of questions answered but he did stress his desires. He wanted the game to be extremely easy to play but also another side of it to be challenging enough for the advanced gamers. Check out the web site. There is a beginners link on their and also update to the updated current tasks. We just completed level, character, beast, weapons designs. I did a bunch of drawings teamed up with people. I just applied to be the animation director. A tremendous experience. wiki. http://www.videogameteam.com/wiki/index.php?title=FAQ Official page. http://www.videogameteam.com/joomla/ Direct link to the controls discussion. http://phpbb.acclaim.com/topsecret/viewtopic.php?t=4455 _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Tuesday, May 15, 2007 12:04 PM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] VOTE: Robert Florio's Scholarship Entry Hi Charles! Yep, Robert is GOOD! Scratch that...GREAT! So come on everyone -- it takes hardly any time to vote and let's help Robert on his quest to start up an accessible game company! Remember...you only have until June 1st! To vote, go to: http://scholarship.aionline.edu/entry.aspx?id=599 On a side note...Charles...we are working with GarageGames to set up a hub for promoting accessible games as well as reviews for mainstream games that have accessible features. So I'm excited that you are already on GGE! Can't wait for the beta! Michelle LOL I'll be honest - when I first saw this email, I assumed it was junk, but then I read the replies and figured what the heck, I'll take a look. Awesome artwork, and even more awesome essay!! Couldn't resist voting for it, and for anyone else who thought this was BS, go vote, it really is good!! :) -- Crush the Critters: a Whack-a-Mole adventure for your feet! Request the first beta, coming soon. On the Great Games Experiment: http://www.greatgamesexperiment.com/game/crushthecritters/ The Developer Blog: http://hedonismgames.blogspot.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 s.huiberts at bartimeus.nl Tue May 15 16:07:45 2007 From: s.huiberts at bartimeus.nl (Sander Huiberts) Date: Tue, 15 May 2007 22:07:45 +0200 Subject: [games_access] Betr.: Re: Accessible Adult Entertainment, Censorship and Accessibility Message-ID: As far as I know, Eelke is not from Amsterdam. :) And, after signing a girl's breast at a gig this saturday a week after I got the first panties thrown at my head (yes, pink of course) I think I will not say anything about sex. Both not in Amsterdam by the way. But I think asking Brenda is a good one! So we have a little mixing up of SIG's here... Sander ============================ Sander Huiberts, MA Stichting Accessibility Informatie, voorlichting, onderzoek en training Oudenoord 325 3513 EP Utrecht Tel. +31 (0)30 239 8270 Fax. +31 (0)30 239 8238 www.accessibility.nl Zie voor disclaimer onze website: www.accessibility.nl/algemeen/disclaimer Read our disclaimer on the website: www.accessibility.nl/algemeen/disclaimer ============================ >>> hinn at uiuc.edu 10-05-07 4:21 >>> You aren't the only Amsterdam guy on this list (*cough* eelke *cough* sander *cough*)...but the bigger issue is that you pose this inquiry and then LEAVE for a sunny vacation? Unfair! But you do raise an interesting point and I'm going to ask Brenda Brathwaite if she knows of any parallels for sound censorship. I mean obviously there is song lyrics censorship (on the US radio and then those stickers they put on CDs so that kids can't buy them...in the US). But I'm not sure what they would consider a "lyric" -- this probably is handled by some sort of legislation but I don't know if it refers to other mediums like games (and is a "cd" a different medium than a "mp3"?) Just a quick scan of some sites, I found quite a lot of protest sites that seem to have originated as music censorship sites but now are branching out, like this one (started as a school project for someone): http://www.theroc.org/updates/legislat.htm Then even before the warning stickers was the radio and bans on radio include lyrics in songs AND what the DJ says. Now a sound that is sexually suggestive *might* not be banned (Howard Stern certainly has done that many times). Here's a HUGE rundown on wikipedia that covers the US: http://en.wikipedia.org/wiki/Category:Censorship_in_the_United_States So...I honestly have no idea about this and games so I will defer to Brenda and see what she knows about it -- I'm sure that as the "sex in games" SIG chair, she has a lot to say. :) Will post her response as soon as I get it! Michelle >Hi, > >Encountered this news item about an accessible porn website for the >visually and auditory impaired: > >http://www.metro.co.uk/weird/article.html?in_article_id=48266 > >So porn that includes closed captions and auditory descriptions. Not >that the blind haven't been enjoying auditory porn for centuries, >but, oh well... Interestingly, I recently encountered this news >item, about a blind man being being charged for listening to child >porn: > >http://news.zdnet.co.uk/internet/0,1000000097,2089959,00.htm > >Not that I condone someone seemingly enjoying real child porn, but >this issue got my interest because in games there's the whole >censorship going on with extreme violence and sex, etc? So how does >that kind of censorship relate to alternatives. What I mean is: in >an audio game (so without visuals) but only sound, what do terms >like "Blood and Gore, Intense Violence, Nudity" >(http://www.esrb.org/ratings/) mean? > >Greets, > >Richard (yeah, the Amsterdam guy) >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From s.huiberts at bartimeus.nl Tue May 15 16:10:22 2007 From: s.huiberts at bartimeus.nl (Sander Huiberts) Date: Tue, 15 May 2007 22:10:22 +0200 Subject: [games_access] Betr.: VOTE: Robert Florio's Scholarship Entry Message-ID: Hi Robert, I voted...good luck and I hope you'll win! Sander ============================ Sander Huiberts, MA Stichting Accessibility Informatie, voorlichting, onderzoek en training Oudenoord 325 3513 EP Utrecht Tel. +31 (0)30 239 8270 Fax. +31 (0)30 239 8238 www.accessibility.nl Zie voor disclaimer onze website: www.accessibility.nl/algemeen/disclaimer Read our disclaimer on the website: www.accessibility.nl/algemeen/disclaimer ============================ >>> hinn at uiuc.edu 15-05-07 18:04 >>> Hi Charles! Yep, Robert is GOOD! Scratch that...GREAT! So come on everyone -- it takes hardly any time to vote and let's help Robert on his quest to start up an accessible game company! Remember...you only have until June 1st! To vote, go to: http://scholarship.aionline.edu/entry.aspx?id=599 On a side note...Charles...we are working with GarageGames to set up a hub for promoting accessible games as well as reviews for mainstream games that have accessible features. So I'm excited that you are already on GGE! Can't wait for the beta! Michelle >LOL I'll be honest - when I first saw this email, I assumed it was >junk, but then I read the replies and figured what the heck, I'll take >a look. Awesome artwork, and even more awesome essay!! Couldn't resist >voting for it, and for anyone else who thought this was BS, go vote, >it really is good!! :) > >-- >Crush the Critters: a Whack-a-Mole adventure for your feet! Request >the first beta, coming soon. > >On the Great Games Experiment: >http://www.greatgamesexperiment.com/game/crushthecritters/ > >The Developer Blog: http://hedonismgames.blogspot.com >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Tue May 15 16:50:50 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 15 May 2007 15:50:50 -0500 Subject: [games_access] Betr.: Re: Accessible Adult Entertainment, Censorship and Accessibility In-Reply-To: References: Message-ID: Sander... Never mind. I don't want to know. ;) But...since you reminded me...here's the answer from Brenda Brathwaite: >Regarding the question that appeared in the SIG, >there's no clear cut dividing line when it comes to >stuff like this. Due to the way that games are rated >(a panel of three individuals, each with some training >in ratings and experience with children), the >individuals try to reach consensus on a rating based >what they're reviewing and the context in which it >appears. So, it's not strictly limited to visuals. >Lyrics in songs have affected ratings. A game in which >a woman moaned in the dark (i.e. a black screen) would >still be sexual content. So...it seems that the ESRB rating system for games is VERY subjective. I actually had no idea...so it would seem that, yes, audio cues are also included in the rating system so an audio game with explicit sexual themes that went commercial would have a hard time getting away with anything less than an "M" (Mature) rating, if it didn't automatically get the "AO" (Adults Only) rating. And I don't think it takes very much sexual content to cross over to AO -- as Rockstar Games found out when their GTA "mod" was unveiled a while back. It's my feeling that the "sex in games" SIG does agree with some sort of "alert system" (and so might a "gore in games" or "violence in games" SIG if they existed) even if it's not the current system of ratings. Wouldn't it be great, though, if and when that day comes that a company has to fight to avoid a "NA" (Not Accessible) rating? Or...maybe that, too, is a form of censorship? Certainly INaccessible games can be considered a form of censorship...no matter WHAT the content of the game is. And...it would sure be interesting to see how much attention game accessibility could get this fall when I start teaching my game design class based on accessible design guidelines AND using Brenda's book ("Sex in Games") as required reading...perhaps we'll submit it to the ESRB? Because nothing brings people rushing on over than a good controversy... Hmmmmm...wheels turning... Michelle P.S. Eelke -- I apologize for lumping you in with the Amsterdam contingent. :) >As far as I know, Eelke is not from Amsterdam. :) > >And, after signing a girl's breast at a gig this saturday a week after I >got the first panties thrown at my head (yes, pink of course) I think I >will not say anything about sex. Both not in Amsterdam by the way. > >But I think asking Brenda is a good one! So we have a little mixing up >of SIG's here... >Sander > >============================ >Sander Huiberts, MA > >Stichting Accessibility >Informatie, voorlichting, onderzoek en training > >Oudenoord 325 >3513 EP Utrecht > >Tel. +31 (0)30 239 8270 >Fax. +31 (0)30 239 8238 >www.accessibility.nl > >Zie voor disclaimer onze website: >www.accessibility.nl/algemeen/disclaimer > >Read our disclaimer on the website: >www.accessibility.nl/algemeen/disclaimer >============================ >>>> hinn at uiuc.edu 10-05-07 4:21 >>> >You aren't the only Amsterdam guy on this list (*cough* eelke *cough* >sander *cough*)...but the bigger issue is that you pose this inquiry >and then LEAVE for a sunny vacation? Unfair! > >But you do raise an interesting point and I'm going to ask Brenda >Brathwaite if she knows of any parallels for sound censorship. I mean >obviously there is song lyrics censorship (on the US radio and then >those stickers they put on CDs so that kids can't buy them...in the >US). But I'm not sure what they would consider a "lyric" -- this >probably is handled by some sort of legislation but I don't know if >it refers to other mediums like games (and is a "cd" a different >medium than a "mp3"?) > >Just a quick scan of some sites, I found quite a lot of protest sites >that seem to have originated as music censorship sites but now are >branching out, like this one (started as a school project for >someone): > >http://www.theroc.org/updates/legislat.htm > >Then even before the warning stickers was the radio and bans on radio >include lyrics in songs AND what the DJ says. Now a sound that is >sexually suggestive *might* not be banned (Howard Stern certainly has >done that many times). > >Here's a HUGE rundown on wikipedia that covers the US: > >http://en.wikipedia.org/wiki/Category:Censorship_in_the_United_States > >So...I honestly have no idea about this and games so I will defer to >Brenda and see what she knows about it -- I'm sure that as the "sex >in games" SIG chair, she has a lot to say. :) Will post her response >as soon as I get it! > >Michelle > >>Hi, >> >>Encountered this news item about an accessible porn website for the >>visually and auditory impaired: >> >>http://www.metro.co.uk/weird/article.html?in_article_id=48266 >> >>So porn that includes closed captions and auditory descriptions. Not >>that the blind haven't been enjoying auditory porn for centuries, >>but, oh well... Interestingly, I recently encountered this news >>item, about a blind man being being charged for listening to child >>porn: >> >>http://news.zdnet.co.uk/internet/0,1000000097,2089959,00.htm >> >>Not that I condone someone seemingly enjoying real child porn, but >>this issue got my interest because in games there's the whole >>censorship going on with extreme violence and sex, etc? So how does >>that kind of censorship relate to alternatives. What I mean is: in >>an audio game (so without visuals) but only sound, what do terms >>like "Blood and Gore, Intense Violence, Nudity" >>(http://www.esrb.org/ratings/) mean? >> >>Greets, >> >>Richard (yeah, the Amsterdam guy) >>_______________________________________________ >>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 ladysekhmet.dj at gmail.com Thu May 17 09:39:33 2007 From: ladysekhmet.dj at gmail.com (DJ Bono) Date: Thu, 17 May 2007 09:39:33 -0400 Subject: [games_access] Robert's Scholarship Message-ID: <21e80ec20705170639v6221ades3bd29396ffb001ee@mail.gmail.com> I voted for you Robert! I spent the last 40 mins reading your website, and your story for the scholarship (and yes, you're right, it's hard to read on white background!)...and I was truely inspired! I wish you best of luck in everything that you do! Your artwork is amazing....my art work is just stick people. LOL!! Good luck with the scholarship! -------------- next part -------------- An HTML attachment was scrubbed... URL: From agdev at thechases.com Thu May 17 12:55:58 2007 From: agdev at thechases.com (Tim Chase) Date: Thu, 17 May 2007 11:55:58 -0500 Subject: [games_access] Another Gamasutra article on gaming accessibility Message-ID: <464C891E.3070106@thechases.com> Another Gamasutra article, thanks to Eelke: http://www.gamasutra.com/view/feature/1408/designing_usable_and_accessible_.php -tim From hinn at uiuc.edu Thu May 17 13:35:29 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Thu, 17 May 2007 12:35:29 -0500 Subject: [games_access] Another Gamasutra article on gaming accessibility In-Reply-To: <464C891E.3070106@thechases.com> References: <464C891E.3070106@thechases.com> Message-ID: Ah cool -- just in time to include in my month of blogging at Terra Nova (http://terranova.blogs.com). Just as a request to help get more people involved on the mailing list -- it'd be great if everyone could point to the SIG list (http://seven.pairlist.net/mailman/listinfo/games_access) when they can. I'm learning on Terra Nova (as we've learned in other forums) that few people know we exist (and we don't have an advertising budget...well, or any budget). I'm working on the redesign of the SIG website so for now the mailing list is the best place to point people to in online articles and such. And by no means am I saying that every paper is or should be a "SIG" paper -- it would just be great to provide people with a way of getting in contact with all of us or even any one of us. But besides that...GREAT article Eelke! You should be proud of it! Michelle >Another Gamasutra article, thanks to Eelke: > >http://www.gamasutra.com/view/feature/1408/designing_usable_and_accessible_.php > >-tim > > >_______________________________________________ >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 arthit73 at cablespeed.com Fri May 18 11:09:37 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Fri, 18 May 2007 11:09:37 -0400 Subject: [games_access] Another Gamasutra article on gaming accessibility In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIxkLicA References: <464C891E.3070106@thechases.com> AAAAADBf8GSYa4xDlD4sBa5lcIxkLicA Message-ID: <006001c7995e$8ee534f0$6501a8c0@Inspiron> We should put that link on our homepages or one of our pages. I'll do that when I get a chance. To get people to sign up. Is that web link you posted how people join or what does that send you to? Robert www.RobertFlorio.com Again I am looking for a lot of support to a vote for my scholarship by June 1. I've sent out hundreds of e-mails getting hundreds of votes but I still don't see my entry on the page of most popular. Either because I last own lists people aren't seeing it or other people have it a lot larger e-mail list from their personal e-mail list to send out because my story truly is one that deserves the scholarship. You can go to the link below if you haven't already a truly would appreciate anyone support on this list. You can use more than one e-mail address. Please tell your friends. Thank you tremendously. The link is below. Just enter your e-mail address. http://scholarship.aionline.edu/entry.aspx?id=599 thank you Robert _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Thursday, May 17, 2007 1:35 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Another Gamasutra article on gaming accessibility Ah cool -- just in time to include in my month of blogging at Terra Nova (http://terranova.blogs.com). Just as a request to help get more people involved on the mailing list -- it'd be great if everyone could point to the SIG list (http://seven.pairlist.net/mailman/listinfo/games_access) when they can. I'm learning on Terra Nova (as we've learned in other forums) that few people know we exist (and we don't have an advertising budget...well, or any budget). I'm working on the redesign of the SIG website so for now the mailing list is the best place to point people to in online articles and such. And by no means am I saying that every paper is or should be a "SIG" paper -- it would just be great to provide people with a way of getting in contact with all of us or even any one of us. But besides that...GREAT article Eelke! You should be proud of it! Michelle Another Gamasutra article, thanks to Eelke: http://www.gamasutra.com/view/feature/1408/designing_usable_and_accessible_. php -tim _______________________________________________ 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 arthit73 at cablespeed.com Fri May 18 11:19:40 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Fri, 18 May 2007 11:19:40 -0400 Subject: [games_access] Another Gamasutra article on gaming accessibility In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIykLicA References: AAAAADBf8GSYa4xDlD4sBa5lcIykLicA Message-ID: <006501c7995f$f62289f0$6501a8c0@Inspiron> Thank you Tim I just put that link on my game accessibility page. Check it out. http://www.robertflorio.com/Game_Accessibility.html Does anyone know how to join this mailing list Michelle sent out a web site linked to get more interest. I want to put a direct link to join how do I do that? Is it simply just e-mail something to somewhere. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Tim Chase Sent: Thursday, May 17, 2007 12:56 PM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] Another Gamasutra article on gaming accessibility Another Gamasutra article, thanks to Eelke: http://www.gamasutra.com/view/feature/1408/designing_usable_and_accessible_. php -tim _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Fri May 18 15:06:33 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Fri, 18 May 2007 14:06:33 -0500 Subject: [games_access] Joining the SIG mailing list In-Reply-To: <006501c7995f$f62289f0$6501a8c0@Inspiron> References: AAAAADBf8GSYa4xDlD4sBa5lcIykLicA <006501c7995f$f62289f0$6501a8c0@Inspiron> Message-ID: Hi Robert -- To join the mailing list, you just need to fill out the form at this page: http://seven.pairlist.net/mailman/listinfo/games_access Our numbers on the mailing list are going up thanks to all the media and articles we've all been getting out there so that's great! Michelle >Thank you Tim I just put that link on my game accessibility page. Check it >out. >http://www.robertflorio.com/Game_Accessibility.html > >Does anyone know how to join this mailing list Michelle sent out a web site >linked to get more interest. I want to put a direct link to join how do I >do that? Is it simply just e-mail something to somewhere. > >Robert > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of Tim Chase >Sent: Thursday, May 17, 2007 12:56 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: [games_access] Another Gamasutra article on gaming accessibility > >Another Gamasutra article, thanks to Eelke: > >http://www.gamasutra.com/view/feature/1408/designing_usable_and_accessible_. >php > >-tim > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Sat May 19 11:11:56 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Sat, 19 May 2007 11:11:56 -0400 Subject: [games_access] Joining the SIG mailing list In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIykOycA References: AAAAADBf8GSYa4xDlD4sBa5lcIykLicA<006501c7995f$f62289f0$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIykOycA Message-ID: <000001c79a28$0cb7cd10$6501a8c0@Inspiron> Thank you now I can send people there. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Friday, May 18, 2007 3:07 PM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] Joining the SIG mailing list Hi Robert -- To join the mailing list, you just need to fill out the form at this page: http://seven.pairlist.net/mailman/listinfo/games_access Our numbers on the mailing list are going up thanks to all the media and articles we've all been getting out there so that's great! Michelle >Thank you Tim I just put that link on my game accessibility page. Check it >out. >http://www.robertflorio.com/Game_Accessibility.html > >Does anyone know how to join this mailing list Michelle sent out a web site >linked to get more interest. I want to put a direct link to join how do I >do that? Is it simply just e-mail something to somewhere. > >Robert > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of Tim Chase >Sent: Thursday, May 17, 2007 12:56 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: [games_access] Another Gamasutra article on gaming accessibility > >Another Gamasutra article, thanks to Eelke: > >http://www.gamasutra.com/view/feature/1408/designing_usable_and_accessible_ . >php > >-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 Sat May 19 17:00:42 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 19 May 2007 16:00:42 -0500 Subject: [games_access] MMOG Topics for Terra Nova? In-Reply-To: <000001c79a28$0cb7cd10$6501a8c0@Inspiron> References: AAAAADBf8GSYa4xDlD4sBa5lcIykLicA<006501c7995f$f62289f0$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIykOycA <000001c79a28$0cb7cd10$6501a8c0@Inspiron> Message-ID: Hi everyone, Anyone out there have any thoughts pertaining specifically to the accessibility of MMOGs like World of Warcraft and Second Life? I'm getting a lot of flack on Terra Nova at the moment and running out of things to say to help the readership understand that accessibility is an issue that should concern them (especially as they are used in schools) and, of course, the "return on investment" issue we're more than familiar with (I replied to one poster about why it's always JUST up to us to provide that info when we don't know what the industry average cost for adding in accessibility features are -- I have Reid's estimate of how much he could have made for every $5 download of his Doom3 [cc] mod that I think will help that I'll write about over the weekend. But the Terra Nova crowd is ONLY interested in MMOGs (I know...I'm frustrated to no end) and I'm running out of ideas. The website again is http://terranova.blogs.com I have LOTS of ideas for posts but I don't think that they will be received well by the Terra Nova crowd -- if anyone can help me think through how to post about a particular topic, even if it's only very narrowly related, I'd appreciate it! For instance I want to post about one-switch, Robert's efforts, Eelke's paper, Dimitris' papers, Reid's work and more but I'm getting frustrated and I need your ideas and help. I don't want to simply not finish out the month as I think that there are silent members who might be getting ideas and running with them to create accessible mods, etc (and I'm also a bit surprised that my fellow social scientists aren't taking the bait on debating how we view accessibility in our FIRST lives while our SECOND lives lag FAR behind...I think it would be interesting fodder for discussion but maybe that's because it's related to my dissertation topic!). But I'm mostly getting response from the companies and not academics and it's basically the same "no go" that we hear with other games...only it seems a bit worse, at least to me. Eelke? Dimitris? I'd be especially interested in your ideas, as you've both written on design issues for games even if they aren't MMOGs (although, Eelke, I know you just had something about Dungeon Siege in your recent Gamasutra paper so I'll point to that). But anyone else...pipe up now so I can write about it (I'll cite you, of course!) before my blog month is up. Thanks! Michelle -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Sat May 19 17:08:05 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 19 May 2007 16:08:05 -0500 Subject: [games_access] SIG meetings restart next week In-Reply-To: <464C891E.3070106@thechases.com> References: <464C891E.3070106@thechases.com> Message-ID: Hi everyone, I'd like to try something new with the SIG meetings, by varying the times a bit and having meetings on a regular basis at a set time. I don't expect that everyone will be at (or be able to be at) every meeting but I'm hoping that if we can get some people at one meeting and others and another meeting, we'd really start to find some consistency. But I'll need help (HELP!!) in providing short summaries of the meetings to keep people up-to-speed so that, ideally, they could miss meetings and not be so lost when they can make a meeting. Tuesdays -- 9am (New York Time) Thursdays -- 1pm (New York Time) To check the times in your part of the world (it's not even my part of the world but it's only an hour off!), check World Clock at http://www.timeanddate.com/worldclock/ As a reminder and an invite to those of you who haven't been to a meeting, we use MSN Messenger. Traditionally...we start a little late but I'd like to change that as best as we can so if everyone can arrive a few minutes early, that's great, but I'd rather have people late than not arrive at all (although please be patient if you arrive late so that we can send you the transcript so you can quickly catch up and so that we don't need to constantly bring people up to speed and interrupt the flow of the conversation). What to do to set up for the meetings? Add me, vrgrrl at hotmail.com (please note that this is a "dead" email account that I don't use so don't send me mail there!), and I'll look for you around the start of the meeting. If you are online and I haven't added you and it's close to the start of the meeting, just IM me and I'll add you to the meeting! Looking forward to regular meetings on Tuesdays and Thursdays! Michelle -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Sat May 19 17:12:06 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 19 May 2007 16:12:06 -0500 Subject: [games_access] Moveable Type experts? In-Reply-To: <000001c79a28$0cb7cd10$6501a8c0@Inspiron> References: AAAAADBf8GSYa4xDlD4sBa5lcIykLicA<006501c7995f$f62289f0$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIykOycA <000001c79a28$0cb7cd10$6501a8c0@Inspiron> Message-ID: Hi everyone, Anyone good at accessible design within the moveable type blogging environment? If so, please email me (hinn at uiuc.edu) as I really could use some help in the redesign of the SIG website. We also need to check our wiki so if anyone has been following access issues in wiki's, I could use your input as well! We're starting to get complaints from our blind community in particular (and it's a not at all an unreasonable request!) to be more accessible in our information sites!!! Thanks! Michelle From reid at rbkdesign.com Sat May 19 18:18:00 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Sat, 19 May 2007 15:18:00 -0700 Subject: [games_access] MMOG Topics for Terra Nova? In-Reply-To: References: <006501c7995f$f62289f0$6501a8c0@Inspiron> <000001c79a28$0cb7cd10$6501a8c0@Inspiron> Message-ID: I'm sorry, I haven't been keeping up with the conversations. In the little that I read, people are not likely to change their thinking unless they see an example of how it can work. We can talk and talk but it won't matter what we say. Might want to talk about what happened with Star Wars Galaxies when they changed the controls and mobility disabled people couldn't play anymore. There was a big uproar and they had to release another patch to change it back or offer more options, not sure what the final solution was. http://wiredblogs.tripod.com/games/index.blog?entry_id=1308320 There's one photo from the Alter Ego project which always gets to me emotionally. http://news.bbc.co.uk/2/shared/spl/hi/pop_ups/04/technology_gamers_and_their_avatars/html/6.stm I've got it... we need to create a book/website of photographs of disabled gamers and their characters in MMO's or other games that allow them to customize characters, like the Sims. Developers just don't know that disabled people play their games and they need to. It could be a photo essay. -Reid On 5/19/07, d. michelle hinn wrote: > > > Hi everyone, > > > Anyone out there have any thoughts pertaining specifically to the > accessibility of MMOGs like World of Warcraft and Second Life? I'm getting a > lot of flack on Terra Nova at the moment and running out of things to say to > help the readership understand that accessibility is an issue that should > concern them (especially as they are used in schools) and, of course, the > "return on investment" issue we're more than familiar with (I replied to one > poster about why it's always JUST up to us to provide that info when we > don't know what the industry average cost for adding in accessibility > features are -- I have Reid's estimate of how much he could have made for > every $5 download of his Doom3 [cc] mod that I think will help that I'll > write about over the weekend. But the Terra Nova crowd is ONLY interested in > MMOGs (I know...I'm frustrated to no end) and I'm running out of ideas. > > > The website again is http://terranova.blogs.com > > > I have LOTS of ideas for posts but I don't think that they will be received > well by the Terra Nova crowd -- if anyone can help me think through how to > post about a particular topic, even if it's only very narrowly related, I'd > appreciate it! For instance I want to post about one-switch, Robert's > efforts, Eelke's paper, Dimitris' papers, Reid's work and more but I'm > getting frustrated and I need your ideas and help. > > > I don't want to simply not finish out the month as I think that there are > silent members who might be getting ideas and running with them to create > accessible mods, etc (and I'm also a bit surprised that my fellow social > scientists aren't taking the bait on debating how we view accessibility in > our FIRST lives while our SECOND lives lag FAR behind...I think it would be > interesting fodder for discussion but maybe that's because it's related to > my dissertation topic!). But I'm mostly getting response from the companies > and not academics and it's basically the same "no go" that we hear with > other games...only it seems a bit worse, at least to me. > > > Eelke? Dimitris? I'd be especially interested in your ideas, as you've both > written on design issues for games even if they aren't MMOGs (although, > Eelke, I know you just had something about Dungeon Siege in your recent > Gamasutra paper so I'll point to that). But anyone else...pipe up now so I > can write about it (I'll cite you, of course!) before my blog month is up. > > > Thanks! > Michelle > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From hinn at uiuc.edu Sat May 19 18:37:04 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 19 May 2007 17:37:04 -0500 Subject: [games_access] MMOG Topics for Terra Nova? In-Reply-To: References: <006501c7995f$f62289f0$6501a8c0@Inspiron> <000001c79a28$0cb7cd10$6501a8c0@Inspiron> Message-ID: Reid sez... >I've got it... we need to create a book/website of photographs of >disabled gamers and their characters in MMO's or other games that >allow them to customize characters, like the Sims. Developers just >don't know that disabled people play their games and they need to. It >could be a photo essay. Oooh. Now that could be an interesting art project that could find a home in one of the many museums around the world that are including digital art. It also appeals to my art background. :) The Chicago Museum of Contemporary Art always seems to have some exhibition about how people see themselves in digital domains -- worth starting to collect these images and then see if we can exhibit somewhere. Other avenues are the GDC (they exhibit digital art) and SIGGRAPH (they do as well!). Then the NY Times has photo essays all the time -- it might finally get our group into the the "circuits" page. Ok, adding this to the agenda for things to talk about at the upcoming meetings but also everyone should feel free to add their two cents here or $2 million dollars, made payable to "Michelle Hinn" ... I'll split it with you, Reid ... JUST KIDDING ... about the splitting of the money. ;) Michelle From agdev at thechases.com Sat May 19 20:36:38 2007 From: agdev at thechases.com (Tim Chase) Date: Sat, 19 May 2007 19:36:38 -0500 Subject: [games_access] MMOG Topics for Terra Nova? In-Reply-To: References: AAAAADBf8GSYa4xDlD4sBa5lcIykLicA<006501c7995f$f62289f0$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIykOycA <000001c79a28$0cb7cd10$6501a8c0@Inspiron> Message-ID: <464F9816.6050308@thechases.com> > I have LOTS of ideas for posts but I don't think that they > will be received well by the Terra Nova crowd -- if anyone > can help me think through how to post about a particular > topic, even if it's only very narrowly related, I'd > appreciate it! In these forums (forae?) at TN and on other popular gaming boards, I repeatedly see a couple issues thrown in the face of efforts here: 1) adding accessibility features "dumbs down" the game removing the fun/challenge for the hard-core gamers; 2) equating the accomodation of all disabilities with accomodating even *some* disabilities; and 3) the difficulty of adding certain accessibility features to MMOG worlds Yes, it's hard to be all things to all people without it dominating the design of the game--an aspect that may churn the stomach of even the most socially-minded game designer. However, even small advances on any of these fronts may make significant headway for accessibility in gaming. For #1, there are repeated themes of how *certain* features added for accessibility benefit all gamers. Things like remappable controls or [CC] are often mentioned. Also, a variety of difficulty levels, though not mentioned quite as much, offer entry points for the casual gamer, but allow for deeper challenges for the "industrial-strength" gamer. Just because a game offers remappable controls doesn't mean hard-core gamers are going to be impared by it. Just because someone can turn on [CC] and play with the audio off while their wife/kids are sleeping, doesn't mean they have some advantage over other folks. And if a hard-core gamer finds the "easy" level too easy, well, that's their own dumb fault and they should crank up the difficulty. Requiring less complex controls (whether as drastic as one-switch or simply cutting back on the 20-buttons, 2 D-pads, 2 analog sticks, and 6 DoF gyro controls) makes the game more accessibile not just to folks with mobility problems, but to casual gamers in general. Cell-phone games and one-switch games seem to be made for each other and for marketing to the casual gamer. With #2, I think it would be helpful to enhance our suggestions/top-10 list with annotations regarding the difficulty to implement such a feature, how it impacts game design, and how it helps reach a larger demographic (and how large that market-increase is). The idea of creating a game for the Who's _Tommy_ scares a lot of folks. When we mention the word "accessibility", folks see a black-and-white world in which a game is either inaccessibile, or the "deaf, dumb, and blind kid [that] sure plays a mean pinball" can play it. Perhaps clarifying that there's a gradient of accessibility would soften our message. While, yes, it would be great to make games that Tommy can play against the hard-core gamer where they're both on an equal footing, there's also a range of less drastic measures that game designers can incorporate that allow them to retain freedom of design while still increasing their audience. The third item is one of the hardest and something that's not been discussed quite so much on the list. A number of features for accessibility come at odds with these worlds, often because they mirror the same barriers that the real world presents. Some of the items in our top-10 are difficult if not impossible to implement in such a world: - slowing the game down like bullet-time impacts the whole world, or - giving everybody access to auto-aiming reduces the challenge for those crazy hard-core gamers, and unlevels some of the playing field - adding [CC] becomes more difficult because there's not just a pre-scripted set of lines that the audio department records, but you have live voice-chat that doesn't [CC] easily - a broad range of difficulties is hard to implement when the hard-core gamers are in the same world as those that need easier challenges Theoretically, one could use voice recognition software to do dynamic [CC] of voice-chat, but voice recognition software still has a long way to go, and sucks up a lot of processor time/power from games that may want it. I understand that some MMOGs have a partitioned world in which the newbies (and those that need the "easy" setting) can gain their footing. This is an elegant solution to the problem, that players can stay in such a world as long as they want/need, and venture into harder partitions as their skills grow or as they need more difficulty. Perhaps a way to address some of the disparity in the world is to make it publicly known which settings a person is using and perhaps partition players by assistive technologies; or reduce assistance as the player levels-up. Or newbie players in the sandbox world may have very sloppy aiming where auto-assist helps them. However, as they level up, or adventure into more challenging sectors of the universe, the auto-assist features start dialing back. This could allow a player that needs assistive features to still play, but also allow the hard-core gamers to get their fix of difficulty. Anyways, if you've read this far and haven't written me off as a loonie yet, thanks for playing the audience to my long-winded ramblings. Michelle, I don't know if any of this is helpful fodder for future postings, but it's mostly a brain-dump of my reactions to some of these myths and mis-impressions I see on such gaming boards when the topic of accessibility comes up. -tim From barrie.ellis at oneswitch.org.uk Sun May 20 06:01:54 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sun, 20 May 2007 11:01:54 +0100 Subject: [games_access] MMOG Topics for Terra Nova? References: AAAAADBf8GSYa4xDlD4sBa5lcIykLicA<006501c7995f$f62289f0$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIykOycA <000001c79a28$0cb7cd10$6501a8c0@Inspiron> <464F9816.6050308@thechases.com> Message-ID: <020801c79ac5$e5d38d30$0302a8c0@OneSwitch> Excellent post, Tim. I think you've covered most of it there. I think it's worth posting up some information on http://www.ablegamers.com/ - as they are particullarly into Massively Multiplayer On-line Role Playing Games (MMORPG's). They aren't huge, but they seem a good bunch. Bit more on them here: http://ablegamers.com/content/view/16/66/ I think that the partitioning idea may be essential for some gamers where they can play according to ability. I remember going to MegaZone (http://www.rayleighmegazone.co.uk/index.php?page=gallery&sub=picsub) where you wear a special flak jacket and carry a laser gun in a warehouse full of dry ice. My friends and I were obiliterated by 'hard-core gamers'. I.e. some pathetic geeky kids that probably spent all their spare time playing this game. We'd have had much more fun if they'd had their seperate gaming arena - and us - less-able - gamers our own. Can't see any problem at all in that for MMORPGs either. Anyway, my witterings done - keep chipping away. Perhaps we really do need to reassure the insecure hard-core gamers with 12-year-old-boy mentality that they can still keep their zen-master settings and gameplay alongside others being able to play their game too. Barrie www.OneSwitch.org.uk ----- Original Message ----- From: "Tim Chase" To: "IGDA Games Accessibility SIG Mailing List" Sent: Sunday, May 20, 2007 1:36 AM Subject: Re: [games_access] MMOG Topics for Terra Nova? >> I have LOTS of ideas for posts but I don't think that they >> will be received well by the Terra Nova crowd -- if anyone >> can help me think through how to post about a particular >> topic, even if it's only very narrowly related, I'd >> appreciate it! > > In these forums (forae?) at TN and on other popular gaming > boards, I repeatedly see a couple issues thrown in the face > of efforts here: > > 1) adding accessibility features "dumbs down" the game > removing the fun/challenge for the hard-core gamers; > > 2) equating the accomodation of all disabilities with > accomodating even *some* disabilities; and > > 3) the difficulty of adding certain accessibility features > to MMOG worlds > > Yes, it's hard to be all things to all people without it > dominating the design of the game--an aspect that may churn > the stomach of even the most socially-minded game designer. > However, even small advances on any of these fronts may make > significant headway for accessibility in gaming. > > For #1, there are repeated themes of how *certain* features > added for accessibility benefit all gamers. Things like > remappable controls or [CC] are often mentioned. Also, a > variety of difficulty levels, though not mentioned quite as > much, offer entry points for the casual gamer, but allow for > deeper challenges for the "industrial-strength" gamer. > > Just because a game offers remappable controls doesn't mean > hard-core gamers are going to be impared by it. Just > because someone can turn on [CC] and play with the audio off > while their wife/kids are sleeping, doesn't mean they have > some advantage over other folks. And if a hard-core gamer > finds the "easy" level too easy, well, that's their own dumb > fault and they should crank up the difficulty. > > Requiring less complex controls (whether as drastic as > one-switch or simply cutting back on the 20-buttons, 2 > D-pads, 2 analog sticks, and 6 DoF gyro controls) makes the > game more accessibile not just to folks with mobility > problems, but to casual gamers in general. Cell-phone games > and one-switch games seem to be made for each other and for > marketing to the casual gamer. > > With #2, I think it would be helpful to enhance our > suggestions/top-10 list with annotations regarding the > difficulty to implement such a feature, how it impacts game > design, and how it helps reach a larger demographic (and how > large that market-increase is). The idea of creating a game > for the Who's _Tommy_ scares a lot of folks. When we > mention the word "accessibility", folks see a > black-and-white world in which a game is either > inaccessibile, or the "deaf, dumb, and blind kid [that] sure > plays a mean pinball" can play it. Perhaps clarifying that > there's a gradient of accessibility would soften our > message. While, yes, it would be great to make games that > Tommy can play against the hard-core gamer where they're > both on an equal footing, there's also a range of less > drastic measures that game designers can incorporate that > allow them to retain freedom of design while still > increasing their audience. > > The third item is one of the hardest and something that's > not been discussed quite so much on the list. A number of > features for accessibility come at odds with these worlds, > often because they mirror the same barriers that the real > world presents. Some of the items in our top-10 are > difficult if not impossible to implement in such a world: > > - slowing the game down like bullet-time impacts the whole > world, or > - giving everybody access to auto-aiming reduces the > challenge for those crazy hard-core gamers, and unlevels > some of the playing field > - adding [CC] becomes more difficult because there's not > just a pre-scripted set of lines that the audio department > records, but you have live voice-chat that doesn't [CC] > easily > - a broad range of difficulties is hard to implement when > the hard-core gamers are in the same world as those that > need easier challenges > > Theoretically, one could use voice recognition software to > do dynamic [CC] of voice-chat, but voice recognition > software still has a long way to go, and sucks up a lot of > processor time/power from games that may want it. > > I understand that some MMOGs have a partitioned world in > which the newbies (and those that need the "easy" setting) > can gain their footing. This is an elegant solution to the > problem, that players can stay in such a world as long as > they want/need, and venture into harder partitions as their > skills grow or as they need more difficulty. > > Perhaps a way to address some of the disparity in the world > is to make it publicly known which settings a person is > using and perhaps partition players by assistive > technologies; or reduce assistance as the player levels-up. > Or newbie players in the sandbox world may have very sloppy > aiming where auto-assist helps them. However, as they level > up, or adventure into more challenging sectors of the > universe, the auto-assist features start dialing back. This > could allow a player that needs assistive features to still > play, but also allow the hard-core gamers to get their fix > of difficulty. > > Anyways, if you've read this far and haven't written me off > as a loonie yet, thanks for playing the audience to my > long-winded ramblings. Michelle, I don't know if any of > this is helpful fodder for future postings, but it's mostly > a brain-dump of my reactions to some of these myths and > mis-impressions I see on such gaming boards when the topic > of accessibility comes up. > > -tim > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From barrie.ellis at oneswitch.org.uk Sun May 20 06:03:51 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sun, 20 May 2007 11:03:51 +0100 Subject: [games_access] Gamers and their Avatars Book References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@Inspiron> Message-ID: <021101c79ac6$2b5bff40$0302a8c0@OneSwitch> Oh, and I think it's a great idea too to have a book full of such images: http://news.bbc.co.uk/1/shared/spl/hi/pop_ups/04/technology_gamers_and_their_avatars/html/6.stm Barrie From hinn at uiuc.edu Sun May 20 14:54:33 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 20 May 2007 13:54:33 -0500 Subject: [games_access] Gamers and their Avatars Book In-Reply-To: <021101c79ac6$2b5bff40$0302a8c0@OneSwitch> References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@I nspiron> <021101c79ac6$2b5bff40$0302a8c0@OneSwitch> Message-ID: That's fantastic! I don't think that our current publisher does much in the way of art books but I know of some publishers who dig things like this -- MIT Press does, as does Phaidon. And we can include some in the Game Accessibility book as well but I think a glossy book of just images would be pretty damn cool. I love our list so much! :) I know...from time to time we fight -- how could we not? We're all passionate about the topic and sooner or later we'll have disagreements and misunderstandings. But I'm glad that we're also able to heal when these happen because we know that at the end of the day, we're ALL volunteers and we're fighting the good fight. We just all have our moments of crankiness that things that the industry isn't moving fast enough but despite it all, we don't throw in the towel. Believe me...I've cried about many a thing with regard to game accessibility (I'm a girl, sue me) but you all keep me going! I'm excited reading all the GA articles on Gamasutra lately. We're all doing great stuff and let's all be thankful that we have one another. Every time one of us gets something out into the public eye, it's all good. To quote Barrie: "It's a win for the cause!" Michelle >Oh, and I think it's a great idea too to have a book full of such images: > >http://news.bbc.co.uk/1/shared/spl/hi/pop_ups/04/technology_gamers_and_their_avatars/html/6.stm > >Barrie > > > > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Sun May 20 15:01:42 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 20 May 2007 14:01:42 -0500 Subject: [games_access] Game Accessibility Conference In-Reply-To: <021101c79ac6$2b5bff40$0302a8c0@OneSwitch> References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@I nspiron> <021101c79ac6$2b5bff40$0302a8c0@OneSwitch> Message-ID: Hi all, So I've mentioned this before but we should probably start discussing it for real. The IGDA would like to support our efforts in creating a one-day conference on Game Accessibility. Now this could be something attached to another conference (like GDC) or on it's own as a "summit" at a time where we aren't so frazzled from GDC. This is one of the things I'll be bringing up at the online meetings this week so I'd appreciate ideas for location, dates, how wide we cast the net (ie, do we personally court a person from every major game company we can to attend), do we want it to be small the first year and then cast the net wider the next year? What are your thoughts? Basically the IGDA now has a group that does conference/summit set ups for us so we tell them what we want and they deal with the registration, hotel block reservations, venue, some advertising, etc. So that's what make it's a very cool opportunity! Michelle From reid at rbkdesign.com Sun May 20 15:08:53 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Sun, 20 May 2007 12:08:53 -0700 Subject: [games_access] MMOG Topics for Terra Nova? In-Reply-To: <020801c79ac5$e5d38d30$0302a8c0@OneSwitch> References: <006501c7995f$f62289f0$6501a8c0@Inspiron> <000001c79a28$0cb7cd10$6501a8c0@Inspiron> <464F9816.6050308@thechases.com> <020801c79ac5$e5d38d30$0302a8c0@OneSwitch> Message-ID: I just read this article on AbleGamers, wish I knew of them before, it's a great initiative. http://ablegamers.com/content/view/14/63/ It says, but doesn't go into much detail, that Blizzard did the same thing Star Wars Galaxies did. It changed controls so they required more skill. Is this still the case or did they go back to the old, highly customizable setup? -Reid On 5/20/07, Barrie Ellis wrote: > Excellent post, Tim. I think you've covered most of it there. > > I think it's worth posting up some information on > http://www.ablegamers.com/ - as they are particullarly into Massively > Multiplayer On-line Role Playing Games (MMORPG's). They aren't huge, but > they seem a good bunch. > > Bit more on them here: http://ablegamers.com/content/view/16/66/ > > I think that the partitioning idea may be essential for some gamers where > they can play according to ability. I remember going to MegaZone > (http://www.rayleighmegazone.co.uk/index.php?page=gallery&sub=picsub) where > you wear a special flak jacket and carry a laser gun in a warehouse full of > dry ice. My friends and I were obiliterated by 'hard-core gamers'. I.e. some > pathetic geeky kids that probably spent all their spare time playing this > game. We'd have had much more fun if they'd had their seperate gaming > arena - and us - less-able - gamers our own. Can't see any problem at all in > that for MMORPGs either. > > Anyway, my witterings done - keep chipping away. Perhaps we really do need > to reassure the insecure hard-core gamers with 12-year-old-boy mentality > that they can still keep their zen-master settings and gameplay alongside > others being able to play their game too. > > Barrie > www.OneSwitch.org.uk > > > > > > > > ----- Original Message ----- > From: "Tim Chase" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Sunday, May 20, 2007 1:36 AM > Subject: Re: [games_access] MMOG Topics for Terra Nova? > > > >> I have LOTS of ideas for posts but I don't think that they > >> will be received well by the Terra Nova crowd -- if anyone > >> can help me think through how to post about a particular > >> topic, even if it's only very narrowly related, I'd > >> appreciate it! > > > > In these forums (forae?) at TN and on other popular gaming > > boards, I repeatedly see a couple issues thrown in the face > > of efforts here: > > > > 1) adding accessibility features "dumbs down" the game > > removing the fun/challenge for the hard-core gamers; > > > > 2) equating the accomodation of all disabilities with > > accomodating even *some* disabilities; and > > > > 3) the difficulty of adding certain accessibility features > > to MMOG worlds > > > > Yes, it's hard to be all things to all people without it > > dominating the design of the game--an aspect that may churn > > the stomach of even the most socially-minded game designer. > > However, even small advances on any of these fronts may make > > significant headway for accessibility in gaming. > > > > For #1, there are repeated themes of how *certain* features > > added for accessibility benefit all gamers. Things like > > remappable controls or [CC] are often mentioned. Also, a > > variety of difficulty levels, though not mentioned quite as > > much, offer entry points for the casual gamer, but allow for > > deeper challenges for the "industrial-strength" gamer. > > > > Just because a game offers remappable controls doesn't mean > > hard-core gamers are going to be impared by it. Just > > because someone can turn on [CC] and play with the audio off > > while their wife/kids are sleeping, doesn't mean they have > > some advantage over other folks. And if a hard-core gamer > > finds the "easy" level too easy, well, that's their own dumb > > fault and they should crank up the difficulty. > > > > Requiring less complex controls (whether as drastic as > > one-switch or simply cutting back on the 20-buttons, 2 > > D-pads, 2 analog sticks, and 6 DoF gyro controls) makes the > > game more accessibile not just to folks with mobility > > problems, but to casual gamers in general. Cell-phone games > > and one-switch games seem to be made for each other and for > > marketing to the casual gamer. > > > > With #2, I think it would be helpful to enhance our > > suggestions/top-10 list with annotations regarding the > > difficulty to implement such a feature, how it impacts game > > design, and how it helps reach a larger demographic (and how > > large that market-increase is). The idea of creating a game > > for the Who's _Tommy_ scares a lot of folks. When we > > mention the word "accessibility", folks see a > > black-and-white world in which a game is either > > inaccessibile, or the "deaf, dumb, and blind kid [that] sure > > plays a mean pinball" can play it. Perhaps clarifying that > > there's a gradient of accessibility would soften our > > message. While, yes, it would be great to make games that > > Tommy can play against the hard-core gamer where they're > > both on an equal footing, there's also a range of less > > drastic measures that game designers can incorporate that > > allow them to retain freedom of design while still > > increasing their audience. > > > > The third item is one of the hardest and something that's > > not been discussed quite so much on the list. A number of > > features for accessibility come at odds with these worlds, > > often because they mirror the same barriers that the real > > world presents. Some of the items in our top-10 are > > difficult if not impossible to implement in such a world: > > > > - slowing the game down like bullet-time impacts the whole > > world, or > > - giving everybody access to auto-aiming reduces the > > challenge for those crazy hard-core gamers, and unlevels > > some of the playing field > > - adding [CC] becomes more difficult because there's not > > just a pre-scripted set of lines that the audio department > > records, but you have live voice-chat that doesn't [CC] > > easily > > - a broad range of difficulties is hard to implement when > > the hard-core gamers are in the same world as those that > > need easier challenges > > > > Theoretically, one could use voice recognition software to > > do dynamic [CC] of voice-chat, but voice recognition > > software still has a long way to go, and sucks up a lot of > > processor time/power from games that may want it. > > > > I understand that some MMOGs have a partitioned world in > > which the newbies (and those that need the "easy" setting) > > can gain their footing. This is an elegant solution to the > > problem, that players can stay in such a world as long as > > they want/need, and venture into harder partitions as their > > skills grow or as they need more difficulty. > > > > Perhaps a way to address some of the disparity in the world > > is to make it publicly known which settings a person is > > using and perhaps partition players by assistive > > technologies; or reduce assistance as the player levels-up. > > Or newbie players in the sandbox world may have very sloppy > > aiming where auto-assist helps them. However, as they level > > up, or adventure into more challenging sectors of the > > universe, the auto-assist features start dialing back. This > > could allow a player that needs assistive features to still > > play, but also allow the hard-core gamers to get their fix > > of difficulty. > > > > Anyways, if you've read this far and haven't written me off > > as a loonie yet, thanks for playing the audience to my > > long-winded ramblings. Michelle, I don't know if any of > > this is helpful fodder for future postings, but it's mostly > > a brain-dump of my reactions to some of these myths and > > mis-impressions I see on such gaming boards when the topic > > of accessibility comes up. > > > > -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 hinn at uiuc.edu Sun May 20 15:19:27 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 20 May 2007 14:19:27 -0500 Subject: [games_access] MMOG Topics for Terra Nova? In-Reply-To: References: <006501c7995f$f62289f0$6501a8c0@Inspiron> <000001c79a28$0cb7cd10$6501a8c0@Inspiron> <464F9816.6050308@thechases.com> <020801c79ac5$e5d38d30$0302a8c0@OneSwitch> Message-ID: The post I'm working on now is on exactly that! :) Mark at AbleGamers also wants to work with us on the Great Games Experiment portal for game reviews, basically seeing how we can port content from multiple accessibility sites into GGE. Not sure if Mark is on this list but I'll forward this to him just in case he's not. >I just read this article on AbleGamers, wish I knew of them before, >it's a great initiative. > >http://ablegamers.com/content/view/14/63/ > >It says, but doesn't go into much detail, that Blizzard did the same >thing Star Wars Galaxies did. It changed controls so they required >more skill. Is this still the case or did they go back to the old, >highly customizable setup? > >-Reid > > >On 5/20/07, Barrie Ellis wrote: >>Excellent post, Tim. I think you've covered most of it there. >> >>I think it's worth posting up some information on >>http://www.ablegamers.com/ - as they are particullarly into Massively >>Multiplayer On-line Role Playing Games (MMORPG's). They aren't huge, but >>they seem a good bunch. >> >>Bit more on them here: http://ablegamers.com/content/view/16/66/ >> >>I think that the partitioning idea may be essential for some gamers where >>they can play according to ability. I remember going to MegaZone >>(http://www.rayleighmegazone.co.uk/index.php?page=gallery&sub=picsub) where >>you wear a special flak jacket and carry a laser gun in a warehouse full of >>dry ice. My friends and I were obiliterated by 'hard-core gamers'. I.e. some >>pathetic geeky kids that probably spent all their spare time playing this >>game. We'd have had much more fun if they'd had their seperate gaming >>arena - and us - less-able - gamers our own. Can't see any problem at all in >>that for MMORPGs either. >> >>Anyway, my witterings done - keep chipping away. Perhaps we really do need >>to reassure the insecure hard-core gamers with 12-year-old-boy mentality >>that they can still keep their zen-master settings and gameplay alongside >>others being able to play their game too. >> >>Barrie >>www.OneSwitch.org.uk >> >> >> >> >> >> >> >>----- Original Message ----- >>From: "Tim Chase" >>To: "IGDA Games Accessibility SIG Mailing List" >>Sent: Sunday, May 20, 2007 1:36 AM >>Subject: Re: [games_access] MMOG Topics for Terra Nova? >> >> >>>> I have LOTS of ideas for posts but I don't think that they >>>> will be received well by the Terra Nova crowd -- if anyone >>>> can help me think through how to post about a particular >>>> topic, even if it's only very narrowly related, I'd >>>> appreciate it! >>> >>> In these forums (forae?) at TN and on other popular gaming >>> boards, I repeatedly see a couple issues thrown in the face >>> of efforts here: >>> >>> 1) adding accessibility features "dumbs down" the game >>> removing the fun/challenge for the hard-core gamers; >>> >>> 2) equating the accomodation of all disabilities with >>> accomodating even *some* disabilities; and >>> >>> 3) the difficulty of adding certain accessibility features >>> to MMOG worlds >>> >>> Yes, it's hard to be all things to all people without it >>> dominating the design of the game--an aspect that may churn >>> the stomach of even the most socially-minded game designer. >>> However, even small advances on any of these fronts may make >>> significant headway for accessibility in gaming. >>> >>> For #1, there are repeated themes of how *certain* features >>> added for accessibility benefit all gamers. Things like >>> remappable controls or [CC] are often mentioned. Also, a >>> variety of difficulty levels, though not mentioned quite as >>> much, offer entry points for the casual gamer, but allow for >>> deeper challenges for the "industrial-strength" gamer. >>> >>> Just because a game offers remappable controls doesn't mean >>> hard-core gamers are going to be impared by it. Just >>> because someone can turn on [CC] and play with the audio off >>> while their wife/kids are sleeping, doesn't mean they have >>> some advantage over other folks. And if a hard-core gamer >> > finds the "easy" level too easy, well, that's their own dumb >>> fault and they should crank up the difficulty. >>> >>> Requiring less complex controls (whether as drastic as >>> one-switch or simply cutting back on the 20-buttons, 2 >>> D-pads, 2 analog sticks, and 6 DoF gyro controls) makes the >>> game more accessibile not just to folks with mobility >>> problems, but to casual gamers in general. Cell-phone games >>> and one-switch games seem to be made for each other and for >>> marketing to the casual gamer. >>> >>> With #2, I think it would be helpful to enhance our >>> suggestions/top-10 list with annotations regarding the >>> difficulty to implement such a feature, how it impacts game >>> design, and how it helps reach a larger demographic (and how >>> large that market-increase is). The idea of creating a game >>> for the Who's _Tommy_ scares a lot of folks. When we >>> mention the word "accessibility", folks see a >>> black-and-white world in which a game is either >>> inaccessibile, or the "deaf, dumb, and blind kid [that] sure >>> plays a mean pinball" can play it. Perhaps clarifying that >>> there's a gradient of accessibility would soften our >>> message. While, yes, it would be great to make games that >>> Tommy can play against the hard-core gamer where they're >>> both on an equal footing, there's also a range of less >>> drastic measures that game designers can incorporate that >>> allow them to retain freedom of design while still >>> increasing their audience. >>> >>> The third item is one of the hardest and something that's >>> not been discussed quite so much on the list. A number of >>> features for accessibility come at odds with these worlds, >>> often because they mirror the same barriers that the real >>> world presents. Some of the items in our top-10 are >>> difficult if not impossible to implement in such a world: >>> >>> - slowing the game down like bullet-time impacts the whole >>> world, or >>> - giving everybody access to auto-aiming reduces the >>> challenge for those crazy hard-core gamers, and unlevels >>> some of the playing field >>> - adding [CC] becomes more difficult because there's not >>> just a pre-scripted set of lines that the audio department >>> records, but you have live voice-chat that doesn't [CC] >>> easily >>> - a broad range of difficulties is hard to implement when >>> the hard-core gamers are in the same world as those that >>> need easier challenges >>> >>> Theoretically, one could use voice recognition software to >>> do dynamic [CC] of voice-chat, but voice recognition >>> software still has a long way to go, and sucks up a lot of >>> processor time/power from games that may want it. >>> >>> I understand that some MMOGs have a partitioned world in >>> which the newbies (and those that need the "easy" setting) >>> can gain their footing. This is an elegant solution to the >>> problem, that players can stay in such a world as long as >>> they want/need, and venture into harder partitions as their >>> skills grow or as they need more difficulty. >>> >>> Perhaps a way to address some of the disparity in the world >>> is to make it publicly known which settings a person is >>> using and perhaps partition players by assistive >>> technologies; or reduce assistance as the player levels-up. >>> Or newbie players in the sandbox world may have very sloppy >>> aiming where auto-assist helps them. However, as they level >>> up, or adventure into more challenging sectors of the >>> universe, the auto-assist features start dialing back. This >>> could allow a player that needs assistive features to still >>> play, but also allow the hard-core gamers to get their fix >>> of difficulty. >>> >>> Anyways, if you've read this far and haven't written me off >>> as a loonie yet, thanks for playing the audience to my >>> long-winded ramblings. Michelle, I don't know if any of >>> this is helpful fodder for future postings, but it's mostly >>> a brain-dump of my reactions to some of these myths and >>> mis-impressions I see on such gaming boards when the topic >>> of accessibility comes up. >>> >>> -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 May 20 19:38:24 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 20 May 2007 18:38:24 -0500 Subject: [games_access] FuturePlay 2007: Accessibility Workshop, Papers In-Reply-To: References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@I nspiron> <021101c79ac6$2b5bff40$0302a8c0@OneSwitch> Message-ID: Hi all, The call for final submission of papers for FuturePlay is coming up on June 30th and this year I'm on the programme committee so I'll be able to have a little more feedback into session programming. This year they are trying to get the papers published in the ACM proceedings and if that happens that would significantly add to the prestige of the conference. As of right now, I was able to get us a an accessibility workshop onto the program and I'm hoping that we could do a session on research in accessibility. So if you are interested in attending and presenting at FuturePlay (as part of the workshop and/or as an author of a paper), please let me know so we can start planning for it. If we can present a collection of papers on accessibility then making a case for a paper session on accessibility can be better made. As a reminder, FuturePlay this year is in Toronto, Canada on Nov 15-17, 2007 Michelle From kjb at it.rit.edu Sun May 20 20:26:10 2007 From: kjb at it.rit.edu (Kevin J. Bierre) Date: Sun, 20 May 2007 20:26:10 -0400 Subject: [games_access] FuturePlay 2007: Accessibility Workshop, Papers In-Reply-To: References: Message-ID: Michelle, I'm interested in both the workshop and the paper ideas. Since it's right across the lake from me, it's an easy conference to get to. Kevin Bierre, Assistant Professor (kjb at it.rit.edu) Information Technology, Rochester Institute of Technology 585-475-5358 102 Lomb Memorial Drive Bldg 70-2637 Rochester, NY 14623 From hinn at uiuc.edu Sun May 20 20:46:14 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 20 May 2007 19:46:14 -0500 Subject: [games_access] FuturePlay 2007: Accessibility Workshop, Papers In-Reply-To: References: Message-ID: Great -- and you are already on the workshop list! :) When I've heard from a few more, I'll start a discussion amongst the futureplayers to talk more about the paper session. Michelle >Michelle, > >I'm interested in both the workshop and the paper ideas. Since it's >right across the lake from me, it's an easy conference to get to. > >Kevin Bierre, Assistant Professor >(kjb at it.rit.edu) >Information Technology, Rochester Institute of Technology >585-475-5358 >102 Lomb Memorial Drive >Bldg 70-2637 >Rochester, NY 14623 > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From gramenos at ics.forth.gr Mon May 21 05:56:56 2007 From: gramenos at ics.forth.gr (Dimitris Grammenos) Date: Mon, 21 May 2007 12:56:56 +0300 Subject: [games_access] FuturePlay 2007: Accessibility Workshop, Papers In-Reply-To: Message-ID: <20070521095605.645268E40FC@mailhost.ics.forth.gr> Hello Michelle, I'm interested in both the workshop and a paper. Dimitris -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Monday, May 21, 2007 2:38 AM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] FuturePlay 2007: Accessibility Workshop, Papers Hi all, The call for final submission of papers for FuturePlay is coming up on June 30th and this year I'm on the programme committee so I'll be able to have a little more feedback into session programming. This year they are trying to get the papers published in the ACM proceedings and if that happens that would significantly add to the prestige of the conference. As of right now, I was able to get us a an accessibility workshop onto the program and I'm hoping that we could do a session on research in accessibility. So if you are interested in attending and presenting at FuturePlay (as part of the workshop and/or as an author of a paper), please let me know so we can start planning for it. If we can present a collection of papers on accessibility then making a case for a paper session on accessibility can be better made. As a reminder, FuturePlay this year is in Toronto, Canada on Nov 15-17, 2007 Michelle _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From gramenos at ics.forth.gr Mon May 21 06:00:05 2007 From: gramenos at ics.forth.gr (Dimitris Grammenos) Date: Mon, 21 May 2007 13:00:05 +0300 Subject: [games_access] Game Accessibility Conference In-Reply-To: Message-ID: <20070521095914.8A0588E40FC@mailhost.ics.forth.gr> Hi Michelle, As we discussed before we would be very happy to host this event in Crete. I guess a good time would be October - it's still very warm and nice, prices are cheaper and it's about midway between 2 consecutive GDCs. Dimitris -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Sunday, May 20, 2007 10:02 PM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] Game Accessibility Conference Hi all, So I've mentioned this before but we should probably start discussing it for real. The IGDA would like to support our efforts in creating a one-day conference on Game Accessibility. Now this could be something attached to another conference (like GDC) or on it's own as a "summit" at a time where we aren't so frazzled from GDC. This is one of the things I'll be bringing up at the online meetings this week so I'd appreciate ideas for location, dates, how wide we cast the net (ie, do we personally court a person from every major game company we can to attend), do we want it to be small the first year and then cast the net wider the next year? What are your thoughts? Basically the IGDA now has a group that does conference/summit set ups for us so we tell them what we want and they deal with the registration, hotel block reservations, venue, some advertising, etc. So that's what make it's a very cool opportunity! Michelle _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From reid at rbkdesign.com Mon May 21 10:29:17 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Mon, 21 May 2007 07:29:17 -0700 Subject: [games_access] Game Accessibility Conference In-Reply-To: <20070521095914.8A0588E40FC@mailhost.ics.forth.gr> References: <20070521095914.8A0588E40FC@mailhost.ics.forth.gr> Message-ID: I would love to go to Crete. Other options in the US are Dallas, Austin or San Francisco. All three have high densities of developers in a small area. I think that will help get developers to attend if the conference is close to them. -Reid On 5/21/07, Dimitris Grammenos wrote: > Hi Michelle, > > As we discussed before we would be very happy to host this event in Crete. > I guess a good time would be October - it's still very warm and nice, prices > are cheaper and it's about midway between 2 consecutive GDCs. > > Dimitris > > > -----Original Message----- > From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] > On Behalf Of d. michelle hinn > Sent: Sunday, May 20, 2007 10:02 PM > To: IGDA Games Accessibility SIG Mailing List > Subject: [games_access] Game Accessibility Conference > > Hi all, > > So I've mentioned this before but we should probably start discussing > it for real. The IGDA would like to support our efforts in creating a > one-day conference on Game Accessibility. Now this could be something > attached to another conference (like GDC) or on it's own as a > "summit" at a time where we aren't so frazzled from GDC. > > This is one of the things I'll be bringing up at the online meetings > this week so I'd appreciate ideas for location, dates, how wide we > cast the net (ie, do we personally court a person from every major > game company we can to attend), do we want it to be small the first > year and then cast the net wider the next year? > > What are your thoughts? Basically the IGDA now has a group that does > conference/summit set ups for us so we tell them what we want and > they deal with the registration, hotel block reservations, venue, > some advertising, etc. So that's what make it's a very cool > opportunity! > > 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 thomas at pininteractive.com Mon May 21 11:56:54 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Mon, 21 May 2007 17:56:54 +0200 Subject: [games_access] Game Accessibility Conference In-Reply-To: References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@Inspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch> Message-ID: <99CAB927-2717-492D-9E9C-33461B070502@pininteractive.com> Hi > > So I've mentioned this before but we should probably start > discussing it for real. The IGDA would like to support our efforts > in creating a one-day conference on Game Accessibility. Now this > could be something attached to another conference (like GDC) or on > it's own as a "summit" at a time where we aren't so frazzled from GDC. > Great news! it might be wise to not having it during GDC where visitors are distracted by so many other events Perhaps a European conference? Amsterdam, Athens, London or Stockholm are locations / countries where the SIG is already represented in some way (did I forget anyone?) I think London would be best from a strategic point-of-view as UK has a lot of game developers and London is more accessible (in flight terms) than Stockholm. > This is one of the things I'll be bringing up at the online > meetings this week so I'd appreciate ideas for location, dates, how > wide we cast the net (ie, do we personally court a person from > every major game company we can to attend), do we want it to be > small the first year and then cast the net wider the next year? Dates: just make sure it doesn't be in conflict with other major events such as all the GDCs, SGS, E for All, Nordic Game etc. For some of the upcoming events check http://gamasutra.com/php-bin/calendar.php Personally I'd prefer if we can have it after we have the book ready; until then I think we (at least II) have too much too think of to focus on running a conference. Perhaps in May 2008? By the way, I'll probably present at Dreamhack in June, the world's largets LAN. 10.000 game crazy kids gather from all over... Statistically some of should have on or another disability so I'll make sure they hear about us. www.dreamhack.se > What are your thoughts? Basically the IGDA now has a group that > does conference/summit set ups for us so we tell them what we want > and they deal with the registration, hotel block reservations, > venue, some advertising, etc. So that's what make it's a very cool > opportunity! Wow! /Thomas __________________________________ Thomas Westin VD / CEO Pin Interactive AB :: Digital Culture Analysis :: Tools :: Worlds __________________________________ Award Winning Developer www.pininteractive.com -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Mon May 21 14:12:18 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Mon, 21 May 2007 13:12:18 -0500 Subject: [games_access] MMOG Topics for Terra Nova? In-Reply-To: <020801c79ac5$e5d38d30$0302a8c0@OneSwitch> References: AAAAADBf8GSYa4xDlD4sBa5lcIykLicA<006501c7995f$f62289f0$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIykOycA <000001c79a28$0cb7cd10$6501a8c0@Inspiron> <464F9816.6050308@thechases.com> <020801c79ac5$e5d38d30$0302a8c0@OneSwitch> Message-ID: Thanks Tim and Barrie! I'll gather together a post that covers your ideas (and, no, Tim...you aren't crazy!). I have a whole bunch of posts ready to go and I think I'm just going to overload the TN crowd. I like how one person assumed that I was wholesale rallying AGAINST the industry -- yes, in part...but only because I want people INCLUDED and not the usual "let's shut down the industry" rants. And I'd like to welcome Mike from AbleGamers to our list! It's great to have a MMOG group joining in! Mike -- please let us know some of the exciting things that you are up to. We're not a huge group but we are loud and passionate. Sometimes we argue but we all are on the same side -- what family doesn't have it's spats now and again? :) Michelle >Excellent post, Tim. I think you've covered most of it there. > >I think it's worth posting up some information on >http://www.ablegamers.com/ - as they are particullarly into >Massively Multiplayer On-line Role Playing Games (MMORPG's). They >aren't huge, but they seem a good bunch. > >Bit more on them here: http://ablegamers.com/content/view/16/66/ > >I think that the partitioning idea may be essential for some gamers >where they can play according to ability. I remember going to >MegaZone >(http://www.rayleighmegazone.co.uk/index.php?page=gallery&sub=picsub) >where you wear a special flak jacket and carry a laser gun in a >warehouse full of dry ice. My friends and I were obiliterated by >'hard-core gamers'. I.e. some pathetic geeky kids that probably >spent all their spare time playing this game. We'd have had much >more fun if they'd had their seperate gaming arena - and us - >less-able - gamers our own. Can't see any problem at all in that for >MMORPGs either. > >Anyway, my witterings done - keep chipping away. Perhaps we really >do need to reassure the insecure hard-core gamers with >12-year-old-boy mentality that they can still keep their zen-master >settings and gameplay alongside others being able to play their game >too. > >Barrie >www.OneSwitch.org.uk > > > > > > > >----- Original Message ----- From: "Tim Chase" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Sunday, May 20, 2007 1:36 AM >Subject: Re: [games_access] MMOG Topics for Terra Nova? > >>>I have LOTS of ideas for posts but I don't think that they >>>will be received well by the Terra Nova crowd -- if anyone >>>can help me think through how to post about a particular >>>topic, even if it's only very narrowly related, I'd >>>appreciate it! >> >>In these forums (forae?) at TN and on other popular gaming >>boards, I repeatedly see a couple issues thrown in the face >>of efforts here: >> >>1) adding accessibility features "dumbs down" the game >>removing the fun/challenge for the hard-core gamers; >> >>2) equating the accomodation of all disabilities with >>accomodating even *some* disabilities; and >> >>3) the difficulty of adding certain accessibility features >>to MMOG worlds >> >>Yes, it's hard to be all things to all people without it >>dominating the design of the game--an aspect that may churn >>the stomach of even the most socially-minded game designer. >>However, even small advances on any of these fronts may make >>significant headway for accessibility in gaming. >> >>For #1, there are repeated themes of how *certain* features >>added for accessibility benefit all gamers. Things like >>remappable controls or [CC] are often mentioned. Also, a >>variety of difficulty levels, though not mentioned quite as >>much, offer entry points for the casual gamer, but allow for >>deeper challenges for the "industrial-strength" gamer. >> >>Just because a game offers remappable controls doesn't mean >>hard-core gamers are going to be impared by it. Just >>because someone can turn on [CC] and play with the audio off >>while their wife/kids are sleeping, doesn't mean they have >>some advantage over other folks. And if a hard-core gamer >>finds the "easy" level too easy, well, that's their own dumb >>fault and they should crank up the difficulty. >> >>Requiring less complex controls (whether as drastic as >>one-switch or simply cutting back on the 20-buttons, 2 >>D-pads, 2 analog sticks, and 6 DoF gyro controls) makes the >>game more accessibile not just to folks with mobility >>problems, but to casual gamers in general. Cell-phone games >>and one-switch games seem to be made for each other and for >>marketing to the casual gamer. >> >>With #2, I think it would be helpful to enhance our >>suggestions/top-10 list with annotations regarding the >>difficulty to implement such a feature, how it impacts game >>design, and how it helps reach a larger demographic (and how >>large that market-increase is). The idea of creating a game >>for the Who's _Tommy_ scares a lot of folks. When we >>mention the word "accessibility", folks see a >>black-and-white world in which a game is either >>inaccessibile, or the "deaf, dumb, and blind kid [that] sure >>plays a mean pinball" can play it. Perhaps clarifying that >>there's a gradient of accessibility would soften our >>message. While, yes, it would be great to make games that >>Tommy can play against the hard-core gamer where they're >>both on an equal footing, there's also a range of less >>drastic measures that game designers can incorporate that >>allow them to retain freedom of design while still >>increasing their audience. >> >>The third item is one of the hardest and something that's >>not been discussed quite so much on the list. A number of >>features for accessibility come at odds with these worlds, >>often because they mirror the same barriers that the real >>world presents. Some of the items in our top-10 are >>difficult if not impossible to implement in such a world: >> >>- slowing the game down like bullet-time impacts the whole >> world, or >>- giving everybody access to auto-aiming reduces the >> challenge for those crazy hard-core gamers, and unlevels >> some of the playing field >>- adding [CC] becomes more difficult because there's not >> just a pre-scripted set of lines that the audio department >> records, but you have live voice-chat that doesn't [CC] >> easily >>- a broad range of difficulties is hard to implement when >> the hard-core gamers are in the same world as those that >> need easier challenges >> >>Theoretically, one could use voice recognition software to >>do dynamic [CC] of voice-chat, but voice recognition >>software still has a long way to go, and sucks up a lot of >>processor time/power from games that may want it. >> >>I understand that some MMOGs have a partitioned world in >>which the newbies (and those that need the "easy" setting) >>can gain their footing. This is an elegant solution to the >>problem, that players can stay in such a world as long as >>they want/need, and venture into harder partitions as their >>skills grow or as they need more difficulty. >> >>Perhaps a way to address some of the disparity in the world >>is to make it publicly known which settings a person is >>using and perhaps partition players by assistive >>technologies; or reduce assistance as the player levels-up. >>Or newbie players in the sandbox world may have very sloppy >>aiming where auto-assist helps them. However, as they level >>up, or adventure into more challenging sectors of the >>universe, the auto-assist features start dialing back. This >>could allow a player that needs assistive features to still >>play, but also allow the hard-core gamers to get their fix >>of difficulty. >> >>Anyways, if you've read this far and haven't written me off >>as a loonie yet, thanks for playing the audience to my >>long-winded ramblings. Michelle, I don't know if any of >>this is helpful fodder for future postings, but it's mostly >>a brain-dump of my reactions to some of these myths and >>mis-impressions I see on such gaming boards when the topic >>of accessibility comes up. >> >>-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 hinn at uiuc.edu Mon May 21 14:35:01 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Mon, 21 May 2007 13:35:01 -0500 Subject: [games_access] MMOG Topics for Terra Nova? In-Reply-To: References: AAAAADBf8GSYa4xDlD4sBa5lcIykLicA<006501c7995f$f62289f0$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIykOycA <000001c79a28$0cb7cd10$6501a8c0@Inspiron> <464F9816.6050308@thechases.com> <020801c79ac5$e5d38d30$0302a8c0@OneSwitch> Message-ID: Lol...well, I'm not sure why I do this, as I'm not sure it's a common dyslexic thing but I meant to say MARK from AbleGamers and not Mike! :) Michelle >Thanks Tim and Barrie! I'll gather together a post that covers your >ideas (and, no, Tim...you aren't crazy!). I have a whole bunch of >posts ready to go and I think I'm just going to overload the TN >crowd. I like how one person assumed that I was wholesale rallying >AGAINST the industry -- yes, in part...but only because I want >people INCLUDED and not the usual "let's shut down the industry" >rants. > >And I'd like to welcome Mike from AbleGamers to our list! It's great >to have a MMOG group joining in! Mike -- please let us know some of >the exciting things that you are up to. We're not a huge group but >we are loud and passionate. Sometimes we argue but we all are on the >same side -- what family doesn't have it's spats now and again? :) > >Michelle > >>Excellent post, Tim. I think you've covered most of it there. >> >>I think it's worth posting up some information on >>http://www.ablegamers.com/ - as they are particullarly into >>Massively Multiplayer On-line Role Playing Games (MMORPG's). They >>aren't huge, but they seem a good bunch. >> >>Bit more on them here: http://ablegamers.com/content/view/16/66/ >> >>I think that the partitioning idea may be essential for some gamers >>where they can play according to ability. I remember going to >>MegaZone >>(http://www.rayleighmegazone.co.uk/index.php?page=gallery&sub=picsub) >>where you wear a special flak jacket and carry a laser gun in a >>warehouse full of dry ice. My friends and I were obiliterated by >>'hard-core gamers'. I.e. some pathetic geeky kids that probably >>spent all their spare time playing this game. We'd have had much >>more fun if they'd had their seperate gaming arena - and us - >>less-able - gamers our own. Can't see any problem at all in that >>for MMORPGs either. >> >>Anyway, my witterings done - keep chipping away. Perhaps we really >>do need to reassure the insecure hard-core gamers with >>12-year-old-boy mentality that they can still keep their zen-master >>settings and gameplay alongside others being able to play their >>game too. >> >>Barrie >>www.OneSwitch.org.uk >> >> >> >> >> >> >> >>----- Original Message ----- From: "Tim Chase" >>To: "IGDA Games Accessibility SIG Mailing List" >>Sent: Sunday, May 20, 2007 1:36 AM >>Subject: Re: [games_access] MMOG Topics for Terra Nova? >> >>>>I have LOTS of ideas for posts but I don't think that they >>>>will be received well by the Terra Nova crowd -- if anyone >>>>can help me think through how to post about a particular >>>>topic, even if it's only very narrowly related, I'd >>>>appreciate it! >>> >>>In these forums (forae?) at TN and on other popular gaming >>>boards, I repeatedly see a couple issues thrown in the face >>>of efforts here: >>> >>>1) adding accessibility features "dumbs down" the game >>>removing the fun/challenge for the hard-core gamers; >>> >>>2) equating the accomodation of all disabilities with >>>accomodating even *some* disabilities; and >>> >>>3) the difficulty of adding certain accessibility features >>>to MMOG worlds >>> >>>Yes, it's hard to be all things to all people without it >>>dominating the design of the game--an aspect that may churn >>>the stomach of even the most socially-minded game designer. >>>However, even small advances on any of these fronts may make >>>significant headway for accessibility in gaming. >>> >>>For #1, there are repeated themes of how *certain* features >>>added for accessibility benefit all gamers. Things like >>>remappable controls or [CC] are often mentioned. Also, a >>>variety of difficulty levels, though not mentioned quite as >>>much, offer entry points for the casual gamer, but allow for >>>deeper challenges for the "industrial-strength" gamer. >>> >>>Just because a game offers remappable controls doesn't mean >>>hard-core gamers are going to be impared by it. Just >>>because someone can turn on [CC] and play with the audio off >>>while their wife/kids are sleeping, doesn't mean they have >>>some advantage over other folks. And if a hard-core gamer >>>finds the "easy" level too easy, well, that's their own dumb >>>fault and they should crank up the difficulty. >>> >>>Requiring less complex controls (whether as drastic as >>>one-switch or simply cutting back on the 20-buttons, 2 >>>D-pads, 2 analog sticks, and 6 DoF gyro controls) makes the >>>game more accessibile not just to folks with mobility >>>problems, but to casual gamers in general. Cell-phone games >>>and one-switch games seem to be made for each other and for >>>marketing to the casual gamer. >>> >>>With #2, I think it would be helpful to enhance our >>>suggestions/top-10 list with annotations regarding the >>>difficulty to implement such a feature, how it impacts game >>>design, and how it helps reach a larger demographic (and how >>>large that market-increase is). The idea of creating a game >>>for the Who's _Tommy_ scares a lot of folks. When we >>>mention the word "accessibility", folks see a >>>black-and-white world in which a game is either >>>inaccessibile, or the "deaf, dumb, and blind kid [that] sure >>>plays a mean pinball" can play it. Perhaps clarifying that >>>there's a gradient of accessibility would soften our >>>message. While, yes, it would be great to make games that >>>Tommy can play against the hard-core gamer where they're >>>both on an equal footing, there's also a range of less >>>drastic measures that game designers can incorporate that >>>allow them to retain freedom of design while still >>>increasing their audience. >>> >>>The third item is one of the hardest and something that's >>>not been discussed quite so much on the list. A number of >>>features for accessibility come at odds with these worlds, >>>often because they mirror the same barriers that the real >>>world presents. Some of the items in our top-10 are >>>difficult if not impossible to implement in such a world: >>> >>>- slowing the game down like bullet-time impacts the whole >>> world, or >>>- giving everybody access to auto-aiming reduces the >>> challenge for those crazy hard-core gamers, and unlevels >>> some of the playing field >>>- adding [CC] becomes more difficult because there's not >>> just a pre-scripted set of lines that the audio department >>> records, but you have live voice-chat that doesn't [CC] >>> easily >>>- a broad range of difficulties is hard to implement when >>> the hard-core gamers are in the same world as those that >>> need easier challenges >>> >>>Theoretically, one could use voice recognition software to >>>do dynamic [CC] of voice-chat, but voice recognition >>>software still has a long way to go, and sucks up a lot of >>>processor time/power from games that may want it. >>> >>>I understand that some MMOGs have a partitioned world in >>>which the newbies (and those that need the "easy" setting) >>>can gain their footing. This is an elegant solution to the >>>problem, that players can stay in such a world as long as >>>they want/need, and venture into harder partitions as their >>>skills grow or as they need more difficulty. >>> >>>Perhaps a way to address some of the disparity in the world >>>is to make it publicly known which settings a person is >>>using and perhaps partition players by assistive >>>technologies; or reduce assistance as the player levels-up. >>>Or newbie players in the sandbox world may have very sloppy >>>aiming where auto-assist helps them. However, as they level >>>up, or adventure into more challenging sectors of the >>>universe, the auto-assist features start dialing back. This >>>could allow a player that needs assistive features to still >>>play, but also allow the hard-core gamers to get their fix >>>of difficulty. >>> >>>Anyways, if you've read this far and haven't written me off >>>as a loonie yet, thanks for playing the audience to my >>>long-winded ramblings. Michelle, I don't know if any of >>>this is helpful fodder for future postings, but it's mostly >>>a brain-dump of my reactions to some of these myths and >>>mis-impressions I see on such gaming boards when the topic >>>of accessibility comes up. >>> >>>-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 barrie.ellis at oneswitch.org.uk Mon May 21 14:47:53 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Mon, 21 May 2007 19:47:53 +0100 Subject: [games_access] MMOG Topics for Terra Nova? References: AAAAADBf8GSYa4xDlD4sBa5lcIykLicA<006501c7995f$f62289f0$6501a8c0@Inspiron>AAAAADBf8GSYa4xDlD4sBa5lcIykOycA<000001c79a28$0cb7cd10$6501a8c0@Inspiron> <464F9816.6050308@thechases.com><020801c79ac5$e5d38d30$0302a8c0@OneSwitch> Message-ID: <031201c79bd8$8a24b090$0302a8c0@OneSwitch> Hello Mark - nice to have you with us. Great site redesign by the way at www.ablegamers.com - The frag pedals you have on-line were interesting - will add these to my accessible gaming shop shortly. Barrie www.OneSwitch.org.uk ----- Original Message ----- From: "d. michelle hinn" To: "IGDA Games Accessibility SIG Mailing List" Sent: Monday, May 21, 2007 7:35 PM Subject: Re: [games_access] MMOG Topics for Terra Nova? > Lol...well, I'm not sure why I do this, as I'm not sure it's a common > dyslexic thing but I meant to say MARK from AbleGamers and not Mike! :) > > Michelle > >>Thanks Tim and Barrie! I'll gather together a post that covers your ideas >>(and, no, Tim...you aren't crazy!). I have a whole bunch of posts ready to >>go and I think I'm just going to overload the TN crowd. I like how one >>person assumed that I was wholesale rallying AGAINST the industry -- yes, >>in part...but only because I want people INCLUDED and not the usual "let's >>shut down the industry" rants. >> >>And I'd like to welcome Mike from AbleGamers to our list! It's great to >>have a MMOG group joining in! Mike -- please let us know some of the >>exciting things that you are up to. We're not a huge group but we are loud >>and passionate. Sometimes we argue but we all are on the same side -- what >>family doesn't have it's spats now and again? :) >> >>Michelle >> >>>Excellent post, Tim. I think you've covered most of it there. >>> >>>I think it's worth posting up some information on >>>http://www.ablegamers.com/ - as they are particullarly into Massively >>>Multiplayer On-line Role Playing Games (MMORPG's). They aren't huge, but >>>they seem a good bunch. >>> >>>Bit more on them here: http://ablegamers.com/content/view/16/66/ >>> >>>I think that the partitioning idea may be essential for some gamers where >>>they can play according to ability. I remember going to MegaZone >>>(http://www.rayleighmegazone.co.uk/index.php?page=gallery&sub=picsub) >>>where you wear a special flak jacket and carry a laser gun in a warehouse >>>full of dry ice. My friends and I were obiliterated by 'hard-core >>>gamers'. I.e. some pathetic geeky kids that probably spent all their >>>spare time playing this game. We'd have had much more fun if they'd had >>>their seperate gaming arena - and us - less-able - gamers our own. Can't >>>see any problem at all in that for MMORPGs either. >>> >>>Anyway, my witterings done - keep chipping away. Perhaps we really do >>>need to reassure the insecure hard-core gamers with 12-year-old-boy >>>mentality that they can still keep their zen-master settings and gameplay >>>alongside others being able to play their game too. >>> >>>Barrie >>>www.OneSwitch.org.uk >>> >>> >>> >>> >>> >>> >>> >>>----- Original Message ----- From: "Tim Chase" >>>To: "IGDA Games Accessibility SIG Mailing List" >>>Sent: Sunday, May 20, 2007 1:36 AM >>>Subject: Re: [games_access] MMOG Topics for Terra Nova? >>> >>>>>I have LOTS of ideas for posts but I don't think that they >>>>>will be received well by the Terra Nova crowd -- if anyone >>>>>can help me think through how to post about a particular >>>>>topic, even if it's only very narrowly related, I'd >>>>>appreciate it! >>>> >>>>In these forums (forae?) at TN and on other popular gaming >>>>boards, I repeatedly see a couple issues thrown in the face >>>>of efforts here: >>>> >>>>1) adding accessibility features "dumbs down" the game >>>>removing the fun/challenge for the hard-core gamers; >>>> >>>>2) equating the accomodation of all disabilities with >>>>accomodating even *some* disabilities; and >>>> >>>>3) the difficulty of adding certain accessibility features >>>>to MMOG worlds >>>> >>>>Yes, it's hard to be all things to all people without it >>>>dominating the design of the game--an aspect that may churn >>>>the stomach of even the most socially-minded game designer. >>>>However, even small advances on any of these fronts may make >>>>significant headway for accessibility in gaming. >>>> >>>>For #1, there are repeated themes of how *certain* features >>>>added for accessibility benefit all gamers. Things like >>>>remappable controls or [CC] are often mentioned. Also, a >>>>variety of difficulty levels, though not mentioned quite as >>>>much, offer entry points for the casual gamer, but allow for >>>>deeper challenges for the "industrial-strength" gamer. >>>> >>>>Just because a game offers remappable controls doesn't mean >>>>hard-core gamers are going to be impared by it. Just >>>>because someone can turn on [CC] and play with the audio off >>>>while their wife/kids are sleeping, doesn't mean they have >>>>some advantage over other folks. And if a hard-core gamer >>>>finds the "easy" level too easy, well, that's their own dumb >>>>fault and they should crank up the difficulty. >>>> >>>>Requiring less complex controls (whether as drastic as >>>>one-switch or simply cutting back on the 20-buttons, 2 >>>>D-pads, 2 analog sticks, and 6 DoF gyro controls) makes the >>>>game more accessibile not just to folks with mobility >>>>problems, but to casual gamers in general. Cell-phone games >>>>and one-switch games seem to be made for each other and for >>>>marketing to the casual gamer. >>>> >>>>With #2, I think it would be helpful to enhance our >>>>suggestions/top-10 list with annotations regarding the >>>>difficulty to implement such a feature, how it impacts game >>>>design, and how it helps reach a larger demographic (and how >>>>large that market-increase is). The idea of creating a game >>>>for the Who's _Tommy_ scares a lot of folks. When we >>>>mention the word "accessibility", folks see a >>>>black-and-white world in which a game is either >>>>inaccessibile, or the "deaf, dumb, and blind kid [that] sure >>>>plays a mean pinball" can play it. Perhaps clarifying that >>>>there's a gradient of accessibility would soften our >>>>message. While, yes, it would be great to make games that >>>>Tommy can play against the hard-core gamer where they're >>>>both on an equal footing, there's also a range of less >>>>drastic measures that game designers can incorporate that >>>>allow them to retain freedom of design while still >>>>increasing their audience. >>>> >>>>The third item is one of the hardest and something that's >>>>not been discussed quite so much on the list. A number of >>>>features for accessibility come at odds with these worlds, >>>>often because they mirror the same barriers that the real >>>>world presents. Some of the items in our top-10 are >>>>difficult if not impossible to implement in such a world: >>>> >>>>- slowing the game down like bullet-time impacts the whole >>>> world, or >>>>- giving everybody access to auto-aiming reduces the >>>> challenge for those crazy hard-core gamers, and unlevels >>>> some of the playing field >>>>- adding [CC] becomes more difficult because there's not >>>> just a pre-scripted set of lines that the audio department >>>> records, but you have live voice-chat that doesn't [CC] >>>> easily >>>>- a broad range of difficulties is hard to implement when >>>> the hard-core gamers are in the same world as those that >>>> need easier challenges >>>> >>>>Theoretically, one could use voice recognition software to >>>>do dynamic [CC] of voice-chat, but voice recognition >>>>software still has a long way to go, and sucks up a lot of >>>>processor time/power from games that may want it. >>>> >>>>I understand that some MMOGs have a partitioned world in >>>>which the newbies (and those that need the "easy" setting) >>>>can gain their footing. This is an elegant solution to the >>>>problem, that players can stay in such a world as long as >>>>they want/need, and venture into harder partitions as their >>>>skills grow or as they need more difficulty. >>>> >>>>Perhaps a way to address some of the disparity in the world >>>>is to make it publicly known which settings a person is >>>>using and perhaps partition players by assistive >>>>technologies; or reduce assistance as the player levels-up. >>>>Or newbie players in the sandbox world may have very sloppy >>>>aiming where auto-assist helps them. However, as they level >>>>up, or adventure into more challenging sectors of the >>>>universe, the auto-assist features start dialing back. This >>>>could allow a player that needs assistive features to still >>>>play, but also allow the hard-core gamers to get their fix >>>>of difficulty. >>>> >>>>Anyways, if you've read this far and haven't written me off >>>>as a loonie yet, thanks for playing the audience to my >>>>long-winded ramblings. Michelle, I don't know if any of >>>>this is helpful fodder for future postings, but it's mostly >>>>a brain-dump of my reactions to some of these myths and >>>>mis-impressions I see on such gaming boards when the topic >>>>of accessibility comes up. >>>> >>>>-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 > > From barrie.ellis at oneswitch.org.uk Mon May 21 18:40:31 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Mon, 21 May 2007 23:40:31 +0100 Subject: [games_access] Help You Play Message-ID: <044a01c79bf9$0a6212f0$0302a8c0@OneSwitch> Finally catching up with e-mails... "Help You Play" - Eelke Folmer's absolutely superb web-site aimed at game developers: http://www.helpyouplay.com/ Blogged here too: http://switchgaming.blogspot.com/2007/05/interaction-design-patterns.html This is brilliant work, Eelke - well done! Eelke's got an open invitation on-line for more patterns. Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Mon May 21 19:15:24 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Mon, 21 May 2007 18:15:24 -0500 Subject: [games_access] Help You Play In-Reply-To: <044a01c79bf9$0a6212f0$0302a8c0@OneSwitch> References: <044a01c79bf9$0a6212f0$0302a8c0@OneSwitch> Message-ID: Hey cool! I'm writing my Terra Nova posts still so I can add this to the one I'm posting about your article, Eelke! Michelle >Finally catching up with e-mails... > >"Help You Play" - Eelke Folmer's absolutely superb web-site aimed at >game developers: > >http://www.helpyouplay.com/ > >Blogged here too: > >http://switchgaming.blogspot.com/2007/05/interaction-design-patterns.html > >This is brilliant work, Eelke - well done! > >Eelke's got an open invitation on-line for more patterns. > > >Barrie >www.OneSwitch.org.uk > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Mon May 21 19:20:14 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Tue, 22 May 2007 00:20:14 +0100 Subject: [games_access] Game Accessibility Conference References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@Inspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch> <99CAB927-2717-492D-9E9C-33461B070502@pininteractive.com> Message-ID: <048201c79bfe$963199e0$0302a8c0@OneSwitch> I agree with, Thomas - 2008 sounds better to me too. And of course, London sounds great by me(!). It would make life easier for me to bring and demonstrate a lot more equipment if it was here. I don't wish to seem selfish though, so happy to hear alternative thoughts... Just thinking - we do have a lot of new stuff to show off from the IGDA GASIG even without the book being ready (Game Over!, Help You Play, Special Effect, Game Accessibility Shop with new stuff in such as Geoff Harbach's fully compatible PS2 switch interface and so on)... Barrie www.OneSwitch.org.uk ----- Original Message ----- From: Thomas Westin To: IGDA Games Accessibility SIG Mailing List Sent: Monday, May 21, 2007 4:56 PM Subject: Re: [games_access] Game Accessibility Conference Hi So I've mentioned this before but we should probably start discussing it for real. The IGDA would like to support our efforts in creating a one-day conference on Game Accessibility. Now this could be something attached to another conference (like GDC) or on it's own as a "summit" at a time where we aren't so frazzled from GDC. Great news! it might be wise to not having it during GDC where visitors are distracted by so many other events Perhaps a European conference? Amsterdam, Athens, London or Stockholm are locations / countries where the SIG is already represented in some way (did I forget anyone?) I think London would be best from a strategic point-of-view as UK has a lot of game developers and London is more accessible (in flight terms) than Stockholm. This is one of the things I'll be bringing up at the online meetings this week so I'd appreciate ideas for location, dates, how wide we cast the net (ie, do we personally court a person from every major game company we can to attend), do we want it to be small the first year and then cast the net wider the next year? Dates: just make sure it doesn't be in conflict with other major events such as all the GDCs, SGS, E for All, Nordic Game etc. For some of the upcoming events check http://gamasutra.com/php-bin/calendar.php Personally I'd prefer if we can have it after we have the book ready; until then I think we (at least II) have too much too think of to focus on running a conference. Perhaps in May 2008? By the way, I'll probably present at Dreamhack in June, the world's largets LAN. 10.000 game crazy kids gather from all over... Statistically some of should have on or another disability so I'll make sure they hear about us. www.dreamhack.se What are your thoughts? Basically the IGDA now has a group that does conference/summit set ups for us so we tell them what we want and they deal with the registration, hotel block reservations, venue, some advertising, etc. So that's what make it's a very cool opportunity! Wow! /Thomas __________________________________ Thomas Westin VD / CEO Pin Interactive AB :: Digital Culture Analysis :: Tools :: Worlds __________________________________ Award Winning Developer www.pininteractive.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 ioo at ablegamers.com Mon May 21 19:41:06 2007 From: ioo at ablegamers.com (Ioo) Date: Mon, 21 May 2007 19:41:06 -0400 Subject: [games_access] Thank you for the Into... AbleGamers.com Message-ID: <46522E12.6010506@ablegamers.com> I want to thank Michelle for the intro. I am Mark, I am a disabled vet (monoparesis (leg)) and avid lover of games. I run AbleGamers.com a site dedicated to disabled gamers, I started the site when my sister called me in tears. She was diagnosed with MS in 2001, and after a major episode and found she could no longer play EQ, something she really enjoyed. She was no longer able to play the way she wanted to. So AbleGamers was born. I want to give disabled gamers a place where they can share ideas, and find the right game for them. I also do interviews with developers, asking them about upcoming titles. I have found that during these interviews many developers had never really thought about how disabled players would approach their game. Before the release of EQ2, Sony flew a few sites out there for a pre-release visit, I started to talking to developers and to my surprise the conversation turned into a Q&A where I was the one with the answers, they had the questions!!! So I say that to say this, AbleGamers is a one man shop, right now it is just me, so if you have something you want to add to the site, just send it to me, I am always looking for new content, and I pay well if you think that nothing is good pay... If you have a review you want to write you are welcome to. Also, if anyone wants to be interviewed or wants to get some info out, ping me... UPCOMING FEATURES!!!! Well this weekend we are moving to a new server so after that I will be posting an interview with Firaxis Games' production manager, with an opening statement by SID MEIER!!! (I am sure most know who he is, http://en.wikipedia.org/wiki/Sid_Meier ) It took me a long time to get this pull. It is a great interview, I think it does a lot to help the cause, and Sid's opener is good, and as celeb developers recognizing the need for addressing disabled gaming, other developers will take note!!!! I am glad to know that I am not alone in my plight, thank you to Michelle for reaching out to me... Mark Barlet AbleGamers.com Forgive any spelling errors, or grammer issues From hinn at uiuc.edu Mon May 21 19:47:39 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Mon, 21 May 2007 18:47:39 -0500 Subject: [games_access] Game Accessibility Conference In-Reply-To: <048201c79bfe$963199e0$0302a8c0@OneSwitch> References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@I nspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch> <99CAB927-2717-492D-9E9C-33461B070502@pininteractive.com> <048201c79bfe$963199e0$0302a8c0@OneSwitch> Message-ID: I think that's a smart idea -- targeting 2008 as the year for a conference that focuses on a MUCH larger audience that we could advert at GDC 2008 in February is a better way to go. And Barrie -- I hear you about demo-ing equipment. As Dimitris and Richard can attest, that was a LOT of stuff to haul to and from the GDC every day (they wouldn't let us store it there overnight and we had to re-set up every morning)...and then I think I almost died bringing it from Illinois to California!! I know a lot of us have been getting stuff from your shop --- perhaps if it wasn't in London we could think about sharing the load a bit to avoid, uh, hernias. :) Yes, we do have a lot of stuff to show and we have a lot of things coming up to show them at like HCII in China (which has resulted in one of us (me) having serious visa issues...), FuturePlay in Toronto, and GDC in San Francisco. I'm really hoping we can figure out a way to do another workshop at GDC (that attendance at GDC 2006 reallllllly killed us!) that can serve as a way to combine and show off all these things. But right now I'm working on the expo booth so that we can have a set up every day that we take turns showing off stuff at but it would also be nice to at least have a half-day workshop if not a full-day workshop. Michelle >I agree with, Thomas - 2008 sounds better to me too. And of course, >London sounds great by me(!). It would make life easier for me to >bring and demonstrate a lot more equipment if it was here. I don't >wish to seem selfish though, so happy to hear alternative thoughts... > >Just thinking - we do have a lot of new stuff to show off from the >IGDA GASIG even without the book being ready (Game Over!, Help You >Play, Special Effect, Game Accessibility Shop with new stuff in such >as Geoff Harbach's fully compatible PS2 switch interface and so >on)... > >Barrie >www.OneSwitch.org.uk > > > >----- Original Message ----- >From: Thomas Westin >To: IGDA Games Accessibility SIG Mailing List >Sent: Monday, May 21, 2007 4:56 PM >Subject: Re: [games_access] Game Accessibility Conference > >Hi > >> >So I've mentioned this before but we should probably start >discussing it for real. The IGDA would like to support our efforts >in creating a one-day conference on Game Accessibility. Now this >could be something attached to another conference (like GDC) or on >it's own as a "summit" at a time where we aren't so frazzled from >GDC. > > > >Great news! > >it might be wise to not having it during GDC where visitors are >distracted by so many other events > >Perhaps a European conference? Amsterdam, Athens, London or >Stockholm are locations / countries where the SIG is already >represented in some way (did I forget anyone?) > > I think London would be best from a strategic point-of-view as UK >has a lot of game developers and London is more accessible (in >flight terms) than Stockholm. > >>This is one of the things I'll be bringing up at the online >>meetings this week so I'd appreciate ideas for location, dates, how >>wide we cast the net (ie, do we personally court a person from >>every major game company we can to attend), do we want it to be >>small the first year and then cast the net wider the next year? >> > >Dates: just make sure it doesn't be in conflict with other major >events such as all the GDCs, SGS, E for All, Nordic Game etc. For >some of the upcoming events check >http://gamasutra.com/php-bin/calendar.php > >Personally I'd prefer if we can have it after we have the book >ready; until then I think we (at least II) have too much too think >of to focus on running a conference. Perhaps in May 2008? > >By the way, I'll probably present at Dreamhack in June, the world's >largets LAN. 10.000 game crazy kids gather from all over... >Statistically some of should have on or another disability so I'll >make sure they hear about us. >www.dreamhack.se > >>What are your thoughts? Basically the IGDA now has a group that >>does conference/summit set ups for us so we tell them what we want >>and they deal with the registration, hotel block reservations, >>venue, some advertising, etc. So that's what make it's a very cool >>opportunity! >> > >Wow! > >/Thomas > >__________________________________ >Thomas Westin >VD / CEO > >Pin Interactive AB >:: Digital Culture Analysis :: Tools :: Worlds >__________________________________ >Award Winning Developer >www.pininteractive.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 -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Mon May 21 20:30:15 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Mon, 21 May 2007 19:30:15 -0500 Subject: [games_access] Ideas for GDC 2008 In-Reply-To: References: <006501c7995f$f62289f0$6501a8c0@Inspiron> <000001c79a28$0cb7cd10$6501a8c0@Inspiron> <464F9816.6050308@thechases.com> <020801c79ac5$e5d38d30$0302a8c0@OneSwitch> Message-ID: Ok...so now's the time to get the write ups going for the proposed SIG sessions for GDC 2008 (it always takes us a bit to get things finalized and GDC is even earlier in 2008) and I some ideas that I want to run past people. We've talked a lot already about applying accessibility to how it would help people that don't have a disability (like curb cuts that help bicyclists and parents with baby strollers, etc). What if we had a session called "Innovation: Game Accessibility for Able Gamers" with the session planned around taking what we know about accessibility and targeted the solutions for the "abled" in order to help them out by taking them out of the lull of "boring, predictable gaming"? This would be a session for the really "out there" stuff like biofeedback and games like demor. When I presented at last year's Montreal Game Summit, I found that it was the "wow" stuff that got people thinking about the whole issue of accessibility being "cool" -- it was the carrot that got them to listen to the more basic design information. After that, people came up to talk to me about how they never thought about accessibility as NOT limiting game design. I'm not totally sold on the title (I just came up with it now so catchier titles would be greatly appreciated!) but it would give us a way to present accessibility information pertaining to disabled gamers, sell it as something that helps more than just disabled gamers without straying too far from the fact that we are the game accessibility SIG. Another thing to think about is not how gamers is with disabilities are limited but, instead, how maybe the increased skill in another area makes them even MORE competitive and so "able" gamers should know about these -- it's a turn around of telling them what they are doing RIGHT in games by pointing out that they could even the score with regard to accessibility by keeping these things in their games (I know...that last one's trickier because it could lead to a developer thinking that they are unbalanced in their gameplay by making things easier for one user group...even though they already do that when they are INaccessible). I've seen how easy some find it to forget the original audience that a design was aiming for by making changes that end up not serving that original audience. So that's why I remain resistant to totally taking the word "accessibility" out -- I'm afraid of NOT reminding the industry to keep gamers with disabilities in mind because it's so easy for them to come down with selective amnesia. We've tried a LOT of tactics over the years -- from serious to humorous, from roundtables to much more ambitious workshops. So we need to think about what we've learned from the four years we've presented as a SIG at GDC. We won't do "accessibility idol" again but I think we *should* do another competition (and we can again -- we got the tentative "thumbs up" to do an hour-long competition, rather than the two hour overkill). I'll write another email about ideas for a competition that removes us from "idol" but helps us better make accessibility into a challenging creative design process rather than this "forced, non-creative" thing that it's rumored to be (and this year I know to jump on the signage and web advert issue immediately). BUT...as a SIG I think we should stick to a fun competition (with the devs that showed interest last year but couldn't do it but can this year), the expo (with the fall back of another "arcade" thing, only not three days worth), a "wacky session" like "innovation," and some sort of longer session (like a tutorial) where we can have "short burst" info about the things that SIG members have been doing -- ie, Eelke might take 20-30 minutes to discuss his stuff, Dimitris taking the same amount of time to overview his latest, Barrie and his stuff, etc, etc, etc. Then if any one person wants to do a longer presentation on their own stuff, they can do so at their own session, promoting it at the SIG workshop. And if it helps, we can present the more solo-acts as SIG-sponsored sessions to make sure it gets on the schedule better -- I know Reid and others have had a really hard time getting onto the schedule as solo acts. But in the end the longer presentations would be the onus of the person who is presenting their work and not something that the entire SIG needs to be there to set up for, etc (that doesn't mean that we all wouldn't try to be there for them!!). We learned in March that 78.4 SIG sessions (ok, 8) isn't the way to go but I also think going back to the single roundtable isn't the answer either. So now we have to find our happy medium that allows us to all ATTEND other sessions and help increase the buzz about all of our sessions, our existance, etc but also maximize our limited (simply by the fact that there are just a few of us that can make it to any one GDC) efforts in the sessions that we do. And we have to find our happy medium so it's not just a couple of us pulling all-nighters the weeks before! So instead of me being in charge of every session for the organization, we can share the wealth a bit by having some on the committee for the competition, others on the tutorial/workshop committee, and so forth. I realize that we aren't a big lot but even NON attendees can help serve on committees to help share ideas! Ok that's the end of this email that had started out short and sweet. :) Sorry -- just feeling the GDC pressure and I realllly want to get as many people involved as possible so we can present a more united effort and help best support one another!! Thoughts? Reactions? And, yes, I'm now very removed from the emotions of GDC 2007. :) But please be thoughtful in your suggestions -- underneath that black leather jacket I keep wearing to GDCs (for good luck?), I can get rather down sometimes (yay! depression!) and I'd hate for us to have a flame war. I promise I will count to 10 before hitting the "send" button if I find myself taking things too personally. Ok, deal? :) Michelle From hinn at uiuc.edu Mon May 21 21:10:00 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Mon, 21 May 2007 20:10:00 -0500 Subject: [games_access] Thank you for the Into... AbleGamers.com In-Reply-To: <46522E12.6010506@ablegamers.com> References: <46522E12.6010506@ablegamers.com> Message-ID: Thanks Mark, for your intro! How exciting about Sid Meier -- I can't wait to read the new article! I agree -- the more we appeal to the celebs of the dev world, the better. They set the tone! And if there are any others that you want to get in touch with, I have a very large address book with a lot of celeb devs on it and I'd be happy to introduce you to them! Just ping me off list. As a SIG we all have our own projects going on but we come together on this list to help share what we all have going on so that we can help spread the news! As I mentioned to you off list I'm working with Josh Dallman at GarageGames on the Great Games Experiment to help us design a portal so that we can bring in news and reviews from various sites (and allow people to review games within GGE as well). These are exciting times! I think we all know about the one person shops -- that's why it's great to have a common gathering place to keep the movement growing! Michelle (who understands grammar and typos all too well...I really am dyslexic...) >I want to thank Michelle for the intro. > >I am Mark, I am a disabled vet (monoparesis (leg)) and avid lover of >games. I run AbleGamers.com a site dedicated to disabled gamers, I >started the site when my sister called me in tears. She was >diagnosed with MS in 2001, and after a major episode and found she >could no longer play EQ, something she really enjoyed. She was no >longer able to play the way she wanted to. So AbleGamers was born. > >I want to give disabled gamers a place where they can share ideas, >and find the right game for them. I also do interviews with >developers, asking them about upcoming titles. I have found that >during these interviews many developers had never really thought >about how disabled players would approach their game. Before the >release of EQ2, Sony flew a few sites out there for a pre-release >visit, I started to talking to developers and to my surprise the >conversation turned into a Q&A where I was the one with the answers, >they had the questions!!! > >So I say that to say this, AbleGamers is a one man shop, right now >it is just me, so if you have something you want to add to the site, >just send it to me, I am always looking for new content, and I pay >well if you think that nothing is good pay... If you have a review >you want to write you are welcome to. > >Also, if anyone wants to be interviewed or wants to get some info >out, ping me... > >UPCOMING FEATURES!!!! >Well this weekend we are moving to a new server so after that I will >be posting an interview with Firaxis Games' production manager, with >an opening statement by SID MEIER!!! (I am sure most know who he >is, http://en.wikipedia.org/wiki/Sid_Meier ) > >It took me a long time to get this pull. It is a great interview, I >think it does a lot to help the cause, and Sid's opener is good, and >as celeb developers recognizing the need for addressing disabled >gaming, other developers will take note!!!! > >I am glad to know that I am not alone in my plight, thank you to >Michelle for reaching out to me... > >Mark Barlet >AbleGamers.com > >Forgive any spelling errors, or grammer issues >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Tue May 22 15:04:42 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 22 May 2007 14:04:42 -0500 Subject: [games_access] E for All In-Reply-To: <99CAB927-2717-492D-9E9C-33461B070502@pininteractive.com> References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@I nspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch> <99CAB927-2717-492D-9E9C-33461B070502@pininteractive.com> Message-ID: Ok...don't everyone get too excited just yet but I've just heard from the person in charge of the E for All expo (eforallexpo.com), which is the new E3 and we're being considered for a small but free of charge booth. Accessibility as part of "all" was something that the organizers had not thought of before I started pestering them. I'm a good pest. :D So who would be able to attend if we do indeed pull this off? I mean this would be HUGE. More news as soon as I get it! Michelle From hinn at uiuc.edu Tue May 22 15:25:20 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 22 May 2007 14:25:20 -0500 Subject: [games_access] SIG meetings restart next week In-Reply-To: References: <464C891E.3070106@thechases.com> Message-ID: Hehe. Well, I don't think that I was as specific as I could have been when I sent this out. We had a great meeting this morning. Lots of ideas flowing from the discussion with myself. ;) KIDDING! But not about being the only one there. Fortunately there's not much of a transcript so I'm not as crazy as I thought. ;) Anyway, I just wanted to say that I was planning these meetings for every week. Sure, some meetings will probably be me, myself, and I and that's ok. But I hope that the early time will work better for the Europeans -- if there is a better time for you guys, let me know. I was just guessing. :D Hope to see an additional MSN-er on Thursday? See below for the time info and how to join the meetings. Michelle >Hi everyone, > >I'd like to try something new with the SIG meetings, by varying the >times a bit and having meetings on a regular basis at a set time. I >don't expect that everyone will be at (or be able to be at) every >meeting but I'm hoping that if we can get some people at one meeting >and others and another meeting, we'd really start to find some >consistency. But I'll need help (HELP!!) in providing short >summaries of the meetings to keep people up-to-speed so that, >ideally, they could miss meetings and not be so lost when they can >make a meeting. > >Tuesdays -- 9am (New York Time) >Thursdays -- 1pm (New York Time) > >To check the times in your part of the world (it's not even my part >of the world but it's only an hour off!), check World Clock at >http://www.timeanddate.com/worldclock/ > >As a reminder and an invite to those of you who haven't been to a >meeting, we use MSN Messenger. Traditionally...we start a little >late but I'd like to change that as best as we can so if everyone >can arrive a few minutes early, that's great, but I'd rather have >people late than not arrive at all (although please be patient if >you arrive late so that we can send you the transcript so you can >quickly catch up and so that we don't need to constantly bring >people up to speed and interrupt the flow of the conversation). > >What to do to set up for the meetings? Add me, vrgrrl at hotmail.com >(please note that this is a "dead" email account that I don't use so >don't send me mail there!), and I'll look for you around the start >of the meeting. If you are online and I haven't added you and it's >close to the start of the meeting, just IM me and I'll add you to >the meeting! > >Looking forward to regular meetings on Tuesdays and Thursdays! > >Michelle > >_______________________________________________ >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 thomas at pininteractive.com Tue May 22 17:11:16 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Tue, 22 May 2007 23:11:16 +0200 Subject: [games_access] SIG meetings restart next week In-Reply-To: References: <464C891E.3070106@thechases.com> Message-ID: <01384918-1941-4851-B274-E0508C79B519@pininteractive.com> Hi Michelle > Tuesdays -- 9am (New York Time) ah great! that's a decent time of the day fo rme, now I just need to plan ahead a bit... this tuesday, too late, and next two tuesdays busy / in Greece for vacation I'll put it on repeat in Outlook so I reserve that time from now on. Thanks! /Thomas __________________________________ Thomas Westin VD / CEO Pin Interactive AB :: Digital Culture Analysis :: Tools :: Worlds __________________________________ Award Winning Developer www.pininteractive.com -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Tue May 22 17:47:18 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 22 May 2007 16:47:18 -0500 Subject: [games_access] SIG meetings restart next week In-Reply-To: <01384918-1941-4851-B274-E0508C79B519@pininteractive.com> References: <464C891E.3070106@thechases.com> <01384918-1941-4851-B274-E0508C79B519@pininteractive.com> Message-ID: Ah -- note that we just switched the dates so that Tuesdays are at 1pm (new york) and Thursdays at 9am (new york). How come everyone gets to go on a vacation but me? ;) >Hi Michelle > >>Tuesdays -- 9am (New York Time) >> > >ah great! that's a decent time of the day fo rme, now I just need to >plan ahead a bit... this tuesday, too late, and next two tuesdays >busy / in Greece for vacation > >I'll put it on repeat in Outlook so I reserve that time from now on. Thanks! > >/Thomas > >__________________________________ >Thomas Westin >VD / CEO > >Pin Interactive AB >:: Digital Culture Analysis :: Tools :: Worlds >__________________________________ >Award Winning Developer >www.pininteractive.com > > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From thomas at pininteractive.com Tue May 22 17:51:40 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Tue, 22 May 2007 23:51:40 +0200 Subject: [games_access] Ideas for GDC 2008 In-Reply-To: References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@Inspiron> <464F9816.6050308@thechases.com><020801c79ac5$e5d38d30$0302a8c0@OneSwitch> Message-ID: Hi, I agree with a lot of what was said here, __ I think the main thing is to find a way to communicate how GA can _enable game designers_ in making new types of game play. (My mantra: "be Yoda") After all both MS and Sony gets their buts kicked by Nintendo who focus on innovative interface and gameplay rather than high-end rendering. If we can build on that I think we can start making GA cool, as Michelle suggested, which is the hardest nut to crack to attract game developers in general as I see it. And at the same time, keep "accessibility" in the title. So my vote for a title would be something like "Pimp Your Game - with Accessibility!" OK, I've read this long e-mail, it's getting late here but just a quick response to the rest: - The Arcade, definitely, one day thing - on the expo floor perhaps? that would be really cool. Wednesday would be best for this - then we can promote the other sessions. Perhaps this year I can video record the Arcade so we can share it on Youtube in detail, and not only rely on what the media selects to show? - Other sessions, on Thursday would be ideal as we can promote them on the Arcade/expo on Wednesday. Friday - many going home earlier, Expo closing earlier etc. So Thursday should be the best day. Just make sure we plan it carefully in regard to keynote speaks so we don't have our main things at the same time. We should also have a session talking about the book of course. And yes, I totally agree with having a flat organization where Michelle don't have to be in charge of all things. I think it will also make everyone (well, me at least) more motivated to focus on one thing than all sessions and not knowing exactly what to do where and when. It will help us all I think. /Thomas > We've talked a lot already about applying accessibility to how it > would help people that don't have a disability (like curb cuts that > help bicyclists and parents with baby strollers, etc). What if we > had a session called "Innovation: Game Accessibility for Able > Gamers" with the session planned around taking what we know about > accessibility and targeted the solutions for the "abled" in order > to help them out by taking them out of the lull of "boring, > predictable gaming"? This would be a session for the really "out > there" stuff like biofeedback and games like demor. When I > presented at last year's Montreal Game Summit, I found that it was > the "wow" stuff that got people thinking about the whole issue of > accessibility being "cool" -- it was the carrot that got them to > listen to the more basic design information. After that, people > came up to talk to me about how they never thought about > accessibility as NOT limiting game design. > > I'm not totally sold on the title (I just came up with it now so > catchier titles would be greatly appreciated!) but it would give us > a way to present accessibility information pertaining to disabled > gamers, sell it as something that helps more than just disabled > gamers without straying too far from the fact that we are the game > accessibility SIG. > > Another thing to think about is not how gamers is with disabilities > are limited but, instead, how maybe the increased skill in another > area makes them even MORE competitive and so "able" gamers should > know about these -- it's a turn around of telling them what they > are doing RIGHT in games by pointing out that they could even the > score with regard to accessibility by keeping these things in their > games (I know...that last one's trickier because it could lead to a > developer thinking that they are unbalanced in their gameplay by > making things easier for one user group...even though they already > do that when they are INaccessible). > > I've seen how easy some find it to forget the original audience > that a design was aiming for by making changes that end up not > serving that original audience. So that's why I remain resistant to > totally taking the word "accessibility" out -- I'm afraid of NOT > reminding the industry to keep gamers with disabilities in mind > because it's so easy for them to come down with selective amnesia. > We've tried a LOT of tactics over the years -- from serious to > humorous, from roundtables to much more ambitious workshops. So we > need to think about what we've learned from the four years we've > presented as a SIG at GDC. We won't do "accessibility idol" again > but I think we *should* do another competition (and we can again -- > we got the tentative "thumbs up" to do an hour-long competition, > rather than the two hour overkill). I'll write another email about > ideas for a competition that removes us from "idol" but helps us > better make accessibility into a challenging creative design > process rather than this "forced, non-creative" thing that it's > rumored to be (and this year I know to jump on the signage and web > advert issue immediately). > > BUT...as a SIG I think we should stick to a fun competition (with > the devs that showed interest last year but couldn't do it but can > this year), the expo (with the fall back of another "arcade" thing, > only not three days worth), a "wacky session" like "innovation," > and some sort of longer session (like a tutorial) where we can have > "short burst" info about the things that SIG members have been > doing -- ie, Eelke might take 20-30 minutes to discuss his stuff, > Dimitris taking the same amount of time to overview his latest, > Barrie and his stuff, etc, etc, etc. Then if any one person wants > to do a longer presentation on their own stuff, they can do so at > their own session, promoting it at the SIG workshop. And if it > helps, we can present the more solo-acts as SIG-sponsored sessions > to make sure it gets on the schedule better -- I know Reid and > others have had a really hard time getting onto the schedule as > solo acts. But in the end the longer presentations would be the > onus of the person who is presenting their work and not something > that the entire SIG needs to be there to set up for, etc (that > doesn't mean that we all wouldn't try to be there for them!!). > > We learned in March that 78.4 SIG sessions (ok, 8) isn't the way to > go but I also think going back to the single roundtable isn't the > answer either. So now we have to find our happy medium that allows > us to all ATTEND other sessions and help increase the buzz about > all of our sessions, our existance, etc but also maximize our > limited (simply by the fact that there are just a few of us that > can make it to any one GDC) efforts in the sessions that we do. And > we have to find our happy medium so it's not just a couple of us > pulling all-nighters the weeks before! So instead of me being in > charge of every session for the organization, we can share the > wealth a bit by having some on the committee for the competition, > others on the tutorial/workshop committee, and so forth. I realize > that we aren't a big lot but even NON attendees can help serve on > committees to help share ideas! > > Ok that's the end of this email that had started out short and > sweet. :) Sorry -- just feeling the GDC pressure and I realllly > want to get as many people involved as possible so we can present a > more united effort and help best support one another!! > > Thoughts? Reactions? And, yes, I'm now very removed from the > emotions of GDC 2007. :) But please be thoughtful in your > suggestions -- underneath that black leather jacket I keep wearing > to GDCs (for good luck?), I can get rather down sometimes (yay! > depression!) and I'd hate for us to have a flame war. I promise I > will count to 10 before hitting the "send" button if I find myself > taking things too personally. Ok, deal? :) > > Michelle > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access __________________________________ Thomas Westin VD / CEO Pin Interactive AB :: Digital Culture Analysis :: Tools :: Worlds __________________________________ Award Winning Developer www.pininteractive.com -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at pininteractive.com Tue May 22 17:52:49 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Tue, 22 May 2007 23:52:49 +0200 Subject: [games_access] E for All In-Reply-To: References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@Inspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch><99CAB927-2717-492D-9E9C-33461B070502@pininteractive.com> Message-ID: <602BA2C5-5F08-40B7-AA1C-610F2A8D6B10@pininteractive.com> wow! that will be THE Arcade! Excellent /Thomas 22 maj 2007 kl. 21.04 skrev d. michelle hinn: > but free of charge booth. Ac __________________________________ Thomas Westin VD / CEO Pin Interactive AB :: Digital Culture Analysis :: Tools :: Worlds __________________________________ Award Winning Developer www.pininteractive.com -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at pininteractive.com Tue May 22 17:59:38 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Tue, 22 May 2007 23:59:38 +0200 Subject: [games_access] SIG meetings restart next week In-Reply-To: References: <464C891E.3070106@thechases.com><01384918-1941-4851-B274-E0508C79B519@pininteractive.com> Message-ID: 22 maj 2007 kl. 23.47 skrev d. michelle hinn: > Ah -- note that we just switched the dates so that Tuesdays are at > 1pm (new york) and Thursdays at 9am (new york). ah OK, then I actually think I can make it this Thursday! > How come everyone gets to go on a vacation but me? ;) yeah I know the feeling; this is my first vacation abroad in five years for me, so yes I'll shut off my cell and be totally disconnected and just sleeep, swim, enjoy greek food and the sun (Sweden is steel a freezer). /Thomas __________________________________ Thomas Westin VD / CEO Pin Interactive AB :: Digital Culture Analysis :: Tools :: Worlds __________________________________ Award Winning Developer www.pininteractive.com -------------- next part -------------- An HTML attachment was scrubbed... URL: From arthit73 at cablespeed.com Tue May 22 18:06:03 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Tue, 22 May 2007 18:06:03 -0400 Subject: [games_access] E for All In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIxkZicA References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@Inspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch><99CAB927-2717-492D-9E9C-33461B070502@pininteractive.com> AAAAADBf8GSYa4xDlD4sBa5lcIxkZicA Message-ID: <013801c79cbd$65b32620$6501a8c0@Inspiron> Thank you Michelle I got your instant message but came back to my computer late. Excellent news. I don't think I'll have money to come out for that I'm saving up for GDC 2008. I'm really hoping for the games for health conference again to really score big on that one. In Baltimore. :-) Thank you for thinking of me. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Tuesday, May 22, 2007 3:05 PM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] E for All Ok...don't everyone get too excited just yet but I've just heard from the person in charge of the E for All expo (eforallexpo.com), which is the new E3 and we're being considered for a small but free of charge booth. Accessibility as part of "all" was something that the organizers had not thought of before I started pestering them. I'm a good pest. :D So who would be able to attend if we do indeed pull this off? I mean this would be HUGE. More news as soon as I get it! Michelle _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Tue May 22 18:05:19 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 22 May 2007 17:05:19 -0500 Subject: [games_access] Ideas for GDC 2008 In-Reply-To: References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@I nspiron> <464F9816.6050308@thechases.com><020801c79ac5$e5d38d30$0302a8c0@OneSwitch> Message-ID: Thomas sez... >- The Arcade, definitely, one day thing - on the expo floor perhaps? >that would be really cool. Wednesday would be best for this - then >we can promote the other sessions. Perhaps this year I can video >record the Arcade so we can share it on Youtube in detail, and not >only rely on what the media selects to show? Well we kind of have two choice -- either we show at the main expo for the 2.5 days it's open for everyone or we end up doing just a one session arcade that is not part of the expo. BUT if we think through it, we can have tag teams taking shifts at the expo booth and that would free others up to go drag people to our booth at the expo and/or attend other sessions to "escort" people to our booth. Also with the expo? We get to LEAVE our stuff there overnight. So that alone makes things a TON easier. >- Other sessions, on Thursday would be ideal as we can promote them >on the Arcade/expo on Wednesday. Friday - many going home earlier, >Expo closing earlier etc. So Thursday should be the best day. Just >make sure we plan it carefully in regard to keynote speaks so we >don't have our main things at the same time. We should also have a >session talking about the book of course. I agree that Thursday is the best day for the other sessions -- unfortunately? We don't get to choose "when" it is. So we can't tell them "no we can't be against Koster!" But perhaps it would hurt to ask at any rate. >And yes, I totally agree with having a flat organization where >Michelle don't have to be in charge of all things. I think it will >also make everyone (well, me at least) more motivated to focus on >one thing than all sessions and not knowing exactly what to do where >and when. It will help us all I think. Yes, I think it will also give people a chance to take a session and run with it. I can help get us ON the schedule but I'd rather not always be the one chasing down the AV crew, TVs, mics, etc :) and I think we'd better served spreading the "how to run this session" things out! Michelle From thomas at pininteractive.com Tue May 22 18:07:02 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Wed, 23 May 2007 00:07:02 +0200 Subject: [games_access] SIG meetings restart next week In-Reply-To: References: <464C891E.3070106@thechases.com><01384918-1941-4851-B274-E0508C79B519@pininteractive.com> Message-ID: <39B667F3-A6FD-4887-B2F6-871DF712AB8C@pininteractive.com> I meant: Sweden is STILL a freezer /thomas 22 maj 2007 kl. 23.59 skrev Thomas Westin: > (Sweden is steel a freezer). __________________________________ Thomas Westin VD / CEO Pin Interactive AB :: Digital Culture Analysis :: Tools :: Worlds __________________________________ Award Winning Developer www.pininteractive.com -------------- next part -------------- An HTML attachment was scrubbed... URL: From arthit73 at cablespeed.com Tue May 22 18:16:51 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Tue, 22 May 2007 18:16:51 -0400 Subject: [games_access] Ideas for GDC 2008 In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIzEXicA References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@Inspiron> <464F9816.6050308@thechases.com><020801c79ac5$e5d38d30$0302a8c0@OneSwitch> AAAAADBf8GSYa4xDlD4sBa5lcIzEXicA Message-ID: <013901c79cbe$e8353970$6501a8c0@Inspiron> We should all be professional. My reasons for looking back at a bad experience for 2007 GDC is that I had to leave. That totally sucked. This year I'm going to make it worthwhile. Here are the things that I'm proposing for the next one. I'm getting some really strong buzz with my documentary possibly a huge public relations opportunity I can't say much about it. I already have Jeannie Novak, David Perry to people that want to see it and a potential third that is really going to help out. Somehow I think if we had an ability to show this video at the conference coupling that with some sort of opportunity not just to watch and be inspired see an incredible story and parts of it gets slightly away from game accessibility but not a lot of it. The first half hour is all about game accessibility and then it gets into other things and then comes back to the conference I spoke at the day I got out of the hospital games for health conference. So it wraps up very nicely. Saying that I need to be if I'm going to GDC 2008 there for specific times. Probably three may be four days at Max. I want to thank everyone for your support as well allowing me to reach out and away I never would have been able to without this group my story, ability to reach out to companies get a job somehow experience things like that. If there are any concerns for my documentary not being able to serve our purpose please let me know if there's a way we could do it better to better fit our need. To Michelle. You talked briefly about " Innovation: Game Accessibility for Able Gamers" kind of sounds confusing. Please hear me out. So far we haven't exactly been able to grab their attention both sides of the market able and not able at this event so maybe we should just give it a regular title and put a description in the description. Like "innovation for all" or something. Top-secret game is an emotional highway for me. A huge learning experience on a real game. We will see what happens with the accessible controls and interface but if I'm there that will be a place also to get the word out. I'm trying my heart out to win this thing I know if I win and there's a 100% chance that our initiative will explode with opportunities but even if somehow I can get this game to be accessible unlike any other game really made any effort inside specially interest games in the mainstream market, I think that will be huge also. So we will see how that ends up. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Monday, May 21, 2007 8:30 PM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] Ideas for GDC 2008 Importance: High Ok...so now's the time to get the write ups going for the proposed SIG sessions for GDC 2008 (it always takes us a bit to get things finalized and GDC is even earlier in 2008) and I some ideas that I want to run past people. We've talked a lot already about applying accessibility to how it would help people that don't have a disability (like curb cuts that help bicyclists and parents with baby strollers, etc). What if we had a session called "Innovation: Game Accessibility for Able Gamers" with the session planned around taking what we know about accessibility and targeted the solutions for the "abled" in order to help them out by taking them out of the lull of "boring, predictable gaming"? This would be a session for the really "out there" stuff like biofeedback and games like demor. When I presented at last year's Montreal Game Summit, I found that it was the "wow" stuff that got people thinking about the whole issue of accessibility being "cool" -- it was the carrot that got them to listen to the more basic design information. After that, people came up to talk to me about how they never thought about accessibility as NOT limiting game design. I'm not totally sold on the title (I just came up with it now so catchier titles would be greatly appreciated!) but it would give us a way to present accessibility information pertaining to disabled gamers, sell it as something that helps more than just disabled gamers without straying too far from the fact that we are the game accessibility SIG. Another thing to think about is not how gamers is with disabilities are limited but, instead, how maybe the increased skill in another area makes them even MORE competitive and so "able" gamers should know about these -- it's a turn around of telling them what they are doing RIGHT in games by pointing out that they could even the score with regard to accessibility by keeping these things in their games (I know...that last one's trickier because it could lead to a developer thinking that they are unbalanced in their gameplay by making things easier for one user group...even though they already do that when they are INaccessible). I've seen how easy some find it to forget the original audience that a design was aiming for by making changes that end up not serving that original audience. So that's why I remain resistant to totally taking the word "accessibility" out -- I'm afraid of NOT reminding the industry to keep gamers with disabilities in mind because it's so easy for them to come down with selective amnesia. We've tried a LOT of tactics over the years -- from serious to humorous, from roundtables to much more ambitious workshops. So we need to think about what we've learned from the four years we've presented as a SIG at GDC. We won't do "accessibility idol" again but I think we *should* do another competition (and we can again -- we got the tentative "thumbs up" to do an hour-long competition, rather than the two hour overkill). I'll write another email about ideas for a competition that removes us from "idol" but helps us better make accessibility into a challenging creative design process rather than this "forced, non-creative" thing that it's rumored to be (and this year I know to jump on the signage and web advert issue immediately). BUT...as a SIG I think we should stick to a fun competition (with the devs that showed interest last year but couldn't do it but can this year), the expo (with the fall back of another "arcade" thing, only not three days worth), a "wacky session" like "innovation," and some sort of longer session (like a tutorial) where we can have "short burst" info about the things that SIG members have been doing -- ie, Eelke might take 20-30 minutes to discuss his stuff, Dimitris taking the same amount of time to overview his latest, Barrie and his stuff, etc, etc, etc. Then if any one person wants to do a longer presentation on their own stuff, they can do so at their own session, promoting it at the SIG workshop. And if it helps, we can present the more solo-acts as SIG-sponsored sessions to make sure it gets on the schedule better -- I know Reid and others have had a really hard time getting onto the schedule as solo acts. But in the end the longer presentations would be the onus of the person who is presenting their work and not something that the entire SIG needs to be there to set up for, etc (that doesn't mean that we all wouldn't try to be there for them!!). We learned in March that 78.4 SIG sessions (ok, 8) isn't the way to go but I also think going back to the single roundtable isn't the answer either. So now we have to find our happy medium that allows us to all ATTEND other sessions and help increase the buzz about all of our sessions, our existance, etc but also maximize our limited (simply by the fact that there are just a few of us that can make it to any one GDC) efforts in the sessions that we do. And we have to find our happy medium so it's not just a couple of us pulling all-nighters the weeks before! So instead of me being in charge of every session for the organization, we can share the wealth a bit by having some on the committee for the competition, others on the tutorial/workshop committee, and so forth. I realize that we aren't a big lot but even NON attendees can help serve on committees to help share ideas! Ok that's the end of this email that had started out short and sweet. :) Sorry -- just feeling the GDC pressure and I realllly want to get as many people involved as possible so we can present a more united effort and help best support one another!! Thoughts? Reactions? And, yes, I'm now very removed from the emotions of GDC 2007. :) But please be thoughtful in your suggestions -- underneath that black leather jacket I keep wearing to GDCs (for good luck?), I can get rather down sometimes (yay! depression!) and I'd hate for us to have a flame war. I promise I will count to 10 before hitting the "send" button if I find myself taking things too personally. Ok, deal? :) Michelle _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Tue May 22 19:33:35 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 22 May 2007 18:33:35 -0500 Subject: [games_access] Ideas for GDC 2008 In-Reply-To: <013901c79cbe$e8353970$6501a8c0@Inspiron> References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@I nspiron> <464F9816.6050308@thechases.com><020801c79ac5$e5d38d30$0302a8c0@OneSwitch> AAAAADBf8GSYa4xDlD4sBa5lcIzEXicA <013901c79cbe$e8353970$6501a8c0@Inspiron> Message-ID: Well, I think we should make sure that GDC is worthwhile for all of us and not fall to a couple people so that's why we're starting to think about it now. With regard to your documentary, I think it will have to be done in a more experimental setting versus a regular session. I'm going to start digging around to see how films get shown at GDC and if there's an appropriate venue for that that we haven't thought about yet. This would be the session that "you own" that would be sponsored by the SIG. I'd say that you should probably plan to be at GDC the final three days rather than the first two days if you need to keep up your strength. So we'd propose the film session during the main part of GDC. I think if we have a good variety of sessions with different people running different sessions then it will work out much better. And I think that there is a way of making a design competition fun and professional -- we just need to take some of the advise that our competitors gave us and tighten things up. Michelle >We should all be professional. My reasons for looking back at a bad >experience for 2007 GDC is that I had to leave. That totally sucked. > >This year I'm going to make it worthwhile. Here are the things that I'm >proposing for the next one. I'm getting some really strong buzz with my >documentary possibly a huge public relations opportunity I can't say much >about it. I already have Jeannie Novak, David Perry to people that want to >see it and a potential third that is really going to help out. > >Somehow I think if we had an ability to show this video at the conference >coupling that with some sort of opportunity not just to watch and be >inspired see an incredible story and parts of it gets slightly away from >game accessibility but not a lot of it. The first half hour is all about >game accessibility and then it gets into other things and then comes back to >the conference I spoke at the day I got out of the hospital games for health >conference. So it wraps up very nicely. > >Saying that I need to be if I'm going to GDC 2008 there for specific times. >Probably three may be four days at Max. > >I want to thank everyone for your support as well allowing me to reach out >and away I never would have been able to without this group my story, >ability to reach out to companies get a job somehow experience things like >that. If there are any concerns for my documentary not being able to serve >our purpose please let me know if there's a way we could do it better to >better fit our need. > >To Michelle. > >You talked briefly about " Innovation: Game Accessibility for Able Gamers" >kind of sounds confusing. Please hear me out. So far we haven't exactly >been able to grab their attention both sides of the market able and not able >at this event so maybe we should just give it a regular title and put a >description in the description. Like "innovation for all" or something. > >Top-secret game is an emotional highway for me. A huge learning experience >on a real game. We will see what happens with the accessible controls and >interface but if I'm there that will be a place also to get the word out. >I'm trying my heart out to win this thing I know if I win and there's a 100% >chance that our initiative will explode with opportunities but even if >somehow I can get this game to be accessible unlike any other game really >made any effort inside specially interest games in the mainstream market, I >think that will be huge also. So we will see how that ends up. > >Robert > > > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of d. michelle hinn >Sent: Monday, May 21, 2007 8:30 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: [games_access] Ideas for GDC 2008 >Importance: High > >Ok...so now's the time to get the write ups going for the proposed >SIG sessions for GDC 2008 (it always takes us a bit to get things >finalized and GDC is even earlier in 2008) and I some ideas that I >want to run past people. > >We've talked a lot already about applying accessibility to how it >would help people that don't have a disability (like curb cuts that >help bicyclists and parents with baby strollers, etc). What if we had >a session called "Innovation: Game Accessibility for Able Gamers" >with the session planned around taking what we know about >accessibility and targeted the solutions for the "abled" in order to >help them out by taking them out of the lull of "boring, predictable >gaming"? This would be a session for the really "out there" stuff >like biofeedback and games like demor. When I presented at last >year's Montreal Game Summit, I found that it was the "wow" stuff that >got people thinking about the whole issue of accessibility being >"cool" -- it was the carrot that got them to listen to the more basic >design information. After that, people came up to talk to me about >how they never thought about accessibility as NOT limiting game >design. > >I'm not totally sold on the title (I just came up with it now so >catchier titles would be greatly appreciated!) but it would give us a >way to present accessibility information pertaining to disabled >gamers, sell it as something that helps more than just disabled >gamers without straying too far from the fact that we are the game >accessibility SIG. > >Another thing to think about is not how gamers is with disabilities >are limited but, instead, how maybe the increased skill in another >area makes them even MORE competitive and so "able" gamers should >know about these -- it's a turn around of telling them what they are >doing RIGHT in games by pointing out that they could even the score >with regard to accessibility by keeping these things in their games >(I know...that last one's trickier because it could lead to a >developer thinking that they are unbalanced in their gameplay by >making things easier for one user group...even though they already do >that when they are INaccessible). > >I've seen how easy some find it to forget the original audience that >a design was aiming for by making changes that end up not serving >that original audience. So that's why I remain resistant to totally >taking the word "accessibility" out -- I'm afraid of NOT reminding >the industry to keep gamers with disabilities in mind because it's so >easy for them to come down with selective amnesia. We've tried a LOT >of tactics over the years -- from serious to humorous, from >roundtables to much more ambitious workshops. So we need to think >about what we've learned from the four years we've presented as a SIG >at GDC. We won't do "accessibility idol" again but I think we >*should* do another competition (and we can again -- we got the >tentative "thumbs up" to do an hour-long competition, rather than the >two hour overkill). I'll write another email about ideas for a >competition that removes us from "idol" but helps us better make >accessibility into a challenging creative design process rather than >this "forced, non-creative" thing that it's rumored to be (and this >year I know to jump on the signage and web advert issue immediately). > >BUT...as a SIG I think we should stick to a fun competition (with the >devs that showed interest last year but couldn't do it but can this >year), the expo (with the fall back of another "arcade" thing, only >not three days worth), a "wacky session" like "innovation," and some >sort of longer session (like a tutorial) where we can have "short >burst" info about the things that SIG members have been doing -- ie, >Eelke might take 20-30 minutes to discuss his stuff, Dimitris taking >the same amount of time to overview his latest, Barrie and his stuff, >etc, etc, etc. Then if any one person wants to do a longer >presentation on their own stuff, they can do so at their own session, >promoting it at the SIG workshop. And if it helps, we can present the >more solo-acts as SIG-sponsored sessions to make sure it gets on the >schedule better -- I know Reid and others have had a really hard time >getting onto the schedule as solo acts. But in the end the longer >presentations would be the onus of the person who is presenting their >work and not something that the entire SIG needs to be there to set >up for, etc (that doesn't mean that we all wouldn't try to be there >for them!!). > >We learned in March that 78.4 SIG sessions (ok, 8) isn't the way to >go but I also think going back to the single roundtable isn't the >answer either. So now we have to find our happy medium that allows us >to all ATTEND other sessions and help increase the buzz about all of >our sessions, our existance, etc but also maximize our limited >(simply by the fact that there are just a few of us that can make it >to any one GDC) efforts in the sessions that we do. And we have to >find our happy medium so it's not just a couple of us pulling >all-nighters the weeks before! So instead of me being in charge of >every session for the organization, we can share the wealth a bit by >having some on the committee for the competition, others on the >tutorial/workshop committee, and so forth. I realize that we aren't a >big lot but even NON attendees can help serve on committees to help >share ideas! > >Ok that's the end of this email that had started out short and sweet. >:) Sorry -- just feeling the GDC pressure and I realllly want to get >as many people involved as possible so we can present a more united >effort and help best support one another!! > >Thoughts? Reactions? And, yes, I'm now very removed from the emotions >of GDC 2007. :) But please be thoughtful in your suggestions -- >underneath that black leather jacket I keep wearing to GDCs (for good >luck?), I can get rather down sometimes (yay! depression!) and I'd >hate for us to have a flame war. I promise I will count to 10 before >hitting the "send" button if I find myself taking things too >personally. Ok, deal? :) > >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 Tue May 22 20:15:33 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 22 May 2007 19:15:33 -0500 Subject: [games_access] E for All In-Reply-To: <602BA2C5-5F08-40B7-AA1C-610F2A8D6B10@pininteractive.com> References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@I nspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch> <99CAB927-2717-492D-9E9C-33461B0705 02@pininteractive.com> <602BA2C5-5F08-40B7-AA1C-610F2A8D6B10@pininteractive.com> Message-ID: Yes, couple that with a booth at GDC...for the first time we'll have the chance to really get the word on the street! Or at least the 'net. :) >wow! that will be THE Arcade! Excellent >/Thomas > > >22 maj 2007 kl. 21.04 skrev d. michelle hinn: > >>but free of charge booth. Ac >> > >__________________________________ >Thomas Westin >VD / CEO > >Pin Interactive AB >:: Digital Culture Analysis :: Tools :: Worlds >__________________________________ >Award Winning Developer >www.pininteractive.com > > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Tue May 22 20:22:03 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Tue, 22 May 2007 20:22:03 -0400 Subject: [games_access] Ideas for GDC 2008 In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIwkaicA References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@Inspiron><464F9816.6050308@thechases.com><020801c79ac5$e5d38d30$0302a8c0@OneSwitch> AAAAADBf8GSYa4xDlD4sBa5lcIzEXicA<013901c79cbe$e8353970$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIwkaicA Message-ID: <014f01c79cd0$6579cc00$6501a8c0@Inspiron> Thank you I appreciate the input tremendously. That's a definite good outlook making it more worthwhile for everyone. I will have to keep in mind though number for me to make it not I won't be able to afford those passes. So I'll have to try and work extra hard to win this top-secret thing. :-)lol Make sure I can get there. The last three days makes sense. That does make sense also finding out what kind of format is best for a documentary or how films get viewed their. What was some of the advice that the competitors gave us? I hope it's juicy. 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: Tuesday, May 22, 2007 7:34 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Ideas for GDC 2008 Well, I think we should make sure that GDC is worthwhile for all of us and not fall to a couple people so that's why we're starting to think about it now. With regard to your documentary, I think it will have to be done in a more experimental setting versus a regular session. I'm going to start digging around to see how films get shown at GDC and if there's an appropriate venue for that that we haven't thought about yet. This would be the session that "you own" that would be sponsored by the SIG. I'd say that you should probably plan to be at GDC the final three days rather than the first two days if you need to keep up your strength. So we'd propose the film session during the main part of GDC. I think if we have a good variety of sessions with different people running different sessions then it will work out much better. And I think that there is a way of making a design competition fun and professional -- we just need to take some of the advise that our competitors gave us and tighten things up. Michelle >We should all be professional. My reasons for looking back at a bad >experience for 2007 GDC is that I had to leave. That totally sucked. > >This year I'm going to make it worthwhile. Here are the things that I'm >proposing for the next one. I'm getting some really strong buzz with my >documentary possibly a huge public relations opportunity I can't say much >about it. I already have Jeannie Novak, David Perry to people that want to >see it and a potential third that is really going to help out. > >Somehow I think if we had an ability to show this video at the conference >coupling that with some sort of opportunity not just to watch and be >inspired see an incredible story and parts of it gets slightly away from >game accessibility but not a lot of it. The first half hour is all about >game accessibility and then it gets into other things and then comes back to >the conference I spoke at the day I got out of the hospital games for health >conference. So it wraps up very nicely. > >Saying that I need to be if I'm going to GDC 2008 there for specific times. >Probably three may be four days at Max. > >I want to thank everyone for your support as well allowing me to reach out >and away I never would have been able to without this group my story, >ability to reach out to companies get a job somehow experience things like >that. If there are any concerns for my documentary not being able to serve >our purpose please let me know if there's a way we could do it better to >better fit our need. > >To Michelle. > >You talked briefly about " Innovation: Game Accessibility for Able Gamers" >kind of sounds confusing. Please hear me out. So far we haven't exactly >been able to grab their attention both sides of the market able and not able >at this event so maybe we should just give it a regular title and put a >description in the description. Like "innovation for all" or something. > >Top-secret game is an emotional highway for me. A huge learning experience >on a real game. We will see what happens with the accessible controls and >interface but if I'm there that will be a place also to get the word out. >I'm trying my heart out to win this thing I know if I win and there's a 100% >chance that our initiative will explode with opportunities but even if >somehow I can get this game to be accessible unlike any other game really >made any effort inside specially interest games in the mainstream market, I >think that will be huge also. So we will see how that ends up. > >Robert > > > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of d. michelle hinn >Sent: Monday, May 21, 2007 8:30 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: [games_access] Ideas for GDC 2008 >Importance: High > >Ok...so now's the time to get the write ups going for the proposed >SIG sessions for GDC 2008 (it always takes us a bit to get things >finalized and GDC is even earlier in 2008) and I some ideas that I >want to run past people. > >We've talked a lot already about applying accessibility to how it >would help people that don't have a disability (like curb cuts that >help bicyclists and parents with baby strollers, etc). What if we had >a session called "Innovation: Game Accessibility for Able Gamers" >with the session planned around taking what we know about >accessibility and targeted the solutions for the "abled" in order to >help them out by taking them out of the lull of "boring, predictable >gaming"? This would be a session for the really "out there" stuff >like biofeedback and games like demor. When I presented at last >year's Montreal Game Summit, I found that it was the "wow" stuff that >got people thinking about the whole issue of accessibility being >"cool" -- it was the carrot that got them to listen to the more basic >design information. After that, people came up to talk to me about >how they never thought about accessibility as NOT limiting game >design. > >I'm not totally sold on the title (I just came up with it now so >catchier titles would be greatly appreciated!) but it would give us a >way to present accessibility information pertaining to disabled >gamers, sell it as something that helps more than just disabled >gamers without straying too far from the fact that we are the game >accessibility SIG. > >Another thing to think about is not how gamers is with disabilities >are limited but, instead, how maybe the increased skill in another >area makes them even MORE competitive and so "able" gamers should >know about these -- it's a turn around of telling them what they are >doing RIGHT in games by pointing out that they could even the score >with regard to accessibility by keeping these things in their games >(I know...that last one's trickier because it could lead to a >developer thinking that they are unbalanced in their gameplay by >making things easier for one user group...even though they already do >that when they are INaccessible). > >I've seen how easy some find it to forget the original audience that >a design was aiming for by making changes that end up not serving >that original audience. So that's why I remain resistant to totally >taking the word "accessibility" out -- I'm afraid of NOT reminding >the industry to keep gamers with disabilities in mind because it's so >easy for them to come down with selective amnesia. We've tried a LOT >of tactics over the years -- from serious to humorous, from >roundtables to much more ambitious workshops. So we need to think >about what we've learned from the four years we've presented as a SIG >at GDC. We won't do "accessibility idol" again but I think we >*should* do another competition (and we can again -- we got the >tentative "thumbs up" to do an hour-long competition, rather than the >two hour overkill). I'll write another email about ideas for a >competition that removes us from "idol" but helps us better make >accessibility into a challenging creative design process rather than >this "forced, non-creative" thing that it's rumored to be (and this >year I know to jump on the signage and web advert issue immediately). > >BUT...as a SIG I think we should stick to a fun competition (with the >devs that showed interest last year but couldn't do it but can this >year), the expo (with the fall back of another "arcade" thing, only >not three days worth), a "wacky session" like "innovation," and some >sort of longer session (like a tutorial) where we can have "short >burst" info about the things that SIG members have been doing -- ie, >Eelke might take 20-30 minutes to discuss his stuff, Dimitris taking >the same amount of time to overview his latest, Barrie and his stuff, >etc, etc, etc. Then if any one person wants to do a longer >presentation on their own stuff, they can do so at their own session, >promoting it at the SIG workshop. And if it helps, we can present the >more solo-acts as SIG-sponsored sessions to make sure it gets on the >schedule better -- I know Reid and others have had a really hard time >getting onto the schedule as solo acts. But in the end the longer >presentations would be the onus of the person who is presenting their >work and not something that the entire SIG needs to be there to set >up for, etc (that doesn't mean that we all wouldn't try to be there >for them!!). > >We learned in March that 78.4 SIG sessions (ok, 8) isn't the way to >go but I also think going back to the single roundtable isn't the >answer either. So now we have to find our happy medium that allows us >to all ATTEND other sessions and help increase the buzz about all of >our sessions, our existance, etc but also maximize our limited >(simply by the fact that there are just a few of us that can make it >to any one GDC) efforts in the sessions that we do. And we have to >find our happy medium so it's not just a couple of us pulling >all-nighters the weeks before! So instead of me being in charge of >every session for the organization, we can share the wealth a bit by >having some on the committee for the competition, others on the >tutorial/workshop committee, and so forth. I realize that we aren't a >big lot but even NON attendees can help serve on committees to help >share ideas! > >Ok that's the end of this email that had started out short and sweet. >:) Sorry -- just feeling the GDC pressure and I realllly want to get >as many people involved as possible so we can present a more united >effort and help best support one another!! > >Thoughts? Reactions? And, yes, I'm now very removed from the emotions >of GDC 2007. :) But please be thoughtful in your suggestions -- >underneath that black leather jacket I keep wearing to GDCs (for good >luck?), I can get rather down sometimes (yay! depression!) and I'd >hate for us to have a flame war. I promise I will count to 10 before >hitting the "send" button if I find myself taking things too >personally. Ok, deal? :) > >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 Wed May 23 01:03:39 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Tue, 22 May 2007 22:03:39 -0700 Subject: [games_access] Ideas for GDC 2008 In-Reply-To: References: <006501c7995f$f62289f0$6501a8c0@Inspiron> <000001c79a28$0cb7cd10$6501a8c0@Inspiron> <464F9816.6050308@thechases.com> <020801c79ac5$e5d38d30$0302a8c0@OneSwitch> Message-ID: I like something along these lines for a GDC session title, Innovation: True Next Generation Gameplay for Everyone However, it risks sounding like marketing hype and devs see right through that. Anyway, this could be our "wow that's cool shit" type of presentation where we talk about the Demor sound based game for the blind and Brain Fingers and the Haptic device. We try to make this as flashy and cool as possible, even if tech isn't 100% there or games widely available. It should be entertaining for people who like to see what's around the corner and educational in showing people that there are those with disabilities that can't play their current games. Aside from that, I'd like to try the Expo booth more than a GDC session. There's only a few ways I can talk about closed captioning and I think I've tried them all. -Reid On 5/21/07, d. michelle hinn wrote: > Ok...so now's the time to get the write ups going for the proposed > SIG sessions for GDC 2008 (it always takes us a bit to get things > finalized and GDC is even earlier in 2008) and I some ideas that I > want to run past people. > > We've talked a lot already about applying accessibility to how it > would help people that don't have a disability (like curb cuts that > help bicyclists and parents with baby strollers, etc). What if we had > a session called "Innovation: Game Accessibility for Able Gamers" > with the session planned around taking what we know about > accessibility and targeted the solutions for the "abled" in order to > help them out by taking them out of the lull of "boring, predictable > gaming"? This would be a session for the really "out there" stuff > like biofeedback and games like demor. When I presented at last > year's Montreal Game Summit, I found that it was the "wow" stuff that > got people thinking about the whole issue of accessibility being > "cool" -- it was the carrot that got them to listen to the more basic > design information. After that, people came up to talk to me about > how they never thought about accessibility as NOT limiting game > design. > > I'm not totally sold on the title (I just came up with it now so > catchier titles would be greatly appreciated!) but it would give us a > way to present accessibility information pertaining to disabled > gamers, sell it as something that helps more than just disabled > gamers without straying too far from the fact that we are the game > accessibility SIG. > > Another thing to think about is not how gamers is with disabilities > are limited but, instead, how maybe the increased skill in another > area makes them even MORE competitive and so "able" gamers should > know about these -- it's a turn around of telling them what they are > doing RIGHT in games by pointing out that they could even the score > with regard to accessibility by keeping these things in their games > (I know...that last one's trickier because it could lead to a > developer thinking that they are unbalanced in their gameplay by > making things easier for one user group...even though they already do > that when they are INaccessible). > > I've seen how easy some find it to forget the original audience that > a design was aiming for by making changes that end up not serving > that original audience. So that's why I remain resistant to totally > taking the word "accessibility" out -- I'm afraid of NOT reminding > the industry to keep gamers with disabilities in mind because it's so > easy for them to come down with selective amnesia. We've tried a LOT > of tactics over the years -- from serious to humorous, from > roundtables to much more ambitious workshops. So we need to think > about what we've learned from the four years we've presented as a SIG > at GDC. We won't do "accessibility idol" again but I think we > *should* do another competition (and we can again -- we got the > tentative "thumbs up" to do an hour-long competition, rather than the > two hour overkill). I'll write another email about ideas for a > competition that removes us from "idol" but helps us better make > accessibility into a challenging creative design process rather than > this "forced, non-creative" thing that it's rumored to be (and this > year I know to jump on the signage and web advert issue immediately). > > BUT...as a SIG I think we should stick to a fun competition (with the > devs that showed interest last year but couldn't do it but can this > year), the expo (with the fall back of another "arcade" thing, only > not three days worth), a "wacky session" like "innovation," and some > sort of longer session (like a tutorial) where we can have "short > burst" info about the things that SIG members have been doing -- ie, > Eelke might take 20-30 minutes to discuss his stuff, Dimitris taking > the same amount of time to overview his latest, Barrie and his stuff, > etc, etc, etc. Then if any one person wants to do a longer > presentation on their own stuff, they can do so at their own session, > promoting it at the SIG workshop. And if it helps, we can present the > more solo-acts as SIG-sponsored sessions to make sure it gets on the > schedule better -- I know Reid and others have had a really hard time > getting onto the schedule as solo acts. But in the end the longer > presentations would be the onus of the person who is presenting their > work and not something that the entire SIG needs to be there to set > up for, etc (that doesn't mean that we all wouldn't try to be there > for them!!). > > We learned in March that 78.4 SIG sessions (ok, 8) isn't the way to > go but I also think going back to the single roundtable isn't the > answer either. So now we have to find our happy medium that allows us > to all ATTEND other sessions and help increase the buzz about all of > our sessions, our existance, etc but also maximize our limited > (simply by the fact that there are just a few of us that can make it > to any one GDC) efforts in the sessions that we do. And we have to > find our happy medium so it's not just a couple of us pulling > all-nighters the weeks before! So instead of me being in charge of > every session for the organization, we can share the wealth a bit by > having some on the committee for the competition, others on the > tutorial/workshop committee, and so forth. I realize that we aren't a > big lot but even NON attendees can help serve on committees to help > share ideas! > > Ok that's the end of this email that had started out short and sweet. > :) Sorry -- just feeling the GDC pressure and I realllly want to get > as many people involved as possible so we can present a more united > effort and help best support one another!! > > Thoughts? Reactions? And, yes, I'm now very removed from the emotions > of GDC 2007. :) But please be thoughtful in your suggestions -- > underneath that black leather jacket I keep wearing to GDCs (for good > luck?), I can get rather down sometimes (yay! depression!) and I'd > hate for us to have a flame war. I promise I will count to 10 before > hitting the "send" button if I find myself taking things too > personally. Ok, deal? :) > > Michelle > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From reid at rbkdesign.com Wed May 23 01:06:13 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Tue, 22 May 2007 22:06:13 -0700 Subject: [games_access] E for All In-Reply-To: References: <006501c7995f$f62289f0$6501a8c0@Inspiron> <021101c79ac6$2b5bff40$0302a8c0@OneSwitch> <602BA2C5-5F08-40B7-AA1C-610F2A8D6B10@pininteractive.com> Message-ID: There's a possibility I could attend as it's on the west coast. There's another conference I'll probably attend in Oct, will send an email about it soon. -Reid On 5/22/07, d. michelle hinn wrote: > Yes, couple that with a booth at GDC...for the first time we'll have > the chance to really get the word on the street! Or at least the > 'net. :) > > >wow! that will be THE Arcade! Excellent > >/Thomas > > > > > >22 maj 2007 kl. 21.04 skrev d. michelle hinn: > > > >>but free of charge booth. Ac > >> > > > >__________________________________ > >Thomas Westin > >VD / CEO > > > >Pin Interactive AB > >:: Digital Culture Analysis :: Tools :: Worlds > >__________________________________ > >Award Winning Developer > >www.pininteractive.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 reid at rbkdesign.com Wed May 23 01:16:13 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Tue, 22 May 2007 22:16:13 -0700 Subject: [games_access] Disability Awareness Week at Ohlone College Message-ID: Hi all, I was contacted by a Victor Cardenas of Ohlone College in Fremont, California regarding a week long conference they run each year to celebrate National Disability Awareness month in October. During their Disability Awareness week they are looking for speeches, workshops and such. After talking to Victor a bit, I've tentatively agreed to present at the conference talking about closed captioning in games. If anyone else would like to come down and give a talk, I can get you in touch with Victor to work out the details. He's even open to the idea of an Accessibility Arcade or anything else we come up with. They have a brand new videogame design program so we can be sure to get a lot of attention from those students and I'm told they have a large deaf population. -Reid From ladysekhmet.dj at gmail.com Wed May 23 10:00:23 2007 From: ladysekhmet.dj at gmail.com (DJ Bono) Date: Wed, 23 May 2007 10:00:23 -0400 Subject: [games_access] E For All, and other stuff Message-ID: <21e80ec20705230700g78a7cff9rb76bc5868727bbcd@mail.gmail.com> Whoa, I've been reading up on a lot of posts. So I have a few comments. This is from Tim "- adding [CC] becomes more difficult because there's not just a pre-scripted set of lines that the audio department records, but you have live voice-chat that doesn't [CC] easily Theoretically, one could use voice recognition software to do dynamic [CC] of voice-chat, but voice recognition software still has a long way to go, and sucks up a lot of processor time/power from games that may want it." It's interesting that you said about voice chat and stuff. I don't know about other deafies, but for me, I could care less about having a chat mode. It's very distracting to try to play a game and read what other people are saying. I have never played a MMORPG before, so it may be a little bit different in that method. Live and voice chats are the reason why I don't play online games such as Halo or whatever. Besides, how would the program recongize MY voice?? I do speak english fluentlly, and people sometime don't even realize that I'm deaf. However, I have tried using my mom's voice recongization program, and it does squat. Not all deafies have great voices, and some don't speak at all....regardless, voice recognition is not the way to go to satisfy the needs of deaf people. I don't have XBox360, but I've seen the new controller with the "sidekick" ripoff keyboard on the controller...does anyone have one and does it really work? There's a lot of deaf people that i know that can thumb type unbelievably at a high speed, so they do have a lot of dexiterity (woot!), to do both type chat and play games. However, I do notice that there has been increasing games that are subtitled though. Closed Captioning is different from Subtitling....huge difference. :-) Sometimes I do get a little disappointed with certain games, but over the years of playing games I've come to term to accept them. One of the nicest thing anyone can do is to type out the words for the cutscenes of certain games (Resident Evil 4 comes in mind...one guy typed the entire script because his girlfriend is deaf). We do have a long way to go, but we're getting there! Reid - is there any way we can cry "ADA Law!" to these Game Developers??? :-) Secondly - I'm a bit of a noob...so forgive me. How do one get invited to go to GDC? I would LOVE to go in 2008, but how do I get invited? I'm thinking about going to E for All, but it may cost me quite a lot of money as I'm coming from New Jersey...hence why I may not be able to attend to E for All AND GDC. Maybe I should move to California! Also, the biggest concern I have is the ability to get interpreters. That's all that really matters to me. Many expos like this won't be willing to pay for interpreters just for one person or two, and they would need to hire at least 4 interpreters to rotate...otherwise THEY will have disabled hands, and that, my friends, costs a lot of money. Sorry for the long email....:-) DJ -------------- next part -------------- An HTML attachment was scrubbed... URL: From reid at rbkdesign.com Wed May 23 10:46:17 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Wed, 23 May 2007 07:46:17 -0700 Subject: [games_access] E For All, and other stuff In-Reply-To: <21e80ec20705230700g78a7cff9rb76bc5868727bbcd@mail.gmail.com> References: <21e80ec20705230700g78a7cff9rb76bc5868727bbcd@mail.gmail.com> Message-ID: Hi, I have seen the x360 controller keypad add-on and think it's a great move. I worry it won't be compatible with some games. I don't think there is a way to type msgs in a game like Halo. Forget that Halo is fast paced and people shouldn't type during play. There still needs to be that option because as DJ pointed out, some deaf don't speak clearly (not their fault). I would prefer games to offer a variety of options for communicating. 1. voice chat 2. build sentences or choose complete sentences by choosing from a menu 3. text typing Users could have the option of converting all incoming text to voice if they choose. Unreal Tournament 2004 does this I think. Conversely, voice to text would be great, but does need improvement and finally straight text to text. I think that would help bridge the gap. It's unfortunate deaf players avoid games that use voice communication. I doubt many game devs are aware of this. As for ADA law... I have to read up more on it, but I don't think it covers games for entertainment purposes. We can warn devs of a future scenario where they could one day face lawsuits, but that's not very compelling. -Reid On 5/23/07, DJ Bono wrote: > Whoa, I've been reading up on a lot of posts. So I have a few comments. > This is from Tim "- adding [CC] becomes more difficult because there's not > just a pre-scripted set of lines that the audio department > records, but you have live voice-chat that doesn't [CC] > easily > > Theoretically, one could use voice recognition software to > do dynamic [CC] of voice-chat, but voice recognition > software still has a long way to go, and sucks up a lot of > processor time/power from games that may want it." > > It's interesting that you said about voice chat and stuff. I don't know > about other deafies, but for me, I could care less about having a chat mode. > It's very distracting to try to play a game and read what other people are > saying. I have never played a MMORPG before, so it may be a little bit > different in that method. Live and voice chats are the reason why I don't > play online games such as Halo or whatever. Besides, how would the program > recongize MY voice?? I do speak english fluentlly, and people sometime don't > even realize that I'm deaf. However, I have tried using my mom's voice > recongization program, and it does squat. Not all deafies have great voices, > and some don't speak at all....regardless, voice recognition is not the way > to go to satisfy the needs of deaf people. I don't have XBox360, but I've > seen the new controller with the "sidekick" ripoff keyboard on the > controller...does anyone have one and does it really work? There's a lot of > deaf people that i know that can thumb type unbelievably at a high speed, so > they do have a lot of dexiterity (woot!), to do both type chat and play > games. > However, I do notice that there has been increasing games that are > subtitled though. Closed Captioning is different from Subtitling....huge > difference. :-) Sometimes I do get a little disappointed with certain games, > but over the years of playing games I've come to term to accept them. One of > the nicest thing anyone can do is to type out the words for the cutscenes of > certain games (Resident Evil 4 comes in mind...one guy typed the entire > script because his girlfriend is deaf). We do have a long way to go, but > we're getting there! > Reid - is there any way we can cry "ADA Law!" to these Game > Developers??? :-) > > > Secondly - I'm a bit of a noob...so forgive me. How do one get invited to > go to GDC? I would LOVE to go in 2008, but how do I get invited? I'm > thinking about going to E for All, but it may cost me quite a lot of money > as I'm coming from New Jersey...hence why I may not be able to attend to E > for All AND GDC. Maybe I should move to California! > > Also, the biggest concern I have is the ability to get interpreters. > That's all that really matters to me. Many expos like this won't be willing > to pay for interpreters just for one person or two, and they would need to > hire at least 4 interpreters to rotate...otherwise THEY will have disabled > hands, and that, my friends, costs a lot of money. > > > Sorry for the long email....:-) > > DJ > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From agdev at thechases.com Wed May 23 11:34:22 2007 From: agdev at thechases.com (Tim Chase) Date: Wed, 23 May 2007 10:34:22 -0500 Subject: [games_access] E For All, and other stuff In-Reply-To: <21e80ec20705230700g78a7cff9rb76bc5868727bbcd@mail.gmail.com> References: <21e80ec20705230700g78a7cff9rb76bc5868727bbcd@mail.gmail.com> Message-ID: <46545EFE.80601@thechases.com> >> Theoretically, one could use voice recognition software to >> do dynamic [CC] of voice-chat, but voice recognition >> software still has a long way to go, and sucks up a lot of >> processor time/power from games that may want it." > > Besides, how would the program recongize MY voice?? I do speak > english fluentlly, and people sometime don't even realize that > I'm deaf. However, I have tried using my mom's voice > recongization program, and it does squat. Not all deafies have > great voices, and some don't speak at all....regardless, voice > recognition is not the way to go to satisfy the needs of deaf > people. Heh, must have been a little miscommunication on my part there...my suggestion for using voice-recog was not so much that the deaf player would speak to the computer, but rather to allow for a sort of "dynamic captioning" so that a deaf player (or someone without speakers/headphones, or whatever might prevent them from hearing conversations) has a chance of following along while their teammates chat. Thus, while your teammates might be using voice chat, your local VR system could theoretically pull in those voice feeds and dynamically caption them. Or at least give the half-hearted transcription that VR currently provides (95-98% recognition sounds impressively high until you try and use it) while dragging your processor to its knees. However, it might be better than nothing. Or, it would be even crazier to allow voice+video chat which might theoretically allow signing teammates to sign to each other. Granted, trying to sign in the heat of battle when both hands are on the controller might be a bit of a challenge, but it at least opens another avenue of communication between teammates. This could even be taken a step further and use image processing on the local side of things so that the player's avatar does the signing. Granted, the computer would only pick up gross movements, rather than the subtle nuances that are involved in signing, so this might be a step backwards for accessibility. :-/ -tim From reid at rbkdesign.com Wed May 23 12:17:26 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Wed, 23 May 2007 09:17:26 -0700 Subject: [games_access] E For All, and other stuff In-Reply-To: <46545EFE.80601@thechases.com> References: <21e80ec20705230700g78a7cff9rb76bc5868727bbcd@mail.gmail.com> <46545EFE.80601@thechases.com> Message-ID: One thing I realized with the Nintendo Wii is that there isn't one technology or technique that makes something accessible to everyone. It's the combination of many different options and techniques that give people the choice of how to access the games they play. In other words, I think all of the ideas presented are equally valid because someone is likely it find them suitable for their needs. The trick is getting developers to implement all these options in a way that doesn't overwhelm the user. -Reid On 5/23/07, Tim Chase wrote: > >> Theoretically, one could use voice recognition software to > >> do dynamic [CC] of voice-chat, but voice recognition > >> software still has a long way to go, and sucks up a lot of > >> processor time/power from games that may want it." > > > > Besides, how would the program recongize MY voice?? I do speak > > english fluentlly, and people sometime don't even realize that > > I'm deaf. However, I have tried using my mom's voice > > recongization program, and it does squat. Not all deafies have > > great voices, and some don't speak at all....regardless, voice > > recognition is not the way to go to satisfy the needs of deaf > > people. > > Heh, must have been a little miscommunication on my part > there...my suggestion for using voice-recog was not so much that > the deaf player would speak to the computer, but rather to allow > for a sort of "dynamic captioning" so that a deaf player (or > someone without speakers/headphones, or whatever might prevent > them from hearing conversations) has a chance of following along > while their teammates chat. Thus, while your teammates might be > using voice chat, your local VR system could theoretically pull > in those voice feeds and dynamically caption them. Or at least > give the half-hearted transcription that VR currently provides > (95-98% recognition sounds impressively high until you try and > use it) while dragging your processor to its knees. However, it > might be better than nothing. > > Or, it would be even crazier to allow voice+video chat which > might theoretically allow signing teammates to sign to each > other. Granted, trying to sign in the heat of battle when both > hands are on the controller might be a bit of a challenge, but it > at least opens another avenue of communication between teammates. > This could even be taken a step further and use image processing > on the local side of things so that the player's avatar does the > signing. Granted, the computer would only pick up gross > movements, rather than the subtle nuances that are involved in > signing, so this might be a step backwards for accessibility. :-/ > > -tim > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From thomas at pininteractive.com Wed May 23 15:34:33 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Wed, 23 May 2007 21:34:33 +0200 Subject: [games_access] Ideas for GDC 2008 In-Reply-To: References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@Inspiron><464F9816.6050308@thechases.com><020801c79ac5$e5d38d30$0302a8c0@OneSwitch> Message-ID: I like the tag team idea at the expo And leaving stuff in the expo would be a real plus I understand we can't choose the days, asking is all we can do /Thomas __________________________________ Thomas Westin VD / CEO Pin Interactive AB :: Digital Culture Analysis :: Tools :: Worlds __________________________________ Award Winning Developer www.pininteractive.com -------------- next part -------------- An HTML attachment was scrubbed... URL: From eelke.folmer at gmail.com Wed May 23 17:32:32 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Wed, 23 May 2007 14:32:32 -0700 Subject: [games_access] persona Message-ID: <8432A0B2-A11B-48A4-93D3-B92CDCC5A553@gmail.com> Hi, I had an idea that I picked up a while ago while I was at CHI 2006 last year, I found it last week while going through old notes. At Chi2006 there was a talk on microsoft office and one of the interaction designers showed how microsoft uses persona' to help design software. E.g. there would be a grandma called betty (making these names up) who would use word to write a letter to her son. There would be a 12 year old schoolgirl called emma who would use word to write a school paper on dinosaurs. There would be a 'dad' who would use excel to calculate car payments. etc etc, there were about 6 of these personas on big signs with a name, a photo, some of their hobbies and some sentences indicating how they would use a particular Microsoft application. (i'm not exactly sure what was on there). They would hang these persona's as posters in offices in microsoft so the developers would be aware for who they were designing for. At some point they would not notice the posters any more but these persona's were very much embedded in the development of software and were always references in discussions. E.g. they would consider adding a complicated feature in excel that could help dad more easy but that would also make the interface more difficult for tommie, etc etc. I was wondering whether we could do the same for disabilities? If we can actually provide developers 4-6 persona (covering most disabilities) I think it would be an helpful tool which can facilitate discussion and will also allow more clearly to focus the development of a game to include disabilities. I was thinking of doing it for my collection of patterns already because i think its just more personable to develop for "blind bettie" and show a picture of a girl that is actually blind than just use "visual impairments". Any ideas/thoughts on this? 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 eelke.folmer at gmail.com Wed May 23 17:33:26 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Wed, 23 May 2007 14:33:26 -0700 Subject: [games_access] Game Accessibility Conference In-Reply-To: References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@I nspiron> <021101c79ac6$2b5bff40$0302a8c0@OneSwitch> Message-ID: Hi, The idea of a conference focusing on game accessibility is great but I'm kind of concerned whether we will be able to attract an audience for it. What is the goal? 'spreading the word' e.g. convincing game developers of the importance of making games accessible? or or do we target our fellow researchers and discuss & explore new ways of making games more accessible and putting accessibility on the roadmap of developers? I think it is important to distinguish between these goals. cheers Eelke On May 20, 2007, at 12:01 PM, d. michelle hinn wrote: > Hi all, > > So I've mentioned this before but we should probably start > discussing it for real. The IGDA would like to support our efforts > in creating a one-day conference on Game Accessibility. Now this > could be something attached to another conference (like GDC) or on > it's own as a "summit" at a time where we aren't so frazzled from GDC. > > This is one of the things I'll be bringing up at the online > meetings this week so I'd appreciate ideas for location, dates, how > wide we cast the net (ie, do we personally court a person from > every major game company we can to attend), do we want it to be > small the first year and then cast the net wider the next year? > > What are your thoughts? Basically the IGDA now has a group that > does conference/summit set ups for us so we tell them what we want > and they deal with the registration, hotel block reservations, > venue, some advertising, etc. So that's what make it's a very cool > opportunity! > > Michelle > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access ------------------------------------------------------------------------ ---- 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 reid at rbkdesign.com Wed May 23 17:59:21 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Wed, 23 May 2007 14:59:21 -0700 Subject: [games_access] Game Accessibility Conference In-Reply-To: References: <006501c7995f$f62289f0$6501a8c0@Inspiron> <021101c79ac6$2b5bff40$0302a8c0@OneSwitch> Message-ID: "I'm kind of concerned whether we will be able to attract an audience for it" I think the first GDC had 7 attendees. We shouldn't put unrealistic pressure on ourselves with our first conference to bring in huge numbers or big names. The other questions you ask are right. If it's a conference, I'd want to see some sessions geared towards the academic/research crowd talking about ways to improve accessibility and others geared to developers talking about the practical implementations that work now. On 5/23/07, Eelke Folmer wrote: > > Hi, > > The idea of a conference focusing on game accessibility is great but I'm > kind of concerned whether we will be able to attract an audience for it. > What is the goal? 'spreading the word' e.g. convincing game developers of > the importance of making games accessible? or or do we target our fellow > researchers and discuss & explore new ways of making games more accessible > and putting accessibility on the roadmap of developers? > > I think it is important to distinguish between these goals. > > cheers Eelke > > > > > On May 20, 2007, at 12:01 PM, d. michelle hinn wrote: > > Hi all, > > So I've mentioned this before but we should probably start discussing it for > real. The IGDA would like to support our efforts in creating a one-day > conference on Game Accessibility. Now this could be something attached to > another conference (like GDC) or on it's own as a "summit" at a time where > we aren't so frazzled from GDC. > > This is one of the things I'll be bringing up at the online meetings this > week so I'd appreciate ideas for location, dates, how wide we cast the net > (ie, do we personally court a person from every major game company we can to > attend), do we want it to be small the first year and then cast the net > wider the next year? > > What are your thoughts? Basically the IGDA now has a group that does > conference/summit set ups for us so we tell them what we want and they deal > with the registration, hotel block reservations, venue, some advertising, > etc. So that's what make it's a very cool opportunity! > > Michelle > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > ---------------------------------------------------------------------------- > 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 eelke.folmer at gmail.com Wed May 23 19:12:29 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Wed, 23 May 2007 16:12:29 -0700 Subject: [games_access] E for All In-Reply-To: References: <006501c7995f$f62289f0$6501a8c0@Inspiron> <021101c79ac6$2b5bff40$0302a8c0@OneSwitch> <602BA2C5-5F08-40B7-AA1C-610F2A8D6B10@pininteractive.com> Message-ID: <836db6300705231612g9790ae9v8ef057e9d031f55f@mail.gmail.com> Hi, I have the funds to go. I could go but I'll probably be busy with teaching. By the way, i have all the accessibility equipment (e.g. quad controller, one handed joysticks & stuff, still need to order some one button) so we don't have to ship it from the UK. cheers eelke On 5/22/07, Reid Kimball wrote: > There's a possibility I could attend as it's on the west coast. > There's another conference I'll probably attend in Oct, will send an > email about it soon. > > -Reid > > On 5/22/07, d. michelle hinn wrote: > > Yes, couple that with a booth at GDC...for the first time we'll have > > the chance to really get the word on the street! Or at least the > > 'net. :) > > > > >wow! that will be THE Arcade! Excellent > > >/Thomas > > > > > > > > >22 maj 2007 kl. 21.04 skrev d. michelle hinn: > > > > > >>but free of charge booth. Ac > > >> > > > > > >__________________________________ > > >Thomas Westin > > >VD / CEO > > > > > >Pin Interactive AB > > >:: Digital Culture Analysis :: Tools :: Worlds > > >__________________________________ > > >Award Winning Developer > > >www.pininteractive.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 > -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- From bsawyer at dmill.com Wed May 23 19:53:51 2007 From: bsawyer at dmill.com (Ben Sawyer) Date: Wed, 23 May 2007 19:53:51 -0400 Subject: [games_access] Game Accessibility Conference In-Reply-To: References: <006501c7995f$f62289f0$6501a8c0@Inspiron> <021101c79ac6$2b5bff40$0302a8c0@OneSwitch> Message-ID: We would like to support a one day conference as part of Games for Health in May 2008 and I think a portion of our audience would definitely respond to it. - Ben On May 23, 2007, at 5:59 PM, Reid Kimball wrote: > "I'm kind of concerned whether we will be able to attract an audience > for it" I think the first GDC had 7 attendees. We shouldn't put > unrealistic pressure on ourselves with our first conference to bring > in huge numbers or big names. The other questions you ask are right. > If it's a conference, I'd want to see some sessions geared towards the > academic/research crowd talking about ways to improve accessibility > and others geared to developers talking about the practical > implementations that work now. > > On 5/23/07, Eelke Folmer wrote: >> >> Hi, >> >> The idea of a conference focusing on game accessibility is great >> but I'm >> kind of concerned whether we will be able to attract an audience >> for it. >> What is the goal? 'spreading the word' e.g. convincing game >> developers of >> the importance of making games accessible? or or do we target our >> fellow >> researchers and discuss & explore new ways of making games more >> accessible >> and putting accessibility on the roadmap of developers? >> >> I think it is important to distinguish between these goals. >> >> cheers Eelke >> >> >> >> >> On May 20, 2007, at 12:01 PM, d. michelle hinn wrote: >> >> Hi all, >> >> So I've mentioned this before but we should probably start >> discussing it for >> real. The IGDA would like to support our efforts in creating a one- >> day >> conference on Game Accessibility. Now this could be something >> attached to >> another conference (like GDC) or on it's own as a "summit" at a >> time where >> we aren't so frazzled from GDC. >> >> This is one of the things I'll be bringing up at the online >> meetings this >> week so I'd appreciate ideas for location, dates, how wide we cast >> the net >> (ie, do we personally court a person from every major game company >> we can to >> attend), do we want it to be small the first year and then cast >> the net >> wider the next year? >> >> What are your thoughts? Basically the IGDA now has a group that does >> conference/summit set ups for us so we tell them what we want and >> they deal >> with the registration, hotel block reservations, venue, some >> advertising, >> etc. So that's what make it's a very cool opportunity! >> >> Michelle >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> --------------------------------------------------------------------- >> ------- >> 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 Wed May 23 15:36:57 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 23 May 2007 14:36:57 -0500 Subject: [games_access] Disability Awareness Week at Ohlone College In-Reply-To: References: Message-ID: Hmm...and since E for All is in October...and they give us the booth...this could be a double opportunity. Any idea of when this will take place (I mean what week, not month)? BTW, UIUC has a month long disability awareness event in April (this next April being the month that UIUC celebrates it's 60th year of their dorm for students with disabilities). So it's great to see that more universities are hosting these events. Yes, please do get me in contact with Victor. Thanks! Michelle >Hi all, > >I was contacted by a Victor Cardenas of Ohlone College in Fremont, >California regarding a week long conference they run each year to >celebrate National Disability Awareness month in October. During their >Disability Awareness week they are looking for speeches, workshops and >such. After talking to Victor a bit, I've tentatively agreed to >present at the conference talking about closed captioning in games. If >anyone else would like to come down and give a talk, I can get you in >touch with Victor to work out the details. He's even open to the idea >of an Accessibility Arcade or anything else we come up with. They have >a brand new videogame design program so we can be sure to get a lot of >attention from those students and I'm told they have a large deaf >population. > >-Reid >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Wed May 23 18:27:47 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 23 May 2007 17:27:47 -0500 Subject: [games_access] Game Accessibility Conference In-Reply-To: References: <006501c7995f$f62289f0$6501a8c0@Inspiron> <021101c79ac6$2b5bff40$0302a8c0@OneSwitch> Message-ID: Yes, I agree that setting the tone by having a stand alone conference is the best way to start. Ernest Adams has agreed to be a part of our advisory board (and he started the GDC when it was called the CGC) and I'm hoping he can join us in discussing how best to do this. Even if it's just us...and we'd know that ahead of time due to registration...it would be nice to have a place for us to meet and talk about GA and share our work. GDC is just not the place for that -- for the last four years we've all ended up completely sapped and I can't imagine us pulling double duty there and living to tell about it. So lots to talk about -- my last message said I was leaning toward devs but now I'm thinking that with the DiGRA co-sig...why couldn't we attract some of each and make it a co IGDA/DiGRA event? Michelle >"I'm kind of concerned whether we will be able to attract an audience >for it" I think the first GDC had 7 attendees. We shouldn't put >unrealistic pressure on ourselves with our first conference to bring >in huge numbers or big names. The other questions you ask are right. >If it's a conference, I'd want to see some sessions geared towards the >academic/research crowd talking about ways to improve accessibility >and others geared to developers talking about the practical >implementations that work now. > >On 5/23/07, Eelke Folmer wrote: >> >>Hi, >> >>The idea of a conference focusing on game accessibility is great but I'm >>kind of concerned whether we will be able to attract an audience for it. >>What is the goal? 'spreading the word' e.g. convincing game developers of >>the importance of making games accessible? or or do we target our fellow >>researchers and discuss & explore new ways of making games more accessible >>and putting accessibility on the roadmap of developers? >> >>I think it is important to distinguish between these goals. >> >>cheers Eelke >> >> >> >> >>On May 20, 2007, at 12:01 PM, d. michelle hinn wrote: >> >>Hi all, >> >>So I've mentioned this before but we should probably start discussing it for >>real. The IGDA would like to support our efforts in creating a one-day >>conference on Game Accessibility. Now this could be something attached to >>another conference (like GDC) or on it's own as a "summit" at a time where >>we aren't so frazzled from GDC. >> >>This is one of the things I'll be bringing up at the online meetings this >>week so I'd appreciate ideas for location, dates, how wide we cast the net >>(ie, do we personally court a person from every major game company we can to >>attend), do we want it to be small the first year and then cast the net >>wider the next year? >> >>What are your thoughts? Basically the IGDA now has a group that does >>conference/summit set ups for us so we tell them what we want and they deal >>with the registration, hotel block reservations, venue, some advertising, >>etc. So that's what make it's a very cool opportunity! >> >>Michelle >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> >>---------------------------------------------------------------------------- >>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 Wed May 23 17:57:00 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 23 May 2007 16:57:00 -0500 Subject: [games_access] persona In-Reply-To: <8432A0B2-A11B-48A4-93D3-B92CDCC5A553@gmail.com> References: <8432A0B2-A11B-48A4-93D3-B92CDCC5A553@gmail.com> Message-ID: Hey -- great reminder of a course I took MANY years ago -- a guy named John M. Carroll who used to be at Virginia Tech (I was in his course) and is now at Penn State that has been doing work on scenario based design that I think also fits in here -- it not just covers the persona but also their context. I'm wondering if it was someone from Carroll's group that was the presenter at CHI 2006? This is what we also have in mind for the book so I think that by all means we should start working on these. We've used some persona in other papers but taking it further would be great! BUT...and I have to tell this funny story...one thing that was kind of funny from the Microsoft end of things was that when I was working there -- and keep in mind that the games group was way off the main MS campus -- the artists scanned in the posters and put up NEW fliers that had "Why is Bill Gates so happy?" And instead of saying that it was because he was using Microsoft XP and just made a great deal...it was because he was sitting in a bowl full of jello. LOL. Michelle >Hi, > >I had an idea that I picked up a while ago while I was at CHI 2006 >last year, I found it last week while going through old notes. At >Chi2006 there was a talk on microsoft office and one of the >interaction designers showed how microsoft uses persona' to help >design software. E.g. there would be a grandma called betty (making >these names up) who would use word to write a letter to her son. >There would be a 12 year old schoolgirl called emma who would use >word to write a school paper on dinosaurs. There would be a 'dad' >who would use excel to calculate car payments. etc etc, there were >about 6 of these personas on big signs with a name, a photo, some of >their hobbies and some sentences indicating how they would use a >particular Microsoft application. (i'm not exactly sure what was on >there). They would hang these persona's as posters in offices in >microsoft so the developers would be aware for who they were >designing for. At some point they would not notice the posters any >more but these persona's were very much embedded in the development >of software and were always references in discussions. E.g. they >would consider adding a complicated feature in excel that could help >dad more easy but that would also make the interface more difficult >for tommie, etc etc. > >I was wondering whether we could do the same for disabilities? If we >can actually provide developers 4-6 persona (covering most >disabilities) I think it would be an helpful tool which can >facilitate discussion and will also allow more clearly to focus the >development of a game to include disabilities. > >I was thinking of doing it for my collection of patterns already >because i think its just more personable to develop for "blind >bettie" and show a picture of a girl that is actually blind than >just use "visual impairments". > >Any ideas/thoughts on this? > >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 hinn at uiuc.edu Wed May 23 20:47:57 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 23 May 2007 19:47:57 -0500 Subject: [games_access] Game Accessibility Conference In-Reply-To: References: <006501c7995f$f62289f0$6501a8c0@Inspiron> <021101c79ac6$2b5bff40$0302a8c0@OneSwitch> Message-ID: I think that's a great opportunity to do as well -- I think we'd hit two different communities (Games for Health doesn't always cross over to the mainstream game dev community and vice versa) and that would give us a chance to get the folks doing stuff in health together and the folks doing stuff with the mainstream together. Michelle >We would like to support a one day conference as part of Games for >Health in May 2008 and I think a portion of our audience would >definitely respond to it. > >- Ben > >On May 23, 2007, at 5:59 PM, Reid Kimball wrote: > >>"I'm kind of concerned whether we will be able to attract an audience >>for it" I think the first GDC had 7 attendees. We shouldn't put >>unrealistic pressure on ourselves with our first conference to bring >>in huge numbers or big names. The other questions you ask are right. >>If it's a conference, I'd want to see some sessions geared towards the >>academic/research crowd talking about ways to improve accessibility >>and others geared to developers talking about the practical >>implementations that work now. >> >>On 5/23/07, Eelke Folmer wrote: >>> >>>Hi, >>> >>>The idea of a conference focusing on game accessibility is great but I'm >>>kind of concerned whether we will be able to attract an audience for it. >>>What is the goal? 'spreading the word' e.g. convincing game developers of >>>the importance of making games accessible? or or do we target our fellow >>>researchers and discuss & explore new ways of making games more accessible >>>and putting accessibility on the roadmap of developers? >>> >>>I think it is important to distinguish between these goals. >>> >>>cheers Eelke >>> >>> >>> >>> >>>On May 20, 2007, at 12:01 PM, d. michelle hinn wrote: >>> >>>Hi all, >>> >>>So I've mentioned this before but we should probably start discussing it for >>>real. The IGDA would like to support our efforts in creating a one-day >>>conference on Game Accessibility. Now this could be something attached to >>>another conference (like GDC) or on it's own as a "summit" at a time where >>>we aren't so frazzled from GDC. >>> >>>This is one of the things I'll be bringing up at the online meetings this >>>week so I'd appreciate ideas for location, dates, how wide we cast the net >>>(ie, do we personally court a person from every major game company we can to >>>attend), do we want it to be small the first year and then cast the net >>>wider the next year? >>> >>>What are your thoughts? Basically the IGDA now has a group that does >>>conference/summit set ups for us so we tell them what we want and they deal >>>with the registration, hotel block reservations, venue, some advertising, >>>etc. So that's what make it's a very cool opportunity! >>> >>>Michelle >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>>---------------------------------------------------------------------------- >>>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 Wed May 23 16:57:36 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 23 May 2007 15:57:36 -0500 Subject: [games_access] Ideas for GDC 2008 In-Reply-To: References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@I nspiron><464F9816.6050308@thechases.c om><020801c79ac5$e5d38d30$0302a8c0@OneSwitch> Message-ID: Well, with the expo we're stuck with the expo days and hours so there's not much to be done with that. But the sessions we might have a little more room to negotiate...the only problem is that we don't know the whole schedule until they post it, which is typically really late. So we could give them a list of "we don't want to be up against person 1, 2, 3, 4, ..." which could land us back in the land of all our sessions being at 8am or 6pm because they are more likely to schedule the "stars" during prime hours. Michelle >I like the tag team idea at the expo > >And leaving stuff in the expo would be a real plus > >I understand we can't choose the days, asking is all we can do > >/Thomas > >__________________________________ >Thomas Westin >VD / CEO > >Pin Interactive AB >:: Digital Culture Analysis :: Tools :: Worlds >__________________________________ >Award Winning Developer >www.pininteractive.com > > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Wed May 23 16:21:44 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 23 May 2007 15:21:44 -0500 Subject: [games_access] E For All, and other stuff In-Reply-To: <21e80ec20705230700g78a7cff9rb76bc5868727bbcd@mail.gmail.com> References: <21e80ec20705230700g78a7cff9rb76bc5868727bbcd@mail.gmail.com> Message-ID: I can speak to the GDC passes info -- Mainly anyone can go...but the tickets are $$$ (MUCH more so than for E for ALL) as it's aimed at deep pocketed developers. That being said the passes that I get are usually for others who are planning to present something (we're coming up on the SIG deadline for getting our presentations together). So email me off list (hinn at uiuc.edu) and we can talk about ways that you could participate in a session that, if accepted, could get you a pass. Perhaps a SIG-sponsored session on [cc] by you and Reid would be particularly powerful? As for interpreters...the GDC has interpreters already in place to interpret sessions INTO Japanese (perhaps not sign language in Japanese). The GDC people (CMP) have also always been VERY accommodating when I've asked for accessibility-related things (ramps, lifts, extra tickets for nurses, etc) so if you were to go, don't worry...I'd hound them to death (maybe I should change my title here to "chief pesterer?). :) Basically I can see them wanting some advance notice as to what sessions you'd be attending so that they can best plan for that. Michelle >Whoa, I've been reading up on a lot of posts. So I have a few comments. >This is from Tim "- adding [CC] becomes more difficult because there's not > just a pre-scripted set of lines that the audio department > records, but you have live voice-chat that doesn't [CC] > easily > >Theoretically, one could use voice recognition software to >do dynamic [CC] of voice-chat, but voice recognition >software still has a long way to go, and sucks up a lot of >processor time/power from games that may want it." > >It's interesting that you said about voice chat and stuff. I don't >know about other deafies, but for me, I could care less about having >a chat mode. It's very distracting to try to play a game and read >what other people are saying. I have never played a MMORPG before, >so it may be a little bit different in that method. Live and voice >chats are the reason why I don't play online games such as Halo or >whatever. Besides, how would the program recongize MY voice?? I do >speak english fluentlly, and people sometime don't even realize that >I'm deaf. However, I have tried using my mom's voice recongization >program, and it does squat. Not all deafies have great voices, and >some don't speak at all....regardless, voice recognition is not the >way to go to satisfy the needs of deaf people. I don't have >XBox360, but I've seen the new controller with the "sidekick" ripoff >keyboard on the controller...does anyone have one and does it really >work? There's a lot of deaf people that i know that can thumb type >unbelievably at a high speed, so they do have a lot of dexiterity >(woot!), to do both type chat and play games. > However, I do notice that there has been increasing games that >are subtitled though. Closed Captioning is different from >Subtitling....huge difference. :-) Sometimes I do get a little >disappointed with certain games, but over the years of playing games >I've come to term to accept them. One of the nicest thing anyone can >do is to type out the words for the cutscenes of certain games >(Resident Evil 4 comes in mind...one guy typed the entire script >because his girlfriend is deaf). We do have a long way to go, but >we're getting there! > Reid - is there any way we can cry "ADA Law!" to these Game >Developers??? :-) > > >Secondly - I'm a bit of a noob...so forgive me. How do one get >invited to go to GDC? I would LOVE to go in 2008, but how do I get >invited? I'm thinking about going to E for All, but it may cost me >quite a lot of money as I'm coming from New Jersey...hence why I may >not be able to attend to E for All AND GDC. Maybe I should move to >California! > > Also, the biggest concern I have is the ability to get >interpreters. That's all that really matters to me. Many expos like >this won't be willing to pay for interpreters just for one person or >two, and they would need to hire at least 4 interpreters to >rotate...otherwise THEY will have disabled hands, and that, my >friends, costs a lot of money. > > >Sorry for the long email....:-) > >DJ > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Wed May 23 18:23:15 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 23 May 2007 17:23:15 -0500 Subject: [games_access] Game Accessibility Conference In-Reply-To: References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@I nspiron> <021101c79ac6$2b5bff40$0302a8c0@OneSwitch> Message-ID: Yes, I agree -- we should really analyze this and how we can get some major developers there or academics there (which would, I presume, make location, location, location a big issue). In our history, though, we haven't really attracted the researchers OR the developers. So unless we really focus on which way to go and really put everything behind that, we still won't get either audience. So, yes, I totally agree -- what is the better way to go? I'm leaning toward the dev community simply because I think that they can afford the price tag (given that we aren't doing this ourselves AND the fact that venues costs money...I'm sure that there will be a nice price tag that we won't benefit from but will at least help fray the costs of the things we won't be doing). So the idea of 2008 is even more attractive because then we can really focus on advertising and signing people up. So either way we'll need a group of "hounds" like myself who will email people, call people...we need a PR pro bono firm! BUT! There's some new news...As of yesterday...we now have a DiGRA parallel SIG that I'd like those of us who are researchers to really take the lead on. This SIG is a co-IGDA-DiGRA effort and I think that this is exciting! More soon on this! Michelle >Hi, > >The idea of a conference focusing on game accessibility is great but >I'm kind of concerned whether we will be able to attract an audience >for it. What is the goal? 'spreading the word' e.g. convincing game >developers of the importance of making games accessible? or or do we >target our fellow researchers and discuss & explore new ways of >making games more accessible and putting accessibility on the >roadmap of developers? > >I think it is important to distinguish between these goals. > >cheers Eelke > > > >On May 20, 2007, at 12:01 PM, d. michelle hinn wrote: > >>Hi all, >> >>So I've mentioned this before but we should probably start >>discussing it for real. The IGDA would like to support our efforts >>in creating a one-day conference on Game Accessibility. Now this >>could be something attached to another conference (like GDC) or on >>it's own as a "summit" at a time where we aren't so frazzled from >>GDC. >> >>This is one of the things I'll be bringing up at the online >>meetings this week so I'd appreciate ideas for location, dates, how >>wide we cast the net (ie, do we personally court a person from >>every major game company we can to attend), do we want it to be >>small the first year and then cast the net wider the next year? >> >>What are your thoughts? Basically the IGDA now has a group that >>does conference/summit set ups for us so we tell them what we want >>and they deal with the registration, hotel block reservations, >>venue, some advertising, etc. So that's what make it's a very cool >>opportunity! >> >>Michelle >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> > >---------------------------------------------------------------------------- >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 hinn at uiuc.edu Wed May 23 16:25:39 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 23 May 2007 15:25:39 -0500 Subject: [games_access] Ideas for GDC 2008 In-Reply-To: References: <006501c7995f$f62289f0$6501a8c0@Inspiron> <000001c79a28$0cb7cd10$6501a8c0@Inspiron> <464F9816.6050308@thechases.com> <020801c79ac5$e5d38d30$0302a8c0@OneSwitch> Message-ID: The main thing to consider (worry about) is that the fewer sessions we have (and the expo doesn't count), the fewer passes we get that allow us to get into the main part of GDC. So we reallllly have to think about the number of sessions we could realistically do (and perhaps this means that the SIG sponsors sessions that are meant for, say, "research on accessibility" that just a few people take and run with). So...I need to be tricky...er...innovative. ;) Michelle >I like something along these lines for a GDC session title, > >Innovation: True Next Generation Gameplay for Everyone > >However, it risks sounding like marketing hype and devs see right >through that. Anyway, this could be our "wow that's cool shit" type of >presentation where we talk about the Demor sound based game for the >blind and Brain Fingers and the Haptic device. We try to make this as >flashy and cool as possible, even if tech isn't 100% there or games >widely available. It should be entertaining for people who like to see >what's around the corner and educational in showing people that there >are those with disabilities that can't play their current games. > >Aside from that, I'd like to try the Expo booth more than a GDC >session. There's only a few ways I can talk about closed captioning >and I think I've tried them all. > >-Reid > > > >On 5/21/07, d. michelle hinn wrote: >>Ok...so now's the time to get the write ups going for the proposed >>SIG sessions for GDC 2008 (it always takes us a bit to get things >>finalized and GDC is even earlier in 2008) and I some ideas that I >>want to run past people. >> >>We've talked a lot already about applying accessibility to how it >>would help people that don't have a disability (like curb cuts that >>help bicyclists and parents with baby strollers, etc). What if we had >>a session called "Innovation: Game Accessibility for Able Gamers" >>with the session planned around taking what we know about >>accessibility and targeted the solutions for the "abled" in order to >>help them out by taking them out of the lull of "boring, predictable >>gaming"? This would be a session for the really "out there" stuff >>like biofeedback and games like demor. When I presented at last >>year's Montreal Game Summit, I found that it was the "wow" stuff that >>got people thinking about the whole issue of accessibility being >>"cool" -- it was the carrot that got them to listen to the more basic >>design information. After that, people came up to talk to me about >>how they never thought about accessibility as NOT limiting game >>design. >> >>I'm not totally sold on the title (I just came up with it now so >>catchier titles would be greatly appreciated!) but it would give us a >>way to present accessibility information pertaining to disabled >>gamers, sell it as something that helps more than just disabled >>gamers without straying too far from the fact that we are the game >>accessibility SIG. >> >>Another thing to think about is not how gamers is with disabilities >>are limited but, instead, how maybe the increased skill in another >>area makes them even MORE competitive and so "able" gamers should >>know about these -- it's a turn around of telling them what they are >>doing RIGHT in games by pointing out that they could even the score >>with regard to accessibility by keeping these things in their games >>(I know...that last one's trickier because it could lead to a >>developer thinking that they are unbalanced in their gameplay by >>making things easier for one user group...even though they already do >>that when they are INaccessible). >> >>I've seen how easy some find it to forget the original audience that >>a design was aiming for by making changes that end up not serving >>that original audience. So that's why I remain resistant to totally >>taking the word "accessibility" out -- I'm afraid of NOT reminding >>the industry to keep gamers with disabilities in mind because it's so >>easy for them to come down with selective amnesia. We've tried a LOT >>of tactics over the years -- from serious to humorous, from >>roundtables to much more ambitious workshops. So we need to think >>about what we've learned from the four years we've presented as a SIG >>at GDC. We won't do "accessibility idol" again but I think we >>*should* do another competition (and we can again -- we got the >>tentative "thumbs up" to do an hour-long competition, rather than the >>two hour overkill). I'll write another email about ideas for a >>competition that removes us from "idol" but helps us better make >>accessibility into a challenging creative design process rather than >>this "forced, non-creative" thing that it's rumored to be (and this >>year I know to jump on the signage and web advert issue immediately). >> >>BUT...as a SIG I think we should stick to a fun competition (with the >>devs that showed interest last year but couldn't do it but can this >>year), the expo (with the fall back of another "arcade" thing, only >>not three days worth), a "wacky session" like "innovation," and some >>sort of longer session (like a tutorial) where we can have "short >>burst" info about the things that SIG members have been doing -- ie, >>Eelke might take 20-30 minutes to discuss his stuff, Dimitris taking >>the same amount of time to overview his latest, Barrie and his stuff, >>etc, etc, etc. Then if any one person wants to do a longer >>presentation on their own stuff, they can do so at their own session, >>promoting it at the SIG workshop. And if it helps, we can present the >>more solo-acts as SIG-sponsored sessions to make sure it gets on the >>schedule better -- I know Reid and others have had a really hard time >>getting onto the schedule as solo acts. But in the end the longer >>presentations would be the onus of the person who is presenting their >>work and not something that the entire SIG needs to be there to set >>up for, etc (that doesn't mean that we all wouldn't try to be there >>for them!!). >> >>We learned in March that 78.4 SIG sessions (ok, 8) isn't the way to >>go but I also think going back to the single roundtable isn't the >>answer either. So now we have to find our happy medium that allows us >>to all ATTEND other sessions and help increase the buzz about all of >>our sessions, our existance, etc but also maximize our limited >>(simply by the fact that there are just a few of us that can make it >>to any one GDC) efforts in the sessions that we do. And we have to >>find our happy medium so it's not just a couple of us pulling >>all-nighters the weeks before! So instead of me being in charge of >>every session for the organization, we can share the wealth a bit by >>having some on the committee for the competition, others on the >>tutorial/workshop committee, and so forth. I realize that we aren't a >>big lot but even NON attendees can help serve on committees to help >>share ideas! >> >>Ok that's the end of this email that had started out short and sweet. >>:) Sorry -- just feeling the GDC pressure and I realllly want to get >>as many people involved as possible so we can present a more united >>effort and help best support one another!! >> >>Thoughts? Reactions? And, yes, I'm now very removed from the emotions >>of GDC 2007. :) But please be thoughtful in your suggestions -- >>underneath that black leather jacket I keep wearing to GDCs (for good >>luck?), I can get rather down sometimes (yay! depression!) and I'd >>hate for us to have a flame war. I promise I will count to 10 before >>hitting the "send" button if I find myself taking things too >>personally. Ok, deal? :) >> >>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 bsawyer at dmill.com Thu May 24 07:42:33 2007 From: bsawyer at dmill.com (Ben Sawyer) Date: Thu, 24 May 2007 07:42:33 -0400 Subject: [games_access] Game Accessibility Conference In-Reply-To: References: <006501c7995f$f62289f0$6501a8c0@Inspiron> <021101c79ac6$2b5bff40$0302a8c0@OneSwitch> Message-ID: <27DFFD01-E720-4549-98B2-0EE0865E4F9D@dmill.com> I think that's true but we can also use a standalone event with our branding and IGDA/DIGRA to attract more mainstream developers as well. We also can spend a lot more time promoting it as well. - Ben On May 23, 2007, at 8:47 PM, d. michelle hinn wrote: > I think that's a great opportunity to do as well -- I think we'd > hit two different communities (Games for Health doesn't always > cross over to the mainstream game dev community and vice versa) and > that would give us a chance to get the folks doing stuff in health > together and the folks doing stuff with the mainstream together. > > Michelle > >> We would like to support a one day conference as part of Games for >> Health in May 2008 and I think a portion of our audience would >> definitely respond to it. >> >> - Ben >> >> On May 23, 2007, at 5:59 PM, Reid Kimball wrote: >> >>> "I'm kind of concerned whether we will be able to attract an >>> audience >>> for it" I think the first GDC had 7 attendees. We shouldn't put >>> unrealistic pressure on ourselves with our first conference to bring >>> in huge numbers or big names. The other questions you ask are right. >>> If it's a conference, I'd want to see some sessions geared >>> towards the >>> academic/research crowd talking about ways to improve accessibility >>> and others geared to developers talking about the practical >>> implementations that work now. >>> >>> On 5/23/07, Eelke Folmer wrote: >>>> >>>> Hi, >>>> >>>> The idea of a conference focusing on game accessibility is great >>>> but I'm >>>> kind of concerned whether we will be able to attract an audience >>>> for it. >>>> What is the goal? 'spreading the word' e.g. convincing game >>>> developers of >>>> the importance of making games accessible? or or do we target >>>> our fellow >>>> researchers and discuss & explore new ways of making games more >>>> accessible >>>> and putting accessibility on the roadmap of developers? >>>> >>>> I think it is important to distinguish between these goals. >>>> >>>> cheers Eelke >>>> >>>> >>>> >>>> >>>> On May 20, 2007, at 12:01 PM, d. michelle hinn wrote: >>>> >>>> Hi all, >>>> >>>> So I've mentioned this before but we should probably start >>>> discussing it for >>>> real. The IGDA would like to support our efforts in creating a >>>> one-day >>>> conference on Game Accessibility. Now this could be something >>>> attached to >>>> another conference (like GDC) or on it's own as a "summit" at a >>>> time where >>>> we aren't so frazzled from GDC. >>>> >>>> This is one of the things I'll be bringing up at the online >>>> meetings this >>>> week so I'd appreciate ideas for location, dates, how wide we >>>> cast the net >>>> (ie, do we personally court a person from every major game >>>> company we can to >>>> attend), do we want it to be small the first year and then cast >>>> the net >>>> wider the next year? >>>> >>>> What are your thoughts? Basically the IGDA now has a group that >>>> does >>>> conference/summit set ups for us so we tell them what we want >>>> and they deal >>>> with the registration, hotel block reservations, venue, some >>>> advertising, >>>> etc. So that's what make it's a very cool opportunity! >>>> >>>> Michelle >>>> _______________________________________________ >>>> games_access mailing list >>>> games_access at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>> ------------------------------------------------------------------- >>>> --------- >>>> 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 > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Thu May 24 10:22:08 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Thu, 24 May 2007 09:22:08 -0500 Subject: [games_access] Game Accessibility Conference In-Reply-To: <27DFFD01-E720-4549-98B2-0EE0865E4F9D@dmill.com> References: <006501c7995f$f62289f0$6501a8c0@Inspiron> <021101c79ac6$2b5bff40$0302a8c0@OneSwitch> <27DFFD01-E720-4549-98B2-0EE0865E4F9D@dmill.com> Message-ID: Hey, we can always use more and bigger opportunities! And, yes, perhaps a combined effort the first time out might ease everyone's minds a bit. The IGDA can then help us support that combined conference to the mainstream. Where's Games for Health 2008 located? Michelle >I think that's true but we can also use a standalone event with our >branding and IGDA/DIGRA to attract more mainstream developers as >well. We also can spend a lot more time promoting it as well. > >- Ben > >On May 23, 2007, at 8:47 PM, d. michelle hinn wrote: > >>I think that's a great opportunity to do as well -- I think we'd >>hit two different communities (Games for Health doesn't always >>cross over to the mainstream game dev community and vice versa) and >>that would give us a chance to get the folks doing stuff in health >>together and the folks doing stuff with the mainstream together. >> >>Michelle >> >>>We would like to support a one day conference as part of Games for >>>Health in May 2008 and I think a portion of our audience would >>>definitely respond to it. >>> >>>- Ben >>> >>>On May 23, 2007, at 5:59 PM, Reid Kimball wrote: >>> >>>>"I'm kind of concerned whether we will be able to attract an audience >>>>for it" I think the first GDC had 7 attendees. We shouldn't put >>>>unrealistic pressure on ourselves with our first conference to bring >>>>in huge numbers or big names. The other questions you ask are right. >>>>If it's a conference, I'd want to see some sessions geared towards the >>>>academic/research crowd talking about ways to improve accessibility >>>>and others geared to developers talking about the practical >>>>implementations that work now. >>>> >>>>On 5/23/07, Eelke Folmer wrote: >>>>> >>>>>Hi, >>>>> >>>>>The idea of a conference focusing on game accessibility is great but I'm >>>>>kind of concerned whether we will be able to attract an audience for it. >>>>>What is the goal? 'spreading the word' e.g. convincing game developers of >>>>>the importance of making games accessible? or or do we target our fellow >>>>>researchers and discuss & explore new ways of making games more accessible >>>>>and putting accessibility on the roadmap of developers? >>>>> >>>>>I think it is important to distinguish between these goals. >>>>> >>>>>cheers Eelke >>>>> >>>>> >>>>> >>>>> >>>>>On May 20, 2007, at 12:01 PM, d. michelle hinn wrote: >>>>> >>>>>Hi all, >>>>> >>>>>So I've mentioned this before but we should probably start >>>>>discussing it for >>>>>real. The IGDA would like to support our efforts in creating a one-day >>>>>conference on Game Accessibility. Now this could be something attached to >>>>>another conference (like GDC) or on it's own as a "summit" at a time where >>>>>we aren't so frazzled from GDC. >>>>> >>>>>This is one of the things I'll be bringing up at the online meetings this >>>>>week so I'd appreciate ideas for location, dates, how wide we cast the net >>>>>(ie, do we personally court a person from every major game >>>>>company we can to >>>>>attend), do we want it to be small the first year and then cast the net >>>>>wider the next year? >>>>> >>>>>What are your thoughts? Basically the IGDA now has a group that does >>>>>conference/summit set ups for us so we tell them what we want >>>>>and they deal >>>>>with the registration, hotel block reservations, venue, some advertising, >>>>>etc. So that's what make it's a very cool opportunity! >>>>> >>>>>Michelle >>>>>_______________________________________________ >>>>>games_access mailing list >>>>>games_access at igda.org >>>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>>> >>>>>---------------------------------------------------------------------------- >>>>>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 >> >>_______________________________________________ >>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 bsawyer at dmill.com Thu May 24 11:01:39 2007 From: bsawyer at dmill.com (Ben Sawyer) Date: Thu, 24 May 2007 11:01:39 -0400 Subject: [games_access] Game Accessibility Conference In-Reply-To: References: <006501c7995f$f62289f0$6501a8c0@Inspiron> <021101c79ac6$2b5bff40$0302a8c0@OneSwitch> <27DFFD01-E720-4549-98B2-0EE0865E4F9D@dmill.com> Message-ID: Baltimore for at least 2008 then we may move around a bit - it's yet to be determined. We will not be in the medical school we're going to the convention center for the main part but we are also looking at using some of the facilities at the medical school for pre-conference items like a day on accessibility and a day on research processes/agenda development. I think a combined effort with our group, IGDA, and others co-located so we can absorb costs, etc. would be best. What we envisioned was a day long event prior to our core-two days on health. Then as part of our core-Games for Health event we would also do at least one session on accessibility for all attendees and also have an accessibility section in our demo area including posters and accessible demos. What I'd like to do for a day long event is 1-2 tracks divided between research oriented work, commercial/independent case studies, and developer sessions (i.e. how-to). My goal would be 100 attendees minimum. What I was thinking was that we'd price it aggressively with a portion of the funds from each ticket earmarked to the IGDA to support funds for the SIG that would cover things like travel, GDC tickets, etc. All we'd want from the SIG is that you'd design the program with input from us and that you'd help promote it, and that the SIG members would introduce speakers, keep time, etc. We would handle all the logistics and general promotion. We also need to work more aggressively within the entire event (this and Games for Health) to improve our own accessibility issues so we'd need some help with that as well. - Ben On May 24, 2007, at 10:22 AM, d. michelle hinn wrote: > Hey, we can always use more and bigger opportunities! And, yes, > perhaps a combined effort the first time out might ease everyone's > minds a bit. The IGDA can then help us support that combined > conference to the mainstream. > > Where's Games for Health 2008 located? > > Michelle > >> I think that's true but we can also use a standalone event with >> our branding and IGDA/DIGRA to attract more mainstream developers >> as well. We also can spend a lot more time promoting it as well. >> >> - Ben >> >> On May 23, 2007, at 8:47 PM, d. michelle hinn wrote: >> >>> I think that's a great opportunity to do as well -- I think we'd >>> hit two different communities (Games for Health doesn't always >>> cross over to the mainstream game dev community and vice versa) >>> and that would give us a chance to get the folks doing stuff in >>> health together and the folks doing stuff with the mainstream >>> together. >>> >>> Michelle >>> >>>> We would like to support a one day conference as part of Games >>>> for Health in May 2008 and I think a portion of our audience >>>> would definitely respond to it. >>>> >>>> - Ben >>>> >>>> On May 23, 2007, at 5:59 PM, Reid Kimball wrote: >>>> >>>>> "I'm kind of concerned whether we will be able to attract an >>>>> audience >>>>> for it" I think the first GDC had 7 attendees. We shouldn't put >>>>> unrealistic pressure on ourselves with our first conference to >>>>> bring >>>>> in huge numbers or big names. The other questions you ask are >>>>> right. >>>>> If it's a conference, I'd want to see some sessions geared >>>>> towards the >>>>> academic/research crowd talking about ways to improve >>>>> accessibility >>>>> and others geared to developers talking about the practical >>>>> implementations that work now. >>>>> >>>>> On 5/23/07, Eelke Folmer wrote: >>>>>> >>>>>> Hi, >>>>>> >>>>>> The idea of a conference focusing on game accessibility is >>>>>> great but I'm >>>>>> kind of concerned whether we will be able to attract an >>>>>> audience for it. >>>>>> What is the goal? 'spreading the word' e.g. convincing game >>>>>> developers of >>>>>> the importance of making games accessible? or or do we target >>>>>> our fellow >>>>>> researchers and discuss & explore new ways of making games >>>>>> more accessible >>>>>> and putting accessibility on the roadmap of developers? >>>>>> >>>>>> I think it is important to distinguish between these goals. >>>>>> >>>>>> cheers Eelke >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> On May 20, 2007, at 12:01 PM, d. michelle hinn wrote: >>>>>> >>>>>> Hi all, >>>>>> >>>>>> So I've mentioned this before but we should probably start >>>>>> discussing it for >>>>>> real. The IGDA would like to support our efforts in creating a >>>>>> one-day >>>>>> conference on Game Accessibility. Now this could be something >>>>>> attached to >>>>>> another conference (like GDC) or on it's own as a "summit" at >>>>>> a time where >>>>>> we aren't so frazzled from GDC. >>>>>> >>>>>> This is one of the things I'll be bringing up at the online >>>>>> meetings this >>>>>> week so I'd appreciate ideas for location, dates, how wide we >>>>>> cast the net >>>>>> (ie, do we personally court a person from every major game >>>>>> company we can to >>>>>> attend), do we want it to be small the first year and then >>>>>> cast the net >>>>>> wider the next year? >>>>>> >>>>>> What are your thoughts? Basically the IGDA now has a group >>>>>> that does >>>>>> conference/summit set ups for us so we tell them what we want >>>>>> and they deal >>>>>> with the registration, hotel block reservations, venue, some >>>>>> advertising, >>>>>> etc. So that's what make it's a very cool opportunity! >>>>>> >>>>>> Michelle >>>>>> _______________________________________________ >>>>>> games_access mailing list >>>>>> games_access at igda.org >>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>> >>>>>> ----------------------------------------------------------------- >>>>>> ----------- >>>>>> 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 >>> >>> _______________________________________________ >>> 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 cataclysmicknight at gmail.com Thu May 24 11:38:16 2007 From: cataclysmicknight at gmail.com (Charles Jackson) Date: Thu, 24 May 2007 11:38:16 -0400 Subject: [games_access] Messenger Meetings Message-ID: Hello :) After a very hectic week, I found myself unable to crawl out of bed at 9 in the morning, and did not want to interrupt the meeting a full half hour late. I was hoping, perhaps, that transcripts could be emailed, or maybe posted to the entire mailing group? -- Crush the Critters: a Whack-a-Mole adventure for your feet! Request the first beta, coming soon. On the Great Games Experiment: http://www.greatgamesexperiment.com/game/crushthecritters/ The Developer Blog: http://hedonismgames.blogspot.com From hinn at uiuc.edu Thu May 24 12:14:00 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Thu, 24 May 2007 11:14:00 -0500 Subject: [games_access] Messenger Meetings In-Reply-To: References: Message-ID: Hi there -- yes, we will be posting a summary of the meetings here and on our web site. I'm working on the summary now! The full transcripts are just too boring and out of context to read after the fact we've found so the summaries work best. :) Michelle >Hello :) > >After a very hectic week, I found myself unable to crawl out of bed at >9 in the morning, and did not want to interrupt the meeting a full >half hour late. I was hoping, perhaps, that transcripts could be >emailed, or maybe posted to the entire mailing group? > >-- >Crush the Critters: a Whack-a-Mole adventure for your feet! Request >the first beta, coming soon. > >On the Great Games Experiment: >http://www.greatgamesexperiment.com/game/crushthecritters/ > >The Developer Blog: http://hedonismgames.blogspot.com >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Thu May 24 12:31:51 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Thu, 24 May 2007 12:31:51 -0400 Subject: [games_access] Game Accessibility Conference In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIyEfScA References: <006501c7995f$f62289f0$6501a8c0@Inspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch><27DFFD01-E720-4549-98B2-0EE0865E4F9D@dmill.com> AAAAADBf8GSYa4xDlD4sBa5lcIyEfScA Message-ID: <00b001c79e21$0a124f70$6501a8c0@Inspiron> That is exciting Ben. Thank you for involving us and letting us know. Does this mean there will not be one for 2007? Or did you already have it? I'd be happy to participate again that was a lot of fun and a great experience. Of course helping to organize a great event as well with my friends here. Finally a big event near me. :-) I can then just wanted to let you know things that I did last time and could have prepared a much better speech even though I got a really strong reaction from telling my story and telling a lot about accessibility, getting out of the hospital that day and giving the speech was a good and exhausting thing. Thank you for that experience it was great for me. This time it will be better. If you find it suitable a place or location I could or you can use a viewing of my documentary that would be really good to get the word not. Once I get it completed I need places to view it that would be good for that also. There is a trailer on my homepage. I'm pushing this trailer and documentary a lot because it's got huge potential to carry our goals in a very emotional and connected to a very specific situation involving all of us in a story format intriguing. If anything is going to get developers and interested people in this topic and support it can be that. Thank you again and I look forward to talking more about this event. 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: Thursday, May 24, 2007 11:02 AM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Game Accessibility Conference Baltimore for at least 2008 then we may move around a bit - it's yet to be determined. We will not be in the medical school we're going to the convention center for the main part but we are also looking at using some of the facilities at the medical school for pre-conference items like a day on accessibility and a day on research processes/agenda development. I think a combined effort with our group, IGDA, and others co-located so we can absorb costs, etc. would be best. What we envisioned was a day long event prior to our core-two days on health. Then as part of our core-Games for Health event we would also do at least one session on accessibility for all attendees and also have an accessibility section in our demo area including posters and accessible demos. What I'd like to do for a day long event is 1-2 tracks divided between research oriented work, commercial/independent case studies, and developer sessions (i.e. how-to). My goal would be 100 attendees minimum. What I was thinking was that we'd price it aggressively with a portion of the funds from each ticket earmarked to the IGDA to support funds for the SIG that would cover things like travel, GDC tickets, etc. All we'd want from the SIG is that you'd design the program with input from us and that you'd help promote it, and that the SIG members would introduce speakers, keep time, etc. We would handle all the logistics and general promotion. We also need to work more aggressively within the entire event (this and Games for Health) to improve our own accessibility issues so we'd need some help with that as well. - Ben On May 24, 2007, at 10:22 AM, d. michelle hinn wrote: > Hey, we can always use more and bigger opportunities! And, yes, > perhaps a combined effort the first time out might ease everyone's > minds a bit. The IGDA can then help us support that combined > conference to the mainstream. > > Where's Games for Health 2008 located? > > Michelle > >> I think that's true but we can also use a standalone event with >> our branding and IGDA/DIGRA to attract more mainstream developers >> as well. We also can spend a lot more time promoting it as well. >> >> - Ben >> >> On May 23, 2007, at 8:47 PM, d. michelle hinn wrote: >> >>> I think that's a great opportunity to do as well -- I think we'd >>> hit two different communities (Games for Health doesn't always >>> cross over to the mainstream game dev community and vice versa) >>> and that would give us a chance to get the folks doing stuff in >>> health together and the folks doing stuff with the mainstream >>> together. >>> >>> Michelle >>> >>>> We would like to support a one day conference as part of Games >>>> for Health in May 2008 and I think a portion of our audience >>>> would definitely respond to it. >>>> >>>> - Ben >>>> >>>> On May 23, 2007, at 5:59 PM, Reid Kimball wrote: >>>> >>>>> "I'm kind of concerned whether we will be able to attract an >>>>> audience >>>>> for it" I think the first GDC had 7 attendees. We shouldn't put >>>>> unrealistic pressure on ourselves with our first conference to >>>>> bring >>>>> in huge numbers or big names. The other questions you ask are >>>>> right. >>>>> If it's a conference, I'd want to see some sessions geared >>>>> towards the >>>>> academic/research crowd talking about ways to improve >>>>> accessibility >>>>> and others geared to developers talking about the practical >>>>> implementations that work now. >>>>> >>>>> On 5/23/07, Eelke Folmer wrote: >>>>>> >>>>>> Hi, >>>>>> >>>>>> The idea of a conference focusing on game accessibility is >>>>>> great but I'm >>>>>> kind of concerned whether we will be able to attract an >>>>>> audience for it. >>>>>> What is the goal? 'spreading the word' e.g. convincing game >>>>>> developers of >>>>>> the importance of making games accessible? or or do we target >>>>>> our fellow >>>>>> researchers and discuss & explore new ways of making games >>>>>> more accessible >>>>>> and putting accessibility on the roadmap of developers? >>>>>> >>>>>> I think it is important to distinguish between these goals. >>>>>> >>>>>> cheers Eelke >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> On May 20, 2007, at 12:01 PM, d. michelle hinn wrote: >>>>>> >>>>>> Hi all, >>>>>> >>>>>> So I've mentioned this before but we should probably start >>>>>> discussing it for >>>>>> real. The IGDA would like to support our efforts in creating a >>>>>> one-day >>>>>> conference on Game Accessibility. Now this could be something >>>>>> attached to >>>>>> another conference (like GDC) or on it's own as a "summit" at >>>>>> a time where >>>>>> we aren't so frazzled from GDC. >>>>>> >>>>>> This is one of the things I'll be bringing up at the online >>>>>> meetings this >>>>>> week so I'd appreciate ideas for location, dates, how wide we >>>>>> cast the net >>>>>> (ie, do we personally court a person from every major game >>>>>> company we can to >>>>>> attend), do we want it to be small the first year and then >>>>>> cast the net >>>>>> wider the next year? >>>>>> >>>>>> What are your thoughts? Basically the IGDA now has a group >>>>>> that does >>>>>> conference/summit set ups for us so we tell them what we want >>>>>> and they deal >>>>>> with the registration, hotel block reservations, venue, some >>>>>> advertising, >>>>>> etc. So that's what make it's a very cool opportunity! >>>>>> >>>>>> Michelle >>>>>> _______________________________________________ >>>>>> games_access mailing list >>>>>> games_access at igda.org >>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>> >>>>>> ----------------------------------------------------------------- >>>>>> ----------- >>>>>> 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 >>> >>> _______________________________________________ >>> 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 arthit73 at cablespeed.com Thu May 24 12:32:43 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Thu, 24 May 2007 12:32:43 -0400 Subject: [games_access] MSN meeting today Thursday? In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIyEfScA References: <006501c7995f$f62289f0$6501a8c0@Inspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch><27DFFD01-E720-4549-98B2-0EE0865E4F9D@dmill.com> AAAAADBf8GSYa4xDlD4sBa5lcIyEfScA Message-ID: <00b101c79e21$28b3f460$6501a8c0@Inspiron> Are we having a meeting today one o'clock Eastern time Thursday, May 24? Thanks. Please send me an invite. Robert www.RobertFlorio.com From hinn at uiuc.edu Thu May 24 12:55:08 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Thu, 24 May 2007 11:55:08 -0500 Subject: [games_access] Game Accessibility Conference In-Reply-To: References: <006501c7995f$f62289f0$6501a8c0@Inspiron> <021101c79ac6$2b5bff40$0302a8c0@OneSwitch> <27DFFD01-E720-4549-98B2-0EE0865E4F9D@dmill.com> Message-ID: Ah Baltimore in May is a nice time! I grew up in Washington DC so I know Baltimore fairly well. One thing I was thinking of is that we might think about having small "exec board" conferences for the SIG so that we can have a working meeting on GA things that wouldn't require amazing amounts of funding or organization. Things on this agenda would be writing drafts of papers, thinking about getting more PR, etc. Most organizations eventually move to a "summit" style meeting of the core members to get things done (The IGDA exec does this every year for example). So we could meet in London, Crete, LA -- wherever for this working summit. Then our main focus on a conference that would get people not already entrenched in the SIG would be on the much larger Games for Health/IGDA/DiGRA super workshop. So this sounds great! Let's make it happen! I can't believe how many cool things are happening right now! You were wise to remind us that we were bumping against success -- we really, really are! Michelle >Baltimore for at least 2008 then we may move around a bit - it's yet >to be determined. > >We will not be in the medical school we're going to the convention >center for the main part but we are also looking at using some of >the facilities at the medical school for pre-conference items like a >day on accessibility and a day on research processes/agenda >development. > >I think a combined effort with our group, IGDA, and others >co-located so we can absorb costs, etc. would be best. > >What we envisioned was a day long event prior to our core-two days >on health. Then as part of our core-Games for Health event we would >also do at least one session on accessibility for all attendees and >also have an accessibility section in our demo area including >posters and accessible demos. > >What I'd like to do for a day long event is 1-2 tracks divided >between research oriented work, commercial/independent case studies, >and developer sessions (i.e. how-to). > >My goal would be 100 attendees minimum. > >What I was thinking was that we'd price it aggressively with a >portion of the funds from each ticket earmarked to the IGDA to >support funds for the SIG that would cover things like travel, GDC >tickets, etc. All we'd want from the SIG is that you'd design the >program with input from us and that you'd help promote it, and that >the SIG members would introduce speakers, keep time, etc. We would >handle all the logistics and general promotion. We also need to >work more aggressively within the entire event (this and Games for >Health) to improve our own accessibility issues so we'd need some >help with that as well. > >- Ben > > >On May 24, 2007, at 10:22 AM, d. michelle hinn wrote: > >>Hey, we can always use more and bigger opportunities! And, yes, >>perhaps a combined effort the first time out might ease everyone's >>minds a bit. The IGDA can then help us support that combined >>conference to the mainstream. >> >>Where's Games for Health 2008 located? >> >>Michelle >> >>>I think that's true but we can also use a standalone event with >>>our branding and IGDA/DIGRA to attract more mainstream developers >>>as well. We also can spend a lot more time promoting it as well. >>> >>>- Ben >>> >>>On May 23, 2007, at 8:47 PM, d. michelle hinn wrote: >>> >>>>I think that's a great opportunity to do as well -- I think we'd >>>>hit two different communities (Games for Health doesn't always >>>>cross over to the mainstream game dev community and vice versa) >>>>and that would give us a chance to get the folks doing stuff in >>>>health together and the folks doing stuff with the mainstream >>>>together. >>>> >>>>Michelle >>>> >>>>>We would like to support a one day conference as part of Games >>>>>for Health in May 2008 and I think a portion of our audience >>>>>would definitely respond to it. >>>>> >>>>>- Ben >>>>> >>>>>On May 23, 2007, at 5:59 PM, Reid Kimball wrote: >>>>> >>>>>>"I'm kind of concerned whether we will be able to attract an audience >>>>>>for it" I think the first GDC had 7 attendees. We shouldn't put >>>>>>unrealistic pressure on ourselves with our first conference to bring >>>>>>in huge numbers or big names. The other questions you ask are right. >>>>>>If it's a conference, I'd want to see some sessions geared towards the >>>>>>academic/research crowd talking about ways to improve accessibility >>>>>>and others geared to developers talking about the practical >>>>>>implementations that work now. >>>>>> >>>>>>On 5/23/07, Eelke Folmer wrote: >>>>>>> >>>>>>>Hi, >>>>>>> >>>>>>>The idea of a conference focusing on game accessibility is great but I'm >>>>>>>kind of concerned whether we will be able to attract an audience for it. >>>>>>>What is the goal? 'spreading the word' e.g. convincing game >>>>>>>developers of >>>>>>>the importance of making games accessible? or or do we target our fellow >>>>>>>researchers and discuss & explore new ways of making games >>>>>>>more accessible >>>>>>>and putting accessibility on the roadmap of developers? >>>>>>> >>>>>>>I think it is important to distinguish between these goals. >>>>>>> >>>>>>>cheers Eelke >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>>On May 20, 2007, at 12:01 PM, d. michelle hinn wrote: >>>>>>> >>>>>>>Hi all, >>>>>>> >>>>>>>So I've mentioned this before but we should probably start >>>>>>>discussing it for >>>>>>>real. The IGDA would like to support our efforts in creating a one-day >>>>>>>conference on Game Accessibility. Now this could be something >>>>>>>attached to >>>>>>>another conference (like GDC) or on it's own as a "summit" at >>>>>>>a time where >>>>>>>we aren't so frazzled from GDC. >>>>>>> >>>>>>>This is one of the things I'll be bringing up at the online >>>>>>>meetings this >>>>>>>week so I'd appreciate ideas for location, dates, how wide we >>>>>>>cast the net >>>>>>>(ie, do we personally court a person from every major game >>>>>>>company we can to >>>>>>>attend), do we want it to be small the first year and then cast the net >>>>>>>wider the next year? >>>>>>> >>>>>>>What are your thoughts? Basically the IGDA now has a group that does >>>>>>>conference/summit set ups for us so we tell them what we want >>>>>>>and they deal >>>>>>>with the registration, hotel block reservations, venue, some >>>>>>>advertising, >>>>>>>etc. So that's what make it's a very cool opportunity! >>>>>>> >>>>>>>Michelle >>>>>>>_______________________________________________ >>>>>>>games_access mailing list >>>>>>>games_access at igda.org >>>>>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>> >>>>>>>---------------------------------------------------------------------------- >>>>>>>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 >>>> >>>>_______________________________________________ >>>>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 hinn at uiuc.edu Thu May 24 13:16:03 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Thu, 24 May 2007 12:16:03 -0500 Subject: [games_access] SIG Committees -- advise needed In-Reply-To: References: <006501c7995f$f62289f0$6501a8c0@Inspiron> <021101c79ac6$2b5bff40$0302a8c0@OneSwitch> <27DFFD01-E720-4549-98B2-0EE0865E4F9D@dmill.com> Message-ID: So a while back I created a whole bunch of new lists so that this list could turn into a list for announcements about conferences, updates, sig meeting summaries, etc) I think that moving this list that already out there and already used for debate, suggestions, conversations would be a mistake. However, I have the idea and some new lists that I think would work well: (1) GA Chat -- this would be for things that are funny, conversations that end up slightly about accessibility but end up being chatter (so someone could request that topic be moved to "Chat" if the discussions on the main list end up wayyyyyy off course) (2) GA Announce -- This would be a moderated list (the only one) that was simply for press releases and product reviews and such. If discussion is desired, re-forwarding the announcements to our current list would be best (3) GA Publications -- This would be for the discussion of new whitepapers, collaborations on papers by SIG members, "the book," etc (4) GA Edit -- this one is for just Thomas, Richard and I for now since it's just about contracts and dealing with the publisher (who will also be on the list) (5) GA Research -- This would be for those of us in academia who are interested in cross-institutional collaboration on grants and to discuss research papers that have come out that concern us (6) GA PR -- This would be the group that helps write/pester groups to assimilate, ;) It would also concern things like posters, fliers, getting media coverage, t-shirts, etc) So what does everyone think? Too many? Too few? Too vague? That would make seven lists in all. If in doubt, one could always just email this list and discussion can be moved to one of the other lists. So your help is needed! That....and I'm looking for a good bunch of people to help monitor these lists as committee chairs or co-chairs. :) Michelle From lynnvm at carolina.rr.com Thu May 24 19:04:29 2007 From: lynnvm at carolina.rr.com (Lynn Marentette) Date: Thu, 24 May 2007 19:04:29 -0400 Subject: [games_access] games_access Digest, Vol 35, Issue 37 In-Reply-To: References: Message-ID: <001e01c79e57$e24a4510$6401a8c0@HOME> Eelke - and games access members - I been lurking most of the time on this list, because I've been so busy with work and school. I took a graduate-level Human-Computer Interaction class last semester and spent some time developing "personas" for part of a project. I would be happy to work on some personas that would benefit the cause. I'm not sure if you remember me, but I'm a school psychologist who works with students who have a range of abilities and disabilities. (I chose the topic of Universal Usability for my class presentation.) Lynn Marentette TechPsych Interactive Multimedia Technology -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of games_access-request at igda.org Sent: Wednesday, May 23, 2007 7:13 PM To: games_access at igda.org Subject: games_access Digest, Vol 35, Issue 37 Send games_access mailing list submissions to games_access at igda.org To subscribe or unsubscribe via the World Wide Web, visit http://seven.pairlist.net/mailman/listinfo/games_access or, via email, send a message with subject or body 'help' to games_access-request at igda.org You can reach the person managing the list at games_access-owner at igda.org When replying, please edit your Subject line so it is more specific than "Re: Contents of games_access digest..." Today's Topics: 1. persona (Eelke Folmer) 2. Re: Game Accessibility Conference (Eelke Folmer) 3. Re: Game Accessibility Conference (Reid Kimball) 4. Re: E for All (Eelke Folmer) ---------------------------------------------------------------------- Message: 1 Date: Wed, 23 May 2007 14:32:32 -0700 From: Eelke Folmer Subject: [games_access] persona To: IGDA Games Accessibility SIG Mailing List Message-ID: <8432A0B2-A11B-48A4-93D3-B92CDCC5A553 at gmail.com> Content-Type: text/plain; charset="us-ascii"; Format="flowed"; DelSp="yes" Hi, I had an idea that I picked up a while ago while I was at CHI 2006 last year, I found it last week while going through old notes. At Chi2006 there was a talk on microsoft office and one of the interaction designers showed how microsoft uses persona' to help design software. E.g. there would be a grandma called betty (making these names up) who would use word to write a letter to her son. There would be a 12 year old schoolgirl called emma who would use word to write a school paper on dinosaurs. There would be a 'dad' who would use excel to calculate car payments. etc etc, there were about 6 of these personas on big signs with a name, a photo, some of their hobbies and some sentences indicating how they would use a particular Microsoft application. (i'm not exactly sure what was on there). They would hang these persona's as posters in offices in microsoft so the developers would be aware for who they were designing for. At some point they would not notice the posters any more but these persona's were very much embedded in the development of software and were always references in discussions. E.g. they would consider adding a complicated feature in excel that could help dad more easy but that would also make the interface more difficult for tommie, etc etc. I was wondering whether we could do the same for disabilities? If we can actually provide developers 4-6 persona (covering most disabilities) I think it would be an helpful tool which can facilitate discussion and will also allow more clearly to focus the development of a game to include disabilities. I was thinking of doing it for my collection of patterns already because i think its just more personable to develop for "blind bettie" and show a picture of a girl that is actually blind than just use "visual impairments". Any ideas/thoughts on this? 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: ------------------------------ Message: 2 Date: Wed, 23 May 2007 14:33:26 -0700 From: Eelke Folmer Subject: Re: [games_access] Game Accessibility Conference To: IGDA Games Accessibility SIG Mailing List Message-ID: Content-Type: text/plain; charset="us-ascii"; Format="flowed"; DelSp="yes" Hi, The idea of a conference focusing on game accessibility is great but I'm kind of concerned whether we will be able to attract an audience for it. What is the goal? 'spreading the word' e.g. convincing game developers of the importance of making games accessible? or or do we target our fellow researchers and discuss & explore new ways of making games more accessible and putting accessibility on the roadmap of developers? I think it is important to distinguish between these goals. cheers Eelke On May 20, 2007, at 12:01 PM, d. michelle hinn wrote: > Hi all, > > So I've mentioned this before but we should probably start discussing > it for real. The IGDA would like to support our efforts in creating a > one-day conference on Game Accessibility. Now this could be something > attached to another conference (like GDC) or on it's own as a "summit" > at a time where we aren't so frazzled from GDC. > > This is one of the things I'll be bringing up at the online meetings > this week so I'd appreciate ideas for location, dates, how wide we > cast the net (ie, do we personally court a person from every major > game company we can to attend), do we want it to be small the first > year and then cast the net wider the next year? > > What are your thoughts? Basically the IGDA now has a group that does > conference/summit set ups for us so we tell them what we want and they > deal with the registration, hotel block reservations, venue, some > advertising, etc. So that's what make it's a very cool opportunity! > > Michelle > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access ------------------------------------------------------------------------ ---- 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: ------------------------------ Message: 3 Date: Wed, 23 May 2007 14:59:21 -0700 From: "Reid Kimball" Subject: Re: [games_access] Game Accessibility Conference To: "IGDA Games Accessibility SIG Mailing List" Message-ID: Content-Type: text/plain; charset=ISO-8859-1; format=flowed "I'm kind of concerned whether we will be able to attract an audience for it" I think the first GDC had 7 attendees. We shouldn't put unrealistic pressure on ourselves with our first conference to bring in huge numbers or big names. The other questions you ask are right. If it's a conference, I'd want to see some sessions geared towards the academic/research crowd talking about ways to improve accessibility and others geared to developers talking about the practical implementations that work now. On 5/23/07, Eelke Folmer wrote: > > Hi, > > The idea of a conference focusing on game accessibility is great but > I'm kind of concerned whether we will be able to attract an audience for it. > What is the goal? 'spreading the word' e.g. convincing game developers > of the importance of making games accessible? or or do we target our > fellow researchers and discuss & explore new ways of making games more > accessible and putting accessibility on the roadmap of developers? > > I think it is important to distinguish between these goals. > > cheers Eelke > > > > > On May 20, 2007, at 12:01 PM, d. michelle hinn wrote: > > Hi all, > > So I've mentioned this before but we should probably start discussing > it for real. The IGDA would like to support our efforts in creating a > one-day conference on Game Accessibility. Now this could be something > attached to another conference (like GDC) or on it's own as a "summit" > at a time where we aren't so frazzled from GDC. > > This is one of the things I'll be bringing up at the online meetings > this week so I'd appreciate ideas for location, dates, how wide we > cast the net (ie, do we personally court a person from every major > game company we can to attend), do we want it to be small the first > year and then cast the net wider the next year? > > What are your thoughts? Basically the IGDA now has a group that does > conference/summit set ups for us so we tell them what we want and they > deal with the registration, hotel block reservations, venue, some > advertising, etc. So that's what make it's a very cool opportunity! > > Michelle > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > ---------------------------------------------------------------------------- > 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 > > ------------------------------ Message: 4 Date: Wed, 23 May 2007 16:12:29 -0700 From: "Eelke Folmer" Subject: Re: [games_access] E for All To: "IGDA Games Accessibility SIG Mailing List" Message-ID: <836db6300705231612g9790ae9v8ef057e9d031f55f at mail.gmail.com> Content-Type: text/plain; charset=ISO-8859-1; format=flowed Hi, I have the funds to go. I could go but I'll probably be busy with teaching. By the way, i have all the accessibility equipment (e.g. quad controller, one handed joysticks & stuff, still need to order some one button) so we don't have to ship it from the UK. cheers eelke On 5/22/07, Reid Kimball wrote: > There's a possibility I could attend as it's on the west coast. > There's another conference I'll probably attend in Oct, will send an > email about it soon. > > -Reid > > On 5/22/07, d. michelle hinn wrote: > > Yes, couple that with a booth at GDC...for the first time we'll have > > the chance to really get the word on the street! Or at least the > > 'net. :) > > > > >wow! that will be THE Arcade! Excellent /Thomas > > > > > > > > >22 maj 2007 kl. 21.04 skrev d. michelle hinn: > > > > > >>but free of charge booth. Ac > > >> > > > > > >__________________________________ > > >Thomas Westin > > >VD / CEO > > > > > >Pin Interactive AB > > >:: Digital Culture Analysis :: Tools :: Worlds > > >__________________________________ > > >Award Winning Developer > > >www.pininteractive.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 > -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- ------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access End of games_access Digest, Vol 35, Issue 37 ******************************************** From eelke.folmer at gmail.com Thu May 24 22:01:46 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Thu, 24 May 2007 19:01:46 -0700 Subject: [games_access] games_access Digest, Vol 35, Issue 37 In-Reply-To: <001e01c79e57$e24a4510$6401a8c0@HOME> References: <001e01c79e57$e24a4510$6401a8c0@HOME> Message-ID: <836db6300705241901y49d99dccpffbcded9e7f7b7a8@mail.gmail.com> Hi Lynn, That would be great! Even if it was only to give disabilities a more human face. What I'm saying is that game developers probably sympathize more with seeing an actual person with a disability than with something abstract like: " cognitive limitation" Should we use images of real people (don't want to violate someone's privacy or image rights) or shall we use cartoonlike images? Cheers Eelke On 5/24/07, Lynn Marentette wrote: > Eelke - and games access members - > > I been lurking most of the time on this list, because I've been so busy with > work and school. > > I took a graduate-level Human-Computer Interaction class last semester and > spent some time developing "personas" for part of a project. > > I would be happy to work on some personas that would benefit the cause. > > I'm not sure if you remember me, but I'm a school psychologist who works > with students who have a range of abilities and disabilities. (I chose the > topic of Universal Usability for my class presentation.) > > Lynn Marentette > > TechPsych > Interactive Multimedia Technology > > -----Original Message----- > From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] > On Behalf Of games_access-request at igda.org > Sent: Wednesday, May 23, 2007 7:13 PM > To: games_access at igda.org > Subject: games_access Digest, Vol 35, Issue 37 > > Send games_access mailing list submissions to > games_access at igda.org > > To subscribe or unsubscribe via the World Wide Web, visit > http://seven.pairlist.net/mailman/listinfo/games_access > or, via email, send a message with subject or body 'help' to > games_access-request at igda.org > > You can reach the person managing the list at > games_access-owner at igda.org > > When replying, please edit your Subject line so it is more specific than > "Re: Contents of games_access digest..." > > > Today's Topics: > > 1. persona (Eelke Folmer) > 2. Re: Game Accessibility Conference (Eelke Folmer) > 3. Re: Game Accessibility Conference (Reid Kimball) > 4. Re: E for All (Eelke Folmer) > > > ---------------------------------------------------------------------- > > Message: 1 > Date: Wed, 23 May 2007 14:32:32 -0700 > From: Eelke Folmer > Subject: [games_access] persona > To: IGDA Games Accessibility SIG Mailing List > Message-ID: <8432A0B2-A11B-48A4-93D3-B92CDCC5A553 at gmail.com> > Content-Type: text/plain; charset="us-ascii"; Format="flowed"; > DelSp="yes" > > Hi, > > I had an idea that I picked up a while ago while I was at CHI 2006 last > year, I found it last week while going through old notes. At > Chi2006 there was a talk on microsoft office and one of the interaction > designers showed how microsoft uses persona' to help design software. E.g. > there would be a grandma called betty (making these names up) who would use > word to write a letter to her son. > There would be a 12 year old schoolgirl called emma who would use word to > write a school paper on dinosaurs. There would be a 'dad' who would use > excel to calculate car payments. etc etc, there were about > 6 of these personas on big signs with a name, a photo, some of their hobbies > and some sentences indicating how they would use a particular Microsoft > application. (i'm not exactly sure what was on there). They would hang these > persona's as posters in offices in microsoft so the developers would be > aware for who they were designing for. At some point they would not notice > the posters any more but these persona's were very much embedded in the > development of software and were always references in discussions. E.g. they > would consider adding a complicated feature in excel that could help dad > more easy but that would also make the interface more difficult for tommie, > etc etc. > > I was wondering whether we could do the same for disabilities? If we can > actually provide developers 4-6 persona (covering most > disabilities) I think it would be an helpful tool which can facilitate > discussion and will also allow more clearly to focus the development of a > game to include disabilities. > > I was thinking of doing it for my collection of patterns already because i > think its just more personable to develop for "blind bettie" and show a > picture of a girl that is actually blind than just use "visual impairments". > > Any ideas/thoughts on this? > > 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: > 82c/attachment-0001.html> > > ------------------------------ > > Message: 2 > Date: Wed, 23 May 2007 14:33:26 -0700 > From: Eelke Folmer > Subject: Re: [games_access] Game Accessibility Conference > To: IGDA Games Accessibility SIG Mailing List > Message-ID: > Content-Type: text/plain; charset="us-ascii"; Format="flowed"; > DelSp="yes" > > Hi, > > The idea of a conference focusing on game accessibility is great but I'm > kind of concerned whether we will be able to attract an audience for it. > What is the goal? 'spreading the word' e.g. convincing game developers of > the importance of making games accessible? or or do we target our fellow > researchers and discuss & explore new ways of making games more accessible > and putting accessibility on the roadmap of developers? > > I think it is important to distinguish between these goals. > > cheers Eelke > > > > On May 20, 2007, at 12:01 PM, d. michelle hinn wrote: > > > Hi all, > > > > So I've mentioned this before but we should probably start discussing > > it for real. The IGDA would like to support our efforts in creating a > > one-day conference on Game Accessibility. Now this could be something > > attached to another conference (like GDC) or on it's own as a "summit" > > at a time where we aren't so frazzled from GDC. > > > > This is one of the things I'll be bringing up at the online meetings > > this week so I'd appreciate ideas for location, dates, how wide we > > cast the net (ie, do we personally court a person from every major > > game company we can to attend), do we want it to be small the first > > year and then cast the net wider the next year? > > > > What are your thoughts? Basically the IGDA now has a group that does > > conference/summit set ups for us so we tell them what we want and they > > deal with the registration, hotel block reservations, venue, some > > advertising, etc. So that's what make it's a very cool opportunity! > > > > Michelle > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > ------------------------------------------------------------------------ > ---- > 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: > 58e/attachment-0001.htm> > > ------------------------------ > > Message: 3 > Date: Wed, 23 May 2007 14:59:21 -0700 > From: "Reid Kimball" > Subject: Re: [games_access] Game Accessibility Conference > To: "IGDA Games Accessibility SIG Mailing List" > > Message-ID: > > Content-Type: text/plain; charset=ISO-8859-1; format=flowed > > "I'm kind of concerned whether we will be able to attract an audience for > it" I think the first GDC had 7 attendees. We shouldn't put unrealistic > pressure on ourselves with our first conference to bring in huge numbers or > big names. The other questions you ask are right. > If it's a conference, I'd want to see some sessions geared towards the > academic/research crowd talking about ways to improve accessibility and > others geared to developers talking about the practical implementations that > work now. > > On 5/23/07, Eelke Folmer wrote: > > > > Hi, > > > > The idea of a conference focusing on game accessibility is great but > > I'm kind of concerned whether we will be able to attract an audience for > it. > > What is the goal? 'spreading the word' e.g. convincing game developers > > of the importance of making games accessible? or or do we target our > > fellow researchers and discuss & explore new ways of making games more > > accessible and putting accessibility on the roadmap of developers? > > > > I think it is important to distinguish between these goals. > > > > cheers Eelke > > > > > > > > > > On May 20, 2007, at 12:01 PM, d. michelle hinn wrote: > > > > Hi all, > > > > So I've mentioned this before but we should probably start discussing > > it for real. The IGDA would like to support our efforts in creating a > > one-day conference on Game Accessibility. Now this could be something > > attached to another conference (like GDC) or on it's own as a "summit" > > at a time where we aren't so frazzled from GDC. > > > > This is one of the things I'll be bringing up at the online meetings > > this week so I'd appreciate ideas for location, dates, how wide we > > cast the net (ie, do we personally court a person from every major > > game company we can to attend), do we want it to be small the first > > year and then cast the net wider the next year? > > > > What are your thoughts? Basically the IGDA now has a group that does > > conference/summit set ups for us so we tell them what we want and they > > deal with the registration, hotel block reservations, venue, some > > advertising, etc. So that's what make it's a very cool opportunity! > > > > Michelle > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > > > > ---------------------------------------------------------------------------- > > 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 > > > > > > > ------------------------------ > > Message: 4 > Date: Wed, 23 May 2007 16:12:29 -0700 > From: "Eelke Folmer" > Subject: Re: [games_access] E for All > To: "IGDA Games Accessibility SIG Mailing List" > > Message-ID: > <836db6300705231612g9790ae9v8ef057e9d031f55f at mail.gmail.com> > Content-Type: text/plain; charset=ISO-8859-1; format=flowed > > Hi, > > I have the funds to go. I could go but I'll probably be busy with teaching. > By the way, i have all the accessibility equipment (e.g. quad controller, > one handed joysticks & stuff, still need to order some one > button) so we don't have to ship it from the UK. > > cheers eelke > > > > > On 5/22/07, Reid Kimball wrote: > > There's a possibility I could attend as it's on the west coast. > > There's another conference I'll probably attend in Oct, will send an > > email about it soon. > > > > -Reid > > > > On 5/22/07, d. michelle hinn wrote: > > > Yes, couple that with a booth at GDC...for the first time we'll have > > > the chance to really get the word on the street! Or at least the > > > 'net. :) > > > > > > >wow! that will be THE Arcade! Excellent /Thomas > > > > > > > > > > > >22 maj 2007 kl. 21.04 skrev d. michelle hinn: > > > > > > > >>but free of charge booth. Ac > > > >> > > > > > > > >__________________________________ > > > >Thomas Westin > > > >VD / CEO > > > > > > > >Pin Interactive AB > > > >:: Digital Culture Analysis :: Tools :: Worlds > > > >__________________________________ > > > >Award Winning Developer > > > >www.pininteractive.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 > > > > > -- > ---------------------------------------------------------------------------- > Eelke Folmer Assistant Professor > Department of CS&E/171 > University of Nevada Reno, Nevada 89557 > Game interaction design www.helpyouplay.com > ---------------------------------------------------------------------------- > > > ------------------------------ > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > > End of games_access Digest, Vol 35, Issue 37 > ******************************************** > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- From eelke.folmer at gmail.com Thu May 24 22:09:15 2007 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Thu, 24 May 2007 19:09:15 -0700 Subject: [games_access] Ideas for GDC 2008 In-Reply-To: References: <006501c7995f$f62289f0$6501a8c0@Inspiron> <000001c79a28$0cb7cd10$6501a8c0@Inspiron> <464F9816.6050308@thechases.com> <020801c79ac5$e5d38d30$0302a8c0@OneSwitch> Message-ID: <65CC002D-DF79-49A6-8AF8-66A57508F205@gmail.com> Hi all, I think I pitched this idea sometime ago when we were having this big conflict ;-) but I'd like to pitch it again because I seriously would like you guys to consider this. It's pretty obvious after the low turnouts of our events that game developers are just not interested in what we have to say so why don't we do something more rebellious and just shove the facts in their face? My idea for next year's GDC would be to stand right outside the Moscone center (between the north and west pavilion where at least 5000 game developers walk by) with a number of disabled people holding signs saying WE WANT ACCESSIBLE GAMES. If we really want to get attention I think this is what we should do. At the same time we can hand out small flyers. Lets make four different little flyers (so people can collect or trade them ;-) (combine it with the persona idea) for each disability one little flyer which obviously states a) a problem b) a solution(s). E.g. "tim" is a quadripleghic, sees gears of war on tv all the time but can't play it because it doesn't support his quad controller (maybe not use names of existing games not to piss of epic studios). Solutions : "allow configurable keys and map actions to different buttons & use autoaim to minimize the amount of interaction". I don't know if you would be into this, or whether it would be appropriate but I think its an idea at least worth exploring. Cheers Eelke On May 23, 2007, at 1:25 PM, d. michelle hinn wrote: > The main thing to consider (worry about) is that the fewer sessions > we have (and the expo doesn't count), the fewer passes we get that > allow us to get into the main part of GDC. So we reallllly have to > think about the number of sessions we could realistically do (and > perhaps this means that the SIG sponsors sessions that are meant > for, say, "research on accessibility" that just a few people take > and run with). So...I need to be tricky...er...innovative. ;) > > Michelle > >> I like something along these lines for a GDC session title, >> >> Innovation: True Next Generation Gameplay for Everyone >> >> However, it risks sounding like marketing hype and devs see right >> through that. Anyway, this could be our "wow that's cool shit" >> type of >> presentation where we talk about the Demor sound based game for the >> blind and Brain Fingers and the Haptic device. We try to make this as >> flashy and cool as possible, even if tech isn't 100% there or games >> widely available. It should be entertaining for people who like to >> see >> what's around the corner and educational in showing people that there >> are those with disabilities that can't play their current games. >> >> Aside from that, I'd like to try the Expo booth more than a GDC >> session. There's only a few ways I can talk about closed captioning >> and I think I've tried them all. >> >> -Reid >> >> >> >> On 5/21/07, d. michelle hinn wrote: >>> Ok...so now's the time to get the write ups going for the proposed >>> SIG sessions for GDC 2008 (it always takes us a bit to get things >>> finalized and GDC is even earlier in 2008) and I some ideas that I >>> want to run past people. >>> >>> We've talked a lot already about applying accessibility to how it >>> would help people that don't have a disability (like curb cuts that >>> help bicyclists and parents with baby strollers, etc). What if we >>> had >>> a session called "Innovation: Game Accessibility for Able Gamers" >>> with the session planned around taking what we know about >>> accessibility and targeted the solutions for the "abled" in order to >>> help them out by taking them out of the lull of "boring, predictable >>> gaming"? This would be a session for the really "out there" stuff >>> like biofeedback and games like demor. When I presented at last >>> year's Montreal Game Summit, I found that it was the "wow" stuff >>> that >>> got people thinking about the whole issue of accessibility being >>> "cool" -- it was the carrot that got them to listen to the more >>> basic >>> design information. After that, people came up to talk to me about >>> how they never thought about accessibility as NOT limiting game >>> design. >>> >>> I'm not totally sold on the title (I just came up with it now so >>> catchier titles would be greatly appreciated!) but it would give >>> us a >>> way to present accessibility information pertaining to disabled >>> gamers, sell it as something that helps more than just disabled >>> gamers without straying too far from the fact that we are the game >>> accessibility SIG. >>> >>> Another thing to think about is not how gamers is with disabilities >>> are limited but, instead, how maybe the increased skill in another >>> area makes them even MORE competitive and so "able" gamers should >>> know about these -- it's a turn around of telling them what they are >>> doing RIGHT in games by pointing out that they could even the score >>> with regard to accessibility by keeping these things in their games >>> (I know...that last one's trickier because it could lead to a >>> developer thinking that they are unbalanced in their gameplay by >>> making things easier for one user group...even though they >>> already do >>> that when they are INaccessible). >>> >>> I've seen how easy some find it to forget the original audience that >>> a design was aiming for by making changes that end up not serving >>> that original audience. So that's why I remain resistant to totally >>> taking the word "accessibility" out -- I'm afraid of NOT reminding >>> the industry to keep gamers with disabilities in mind because >>> it's so >>> easy for them to come down with selective amnesia. We've tried a LOT >>> of tactics over the years -- from serious to humorous, from >>> roundtables to much more ambitious workshops. So we need to think >>> about what we've learned from the four years we've presented as a >>> SIG >>> at GDC. We won't do "accessibility idol" again but I think we >>> *should* do another competition (and we can again -- we got the >>> tentative "thumbs up" to do an hour-long competition, rather than >>> the >>> two hour overkill). I'll write another email about ideas for a >>> competition that removes us from "idol" but helps us better make >>> accessibility into a challenging creative design process rather than >>> this "forced, non-creative" thing that it's rumored to be (and this >>> year I know to jump on the signage and web advert issue >>> immediately). >>> >>> BUT...as a SIG I think we should stick to a fun competition (with >>> the >>> devs that showed interest last year but couldn't do it but can this >>> year), the expo (with the fall back of another "arcade" thing, only >>> not three days worth), a "wacky session" like "innovation," and some >>> sort of longer session (like a tutorial) where we can have "short >>> burst" info about the things that SIG members have been doing -- ie, >>> Eelke might take 20-30 minutes to discuss his stuff, Dimitris taking >>> the same amount of time to overview his latest, Barrie and his >>> stuff, >>> etc, etc, etc. Then if any one person wants to do a longer >>> presentation on their own stuff, they can do so at their own >>> session, >>> promoting it at the SIG workshop. And if it helps, we can present >>> the >>> more solo-acts as SIG-sponsored sessions to make sure it gets on the >>> schedule better -- I know Reid and others have had a really hard >>> time >>> getting onto the schedule as solo acts. But in the end the longer >>> presentations would be the onus of the person who is presenting >>> their >>> work and not something that the entire SIG needs to be there to set >>> up for, etc (that doesn't mean that we all wouldn't try to be there >>> for them!!). >>> >>> We learned in March that 78.4 SIG sessions (ok, 8) isn't the way to >>> go but I also think going back to the single roundtable isn't the >>> answer either. So now we have to find our happy medium that >>> allows us >>> to all ATTEND other sessions and help increase the buzz about all of >>> our sessions, our existance, etc but also maximize our limited >>> (simply by the fact that there are just a few of us that can make it >>> to any one GDC) efforts in the sessions that we do. And we have to >>> find our happy medium so it's not just a couple of us pulling >>> all-nighters the weeks before! So instead of me being in charge of >>> every session for the organization, we can share the wealth a bit by >>> having some on the committee for the competition, others on the >>> tutorial/workshop committee, and so forth. I realize that we >>> aren't a >>> big lot but even NON attendees can help serve on committees to help >>> share ideas! >>> >>> Ok that's the end of this email that had started out short and >>> sweet. >>> :) Sorry -- just feeling the GDC pressure and I realllly want to get >>> as many people involved as possible so we can present a more united >>> effort and help best support one another!! >>> >>> Thoughts? Reactions? And, yes, I'm now very removed from the >>> emotions >>> of GDC 2007. :) But please be thoughtful in your suggestions -- >>> underneath that black leather jacket I keep wearing to GDCs (for >>> good >>> luck?), I can get rather down sometimes (yay! depression!) and I'd >>> hate for us to have a flame war. I promise I will count to 10 before >>> hitting the "send" button if I find myself taking things too >>> personally. Ok, deal? :) >>> >>> 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 ------------------------------------------------------------------------ ---- 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 Fri May 25 01:19:27 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Fri, 25 May 2007 00:19:27 -0500 Subject: [games_access] Ideas for GDC 2008 In-Reply-To: <65CC002D-DF79-49A6-8AF8-66A57508F205@gmail.com> References: <006501c7995f$f62289f0$6501a8c0@Inspiron> <000001c79a28$0cb7cd10$6501a8c0@Inspiron> <464F9816.6050308@thechases.com> <020801c79ac5$e5d38d30$0302a8c0@OneSwitch> <65CC002D-DF79-49A6-8AF8-66A57508F205@gmail.com> Message-ID: Hey Eelke, I think that there's a lot of value in doing that or something like that. We'd have to think through it carefully and I think we should still do sessions and the expo (I don't think you were saying scrap the other stuff but just add this to it) to get the passes. That way the "protest" also serves as an advert for the expo booth and the couple sessions that we do. Now...the main thing is that we need to look up the laws for having a protest. There are different rules in different cities that would require us to stay within x number of feet away. But there's also a difference between advertising events and a protest. Either way we need to figure out what will keep us out of jail. :D I think the fliers should also have a brief advert about our sessions as well. Michelle >Hi all, > >I think I pitched this idea sometime ago when we were having this >big conflict ;-) but I'd like to pitch it again because I seriously >would like you guys to consider this. > >It's pretty obvious after the low turnouts of our events that game >developers are just not interested in what we have to say so why >don't we do something more rebellious and just shove the facts in >their face? My idea for next year's GDC would be to stand right >outside the Moscone center (between the north and west pavilion >where at least 5000 game developers walk by) with a number of >disabled people holding signs saying WE WANT ACCESSIBLE GAMES. If >we really want to get attention I think this is what we should >do. At the same time we can hand out small flyers. Lets make four >different little flyers (so people can collect or trade them ;-) >(combine it with the persona idea) for each disability one little >flyer which obviously states a) a problem b) a solution(s). E.g. >"tim" is a quadripleghic, sees gears of war on tv all the time but >can't play it because it doesn't support his quad controller (maybe >not use names of existing games not to piss of epic studios). >Solutions : "allow configurable keys and map actions to different >buttons & use autoaim to minimize the amount of interaction". > >I don't know if you would be into this, or whether it would be >appropriate but I think its an idea at least worth exploring. > >Cheers Eelke > > > > >On May 23, 2007, at 1:25 PM, d. michelle hinn wrote: > >>The main thing to consider (worry about) is that the fewer sessions >>we have (and the expo doesn't count), the fewer passes we get that >>allow us to get into the main part of GDC. So we reallllly have to >>think about the number of sessions we could realistically do (and >>perhaps this means that the SIG sponsors sessions that are meant >>for, say, "research on accessibility" that just a few people take >>and run with). So...I need to be tricky...er...innovative. ;) >> >>Michelle >> >>>I like something along these lines for a GDC session title, >>> >>>Innovation: True Next Generation Gameplay for Everyone >>> >>>However, it risks sounding like marketing hype and devs see right >>>through that. Anyway, this could be our "wow that's cool shit" type of >>>presentation where we talk about the Demor sound based game for the >>>blind and Brain Fingers and the Haptic device. We try to make this as >>>flashy and cool as possible, even if tech isn't 100% there or games >>>widely available. It should be entertaining for people who like to see >>>what's around the corner and educational in showing people that there >>>are those with disabilities that can't play their current games. >>> >>>Aside from that, I'd like to try the Expo booth more than a GDC >>>session. There's only a few ways I can talk about closed captioning >>>and I think I've tried them all. >>> >>>-Reid >>> >>> >>> >>>On 5/21/07, d. michelle hinn <hinn at uiuc.edu> wrote: >>> >>>>Ok...so now's the time to get the write ups going for the proposed >>>>SIG sessions for GDC 2008 (it always takes us a bit to get things >>>>finalized and GDC is even earlier in 2008) and I some ideas that I >>>>want to run past people. >>>> >>>>We've talked a lot already about applying accessibility to how it >>>>would help people that don't have a disability (like curb cuts that >>>>help bicyclists and parents with baby strollers, etc). What if we had >>>>a session called "Innovation: Game Accessibility for Able Gamers" >>>>with the session planned around taking what we know about >>>>accessibility and targeted the solutions for the "abled" in order to >>>>help them out by taking them out of the lull of "boring, predictable >>>>gaming"? This would be a session for the really "out there" stuff >>>>like biofeedback and games like demor. When I presented at last >>>>year's Montreal Game Summit, I found that it was the "wow" stuff that >>>>got people thinking about the whole issue of accessibility being >>>>"cool" -- it was the carrot that got them to listen to the more basic >>>>design information. After that, people came up to talk to me about >>>>how they never thought about accessibility as NOT limiting game >>>>design. >>>> >>>>I'm not totally sold on the title (I just came up with it now so >>>>catchier titles would be greatly appreciated!) but it would give us a >>>>way to present accessibility information pertaining to disabled >>>>gamers, sell it as something that helps more than just disabled >>>>gamers without straying too far from the fact that we are the game >>>>accessibility SIG. >>>> >>>>Another thing to think about is not how gamers is with disabilities >>>>are limited but, instead, how maybe the increased skill in another >>>>area makes them even MORE competitive and so "able" gamers should >>>>know about these -- it's a turn around of telling them what they are >>>>doing RIGHT in games by pointing out that they could even the score >>>>with regard to accessibility by keeping these things in their games >>>>(I know...that last one's trickier because it could lead to a >>>>developer thinking that they are unbalanced in their gameplay by >>>>making things easier for one user group...even though they already do >>>>that when they are INaccessible). >>>> >>>>I've seen how easy some find it to forget the original audience that >>>>a design was aiming for by making changes that end up not serving >>>>that original audience. So that's why I remain resistant to totally >>>>taking the word "accessibility" out -- I'm afraid of NOT reminding >>>>the industry to keep gamers with disabilities in mind because it's so >>>>easy for them to come down with selective amnesia. We've tried a LOT >>>>of tactics over the years -- from serious to humorous, from >>>>roundtables to much more ambitious workshops. So we need to think >>>>about what we've learned from the four years we've presented as a SIG >>>>at GDC. We won't do "accessibility idol" again but I think we >>>>*should* do another competition (and we can again -- we got the >>>>tentative "thumbs up" to do an hour-long competition, rather than the >>>>two hour overkill). I'll write another email about ideas for a >>>>competition that removes us from "idol" but helps us better make >>>>accessibility into a challenging creative design process rather than >>>>this "forced, non-creative" thing that it's rumored to be (and this >>>>year I know to jump on the signage and web advert issue immediately). >>>> >>>>BUT...as a SIG I think we should stick to a fun competition (with the >>>>devs that showed interest last year but couldn't do it but can this >>>>year), the expo (with the fall back of another "arcade" thing, only >>>>not three days worth), a "wacky session" like "innovation," and some >>>>sort of longer session (like a tutorial) where we can have "short >>>>burst" info about the things that SIG members have been doing -- ie, >>>>Eelke might take 20-30 minutes to discuss his stuff, Dimitris taking >>>>the same amount of time to overview his latest, Barrie and his stuff, >>>>etc, etc, etc. Then if any one person wants to do a longer >>>>presentation on their own stuff, they can do so at their own session, >>>>promoting it at the SIG workshop. And if it helps, we can present the >>>>more solo-acts as SIG-sponsored sessions to make sure it gets on the >>>>schedule better -- I know Reid and others have had a really hard time >>>>getting onto the schedule as solo acts. But in the end the longer >>>>presentations would be the onus of the person who is presenting their >>>>work and not something that the entire SIG needs to be there to set >>>>up for, etc (that doesn't mean that we all wouldn't try to be there >>>>for them!!). >>>> >>>>We learned in March that 78.4 SIG sessions (ok, 8) isn't the way to >>>>go but I also think going back to the single roundtable isn't the >>>>answer either. So now we have to find our happy medium that allows us >>>>to all ATTEND other sessions and help increase the buzz about all of >>>>our sessions, our existance, etc but also maximize our limited >>>>(simply by the fact that there are just a few of us that can make it >>>>to any one GDC) efforts in the sessions that we do. And we have to >>>>find our happy medium so it's not just a couple of us pulling >>>>all-nighters the weeks before! So instead of me being in charge of >>>>every session for the organization, we can share the wealth a bit by >>>>having some on the committee for the competition, others on the >>>>tutorial/workshop committee, and so forth. I realize that we aren't a >>>>big lot but even NON attendees can help serve on committees to help >>>>share ideas! >>>> >>>>Ok that's the end of this email that had started out short and sweet. >>>>:) Sorry -- just feeling the GDC pressure and I realllly want to get >>>>as many people involved as possible so we can present a more united >>>>effort and help best support one another!! >>>> >>>>Thoughts? Reactions? And, yes, I'm now very removed from the emotions >>>>of GDC 2007. :) But please be thoughtful in your suggestions -- >>>>underneath that black leather jacket I keep wearing to GDCs (for good >>>>luck?), I can get rather down sometimes (yay! depression!) and I'd >>>>hate for us to have a flame war. I promise I will count to 10 before >>>>hitting the "send" button if I find myself taking things too >>>>personally. Ok, deal? :) >>>> >>>>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 >> > >---------------------------------------------------------------------------- >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 hinn at uiuc.edu Fri May 25 01:23:13 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Fri, 25 May 2007 00:23:13 -0500 Subject: [games_access] More persona stuff In-Reply-To: <836db6300705241901y49d99dccpffbcded9e7f7b7a8@mail.gmail.com> References: <001e01c79e57$e24a4510$6401a8c0@HOME> <836db6300705241901y49d99dccpffbcded9e7f7b7a8@mail.gmail.com> Message-ID: I can also add what I know about scenario-based design -- let's start working on this on the wiki. I'll carve out a place for us to start writing up our stories. I'm leaning toward cartoon images -- like a superhero gamer who is blind but has amazing hearing, etc. I think that would fit in better with the game conference. But I'm also struggling with the images of real people -- we'd need to do some major legal rights stuff to use their images. Michelle >Hi Lynn, > >That would be great! Even if it was only to give disabilities a more >human face. What I'm saying is that game developers probably >sympathize more with seeing an actual person with a disability than >with something abstract like: " cognitive limitation" > >Should we use images of real people (don't want to violate someone's >privacy or image rights) or shall we use cartoonlike images? > >Cheers Eelke > > > > >On 5/24/07, Lynn Marentette wrote: >>Eelke - and games access members - >> >>I been lurking most of the time on this list, because I've been so busy with >>work and school. >> >>I took a graduate-level Human-Computer Interaction class last semester and >>spent some time developing "personas" for part of a project. >> >>I would be happy to work on some personas that would benefit the cause. >> >>I'm not sure if you remember me, but I'm a school psychologist who works >>with students who have a range of abilities and disabilities. (I chose the >>topic of Universal Usability for my class presentation.) >> >>Lynn Marentette >> >>TechPsych >>Interactive Multimedia Technology >> >>-----Original Message----- >>From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >>On Behalf Of games_access-request at igda.org >>Sent: Wednesday, May 23, 2007 7:13 PM >>To: games_access at igda.org >>Subject: games_access Digest, Vol 35, Issue 37 >> >>Send games_access mailing list submissions to >> games_access at igda.org >> >>To subscribe or unsubscribe via the World Wide Web, visit >> http://seven.pairlist.net/mailman/listinfo/games_access >>or, via email, send a message with subject or body 'help' to >> games_access-request at igda.org >> >>You can reach the person managing the list at >> games_access-owner at igda.org >> >>When replying, please edit your Subject line so it is more specific than >>"Re: Contents of games_access digest..." >> >> >>Today's Topics: >> >> 1. persona (Eelke Folmer) >> 2. Re: Game Accessibility Conference (Eelke Folmer) >> 3. Re: Game Accessibility Conference (Reid Kimball) >> 4. Re: E for All (Eelke Folmer) >> >> >>---------------------------------------------------------------------- >> >>Message: 1 >>Date: Wed, 23 May 2007 14:32:32 -0700 >>From: Eelke Folmer >>Subject: [games_access] persona >>To: IGDA Games Accessibility SIG Mailing List >>Message-ID: <8432A0B2-A11B-48A4-93D3-B92CDCC5A553 at gmail.com> >>Content-Type: text/plain; charset="us-ascii"; Format="flowed"; >> DelSp="yes" >> >>Hi, >> >>I had an idea that I picked up a while ago while I was at CHI 2006 last >>year, I found it last week while going through old notes. At >>Chi2006 there was a talk on microsoft office and one of the interaction >>designers showed how microsoft uses persona' to help design software. E.g. >>there would be a grandma called betty (making these names up) who would use >>word to write a letter to her son. >>There would be a 12 year old schoolgirl called emma who would use word to >>write a school paper on dinosaurs. There would be a 'dad' who would use >>excel to calculate car payments. etc etc, there were about >>6 of these personas on big signs with a name, a photo, some of their hobbies >>and some sentences indicating how they would use a particular Microsoft >>application. (i'm not exactly sure what was on there). They would hang these >>persona's as posters in offices in microsoft so the developers would be >>aware for who they were designing for. At some point they would not notice >>the posters any more but these persona's were very much embedded in the >>development of software and were always references in discussions. E.g. they >>would consider adding a complicated feature in excel that could help dad >>more easy but that would also make the interface more difficult for tommie, >>etc etc. >> >>I was wondering whether we could do the same for disabilities? If we can >>actually provide developers 4-6 persona (covering most >>disabilities) I think it would be an helpful tool which can facilitate >>discussion and will also allow more clearly to focus the development of a >>game to include disabilities. >> >>I was thinking of doing it for my collection of patterns already because i >>think its just more personable to develop for "blind bettie" and show a >>picture of a girl that is actually blind than just use "visual impairments". >> >>Any ideas/thoughts on this? >> >>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: >>>82c/attachment-0001.html> >> >>------------------------------ >> >>Message: 2 >>Date: Wed, 23 May 2007 14:33:26 -0700 >>From: Eelke Folmer >>Subject: Re: [games_access] Game Accessibility Conference >>To: IGDA Games Accessibility SIG Mailing List >>Message-ID: >>Content-Type: text/plain; charset="us-ascii"; Format="flowed"; >> DelSp="yes" >> >>Hi, >> >>The idea of a conference focusing on game accessibility is great but I'm >>kind of concerned whether we will be able to attract an audience for it. >>What is the goal? 'spreading the word' e.g. convincing game developers of >>the importance of making games accessible? or or do we target our fellow >>researchers and discuss & explore new ways of making games more accessible >>and putting accessibility on the roadmap of developers? >> >>I think it is important to distinguish between these goals. >> >>cheers Eelke >> >> >> >>On May 20, 2007, at 12:01 PM, d. michelle hinn wrote: >> >>> Hi all, >>> >>> So I've mentioned this before but we should probably start discussing >>> it for real. The IGDA would like to support our efforts in creating a >>> one-day conference on Game Accessibility. Now this could be something >>> attached to another conference (like GDC) or on it's own as a "summit" >>> at a time where we aren't so frazzled from GDC. >>> >>> This is one of the things I'll be bringing up at the online meetings >>> this week so I'd appreciate ideas for location, dates, how wide we >>> cast the net (ie, do we personally court a person from every major >>> game company we can to attend), do we want it to be small the first >>> year and then cast the net wider the next year? >>> >>> What are your thoughts? Basically the IGDA now has a group that does >>> conference/summit set ups for us so we tell them what we want and they >>> deal with the registration, hotel block reservations, venue, some >>> advertising, etc. So that's what make it's a very cool opportunity! >>> >>> Michelle >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >> >>------------------------------------------------------------------------ >>---- >>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: >>>58e/attachment-0001.htm> >> >>------------------------------ >> >>Message: 3 >>Date: Wed, 23 May 2007 14:59:21 -0700 >>From: "Reid Kimball" >>Subject: Re: [games_access] Game Accessibility Conference >>To: "IGDA Games Accessibility SIG Mailing List" >> >>Message-ID: >> >>Content-Type: text/plain; charset=ISO-8859-1; format=flowed >> >>"I'm kind of concerned whether we will be able to attract an audience for >>it" I think the first GDC had 7 attendees. We shouldn't put unrealistic >>pressure on ourselves with our first conference to bring in huge numbers or >>big names. The other questions you ask are right. >>If it's a conference, I'd want to see some sessions geared towards the >>academic/research crowd talking about ways to improve accessibility and >>others geared to developers talking about the practical implementations that >>work now. >> >>On 5/23/07, Eelke Folmer wrote: >>> >>> Hi, >>> >>> The idea of a conference focusing on game accessibility is great but >>> I'm kind of concerned whether we will be able to attract an audience for >>it. >>> What is the goal? 'spreading the word' e.g. convincing game developers >>> of the importance of making games accessible? or or do we target our >>> fellow researchers and discuss & explore new ways of making games more >>> accessible and putting accessibility on the roadmap of developers? >>> >>> I think it is important to distinguish between these goals. >>> >>> cheers Eelke >>> >>> >>> >>> >>> On May 20, 2007, at 12:01 PM, d. michelle hinn wrote: >>> >>> Hi all, >>> >>> So I've mentioned this before but we should probably start discussing >>> it for real. The IGDA would like to support our efforts in creating a >>> one-day conference on Game Accessibility. Now this could be something >>> attached to another conference (like GDC) or on it's own as a "summit" >>> at a time where we aren't so frazzled from GDC. >>> >>> This is one of the things I'll be bringing up at the online meetings >>> this week so I'd appreciate ideas for location, dates, how wide we >>> cast the net (ie, do we personally court a person from every major >>> game company we can to attend), do we want it to be small the first >>> year and then cast the net wider the next year? >>> >>> What are your thoughts? Basically the IGDA now has a group that does >>> conference/summit set ups for us so we tell them what we want and they >>> deal with the registration, hotel block reservations, venue, some >>> advertising, etc. So that's what make it's a very cool opportunity! >>> >>> Michelle >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>---------------------------------------------------------------------------- >>> 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 >>> >>> >> >> >>------------------------------ >> >>Message: 4 >>Date: Wed, 23 May 2007 16:12:29 -0700 >>From: "Eelke Folmer" >>Subject: Re: [games_access] E for All >>To: "IGDA Games Accessibility SIG Mailing List" >> >>Message-ID: >> <836db6300705231612g9790ae9v8ef057e9d031f55f at mail.gmail.com> >>Content-Type: text/plain; charset=ISO-8859-1; format=flowed >> >>Hi, >> >>I have the funds to go. I could go but I'll probably be busy with teaching. >>By the way, i have all the accessibility equipment (e.g. quad controller, >>one handed joysticks & stuff, still need to order some one >>button) so we don't have to ship it from the UK. >> >>cheers eelke >> >> >> >> >>On 5/22/07, Reid Kimball wrote: >>> There's a possibility I could attend as it's on the west coast. >>> There's another conference I'll probably attend in Oct, will send an >> > email about it soon. >>> >>> -Reid >>> >>> On 5/22/07, d. michelle hinn wrote: >>> > Yes, couple that with a booth at GDC...for the first time we'll have >>> > the chance to really get the word on the street! Or at least the >>> > 'net. :) >>> > >>> > >wow! that will be THE Arcade! Excellent /Thomas >>> > > >>> > > >>> > >22 maj 2007 kl. 21.04 skrev d. michelle hinn: >>> > > >>> > >>but free of charge booth. Ac >>> > >> >>> > > >>> > >__________________________________ >>> > >Thomas Westin >>> > >VD / CEO >>> > > >>> > >Pin Interactive AB >>> > >:: Digital Culture Analysis :: Tools :: Worlds >>> > >__________________________________ >>> > >Award Winning Developer >>> > >www.pininteractive.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 >>> >> >> >>-- >>---------------------------------------------------------------------------- >>Eelke Folmer Assistant Professor >>Department of CS&E/171 >>University of Nevada Reno, Nevada 89557 >>Game interaction design www.helpyouplay.com >>---------------------------------------------------------------------------- >> >> >>------------------------------ >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> >> >>End of games_access Digest, Vol 35, Issue 37 >>******************************************** >> >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> > > >-- >---------------------------------------------------------------------------- >Eelke Folmer Assistant Professor >Department of CS&E/171 >University of Nevada Reno, Nevada 89557 >Game interaction design www.helpyouplay.com >---------------------------------------------------------------------------- >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Fri May 25 04:44:31 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 25 May 2007 09:44:31 +0100 Subject: [games_access] Ideas for GDC 2008 References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@Inspiron><464F9816.6050308@thechases.com><020801c79ac5$e5d38d30$0302a8c0@OneSwitch> <65CC002D-DF79-49A6-8AF8-66A57508F205@gmail.com> Message-ID: <03d301c79ea8$ed0c0230$0302a8c0@OneSwitch> I think this kind of thing can be effective. I know in this country D.A.N. (The Disability Action Network) handcuffed themselves to buses and the railings of parliament when they were protesting about the lack of access in public transport. I would say that transport is now a lot better in this country - not solely for their protests - but I think they helped sway oppinion. D.A.N. is very quiet/non-existant these days - but many of the activists from D.A.N. got absorbed by councils and so on with jobs where they could make changes from within. It would be great if more disabled people started to get jobs out of a GDC campaign and could make a difference in a similar way. Barrie www.OneSwitch.org.uk ----- Original Message ----- From: Eelke Folmer To: IGDA Games Accessibility SIG Mailing List Sent: Friday, May 25, 2007 3:09 AM Subject: Re: [games_access] Ideas for GDC 2008 Hi all, I think I pitched this idea sometime ago when we were having this big conflict ;-) but I'd like to pitch it again because I seriously would like you guys to consider this. It's pretty obvious after the low turnouts of our events that game developers are just not interested in what we have to say so why don't we do something more rebellious and just shove the facts in their face? My idea for next year's GDC would be to stand right outside the Moscone center (between the north and west pavilion where at least 5000 game developers walk by) with a number of disabled people holding signs saying WE WANT ACCESSIBLE GAMES. If we really want to get attention I think this is what we should do. At the same time we can hand out small flyers. Lets make four different little flyers (so people can collect or trade them ;-) (combine it with the persona idea) for each disability one little flyer which obviously states a) a problem b) a solution(s). E.g. "tim" is a quadripleghic, sees gears of war on tv all the time but can't play it because it doesn't support his quad controller (maybe not use names of existing games not to piss of epic studios). Solutions : "allow configurable keys and map actions to different buttons & use autoaim to minimize the amount of interaction". I don't know if you would be into this, or whether it would be appropriate but I think its an idea at least worth exploring. Cheers Eelke On May 23, 2007, at 1:25 PM, d. michelle hinn wrote: The main thing to consider (worry about) is that the fewer sessions we have (and the expo doesn't count), the fewer passes we get that allow us to get into the main part of GDC. So we reallllly have to think about the number of sessions we could realistically do (and perhaps this means that the SIG sponsors sessions that are meant for, say, "research on accessibility" that just a few people take and run with). So...I need to be tricky...er...innovative. ;) Michelle I like something along these lines for a GDC session title, Innovation: True Next Generation Gameplay for Everyone However, it risks sounding like marketing hype and devs see right through that. Anyway, this could be our "wow that's cool shit" type of presentation where we talk about the Demor sound based game for the blind and Brain Fingers and the Haptic device. We try to make this as flashy and cool as possible, even if tech isn't 100% there or games widely available. It should be entertaining for people who like to see what's around the corner and educational in showing people that there are those with disabilities that can't play their current games. Aside from that, I'd like to try the Expo booth more than a GDC session. There's only a few ways I can talk about closed captioning and I think I've tried them all. -Reid On 5/21/07, d. michelle hinn wrote: Ok...so now's the time to get the write ups going for the proposed SIG sessions for GDC 2008 (it always takes us a bit to get things finalized and GDC is even earlier in 2008) and I some ideas that I want to run past people. We've talked a lot already about applying accessibility to how it would help people that don't have a disability (like curb cuts that help bicyclists and parents with baby strollers, etc). What if we had a session called "Innovation: Game Accessibility for Able Gamers" with the session planned around taking what we know about accessibility and targeted the solutions for the "abled" in order to help them out by taking them out of the lull of "boring, predictable gaming"? This would be a session for the really "out there" stuff like biofeedback and games like demor. When I presented at last year's Montreal Game Summit, I found that it was the "wow" stuff that got people thinking about the whole issue of accessibility being "cool" -- it was the carrot that got them to listen to the more basic design information. After that, people came up to talk to me about how they never thought about accessibility as NOT limiting game design. I'm not totally sold on the title (I just came up with it now so catchier titles would be greatly appreciated!) but it would give us a way to present accessibility information pertaining to disabled gamers, sell it as something that helps more than just disabled gamers without straying too far from the fact that we are the game accessibility SIG. Another thing to think about is not how gamers is with disabilities are limited but, instead, how maybe the increased skill in another area makes them even MORE competitive and so "able" gamers should know about these -- it's a turn around of telling them what they are doing RIGHT in games by pointing out that they could even the score with regard to accessibility by keeping these things in their games (I know...that last one's trickier because it could lead to a developer thinking that they are unbalanced in their gameplay by making things easier for one user group...even though they already do that when they are INaccessible). I've seen how easy some find it to forget the original audience that a design was aiming for by making changes that end up not serving that original audience. So that's why I remain resistant to totally taking the word "accessibility" out -- I'm afraid of NOT reminding the industry to keep gamers with disabilities in mind because it's so easy for them to come down with selective amnesia. We've tried a LOT of tactics over the years -- from serious to humorous, from roundtables to much more ambitious workshops. So we need to think about what we've learned from the four years we've presented as a SIG at GDC. We won't do "accessibility idol" again but I think we *should* do another competition (and we can again -- we got the tentative "thumbs up" to do an hour-long competition, rather than the two hour overkill). I'll write another email about ideas for a competition that removes us from "idol" but helps us better make accessibility into a challenging creative design process rather than this "forced, non-creative" thing that it's rumored to be (and this year I know to jump on the signage and web advert issue immediately). BUT...as a SIG I think we should stick to a fun competition (with the devs that showed interest last year but couldn't do it but can this year), the expo (with the fall back of another "arcade" thing, only not three days worth), a "wacky session" like "innovation," and some sort of longer session (like a tutorial) where we can have "short burst" info about the things that SIG members have been doing -- ie, Eelke might take 20-30 minutes to discuss his stuff, Dimitris taking the same amount of time to overview his latest, Barrie and his stuff, etc, etc, etc. Then if any one person wants to do a longer presentation on their own stuff, they can do so at their own session, promoting it at the SIG workshop. And if it helps, we can present the more solo-acts as SIG-sponsored sessions to make sure it gets on the schedule better -- I know Reid and others have had a really hard time getting onto the schedule as solo acts. But in the end the longer presentations would be the onus of the person who is presenting their work and not something that the entire SIG needs to be there to set up for, etc (that doesn't mean that we all wouldn't try to be there for them!!). We learned in March that 78.4 SIG sessions (ok, 8) isn't the way to go but I also think going back to the single roundtable isn't the answer either. So now we have to find our happy medium that allows us to all ATTEND other sessions and help increase the buzz about all of our sessions, our existance, etc but also maximize our limited (simply by the fact that there are just a few of us that can make it to any one GDC) efforts in the sessions that we do. And we have to find our happy medium so it's not just a couple of us pulling all-nighters the weeks before! So instead of me being in charge of every session for the organization, we can share the wealth a bit by having some on the committee for the competition, others on the tutorial/workshop committee, and so forth. I realize that we aren't a big lot but even NON attendees can help serve on committees to help share ideas! Ok that's the end of this email that had started out short and sweet. :) Sorry -- just feeling the GDC pressure and I realllly want to get as many people involved as possible so we can present a more united effort and help best support one another!! Thoughts? Reactions? And, yes, I'm now very removed from the emotions of GDC 2007. :) But please be thoughtful in your suggestions -- underneath that black leather jacket I keep wearing to GDCs (for good luck?), I can get rather down sometimes (yay! depression!) and I'd hate for us to have a flame war. I promise I will count to 10 before hitting the "send" button if I find myself taking things too personally. Ok, deal? :) 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 ---------------------------------------------------------------------------- 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 bsawyer at dmill.com Fri May 25 05:15:57 2007 From: bsawyer at dmill.com (Ben Sawyer) Date: Fri, 25 May 2007 05:15:57 -0400 Subject: [games_access] Personas, etc. but what is really needed... In-Reply-To: <836db6300705241901y49d99dccpffbcded9e7f7b7a8@mail.gmail.com> References: <001e01c79e57$e24a4510$6401a8c0@HOME> <836db6300705241901y49d99dccpffbcded9e7f7b7a8@mail.gmail.com> Message-ID: <6BBCE751-C0A4-48CE-8E55-6957EF46D7E2@dmill.com> The personas idea sounds pretty cool and I agree it would help. One of the things that I think would get developers moving a bit more and really possibly improve progress and pressure on developers is if there was a universal SDK and set of standard libraries that could be linked in to any game where the result of XX programmer weeks would result in a game that has far more accessibility. Perhaps everything can't be solved this way but until there is a standardized SDK to some extent you won't get as far. Once there is an open source standard SDK that is updated and worked on (hopefully with aide by professional developers and perhaps with funding too) and perhaps aided by university research in an organized fashion then it becomes a matter of brow beating publishers to do the work to integrate it just like every other SDK past/present/future works. It becomes a semi-singular response - this games supports the SDK this game does not. Also it would seem if you could create standard icons for accessibility like we see from GameSpy, ESRB, PC-CDROM, EAX, XBOX LIVE!, etc. that showcases in a second such compatibility that would help as well. Perhaps a standard logo that would provide some quick response to users about its compatibility with the SDK or various specific standardize accessibility issues. What you might not know e.g. is that the EMA (entertainment merchants association) controls the standard PC-CDROM logo and that they license its use to the publishers in return I think for nominal fees or at the least I think it was 3 copies each of all games (which they then donate). If you followed this idea in the long-term what you could do is A) develop/galavenize the development of the SDK(s)/Librarie(s) and then a standard logo of compliance with the SDK. No publisher could use the logo without making a per-sku (not title) payment to the non- profit that controlled the trademark (you could even write it into the EULA of the open-source license probably) and the cost would be low like $50-$100 per sku. EA put out probably 500-1000 worldwide skus last year across all formats. If you want to make progress in games you need to do it in software. It's like getting press - the easier you make the other persons job the more attention you will get. You need to create an ecosystem of code not just an ecosystem of pressure because at the end of the day linking in an API is a process most publishers and development studios can deal with but writing new code from scratch doesn't work. Going to several different sites to cobble together existing code doesn't work. Etc. If you had a one-stop code repository and GOOD docs then what happens if the accompanying pressure/customer service comes into play is you will probably see 3-4 things happen: 1. You will be able to boil down average strong compliance to an average cost per title to link in the SDK as opposed to an amorphous cost it would be fairly standard and trackable. When you have that you can create awareness that EA and others are ignoring a trivial cost and QA process. 2. You will be able to argue that the console companies could integrate the SDK into their own libraries and middleware and (cross fingers) their QA process. 3. You will see studios/publishers assign junior / intern programmers to the SDK as a project. With an API, docs, standard process it's a great "here kid do this!" project. There is little supervision and worry about virgin code. As a manager you have to hope a new programmer is at least good enough to integrate in a standard API or they're worthless. 4. You will see programmers inside companies who are trying to win the right to integrate these features do so more frequently because it will be a standardized process. The industry is beginning to standardize development practices more and with an SDK you can get into that pipeline better. 5. You will see more industry support for the SDK itself and in general I think far better compliance. I'm not the expert - perhaps such code exists but I googled for it and didn't see anything right away. It would seem you could standardize some libraries for color blindness, one switch controller, head mounted mice, closed captioning, etc. If you at least outlined what an spec for it would be then a place like Carnegie Melon, USC, and other universities could be asked to assign students to develop the initial codebase. If you want a campaign to work write code. That is the single biggest impediment. With it then the excuses or non-attention by developers will be much harder for them to pull. If you're going to apply a hammer you need the anvil. - Ben From barrie.ellis at oneswitch.org.uk Fri May 25 06:26:22 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 25 May 2007 11:26:22 +0100 Subject: [games_access] Dreamcast Wii Tennis Message-ID: <040e01c79eb7$24735350$0302a8c0@OneSwitch> Nothing to do with very much, but as a big fan of the Dreamcast - thought I'd pass it on... http://www.ukresistance.co.uk/2007/05/virtua-tennis-played-on-dreamcast.html#comments -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Fri May 25 06:28:23 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 25 May 2007 11:28:23 +0100 Subject: [games_access] Dreamcast Wii Tennis Message-ID: <041501c79eb7$6c88d8e0$0302a8c0@OneSwitch> This links to it too: http://the-dreamcast-junkyard.blogspot.com/2007/05/seven-yearstoo-late.html The PS3 six-axis controller looks like a nightmare for fully able-bodied, never mind any disabled gamers... Will have to wait and see. -------------- next part -------------- An HTML attachment was scrubbed... URL: From j.chetwynd at btinternet.com Fri May 25 08:07:45 2007 From: j.chetwynd at btinternet.com (=?UTF-8?B?In46Jycg44GC44KK44GM44Go44GG44GU44GW44GE44G+44GX44Gf?= =?UTF-8?B?44CCIg==?=) Date: Fri, 25 May 2007 13:07:45 +0100 Subject: [games_access] Steam? Message-ID: <3ED63B59-AC88-411D-B4F6-A89C3CE793DD@btinternet.com> http://www.steamgames.com/ anyone checked this out, or know if they have accessibility awareness or support? cheers Jonathan Chetwynd From reid at rbkdesign.com Fri May 25 11:08:01 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Fri, 25 May 2007 08:08:01 -0700 Subject: [games_access] Steam? In-Reply-To: <3ED63B59-AC88-411D-B4F6-A89C3CE793DD@btinternet.com> References: <3ED63B59-AC88-411D-B4F6-A89C3CE793DD@btinternet.com> Message-ID: It's a portal in a way for publishers and developers to sell their games for download. It was started by Valve Software for their Half-Life games and has since allowed others to use the service. Any kind of accessibility features in the games will be dependent on who developed the game. -Reid On 5/25/07, "~:'' ????????????" wrote: > http://www.steamgames.com/ > > anyone checked this out, or know if they have accessibility awareness > or support? > > cheers > > Jonathan Chetwynd > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From ioo at ablegamers.com Fri May 25 11:20:57 2007 From: ioo at ablegamers.com (Ioo) Date: Fri, 25 May 2007 11:20:57 -0400 Subject: [games_access] Steam? In-Reply-To: <3ED63B59-AC88-411D-B4F6-A89C3CE793DD@btinternet.com> References: <3ED63B59-AC88-411D-B4F6-A89C3CE793DD@btinternet.com> Message-ID: <4656FED9.2030006@ablegamers.com> We use steam at work when we play Counter Strike. It is a 2 fold system, it is a way for game makers to distribute games in digital download form. It also hosts or allows you to host servers for others to connect to in the steam network. Many, I would dare to say most, of the games it has are FPS and LAN friendly games. (for the record they also work like spam light. It WANTS to always run at startup (you can disable that) and push game "news" (adverts) to you. It is not 50 a day, but it can be intrusive if you do not go and tamp it down.) So the steam software is just like any windows software. Each game has it's own issues. .mark AbleGamers.com ~:'' ???????????? wrote: > http://www.steamgames.com/ > > anyone checked this out, or know if they have accessibility awareness > or support? > > cheers > > Jonathan Chetwynd > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From reid at rbkdesign.com Fri May 25 11:22:02 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Fri, 25 May 2007 08:22:02 -0700 Subject: [games_access] Ideas for GDC 2008 In-Reply-To: <03d301c79ea8$ed0c0230$0302a8c0@OneSwitch> References: <006501c7995f$f62289f0$6501a8c0@Inspiron> <464F9816.6050308@thechases.com> <020801c79ac5$e5d38d30$0302a8c0@OneSwitch> <65CC002D-DF79-49A6-8AF8-66A57508F205@gmail.com> <03d301c79ea8$ed0c0230$0302a8c0@OneSwitch> Message-ID: I would much prefer to hand out fliers to people without having a loud protest. I don't want to see people used as props. I think people would be annoyed by our presence when they are outside trying to have conversations. On 5/25/07, Barrie Ellis wrote: > > > I think this kind of thing can be effective. I know in this country D.A.N. > (The Disability Action Network) handcuffed themselves to buses and the > railings of parliament when they were protesting about the lack of access in > public transport. I would say that transport is now a lot better in this > country - not solely for their protests - but I think they helped sway > oppinion. D.A.N. is very quiet/non-existant these days - but many of the > activists from D.A.N. got absorbed by councils and so on with jobs where > they could make changes from within. It would be great if more disabled > people started to get jobs out of a GDC campaign and could make a difference > in a similar way. > > Barrie > www.OneSwitch.org.uk > > > ----- Original Message ----- > From: Eelke Folmer > To: IGDA Games Accessibility SIG Mailing List > Sent: Friday, May 25, 2007 3:09 AM > Subject: Re: [games_access] Ideas for GDC 2008 > > > Hi all, > > > I think I pitched this idea sometime ago when we were having this big > conflict ;-) but I'd like to pitch it again because I seriously would like > you guys to consider this. > > > It's pretty obvious after the low turnouts of our events that game > developers are just not interested in what we have to say so why don't we do > something more rebellious and just shove the facts in their face? My idea > for next year's GDC would be to stand right outside the Moscone center > (between the north and west pavilion where at least 5000 game developers > walk by) with a number of disabled people holding signs saying WE WANT > ACCESSIBLE GAMES. If we really want to get attention I think this is what > we should do. At the same time we can hand out small flyers. Lets make four > different little flyers (so people can collect or trade them ;-) (combine it > with the persona idea) for each disability one little flyer which obviously > states a) a problem b) a solution(s). E.g. "tim" is a quadripleghic, sees > gears of war on tv all the time but can't play it because it doesn't support > his quad controller (maybe not use names of existing games not to piss of > epic studios). Solutions : "allow configurable keys and map actions to > different buttons & use autoaim to minimize the amount of interaction". > > > I don't know if you would be into this, or whether it would be appropriate > but I think its an idea at least worth exploring. > > > Cheers Eelke > > > > > > > > > On May 23, 2007, at 1:25 PM, d. michelle hinn wrote: > > > The main thing to consider (worry about) is that the fewer sessions we have > (and the expo doesn't count), the fewer passes we get that allow us to get > into the main part of GDC. So we reallllly have to think about the number of > sessions we could realistically do (and perhaps this means that the SIG > sponsors sessions that are meant for, say, "research on accessibility" that > just a few people take and run with). So...I need to be > tricky...er...innovative. ;) > > > Michelle > > > > I like something along these lines for a GDC session title, > > > Innovation: True Next Generation Gameplay for Everyone > > > However, it risks sounding like marketing hype and devs see right > through that. Anyway, this could be our "wow that's cool shit" type of > presentation where we talk about the Demor sound based game for the > blind and Brain Fingers and the Haptic device. We try to make this as > flashy and cool as possible, even if tech isn't 100% there or games > widely available. It should be entertaining for people who like to see > what's around the corner and educational in showing people that there > are those with disabilities that can't play their current games. > > > Aside from that, I'd like to try the Expo booth more than a GDC > session. There's only a few ways I can talk about closed captioning > and I think I've tried them all. > > > -Reid > > > > > > > On 5/21/07, d. michelle hinn wrote: > > Ok...so now's the time to get the write ups going for the proposed > SIG sessions for GDC 2008 (it always takes us a bit to get things > finalized and GDC is even earlier in 2008) and I some ideas that I > want to run past people. > > > We've talked a lot already about applying accessibility to how it > would help people that don't have a disability (like curb cuts that > help bicyclists and parents with baby strollers, etc). What if we had > a session called "Innovation: Game Accessibility for Able Gamers" > with the session planned around taking what we know about > accessibility and targeted the solutions for the "abled" in order to > help them out by taking them out of the lull of "boring, predictable > gaming"? This would be a session for the really "out there" stuff > like biofeedback and games like demor. When I presented at last > year's Montreal Game Summit, I found that it was the "wow" stuff that > got people thinking about the whole issue of accessibility being > "cool" -- it was the carrot that got them to listen to the more basic > design information. After that, people came up to talk to me about > how they never thought about accessibility as NOT limiting game > design. > > > I'm not totally sold on the title (I just came up with it now so > catchier titles would be greatly appreciated!) but it would give us a > way to present accessibility information pertaining to disabled > gamers, sell it as something that helps more than just disabled > gamers without straying too far from the fact that we are the game > accessibility SIG. > > > Another thing to think about is not how gamers is with disabilities > are limited but, instead, how maybe the increased skill in another > area makes them even MORE competitive and so "able" gamers should > know about these -- it's a turn around of telling them what they are > doing RIGHT in games by pointing out that they could even the score > with regard to accessibility by keeping these things in their games > (I know...that last one's trickier because it could lead to a > developer thinking that they are unbalanced in their gameplay by > making things easier for one user group...even though they already do > that when they are INaccessible). > > > I've seen how easy some find it to forget the original audience that > a design was aiming for by making changes that end up not serving > that original audience. So that's why I remain resistant to totally > taking the word "accessibility" out -- I'm afraid of NOT reminding > the industry to keep gamers with disabilities in mind because it's so > easy for them to come down with selective amnesia. We've tried a LOT > of tactics over the years -- from serious to humorous, from > roundtables to much more ambitious workshops. So we need to think > about what we've learned from the four years we've presented as a SIG > at GDC. We won't do "accessibility idol" again but I think we > *should* do another competition (and we can again -- we got the > tentative "thumbs up" to do an hour-long competition, rather than the > two hour overkill). I'll write another email about ideas for a > competition that removes us from "idol" but helps us better make > accessibility into a challenging creative design process rather than > this "forced, non-creative" thing that it's rumored to be (and this > year I know to jump on the signage and web advert issue immediately). > > > BUT...as a SIG I think we should stick to a fun competition (with the > devs that showed interest last year but couldn't do it but can this > year), the expo (with the fall back of another "arcade" thing, only > not three days worth), a "wacky session" like "innovation," and some > sort of longer session (like a tutorial) where we can have "short > burst" info about the things that SIG members have been doing -- ie, > Eelke might take 20-30 minutes to discuss his stuff, Dimitris taking > the same amount of time to overview his latest, Barrie and his stuff, > etc, etc, etc. Then if any one person wants to do a longer > presentation on their own stuff, they can do so at their own session, > promoting it at the SIG workshop. And if it helps, we can present the > more solo-acts as SIG-sponsored sessions to make sure it gets on the > schedule better -- I know Reid and others have had a really hard time > getting onto the schedule as solo acts. But in the end the longer > presentations would be the onus of the person who is presenting their > work and not something that the entire SIG needs to be there to set > up for, etc (that doesn't mean that we all wouldn't try to be there > for them!!). > > > We learned in March that 78.4 SIG sessions (ok, 8) isn't the way to > go but I also think going back to the single roundtable isn't the > answer either. So now we have to find our happy medium that allows us > to all ATTEND other sessions and help increase the buzz about all of > our sessions, our existance, etc but also maximize our limited > (simply by the fact that there are just a few of us that can make it > to any one GDC) efforts in the sessions that we do. And we have to > find our happy medium so it's not just a couple of us pulling > all-nighters the weeks before! So instead of me being in charge of > every session for the organization, we can share the wealth a bit by > having some on the committee for the competition, others on the > tutorial/workshop committee, and so forth. I realize that we aren't a > big lot but even NON attendees can help serve on committees to help > share ideas! > > > Ok that's the end of this email that had started out short and sweet. > :) Sorry -- just feeling the GDC pressure and I realllly want to get > as many people involved as possible so we can present a more united > effort and help best support one another!! > > > Thoughts? Reactions? And, yes, I'm now very removed from the emotions > of GDC 2007. :) But please be thoughtful in your suggestions -- > underneath that black leather jacket I keep wearing to GDCs (for good > luck?), I can get rather down sometimes (yay! depression!) and I'd > hate for us to have a flame war. I promise I will count to 10 before > hitting the "send" button if I find myself taking things too > personally. Ok, deal? :) > > > 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 > > > ---------------------------------------------------------------------------- > 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 barrie.ellis at oneswitch.org.uk Fri May 25 12:18:59 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 25 May 2007 17:18:59 +0100 Subject: [games_access] Ideas for GDC 2008 References: <006501c7995f$f62289f0$6501a8c0@Inspiron><464F9816.6050308@thechases.com><020801c79ac5$e5d38d30$0302a8c0@OneSwitch><65CC002D-DF79-49A6-8AF8-66A57508F205@gmail.com><03d301c79ea8$ed0c0230$0302a8c0@OneSwitch> Message-ID: <056b01c79ee8$66c81b60$0302a8c0@OneSwitch> Don't know that this method wouldn't see us kicked out of GDC for a long while to be honest... I'd have to be pursuaded that this is a good idea in this case. Barrie ----- Original Message ----- From: "Reid Kimball" To: "IGDA Games Accessibility SIG Mailing List" Sent: Friday, May 25, 2007 4:22 PM Subject: Re: [games_access] Ideas for GDC 2008 >I would much prefer to hand out fliers to people without having a loud > protest. I don't want to see people used as props. I think people > would be annoyed by our presence when they are outside trying to have > conversations. > > On 5/25/07, Barrie Ellis wrote: >> >> >> I think this kind of thing can be effective. I know in this country >> D.A.N. >> (The Disability Action Network) handcuffed themselves to buses and the >> railings of parliament when they were protesting about the lack of access >> in >> public transport. I would say that transport is now a lot better in this >> country - not solely for their protests - but I think they helped sway >> oppinion. D.A.N. is very quiet/non-existant these days - but many of the >> activists from D.A.N. got absorbed by councils and so on with jobs where >> they could make changes from within. It would be great if more disabled >> people started to get jobs out of a GDC campaign and could make a >> difference >> in a similar way. >> >> Barrie >> www.OneSwitch.org.uk >> >> >> ----- Original Message ----- >> From: Eelke Folmer >> To: IGDA Games Accessibility SIG Mailing List >> Sent: Friday, May 25, 2007 3:09 AM >> Subject: Re: [games_access] Ideas for GDC 2008 >> >> >> Hi all, >> >> >> I think I pitched this idea sometime ago when we were having this big >> conflict ;-) but I'd like to pitch it again because I seriously would >> like >> you guys to consider this. >> >> >> It's pretty obvious after the low turnouts of our events that game >> developers are just not interested in what we have to say so why don't we >> do >> something more rebellious and just shove the facts in their face? My idea >> for next year's GDC would be to stand right outside the Moscone center >> (between the north and west pavilion where at least 5000 game developers >> walk by) with a number of disabled people holding signs saying WE WANT >> ACCESSIBLE GAMES. If we really want to get attention I think this is >> what >> we should do. At the same time we can hand out small flyers. Lets make >> four >> different little flyers (so people can collect or trade them ;-) (combine >> it >> with the persona idea) for each disability one little flyer which >> obviously >> states a) a problem b) a solution(s). E.g. "tim" is a quadripleghic, >> sees >> gears of war on tv all the time but can't play it because it doesn't >> support >> his quad controller (maybe not use names of existing games not to piss of >> epic studios). Solutions : "allow configurable keys and map actions to >> different buttons & use autoaim to minimize the amount of interaction". >> >> >> I don't know if you would be into this, or whether it would be >> appropriate >> but I think its an idea at least worth exploring. >> >> >> Cheers Eelke >> >> >> >> >> >> >> >> >> On May 23, 2007, at 1:25 PM, d. michelle hinn wrote: >> >> >> The main thing to consider (worry about) is that the fewer sessions we >> have >> (and the expo doesn't count), the fewer passes we get that allow us to >> get >> into the main part of GDC. So we reallllly have to think about the number >> of >> sessions we could realistically do (and perhaps this means that the SIG >> sponsors sessions that are meant for, say, "research on accessibility" >> that >> just a few people take and run with). So...I need to be >> tricky...er...innovative. ;) >> >> >> Michelle >> >> >> >> I like something along these lines for a GDC session title, >> >> >> Innovation: True Next Generation Gameplay for Everyone >> >> >> However, it risks sounding like marketing hype and devs see right >> through that. Anyway, this could be our "wow that's cool shit" type of >> presentation where we talk about the Demor sound based game for the >> blind and Brain Fingers and the Haptic device. We try to make this as >> flashy and cool as possible, even if tech isn't 100% there or games >> widely available. It should be entertaining for people who like to see >> what's around the corner and educational in showing people that there >> are those with disabilities that can't play their current games. >> >> >> Aside from that, I'd like to try the Expo booth more than a GDC >> session. There's only a few ways I can talk about closed captioning >> and I think I've tried them all. >> >> >> -Reid >> >> >> >> >> >> >> On 5/21/07, d. michelle hinn wrote: >> >> Ok...so now's the time to get the write ups going for the proposed >> SIG sessions for GDC 2008 (it always takes us a bit to get things >> finalized and GDC is even earlier in 2008) and I some ideas that I >> want to run past people. >> >> >> We've talked a lot already about applying accessibility to how it >> would help people that don't have a disability (like curb cuts that >> help bicyclists and parents with baby strollers, etc). What if we had >> a session called "Innovation: Game Accessibility for Able Gamers" >> with the session planned around taking what we know about >> accessibility and targeted the solutions for the "abled" in order to >> help them out by taking them out of the lull of "boring, predictable >> gaming"? This would be a session for the really "out there" stuff >> like biofeedback and games like demor. When I presented at last >> year's Montreal Game Summit, I found that it was the "wow" stuff that >> got people thinking about the whole issue of accessibility being >> "cool" -- it was the carrot that got them to listen to the more basic >> design information. After that, people came up to talk to me about >> how they never thought about accessibility as NOT limiting game >> design. >> >> >> I'm not totally sold on the title (I just came up with it now so >> catchier titles would be greatly appreciated!) but it would give us a >> way to present accessibility information pertaining to disabled >> gamers, sell it as something that helps more than just disabled >> gamers without straying too far from the fact that we are the game >> accessibility SIG. >> >> >> Another thing to think about is not how gamers is with disabilities >> are limited but, instead, how maybe the increased skill in another >> area makes them even MORE competitive and so "able" gamers should >> know about these -- it's a turn around of telling them what they are >> doing RIGHT in games by pointing out that they could even the score >> with regard to accessibility by keeping these things in their games >> (I know...that last one's trickier because it could lead to a >> developer thinking that they are unbalanced in their gameplay by >> making things easier for one user group...even though they already do >> that when they are INaccessible). >> >> >> I've seen how easy some find it to forget the original audience that >> a design was aiming for by making changes that end up not serving >> that original audience. So that's why I remain resistant to totally >> taking the word "accessibility" out -- I'm afraid of NOT reminding >> the industry to keep gamers with disabilities in mind because it's so >> easy for them to come down with selective amnesia. We've tried a LOT >> of tactics over the years -- from serious to humorous, from >> roundtables to much more ambitious workshops. So we need to think >> about what we've learned from the four years we've presented as a SIG >> at GDC. We won't do "accessibility idol" again but I think we >> *should* do another competition (and we can again -- we got the >> tentative "thumbs up" to do an hour-long competition, rather than the >> two hour overkill). I'll write another email about ideas for a >> competition that removes us from "idol" but helps us better make >> accessibility into a challenging creative design process rather than >> this "forced, non-creative" thing that it's rumored to be (and this >> year I know to jump on the signage and web advert issue immediately). >> >> >> BUT...as a SIG I think we should stick to a fun competition (with the >> devs that showed interest last year but couldn't do it but can this >> year), the expo (with the fall back of another "arcade" thing, only >> not three days worth), a "wacky session" like "innovation," and some >> sort of longer session (like a tutorial) where we can have "short >> burst" info about the things that SIG members have been doing -- ie, >> Eelke might take 20-30 minutes to discuss his stuff, Dimitris taking >> the same amount of time to overview his latest, Barrie and his stuff, >> etc, etc, etc. Then if any one person wants to do a longer >> presentation on their own stuff, they can do so at their own session, >> promoting it at the SIG workshop. And if it helps, we can present the >> more solo-acts as SIG-sponsored sessions to make sure it gets on the >> schedule better -- I know Reid and others have had a really hard time >> getting onto the schedule as solo acts. But in the end the longer >> presentations would be the onus of the person who is presenting their >> work and not something that the entire SIG needs to be there to set >> up for, etc (that doesn't mean that we all wouldn't try to be there >> for them!!). >> >> >> We learned in March that 78.4 SIG sessions (ok, 8) isn't the way to >> go but I also think going back to the single roundtable isn't the >> answer either. So now we have to find our happy medium that allows us >> to all ATTEND other sessions and help increase the buzz about all of >> our sessions, our existance, etc but also maximize our limited >> (simply by the fact that there are just a few of us that can make it >> to any one GDC) efforts in the sessions that we do. And we have to >> find our happy medium so it's not just a couple of us pulling >> all-nighters the weeks before! So instead of me being in charge of >> every session for the organization, we can share the wealth a bit by >> having some on the committee for the competition, others on the >> tutorial/workshop committee, and so forth. I realize that we aren't a >> big lot but even NON attendees can help serve on committees to help >> share ideas! >> >> >> Ok that's the end of this email that had started out short and sweet. >> :) Sorry -- just feeling the GDC pressure and I realllly want to get >> as many people involved as possible so we can present a more united >> effort and help best support one another!! >> >> >> Thoughts? Reactions? And, yes, I'm now very removed from the emotions >> of GDC 2007. :) But please be thoughtful in your suggestions -- >> underneath that black leather jacket I keep wearing to GDCs (for good >> luck?), I can get rather down sometimes (yay! depression!) and I'd >> hate for us to have a flame war. I promise I will count to 10 before >> hitting the "send" button if I find myself taking things too >> personally. Ok, deal? :) >> >> >> 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 >> >> >> ---------------------------------------------------------------------------- >> 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 Fri May 25 13:13:39 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Fri, 25 May 2007 12:13:39 -0500 Subject: [games_access] Ideas for GDC 2008 In-Reply-To: <056b01c79ee8$66c81b60$0302a8c0@OneSwitch> References: <006501c7995f$f62289f0$6501a8c0@Inspiron><464F9816.6050308@thechases.com>< 020801c79ac5$e5d38d30$0302a8c0@OneSwitch><65CC002D-DF79-49A6-8A F8-66A57508F205@gmail.com><03d301c79ea8$ed0c0230$0302a8c0@OneSwitch> <056b01c79ee8$66c81b60$0302a8c0@OneSwitch> Message-ID: I think you are referring back to the protest idea -- fliers are typical at GDC. BUT...yes...we'd need to really think this through. We'd also need to check on where we could hand out those fliers. Every city has different laws to prevent litter and ANY fliers are apt to be tossed away without looking at it. So we could get in trouble there if we didn't do it in accordance with laws about litter. I'm checking to see what the cost of getting a flier into the GDC bags are -- they might be willing to give us a break because we're non-profit. But there's no guarantee there. Then again...another thing to think about is how many people who have been to GDC have tossed most of the stuff that was in those bags without looking at it or looking at it in a way that gets whatever info into people's brains? I remember the jelly beans in this past year's bag but since my suitcases were already WAY over the airline weigh limit...most of the rest got tossed and I can't tell you WHO the advertiser that had the jelly bean packs was... Basically the expo booth WILL give us a lot of mileage AND we CAN hand out fliers there, bring people there (I can see a few of us focusing on get people into the expo booth from the main part of the conference), and those of us who would be willing to talk about how a particular disability affects us then we can have those people at the booth. I agree...I don't like to use people as props. But if the person was 100% ok with it because it's an issue that they agree with and they understand why we are doing this, then I don't see it as an issue. So we might not have a crowd of people...but we would have activist gamers and that means more than simply numbers at the end of the day. But this is some good conversation -- let's keep it going! Michelle >Don't know that this method wouldn't see us kicked out of GDC for a >long while to be honest... I'd have to be pursuaded that this is a >good idea in this case. > >Barrie > > > >----- Original Message ----- From: "Reid Kimball" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Friday, May 25, 2007 4:22 PM >Subject: Re: [games_access] Ideas for GDC 2008 > >>I would much prefer to hand out fliers to people without having a loud >>protest. I don't want to see people used as props. I think people >>would be annoyed by our presence when they are outside trying to have >>conversations. >> >>On 5/25/07, Barrie Ellis wrote: >>> >>> >>>I think this kind of thing can be effective. I know in this country D.A.N. >>>(The Disability Action Network) handcuffed themselves to buses and the >>>railings of parliament when they were protesting about the lack of access in >>>public transport. I would say that transport is now a lot better in this >>>country - not solely for their protests - but I think they helped sway >>>oppinion. D.A.N. is very quiet/non-existant these days - but many of the >>>activists from D.A.N. got absorbed by councils and so on with jobs where >>>they could make changes from within. It would be great if more disabled >>>people started to get jobs out of a GDC campaign and could make a difference >>>in a similar way. >>> >>>Barrie >>>www.OneSwitch.org.uk >>> >>> >>>----- Original Message ----- >>>From: Eelke Folmer >>>To: IGDA Games Accessibility SIG Mailing List >>>Sent: Friday, May 25, 2007 3:09 AM >>>Subject: Re: [games_access] Ideas for GDC 2008 >>> >>> >>>Hi all, >>> >>> >>>I think I pitched this idea sometime ago when we were having this big >>>conflict ;-) but I'd like to pitch it again because I seriously would like >>>you guys to consider this. >>> >>> >>>It's pretty obvious after the low turnouts of our events that game >>>developers are just not interested in what we have to say so why don't we do >>>something more rebellious and just shove the facts in their face? My idea >>>for next year's GDC would be to stand right outside the Moscone center >>>(between the north and west pavilion where at least 5000 game developers >>>walk by) with a number of disabled people holding signs saying WE WANT >>>ACCESSIBLE GAMES. If we really want to get attention I think this is what >>>we should do. At the same time we can hand out small flyers. Lets make four >>>different little flyers (so people can collect or trade them ;-) (combine it >>>with the persona idea) for each disability one little flyer which obviously >>>states a) a problem b) a solution(s). E.g. "tim" is a quadripleghic, sees >>>gears of war on tv all the time but can't play it because it doesn't support >>>his quad controller (maybe not use names of existing games not to piss of >>>epic studios). Solutions : "allow configurable keys and map actions to >>>different buttons & use autoaim to minimize the amount of interaction". >>> >>> >>>I don't know if you would be into this, or whether it would be appropriate >>>but I think its an idea at least worth exploring. >>> >>> >>>Cheers Eelke >>> >>> >>> >>> >>> >>> >>> >>> >>>On May 23, 2007, at 1:25 PM, d. michelle hinn wrote: >>> >>> >>>The main thing to consider (worry about) is that the fewer sessions we have >>>(and the expo doesn't count), the fewer passes we get that allow us to get >>>into the main part of GDC. So we reallllly have to think about the number of >>>sessions we could realistically do (and perhaps this means that the SIG >>>sponsors sessions that are meant for, say, "research on accessibility" that >>>just a few people take and run with). So...I need to be >>>tricky...er...innovative. ;) >>> >>> >>>Michelle >>> >>> >>> >>>I like something along these lines for a GDC session title, >>> >>> >>>Innovation: True Next Generation Gameplay for Everyone >>> >>> >>>However, it risks sounding like marketing hype and devs see right >>>through that. Anyway, this could be our "wow that's cool shit" type of >>>presentation where we talk about the Demor sound based game for the >>>blind and Brain Fingers and the Haptic device. We try to make this as >>>flashy and cool as possible, even if tech isn't 100% there or games >>>widely available. It should be entertaining for people who like to see >>>what's around the corner and educational in showing people that there >>>are those with disabilities that can't play their current games. >>> >>> >>>Aside from that, I'd like to try the Expo booth more than a GDC >>>session. There's only a few ways I can talk about closed captioning >>>and I think I've tried them all. >>> >>> >>>-Reid >>> >>> >>> >>> >>> >>> >>>On 5/21/07, d. michelle hinn wrote: >>> >>>Ok...so now's the time to get the write ups going for the proposed >>>SIG sessions for GDC 2008 (it always takes us a bit to get things >>>finalized and GDC is even earlier in 2008) and I some ideas that I >>>want to run past people. >>> >>> >>>We've talked a lot already about applying accessibility to how it >>>would help people that don't have a disability (like curb cuts that >>>help bicyclists and parents with baby strollers, etc). What if we had >>>a session called "Innovation: Game Accessibility for Able Gamers" >>>with the session planned around taking what we know about >>>accessibility and targeted the solutions for the "abled" in order to >>>help them out by taking them out of the lull of "boring, predictable >>>gaming"? This would be a session for the really "out there" stuff >>>like biofeedback and games like demor. When I presented at last >>>year's Montreal Game Summit, I found that it was the "wow" stuff that >>>got people thinking about the whole issue of accessibility being >>>"cool" -- it was the carrot that got them to listen to the more basic >>>design information. After that, people came up to talk to me about >>>how they never thought about accessibility as NOT limiting game >>>design. >>> >>> >>>I'm not totally sold on the title (I just came up with it now so >>>catchier titles would be greatly appreciated!) but it would give us a >>>way to present accessibility information pertaining to disabled >>>gamers, sell it as something that helps more than just disabled >>>gamers without straying too far from the fact that we are the game >>>accessibility SIG. >>> >>> >>>Another thing to think about is not how gamers is with disabilities >>>are limited but, instead, how maybe the increased skill in another >>>area makes them even MORE competitive and so "able" gamers should >>>know about these -- it's a turn around of telling them what they are >>>doing RIGHT in games by pointing out that they could even the score >>>with regard to accessibility by keeping these things in their games >>>(I know...that last one's trickier because it could lead to a >>>developer thinking that they are unbalanced in their gameplay by >>>making things easier for one user group...even though they already do >>>that when they are INaccessible). >>> >>> >>>I've seen how easy some find it to forget the original audience that >>>a design was aiming for by making changes that end up not serving >>>that original audience. So that's why I remain resistant to totally >>>taking the word "accessibility" out -- I'm afraid of NOT reminding >>>the industry to keep gamers with disabilities in mind because it's so >>>easy for them to come down with selective amnesia. We've tried a LOT >>>of tactics over the years -- from serious to humorous, from >>>roundtables to much more ambitious workshops. So we need to think >>>about what we've learned from the four years we've presented as a SIG >>>at GDC. We won't do "accessibility idol" again but I think we >>>*should* do another competition (and we can again -- we got the >>>tentative "thumbs up" to do an hour-long competition, rather than the >>>two hour overkill). I'll write another email about ideas for a >>>competition that removes us from "idol" but helps us better make >>>accessibility into a challenging creative design process rather than >>>this "forced, non-creative" thing that it's rumored to be (and this >>>year I know to jump on the signage and web advert issue immediately). >>> >>> >>>BUT...as a SIG I think we should stick to a fun competition (with the >>>devs that showed interest last year but couldn't do it but can this >>>year), the expo (with the fall back of another "arcade" thing, only >>>not three days worth), a "wacky session" like "innovation," and some >>>sort of longer session (like a tutorial) where we can have "short >>>burst" info about the things that SIG members have been doing -- ie, >>>Eelke might take 20-30 minutes to discuss his stuff, Dimitris taking >>>the same amount of time to overview his latest, Barrie and his stuff, >>>etc, etc, etc. Then if any one person wants to do a longer >>>presentation on their own stuff, they can do so at their own session, >>>promoting it at the SIG workshop. And if it helps, we can present the >>>more solo-acts as SIG-sponsored sessions to make sure it gets on the >>>schedule better -- I know Reid and others have had a really hard time >>>getting onto the schedule as solo acts. But in the end the longer >>>presentations would be the onus of the person who is presenting their >>>work and not something that the entire SIG needs to be there to set >>>up for, etc (that doesn't mean that we all wouldn't try to be there >>>for them!!). >>> >>> >>>We learned in March that 78.4 SIG sessions (ok, 8) isn't the way to >>>go but I also think going back to the single roundtable isn't the >>>answer either. So now we have to find our happy medium that allows us >>>to all ATTEND other sessions and help increase the buzz about all of >>>our sessions, our existance, etc but also maximize our limited >>>(simply by the fact that there are just a few of us that can make it >>>to any one GDC) efforts in the sessions that we do. And we have to >>>find our happy medium so it's not just a couple of us pulling >>>all-nighters the weeks before! So instead of me being in charge of >>>every session for the organization, we can share the wealth a bit by >>>having some on the committee for the competition, others on the >>>tutorial/workshop committee, and so forth. I realize that we aren't a >>>big lot but even NON attendees can help serve on committees to help >>>share ideas! >>> >>> >>>Ok that's the end of this email that had started out short and sweet. >>>:) Sorry -- just feeling the GDC pressure and I realllly want to get >>>as many people involved as possible so we can present a more united >>>effort and help best support one another!! >>> >>> >>>Thoughts? Reactions? And, yes, I'm now very removed from the emotions >>>of GDC 2007. :) But please be thoughtful in your suggestions -- >>>underneath that black leather jacket I keep wearing to GDCs (for good >>>luck?), I can get rather down sometimes (yay! depression!) and I'd >>>hate for us to have a flame war. I promise I will count to 10 before >>>hitting the "send" button if I find myself taking things too >>>personally. Ok, deal? :) >>> >>> >>>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 >>> >>> >>>---------------------------------------------------------------------------- >>>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 >> > > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From lynnvm at carolina.rr.com Fri May 25 13:25:01 2007 From: lynnvm at carolina.rr.com (Lynn Marentette) Date: Fri, 25 May 2007 13:25:01 -0400 Subject: [games_access] personas and scenarios In-Reply-To: References: Message-ID: <000701c79ef1$a053c560$6401a8c0@HOME> Hi. I am not sure if I sent my last post directly to Eelke or to the list- sorry for any duplication. For those who aren't familiar with personas/scenarios, the Usability.gov website has some examples. The examples are NOT about people with disabilities, as far as I know, but they'll give you a good idea how it all works. This will link you to the section about personas: http://www.usability.gov/templates/index.html#personas This is a link to all of the site's templates and examples, including consent forms: http://www.usability.gov/templates/ There are other good resources out there- I've bookmarked a few on my other computer. Michelle probably is the best source for this! -Lynn Marentette TechPsych Interactive Multimedia Technology -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of games_access-request at igda.org Sent: Friday, May 25, 2007 4:45 AM To: games_access at igda.org Subject: games_access Digest, Vol 35, Issue 45 Send games_access mailing list submissions to games_access at igda.org To subscribe or unsubscribe via the World Wide Web, visit http://seven.pairlist.net/mailman/listinfo/games_access or, via email, send a message with subject or body 'help' to games_access-request at igda.org You can reach the person managing the list at games_access-owner at igda.org When replying, please edit your Subject line so it is more specific than "Re: Contents of games_access digest..." Today's Topics: 1. More persona stuff (d. michelle hinn) 2. Re: Ideas for GDC 2008 (Barrie Ellis) ---------------------------------------------------------------------- Message: 1 Date: Fri, 25 May 2007 00:23:13 -0500 From: "d. michelle hinn" Subject: [games_access] More persona stuff To: IGDA Games Accessibility SIG Mailing List Message-ID: Content-Type: text/plain; charset="us-ascii" ; format="flowed" I can also add what I know about scenario-based design -- let's start working on this on the wiki. I'll carve out a place for us to start writing up our stories. I'm leaning toward cartoon images -- like a superhero gamer who is blind but has amazing hearing, etc. I think that would fit in better with the game conference. But I'm also struggling with the images of real people -- we'd need to do some major legal rights stuff to use their images. Michelle >Hi Lynn, > >That would be great! Even if it was only to give disabilities a more >human face. What I'm saying is that game developers probably sympathize >more with seeing an actual person with a disability than with something >abstract like: " cognitive limitation" > >Should we use images of real people (don't want to violate someone's >privacy or image rights) or shall we use cartoonlike images? > >Cheers Eelke > > > > >On 5/24/07, Lynn Marentette wrote: >>Eelke - and games access members - >> >>I been lurking most of the time on this list, because I've been so >>busy with work and school. >> >>I took a graduate-level Human-Computer Interaction class last semester >>and spent some time developing "personas" for part of a project. >> >>I would be happy to work on some personas that would benefit the cause. >> >>I'm not sure if you remember me, but I'm a school psychologist who >>works with students who have a range of abilities and disabilities. (I >>chose the topic of Universal Usability for my class presentation.) >> >>Lynn Marentette >> >>TechPsych >>Interactive Multimedia Technology >> >>-----Original Message----- >>From: games_access-bounces at igda.org >>[mailto:games_access-bounces at igda.org] >>On Behalf Of games_access-request at igda.org >>Sent: Wednesday, May 23, 2007 7:13 PM >>To: games_access at igda.org >>Subject: games_access Digest, Vol 35, Issue 37 >> >>Send games_access mailing list submissions to >> games_access at igda.org >> >>To subscribe or unsubscribe via the World Wide Web, visit >> http://seven.pairlist.net/mailman/listinfo/games_access >>or, via email, send a message with subject or body 'help' to >> games_access-request at igda.org >> >>You can reach the person managing the list at >> games_access-owner at igda.org >> >>When replying, please edit your Subject line so it is more specific >>than >>"Re: Contents of games_access digest..." >> >> >>Today's Topics: >> >> 1. persona (Eelke Folmer) >> 2. Re: Game Accessibility Conference (Eelke Folmer) >> 3. Re: Game Accessibility Conference (Reid Kimball) >> 4. Re: E for All (Eelke Folmer) >> >> >>---------------------------------------------------------------------- >> >>Message: 1 >>Date: Wed, 23 May 2007 14:32:32 -0700 >>From: Eelke Folmer >>Subject: [games_access] persona >>To: IGDA Games Accessibility SIG Mailing List >>Message-ID: <8432A0B2-A11B-48A4-93D3-B92CDCC5A553 at gmail.com> >>Content-Type: text/plain; charset="us-ascii"; Format="flowed"; >> DelSp="yes" >> >>Hi, >> >>I had an idea that I picked up a while ago while I was at CHI 2006 >>last year, I found it last week while going through old notes. At >>Chi2006 there was a talk on microsoft office and one of the >>interaction designers showed how microsoft uses persona' to help design software. E.g. >>there would be a grandma called betty (making these names up) who >>would use word to write a letter to her son. >>There would be a 12 year old schoolgirl called emma who would use word >>to write a school paper on dinosaurs. There would be a 'dad' who would >>use excel to calculate car payments. etc etc, there were about >>6 of these personas on big signs with a name, a photo, some of their >>hobbies and some sentences indicating how they would use a particular >>Microsoft application. (i'm not exactly sure what was on there). They >>would hang these persona's as posters in offices in microsoft so the >>developers would be aware for who they were designing for. At some >>point they would not notice the posters any more but these persona's >>were very much embedded in the development of software and were always >>references in discussions. E.g. they would consider adding a >>complicated feature in excel that could help dad more easy but that >>would also make the interface more difficult for tommie, etc etc. >> >>I was wondering whether we could do the same for disabilities? If we >>can actually provide developers 4-6 persona (covering most >>disabilities) I think it would be an helpful tool which can facilitate >>discussion and will also allow more clearly to focus the development >>of a game to include disabilities. >> >>I was thinking of doing it for my collection of patterns already >>because i think its just more personable to develop for "blind bettie" >>and show a picture of a girl that is actually blind than just use "visual impairments". >> >>Any ideas/thoughts on this? >> >>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: >>>/7ef19 >>82c/attachment-0001.html> >> >>------------------------------ >> >>Message: 2 >>Date: Wed, 23 May 2007 14:33:26 -0700 >>From: Eelke Folmer >>Subject: Re: [games_access] Game Accessibility Conference >>To: IGDA Games Accessibility SIG Mailing List >>Message-ID: >>Content-Type: text/plain; charset="us-ascii"; Format="flowed"; >> DelSp="yes" >> >>Hi, >> >>The idea of a conference focusing on game accessibility is great but >>I'm kind of concerned whether we will be able to attract an audience for it. >>What is the goal? 'spreading the word' e.g. convincing game developers >>of the importance of making games accessible? or or do we target our >>fellow researchers and discuss & explore new ways of making games more >>accessible and putting accessibility on the roadmap of developers? >> >>I think it is important to distinguish between these goals. >> >>cheers Eelke >> >> >> >>On May 20, 2007, at 12:01 PM, d. michelle hinn wrote: >> >>> Hi all, >>> >>> So I've mentioned this before but we should probably start >>> discussing it for real. The IGDA would like to support our efforts >>> in creating a one-day conference on Game Accessibility. Now this >>> could be something attached to another conference (like GDC) or on it's own as a "summit" >>> at a time where we aren't so frazzled from GDC. >>> >>> This is one of the things I'll be bringing up at the online >>> meetings this week so I'd appreciate ideas for location, dates, how >>> wide we cast the net (ie, do we personally court a person from >>> every major game company we can to attend), do we want it to be >>> small the first year and then cast the net wider the next year? >>> >>> What are your thoughts? Basically the IGDA now has a group that >>> does conference/summit set ups for us so we tell them what we want >>> and they deal with the registration, hotel block reservations, >>> venue, some advertising, etc. So that's what make it's a very cool opportunity! >>> >>> Michelle >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >> >>---------------------------------------------------------------------- >>-- >>---- >>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: >>>/86d68 >>58e/attachment-0001.htm> >> >>------------------------------ >> >>Message: 3 >>Date: Wed, 23 May 2007 14:59:21 -0700 >>From: "Reid Kimball" >>Subject: Re: [games_access] Game Accessibility Conference >>To: "IGDA Games Accessibility SIG Mailing List" >> >>Message-ID: >> >>Content-Type: text/plain; charset=ISO-8859-1; format=flowed >> >>"I'm kind of concerned whether we will be able to attract an audience >>for it" I think the first GDC had 7 attendees. We shouldn't put >>unrealistic pressure on ourselves with our first conference to bring >>in huge numbers or big names. The other questions you ask are right. >>If it's a conference, I'd want to see some sessions geared towards the >>academic/research crowd talking about ways to improve accessibility >>and others geared to developers talking about the practical >>implementations that work now. >> >>On 5/23/07, Eelke Folmer wrote: >>> >>> Hi, >>> >>> The idea of a conference focusing on game accessibility is great >>> but I'm kind of concerned whether we will be able to attract an >>> audience for >>it. >>> What is the goal? 'spreading the word' e.g. convincing game >>> developers of the importance of making games accessible? or or do >>> we target our fellow researchers and discuss & explore new ways of >>> making games more accessible and putting accessibility on the roadmap of developers? >>> >>> I think it is important to distinguish between these goals. >>> >>> cheers Eelke >>> >>> >>> >>> >>> On May 20, 2007, at 12:01 PM, d. michelle hinn wrote: >>> >>> Hi all, >>> >>> So I've mentioned this before but we should probably start >>> discussing it for real. The IGDA would like to support our efforts >>> in creating a one-day conference on Game Accessibility. Now this >>> could be something attached to another conference (like GDC) or on it's own as a "summit" >>> at a time where we aren't so frazzled from GDC. >>> >>> This is one of the things I'll be bringing up at the online >>> meetings this week so I'd appreciate ideas for location, dates, how >>> wide we cast the net (ie, do we personally court a person from >>> every major game company we can to attend), do we want it to be >>> small the first year and then cast the net wider the next year? >>> >>> What are your thoughts? Basically the IGDA now has a group that >>> does conference/summit set ups for us so we tell them what we want >>> and they deal with the registration, hotel block reservations, >>> venue, some advertising, etc. So that's what make it's a very cool opportunity! >>> >>> Michelle >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>---------------------------------------------------------------------- >>------ >>> 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 >>> >>> >> >> >>------------------------------ >> >>Message: 4 >>Date: Wed, 23 May 2007 16:12:29 -0700 >>From: "Eelke Folmer" >>Subject: Re: [games_access] E for All >>To: "IGDA Games Accessibility SIG Mailing List" >> >>Message-ID: >> <836db6300705231612g9790ae9v8ef057e9d031f55f at mail.gmail.com> >>Content-Type: text/plain; charset=ISO-8859-1; format=flowed >> >>Hi, >> >>I have the funds to go. I could go but I'll probably be busy with teaching. >>By the way, i have all the accessibility equipment (e.g. quad >>controller, one handed joysticks & stuff, still need to order some one >>button) so we don't have to ship it from the UK. >> >>cheers eelke >> >> >> >> >>On 5/22/07, Reid Kimball wrote: >>> There's a possibility I could attend as it's on the west coast. >>> There's another conference I'll probably attend in Oct, will send >>> an >> > email about it soon. >>> >>> -Reid >>> >>> On 5/22/07, d. michelle hinn wrote: >>> > Yes, couple that with a booth at GDC...for the first time we'll >>> have > the chance to really get the word on the street! Or at least >>> the > 'net. :) > > >wow! that will be THE Arcade! Excellent >>> /Thomas > > > > > >22 maj 2007 kl. 21.04 skrev d. michelle hinn: >>> > > >>> > >>but free of charge booth. Ac >>> > >> >>> > > >>> > >__________________________________ >>> > >Thomas Westin >>> > >VD / CEO >>> > > >>> > >Pin Interactive AB >>> > >:: Digital Culture Analysis :: Tools :: Worlds > >>> >__________________________________ >>> > >Award Winning Developer >>> > >www.pininteractive.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 >>> >> >> >>-- >>-------------------------------------------------------------------------- -- >>Eelke Folmer Assistant Professor >>Department of CS&E/171 >>University of Nevada Reno, Nevada 89557 >>Game interaction design www.helpyouplay.com >>---------------------------------------------------------------------- >>------ >> >> >>------------------------------ >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> >> >>End of games_access Digest, Vol 35, Issue 37 >>******************************************** >> >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access >> > > >-- >--------------------------------------------------------------------------- - >Eelke Folmer Assistant Professor >Department of CS&E/171 >University of Nevada Reno, Nevada 89557 >Game interaction design www.helpyouplay.com >----------------------------------------------------------------------- >----- _______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access ------------------------------ Message: 2 Date: Fri, 25 May 2007 09:44:31 +0100 From: "Barrie Ellis" Subject: Re: [games_access] Ideas for GDC 2008 To: "IGDA Games Accessibility SIG Mailing List" Message-ID: <03d301c79ea8$ed0c0230$0302a8c0 at OneSwitch> Content-Type: text/plain; charset="iso-8859-1" I think this kind of thing can be effective. I know in this country D.A.N. (The Disability Action Network) handcuffed themselves to buses and the railings of parliament when they were protesting about the lack of access in public transport. I would say that transport is now a lot better in this country - not solely for their protests - but I think they helped sway oppinion. D.A.N. is very quiet/non-existant these days - but many of the activists from D.A.N. got absorbed by councils and so on with jobs where they could make changes from within. It would be great if more disabled people started to get jobs out of a GDC campaign and could make a difference in a similar way. Barrie www.OneSwitch.org.uk ----- Original Message ----- From: Eelke Folmer To: IGDA Games Accessibility SIG Mailing List Sent: Friday, May 25, 2007 3:09 AM Subject: Re: [games_access] Ideas for GDC 2008 Hi all, I think I pitched this idea sometime ago when we were having this big conflict ;-) but I'd like to pitch it again because I seriously would like you guys to consider this. It's pretty obvious after the low turnouts of our events that game developers are just not interested in what we have to say so why don't we do something more rebellious and just shove the facts in their face? My idea for next year's GDC would be to stand right outside the Moscone center (between the north and west pavilion where at least 5000 game developers walk by) with a number of disabled people holding signs saying WE WANT ACCESSIBLE GAMES. If we really want to get attention I think this is what we should do. At the same time we can hand out small flyers. Lets make four different little flyers (so people can collect or trade them ;-) (combine it with the persona idea) for each disability one little flyer which obviously states a) a problem b) a solution(s). E.g. "tim" is a quadripleghic, sees gears of war on tv all the time but can't play it because it doesn't support his quad controller (maybe not use names of existing games not to piss of epic studios). Solutions : "allow configurable keys and map actions to different buttons & use autoaim to minimize the amount of interaction". I don't know if you would be into this, or whether it would be appropriate but I think its an idea at least worth exploring. Cheers Eelke On May 23, 2007, at 1:25 PM, d. michelle hinn wrote: The main thing to consider (worry about) is that the fewer sessions we have (and the expo doesn't count), the fewer passes we get that allow us to get into the main part of GDC. So we reallllly have to think about the number of sessions we could realistically do (and perhaps this means that the SIG sponsors sessions that are meant for, say, "research on accessibility" that just a few people take and run with). So...I need to be tricky...er...innovative. ;) Michelle I like something along these lines for a GDC session title, Innovation: True Next Generation Gameplay for Everyone However, it risks sounding like marketing hype and devs see right through that. Anyway, this could be our "wow that's cool shit" type of presentation where we talk about the Demor sound based game for the blind and Brain Fingers and the Haptic device. We try to make this as flashy and cool as possible, even if tech isn't 100% there or games widely available. It should be entertaining for people who like to see what's around the corner and educational in showing people that there are those with disabilities that can't play their current games. Aside from that, I'd like to try the Expo booth more than a GDC session. There's only a few ways I can talk about closed captioning and I think I've tried them all. -Reid On 5/21/07, d. michelle hinn wrote: Ok...so now's the time to get the write ups going for the proposed SIG sessions for GDC 2008 (it always takes us a bit to get things finalized and GDC is even earlier in 2008) and I some ideas that I want to run past people. We've talked a lot already about applying accessibility to how it would help people that don't have a disability (like curb cuts that help bicyclists and parents with baby strollers, etc). What if we had a session called "Innovation: Game Accessibility for Able Gamers" with the session planned around taking what we know about accessibility and targeted the solutions for the "abled" in order to help them out by taking them out of the lull of "boring, predictable gaming"? This would be a session for the really "out there" stuff like biofeedback and games like demor. When I presented at last year's Montreal Game Summit, I found that it was the "wow" stuff that got people thinking about the whole issue of accessibility being "cool" -- it was the carrot that got them to listen to the more basic design information. After that, people came up to talk to me about how they never thought about accessibility as NOT limiting game design. I'm not totally sold on the title (I just came up with it now so catchier titles would be greatly appreciated!) but it would give us a way to present accessibility information pertaining to disabled gamers, sell it as something that helps more than just disabled gamers without straying too far from the fact that we are the game accessibility SIG. Another thing to think about is not how gamers is with disabilities are limited but, instead, how maybe the increased skill in another area makes them even MORE competitive and so "able" gamers should know about these -- it's a turn around of telling them what they are doing RIGHT in games by pointing out that they could even the score with regard to accessibility by keeping these things in their games (I know...that last one's trickier because it could lead to a developer thinking that they are unbalanced in their gameplay by making things easier for one user group...even though they already do that when they are INaccessible). I've seen how easy some find it to forget the original audience that a design was aiming for by making changes that end up not serving that original audience. So that's why I remain resistant to totally taking the word "accessibility" out -- I'm afraid of NOT reminding the industry to keep gamers with disabilities in mind because it's so easy for them to come down with selective amnesia. We've tried a LOT of tactics over the years -- from serious to humorous, from roundtables to much more ambitious workshops. So we need to think about what we've learned from the four years we've presented as a SIG at GDC. We won't do "accessibility idol" again but I think we *should* do another competition (and we can again -- we got the tentative "thumbs up" to do an hour-long competition, rather than the two hour overkill). I'll write another email about ideas for a competition that removes us from "idol" but helps us better make accessibility into a challenging creative design process rather than this "forced, non-creative" thing that it's rumored to be (and this year I know to jump on the signage and web advert issue immediately). BUT...as a SIG I think we should stick to a fun competition (with the devs that showed interest last year but couldn't do it but can this year), the expo (with the fall back of another "arcade" thing, only not three days worth), a "wacky session" like "innovation," and some sort of longer session (like a tutorial) where we can have "short burst" info about the things that SIG members have been doing -- ie, Eelke might take 20-30 minutes to discuss his stuff, Dimitris taking the same amount of time to overview his latest, Barrie and his stuff, etc, etc, etc. Then if any one person wants to do a longer presentation on their own stuff, they can do so at their own session, promoting it at the SIG workshop. And if it helps, we can present the more solo-acts as SIG-sponsored sessions to make sure it gets on the schedule better -- I know Reid and others have had a really hard time getting onto the schedule as solo acts. But in the end the longer presentations would be the onus of the person who is presenting their work and not something that the entire SIG needs to be there to set up for, etc (that doesn't mean that we all wouldn't try to be there for them!!). We learned in March that 78.4 SIG sessions (ok, 8) isn't the way to go but I also think going back to the single roundtable isn't the answer either. So now we have to find our happy medium that allows us to all ATTEND other sessions and help increase the buzz about all of our sessions, our existance, etc but also maximize our limited (simply by the fact that there are just a few of us that can make it to any one GDC) efforts in the sessions that we do. And we have to find our happy medium so it's not just a couple of us pulling all-nighters the weeks before! So instead of me being in charge of every session for the organization, we can share the wealth a bit by having some on the committee for the competition, others on the tutorial/workshop committee, and so forth. I realize that we aren't a big lot but even NON attendees can help serve on committees to help share ideas! Ok that's the end of this email that had started out short and sweet. :) Sorry -- just feeling the GDC pressure and I realllly want to get as many people involved as possible so we can present a more united effort and help best support one another!! Thoughts? Reactions? And, yes, I'm now very removed from the emotions of GDC 2007. :) But please be thoughtful in your suggestions -- underneath that black leather jacket I keep wearing to GDCs (for good luck?), I can get rather down sometimes (yay! depression!) and I'd hate for us to have a flame war. I promise I will count to 10 before hitting the "send" button if I find myself taking things too personally. Ok, deal? :) 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 ---------------------------------------------------------------------------- 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: ------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access End of games_access Digest, Vol 35, Issue 45 ******************************************** From hinn at uiuc.edu Fri May 25 13:25:50 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Fri, 25 May 2007 12:25:50 -0500 Subject: [games_access] Personas, etc. but what is really needed... In-Reply-To: <6BBCE751-C0A4-48CE-8E55-6957EF46D7E2@dmill.com> References: <001e01c79e57$e24a4510$6401a8c0@HOME> <836db6300705241901y49d99dccpffbcded9e7f7b7a8@mail.gmail.com> <6BBCE751-C0A4-48CE-8E55-6957EF46D7E2@dmill.com> Message-ID: Thanks for your great advise, Ben, as usual! Just a quick reply to say that there are a few of us working on these developer tools but it's too early to say too much now because funding details are still being worked out. I agree -- at the end of the day, having proof of concept and tools that can be used are key. That much I've found out from this month posting on Terra Nova -- no one wants to take our ideas and integrate them in -- they want us to do it for them. Unfortunately..."us" is a very small overworked group. Now...what is really needed is more programmers here...we need the "pre-interns" here to help work on their resumes...because we have a LOT of projects they could work on. :) Michelle >The personas idea sounds pretty cool and I agree it would help. > >One of the things that I think would get developers moving a bit >more and really possibly improve progress and pressure on developers >is if there was a universal SDK and set of standard libraries that >could be linked in to any game where the result of XX programmer >weeks would result in a game that has far more accessibility. >Perhaps everything can't be solved this way but until there is a >standardized SDK to some extent you won't get as far. > >Once there is an open source standard SDK that is updated and worked >on (hopefully with aide by professional developers and perhaps with >funding too) and perhaps aided by university research in an >organized fashion then it becomes a matter of brow beating >publishers to do the work to integrate it just like every other SDK >past/present/future works. It becomes a semi-singular response - >this games supports the SDK this game does not. > >Also it would seem if you could create standard icons for >accessibility like we see from GameSpy, ESRB, PC-CDROM, EAX, XBOX >LIVE!, etc. that showcases in a second such compatibility that would >help as well. Perhaps a standard logo that would provide some >quick response to users about its compatibility with the SDK or >various specific standardize accessibility issues. What you might >not know e.g. is that the EMA (entertainment merchants association) >controls the standard PC-CDROM logo and that they license its use to >the publishers in return I think for nominal fees or at the least I >think it was 3 copies each of all games (which they then donate). > >If you followed this idea in the long-term what you could do is A) >develop/galavenize the development of the SDK(s)/Librarie(s) and >then a standard logo of compliance with the SDK. No publisher could >use the logo without making a per-sku (not title) payment to the >non-profit that controlled the trademark (you could even write it >into the EULA of the open-source license probably) and the cost >would be low like $50-$100 per sku. EA put out probably 500-1000 >worldwide skus last year across all formats. > >If you want to make progress in games you need to do it in software. >It's like getting press - the easier you make the other persons job >the more attention you will get. You need to create an ecosystem of >code not just an ecosystem of pressure because at the end of the day >linking in an API is a process most publishers and development >studios can deal with but writing new code from scratch doesn't >work. Going to several different sites to cobble together existing >code doesn't work. Etc. > >If you had a one-stop code repository and GOOD docs then what >happens if the accompanying pressure/customer service comes into >play is you will probably see 3-4 things happen: > >1. You will be able to boil down average strong compliance to an >average cost per title to link in the SDK as opposed to an amorphous >cost it would be fairly standard and trackable. When you have that >you can create awareness that EA and others are ignoring a trivial >cost and QA process. > >2. You will be able to argue that the console companies could >integrate the SDK into their own libraries and middleware and (cross >fingers) their QA process. > >3. You will see studios/publishers assign junior / intern >programmers to the SDK as a project. With an API, docs, standard >process it's a great "here kid do this!" project. There is little >supervision and worry about virgin code. As a manager you have to >hope a new programmer is at least good enough to integrate in a >standard API or they're worthless. > >4. You will see programmers inside companies who are trying to win >the right to integrate these features do so more frequently because >it will be a standardized process. The industry is beginning to >standardize development practices more and with an SDK you can get >into that pipeline better. > >5. You will see more industry support for the SDK itself and in >general I think far better compliance. > >I'm not the expert - perhaps such code exists but I googled for it >and didn't see anything right away. It would seem you could >standardize some libraries for color blindness, one switch >controller, head mounted mice, closed captioning, etc. If you at >least outlined what an spec for it would be then a place like >Carnegie Melon, USC, and other universities could be asked to assign >students to develop the initial codebase. > >If you want a campaign to work write code. That is the single >biggest impediment. With it then the excuses or non-attention by >developers will be much harder for them to pull. If you're going to >apply a hammer you need the anvil. > >- Ben > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Fri May 25 14:48:30 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Fri, 25 May 2007 13:48:30 -0500 Subject: [games_access] personas and scenarios In-Reply-To: <000701c79ef1$a053c560$6401a8c0@HOME> References: <000701c79ef1$a053c560$6401a8c0@HOME> Message-ID: Thanks for the links, Lynn! BTW, for scenario-based design, here are some links: John Carroll: http://ist.psu.edu/ist/directory/faculty/?EmployeeID=234 (my old teacher when I was getting my masters at Virginia Tech -- yes, we are known for more than just the recent tragedy...I'm still broken up about that. Hard not to be -- I wish that there was more aggressive funding to help treat people who are clearly hurting and ready to strike out in awful ways...) Mary Beth Rosson: http://ist.psu.edu/ist/directory/faculty/?EmployeeID=235 Both have written and co-written many a textbook and articles on this -- I had a paper published years ago (not online that I can find right off) with Carroll and others in a research group I worked on that was on personas and scenarios for what users of a specific website would be looking for and whether or not they would likely visit just one time to get the info they need or be active returners to that website looking for updates. The lab that Carroll and Rosson work in and lead is at http://hci.psu.edu/public/hci/Home One of my best friends worked there as a post doc and is still involved in her new position with World Campus: http://www.personal.psu.edu/faculty/c/b/cbm12/ So I'm going to write them and see if we can't get them involved and the persona/scenario idea as they have a LOT of funding that could really help us all make this work. Thanks Eelke for bringing this up and Lynn for her additional ideas -- It's funny how convergence happens! I hadn't really thought much about how my past can help here. The poet T.S. Eliot said in his "Four Quartets" that (and I might not be quoting this exactly): we return to the place where we started and know it for the first time. OK, OK...now I'm getting way too geeky. :D Michelle >Hi. > >I am not sure if I sent my last post directly to Eelke or to the list- sorry >for any duplication. > >For those who aren't familiar with personas/scenarios, the Usability.gov >website has some examples. The examples are NOT about people with >disabilities, as far as I know, but they'll give you a good idea how it all >works. > > >This will link you to the section about personas: >http://www.usability.gov/templates/index.html#personas > >This is a link to all of the site's templates and examples, including >consent forms: > >http://www.usability.gov/templates/ > >There are other good resources out there- I've bookmarked a few on my other >computer. > > Michelle probably is the best source for this! > >-Lynn Marentette > > >TechPsych >Interactive Multimedia Technology > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of games_access-request at igda.org >Sent: Friday, May 25, 2007 4:45 AM >To: games_access at igda.org >Subject: games_access Digest, Vol 35, Issue 45 > >Send games_access mailing list submissions to > games_access at igda.org > >To subscribe or unsubscribe via the World Wide Web, visit > http://seven.pairlist.net/mailman/listinfo/games_access >or, via email, send a message with subject or body 'help' to > games_access-request at igda.org > >You can reach the person managing the list at > games_access-owner at igda.org > >When replying, please edit your Subject line so it is more specific than >"Re: Contents of games_access digest..." > > >Today's Topics: > > 1. More persona stuff (d. michelle hinn) > 2. Re: Ideas for GDC 2008 (Barrie Ellis) > > >---------------------------------------------------------------------- > >Message: 1 >Date: Fri, 25 May 2007 00:23:13 -0500 >From: "d. michelle hinn" >Subject: [games_access] More persona stuff >To: IGDA Games Accessibility SIG Mailing List >Message-ID: >Content-Type: text/plain; charset="us-ascii" ; format="flowed" > >I can also add what I know about scenario-based design -- let's start >working on this on the wiki. I'll carve out a place for us to start writing >up our stories. > >I'm leaning toward cartoon images -- like a superhero gamer who is blind but >has amazing hearing, etc. I think that would fit in better with the game >conference. But I'm also struggling with the images of real people -- we'd >need to do some major legal rights stuff to use their images. > >Michelle > >>Hi Lynn, >> >>That would be great! Even if it was only to give disabilities a more >>human face. What I'm saying is that game developers probably sympathize >>more with seeing an actual person with a disability than with something >>abstract like: " cognitive limitation" >> >>Should we use images of real people (don't want to violate someone's >>privacy or image rights) or shall we use cartoonlike images? >> >>Cheers Eelke >> >> >> >> >>On 5/24/07, Lynn Marentette wrote: >>>Eelke - and games access members - >>> >>>I been lurking most of the time on this list, because I've been so >>>busy with work and school. >>> >>>I took a graduate-level Human-Computer Interaction class last semester >>>and spent some time developing "personas" for part of a project. >>> >>>I would be happy to work on some personas that would benefit the cause. >>> >>>I'm not sure if you remember me, but I'm a school psychologist who >>>works with students who have a range of abilities and disabilities. (I >>>chose the topic of Universal Usability for my class presentation.) >>> >>>Lynn Marentette >>> >>>TechPsych >>>Interactive Multimedia Technology >>> >>>-----Original Message----- >>>From: games_access-bounces at igda.org >>>[mailto:games_access-bounces at igda.org] >>>On Behalf Of games_access-request at igda.org >>>Sent: Wednesday, May 23, 2007 7:13 PM >>>To: games_access at igda.org >>>Subject: games_access Digest, Vol 35, Issue 37 >>> >>>Send games_access mailing list submissions to >>> games_access at igda.org >>> >>>To subscribe or unsubscribe via the World Wide Web, visit >>> http://seven.pairlist.net/mailman/listinfo/games_access >>>or, via email, send a message with subject or body 'help' to >>> games_access-request at igda.org >>> >>>You can reach the person managing the list at >>> games_access-owner at igda.org >>> >>>When replying, please edit your Subject line so it is more specific >>>than >>>"Re: Contents of games_access digest..." >>> >>> >>>Today's Topics: >>> >>> 1. persona (Eelke Folmer) >>> 2. Re: Game Accessibility Conference (Eelke Folmer) >>> 3. Re: Game Accessibility Conference (Reid Kimball) >>> 4. Re: E for All (Eelke Folmer) >>> >>> >>>---------------------------------------------------------------------- >>> >>>Message: 1 >>>Date: Wed, 23 May 2007 14:32:32 -0700 >>>From: Eelke Folmer >>>Subject: [games_access] persona >>>To: IGDA Games Accessibility SIG Mailing List >>>Message-ID: <8432A0B2-A11B-48A4-93D3-B92CDCC5A553 at gmail.com> >>>Content-Type: text/plain; charset="us-ascii"; Format="flowed"; >>> DelSp="yes" >>> >>>Hi, >>> >>>I had an idea that I picked up a while ago while I was at CHI 2006 >>>last year, I found it last week while going through old notes. At >>>Chi2006 there was a talk on microsoft office and one of the >>>interaction designers showed how microsoft uses persona' to help design >software. E.g. >>>there would be a grandma called betty (making these names up) who >>>would use word to write a letter to her son. >>>There would be a 12 year old schoolgirl called emma who would use word >>>to write a school paper on dinosaurs. There would be a 'dad' who would >>>use excel to calculate car payments. etc etc, there were about >>>6 of these personas on big signs with a name, a photo, some of their >>>hobbies and some sentences indicating how they would use a particular >>>Microsoft application. (i'm not exactly sure what was on there). They >>>would hang these persona's as posters in offices in microsoft so the >>>developers would be aware for who they were designing for. At some >>>point they would not notice the posters any more but these persona's >>>were very much embedded in the development of software and were always >>>references in discussions. E.g. they would consider adding a >>>complicated feature in excel that could help dad more easy but that > >>would also make the interface more difficult for tommie, etc etc. >>> >>>I was wondering whether we could do the same for disabilities? If we >>>can actually provide developers 4-6 persona (covering most >>>disabilities) I think it would be an helpful tool which can facilitate >>>discussion and will also allow more clearly to focus the development >>>of a game to include disabilities. >>> >>>I was thinking of doing it for my collection of patterns already >>>because i think its just more personable to develop for "blind bettie" >>>and show a picture of a girl that is actually blind than just use "visual >impairments". >>> >>>Any ideas/thoughts on this? >>> >>>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: >>>>>/7ef19 >>>82c/attachment-0001.html> >>> >>>------------------------------ >>> >>>Message: 2 >>>Date: Wed, 23 May 2007 14:33:26 -0700 >>>From: Eelke Folmer >>>Subject: Re: [games_access] Game Accessibility Conference >>>To: IGDA Games Accessibility SIG Mailing List >>>Message-ID: >>>Content-Type: text/plain; charset="us-ascii"; Format="flowed"; >>> DelSp="yes" >>> >>>Hi, >>> >>>The idea of a conference focusing on game accessibility is great but >>>I'm kind of concerned whether we will be able to attract an audience for >it. >>>What is the goal? 'spreading the word' e.g. convincing game developers >>>of the importance of making games accessible? or or do we target our >>>fellow researchers and discuss & explore new ways of making games more >>>accessible and putting accessibility on the roadmap of developers? >>> >>>I think it is important to distinguish between these goals. >>> >>>cheers Eelke >>> >>> >>> >>>On May 20, 2007, at 12:01 PM, d. michelle hinn wrote: >>> >>>> Hi all, >>>> >>>> So I've mentioned this before but we should probably start >>>> discussing it for real. The IGDA would like to support our efforts >>>> in creating a one-day conference on Game Accessibility. Now this >>>> could be something attached to another conference (like GDC) or on it's >own as a "summit" >>>> at a time where we aren't so frazzled from GDC. >>>> >>>> This is one of the things I'll be bringing up at the online >>>> meetings this week so I'd appreciate ideas for location, dates, how >>>> wide we cast the net (ie, do we personally court a person from >>>> every major game company we can to attend), do we want it to be >>>> small the first year and then cast the net wider the next year? >>>> >>>> What are your thoughts? Basically the IGDA now has a group that >>>> does conference/summit set ups for us so we tell them what we want >>>> and they deal with the registration, hotel block reservations, >>>> venue, some advertising, etc. So that's what make it's a very cool >opportunity! >>>> >>>> Michelle >>>> _______________________________________________ >>>> games_access mailing list >>>> games_access at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>> >>>---------------------------------------------------------------------- >>>-- >>>---- >>>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: >>> >>/86d68 >>>58e/attachment-0001.htm> >>> >>>------------------------------ >>> >>>Message: 3 >>>Date: Wed, 23 May 2007 14:59:21 -0700 >>>From: "Reid Kimball" >>>Subject: Re: [games_access] Game Accessibility Conference >>>To: "IGDA Games Accessibility SIG Mailing List" >>> >>>Message-ID: >>> >>>Content-Type: text/plain; charset=ISO-8859-1; format=flowed >>> >>>"I'm kind of concerned whether we will be able to attract an audience >>>for it" I think the first GDC had 7 attendees. We shouldn't put >>>unrealistic pressure on ourselves with our first conference to bring >>>in huge numbers or big names. The other questions you ask are right. >>>If it's a conference, I'd want to see some sessions geared towards the >>>academic/research crowd talking about ways to improve accessibility >>>and others geared to developers talking about the practical >>>implementations that work now. >>> >>>On 5/23/07, Eelke Folmer wrote: >>>> >>>> Hi, >>>> >>>> The idea of a conference focusing on game accessibility is great >>>> but I'm kind of concerned whether we will be able to attract an >>>> audience for >>>it. >>>> What is the goal? 'spreading the word' e.g. convincing game >>>> developers of the importance of making games accessible? or or do >>>> we target our fellow researchers and discuss & explore new ways of >>>> making games more accessible and putting accessibility on the roadmap >of developers? >>>> >>>> I think it is important to distinguish between these goals. >>>> >>>> cheers Eelke >>>> >>>> >>>> >>>> >>>> On May 20, 2007, at 12:01 PM, d. michelle hinn wrote: >>>> >>>> Hi all, >>>> >>>> So I've mentioned this before but we should probably start >>>> discussing it for real. The IGDA would like to support our efforts >>>> in creating a one-day conference on Game Accessibility. Now this >>>> could be something attached to another conference (like GDC) or on it's >own as a "summit" >>>> at a time where we aren't so frazzled from GDC. >>>> >>>> This is one of the things I'll be bringing up at the online >>>> meetings this week so I'd appreciate ideas for location, dates, how >>>> wide we cast the net (ie, do we personally court a person from >>>> every major game company we can to attend), do we want it to be >>>> small the first year and then cast the net wider the next year? >>>> >>>> What are your thoughts? Basically the IGDA now has a group that >>>> does conference/summit set ups for us so we tell them what we want >>>> and they deal with the registration, hotel block reservations, >>>> venue, some advertising, etc. So that's what make it's a very cool >opportunity! >>>> >>>> Michelle >>>> _______________________________________________ >>>> games_access mailing list >>>> games_access at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>> >>>---------------------------------------------------------------------- >>>------ >>>> 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 >>>> >>>> >>> >>> >>>------------------------------ >>> >>>Message: 4 >>>Date: Wed, 23 May 2007 16:12:29 -0700 >>>From: "Eelke Folmer" >>>Subject: Re: [games_access] E for All >>>To: "IGDA Games Accessibility SIG Mailing List" >>> >>>Message-ID: >>> <836db6300705231612g9790ae9v8ef057e9d031f55f at mail.gmail.com> >>>Content-Type: text/plain; charset=ISO-8859-1; format=flowed >>> >>>Hi, >>> >>>I have the funds to go. I could go but I'll probably be busy with >teaching. >>>By the way, i have all the accessibility equipment (e.g. quad > >>controller, one handed joysticks & stuff, still need to order some one >>>button) so we don't have to ship it from the UK. >>> >>>cheers eelke >>> >>> >>> >>> >>>On 5/22/07, Reid Kimball wrote: >>>> There's a possibility I could attend as it's on the west coast. >>>> There's another conference I'll probably attend in Oct, will send >>>> an >>> > email about it soon. >>>> >>>> -Reid >>>> >>>> On 5/22/07, d. michelle hinn wrote: >>>> > Yes, couple that with a booth at GDC...for the first time we'll >>>> have > the chance to really get the word on the street! Or at least >>>> the > 'net. :) > > >wow! that will be THE Arcade! Excellent >>>> /Thomas > > > > > >22 maj 2007 kl. 21.04 skrev d. michelle hinn: >>>> > > >>>> > >>but free of charge booth. Ac >>>> > >> >>>> > > >>>> > >__________________________________ >>>> > >Thomas Westin >>>> > >VD / CEO >>>> > > >>>> > >Pin Interactive AB >>>> > >:: Digital Culture Analysis :: Tools :: Worlds > >>>> >__________________________________ >>>> > >Award Winning Developer >>>> > >www.pininteractive.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 >>>> >>> >>> >>>-- >>>-------------------------------------------------------------------------- >-- >>>Eelke Folmer Assistant Professor >>>Department of CS&E/171 >>>University of Nevada Reno, Nevada 89557 >>>Game interaction design www.helpyouplay.com >>>---------------------------------------------------------------------- >>>------ >>> >>> >>>------------------------------ >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>>End of games_access Digest, Vol 35, Issue 37 >>>******************************************** >>> >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >> >> >>-- >>--------------------------------------------------------------------------- >- >>Eelke Folmer Assistant Professor >>Department of CS&E/171 >>University of Nevada Reno, Nevada 89557 >>Game interaction design www.helpyouplay.com >>----------------------------------------------------------------------- >>----- _______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > > > >------------------------------ > >Message: 2 >Date: Fri, 25 May 2007 09:44:31 +0100 >From: "Barrie Ellis" >Subject: Re: [games_access] Ideas for GDC 2008 >To: "IGDA Games Accessibility SIG Mailing List" > >Message-ID: <03d301c79ea8$ed0c0230$0302a8c0 at OneSwitch> >Content-Type: text/plain; charset="iso-8859-1" > >I think this kind of thing can be effective. I know in this country D.A.N. >(The Disability Action Network) handcuffed themselves to buses and the >railings of parliament when they were protesting about the lack of access in >public transport. I would say that transport is now a lot better in this >country - not solely for their protests - but I think they helped sway >oppinion. D.A.N. is very quiet/non-existant these days - but many of the >activists from D.A.N. got absorbed by councils and so on with jobs where >they could make changes from within. It would be great if more disabled >people started to get jobs out of a GDC campaign and could make a difference >in a similar way. > >Barrie >www.OneSwitch.org.uk > > ----- Original Message ----- > From: Eelke Folmer > To: IGDA Games Accessibility SIG Mailing List > Sent: Friday, May 25, 2007 3:09 AM > Subject: Re: [games_access] Ideas for GDC 2008 > > > Hi all, > > > I think I pitched this idea sometime ago when we were having this big >conflict ;-) but I'd like to pitch it again because I seriously would like >you guys to consider this. > > > It's pretty obvious after the low turnouts of our events that game >developers are just not interested in what we have to say so why don't we do >something more rebellious and just shove the facts in their face? My idea >for next year's GDC would be to stand right outside the Moscone center >(between the north and west pavilion where at least 5000 game developers >walk by) with a number of disabled people holding signs saying WE WANT >ACCESSIBLE GAMES. If we really want to get attention I think this is what >we should do. At the same time we can hand out small flyers. Lets make four >different little flyers (so people can collect or trade them ;-) (combine it >with the persona idea) for each disability one little flyer which obviously >states a) a problem b) a solution(s). E.g. "tim" is a quadripleghic, sees >gears of war on tv all the time but can't play it because it doesn't support >his quad controller (maybe not use names of existing games not to piss of >epic studios). Solutions > : "allow configurable keys and map actions to different buttons & use >autoaim to minimize the amount of interaction". > > > I don't know if you would be into this, or whether it would be appropriate >but I think its an idea at least worth exploring. > > > Cheers Eelke > > > > > > > > > On May 23, 2007, at 1:25 PM, d. michelle hinn wrote: > > > The main thing to consider (worry about) is that the fewer sessions we >have (and the expo doesn't count), the fewer passes we get that allow us to >get into the main part of GDC. So we reallllly have to think about the >number of sessions we could realistically do (and perhaps this means that >the SIG sponsors sessions that are meant for, say, "research on >accessibility" that just a few people take and run with). So...I need to be >tricky...er...innovative. ;) > > > Michelle > > > I like something along these lines for a GDC session title, > > > Innovation: True Next Generation Gameplay for Everyone > > > However, it risks sounding like marketing hype and devs see right > through that. Anyway, this could be our "wow that's cool shit" type of > presentation where we talk about the Demor sound based game for the > blind and Brain Fingers and the Haptic device. We try to make this as > flashy and cool as possible, even if tech isn't 100% there or games > widely available. It should be entertaining for people who like to see > what's around the corner and educational in showing people that there > are those with disabilities that can't play their current games. > > > Aside from that, I'd like to try the Expo booth more than a GDC > session. There's only a few ways I can talk about closed captioning > and I think I've tried them all. > > > -Reid > > > > > > > On 5/21/07, d. michelle hinn wrote: > Ok...so now's the time to get the write ups going for the proposed > SIG sessions for GDC 2008 (it always takes us a bit to get things > finalized and GDC is even earlier in 2008) and I some ideas that I > want to run past people. > > > We've talked a lot already about applying accessibility to how it > would help people that don't have a disability (like curb cuts that > help bicyclists and parents with baby strollers, etc). What if we >had > a session called "Innovation: Game Accessibility for Able Gamers" > with the session planned around taking what we know about > accessibility and targeted the solutions for the "abled" in order to > help them out by taking them out of the lull of "boring, predictable > gaming"? This would be a session for the really "out there" stuff > like biofeedback and games like demor. When I presented at last > year's Montreal Game Summit, I found that it was the "wow" stuff >that > got people thinking about the whole issue of accessibility being > "cool" -- it was the carrot that got them to listen to the more >basic > design information. After that, people came up to talk to me about > how they never thought about accessibility as NOT limiting game > design. > > > I'm not totally sold on the title (I just came up with it now so > catchier titles would be greatly appreciated!) but it would give us >a > way to present accessibility information pertaining to disabled > gamers, sell it as something that helps more than just disabled > gamers without straying too far from the fact that we are the game > accessibility SIG. > > > Another thing to think about is not how gamers is with disabilities > are limited but, instead, how maybe the increased skill in another > area makes them even MORE competitive and so "able" gamers should > know about these -- it's a turn around of telling them what they are > doing RIGHT in games by pointing out that they could even the score > with regard to accessibility by keeping these things in their games > (I know...that last one's trickier because it could lead to a > developer thinking that they are unbalanced in their gameplay by > making things easier for one user group...even though they already >do > that when they are INaccessible). > > > I've seen how easy some find it to forget the original audience that > a design was aiming for by making changes that end up not serving > that original audience. So that's why I remain resistant to totally > taking the word "accessibility" out -- I'm afraid of NOT reminding > the industry to keep gamers with disabilities in mind because it's >so > easy for them to come down with selective amnesia. We've tried a LOT > of tactics over the years -- from serious to humorous, from > roundtables to much more ambitious workshops. So we need to think > about what we've learned from the four years we've presented as a >SIG > at GDC. We won't do "accessibility idol" again but I think we > *should* do another competition (and we can again -- we got the > tentative "thumbs up" to do an hour-long competition, rather than >the > two hour overkill). I'll write another email about ideas for a > competition that removes us from "idol" but helps us better make > accessibility into a challenging creative design process rather than > this "forced, non-creative" thing that it's rumored to be (and this > year I know to jump on the signage and web advert issue >immediately). > > > BUT...as a SIG I think we should stick to a fun competition (with >the > devs that showed interest last year but couldn't do it but can this > year), the expo (with the fall back of another "arcade" thing, only > not three days worth), a "wacky session" like "innovation," and some > sort of longer session (like a tutorial) where we can have "short > burst" info about the things that SIG members have been doing -- ie, > Eelke might take 20-30 minutes to discuss his stuff, Dimitris taking > the same amount of time to overview his latest, Barrie and his >stuff, > etc, etc, etc. Then if any one person wants to do a longer > presentation on their own stuff, they can do so at their own >session, > promoting it at the SIG workshop. And if it helps, we can present >the > more solo-acts as SIG-sponsored sessions to make sure it gets on the > schedule better -- I know Reid and others have had a really hard >time > getting onto the schedule as solo acts. But in the end the longer > presentations would be the onus of the person who is presenting >their > work and not something that the entire SIG needs to be there to set > up for, etc (that doesn't mean that we all wouldn't try to be there > for them!!). > > > We learned in March that 78.4 SIG sessions (ok, 8) isn't the way to > go but I also think going back to the single roundtable isn't the > answer either. So now we have to find our happy medium that allows >us > to all ATTEND other sessions and help increase the buzz about all of > our sessions, our existance, etc but also maximize our limited > (simply by the fact that there are just a few of us that can make it > to any one GDC) efforts in the sessions that we do. And we have to > find our happy medium so it's not just a couple of us pulling > all-nighters the weeks before! So instead of me being in charge of > every session for the organization, we can share the wealth a bit by > having some on the committee for the competition, others on the > tutorial/workshop committee, and so forth. I realize that we aren't >a > big lot but even NON attendees can help serve on committees to help > share ideas! > > > Ok that's the end of this email that had started out short and >sweet. > :) Sorry -- just feeling the GDC pressure and I realllly want to get > as many people involved as possible so we can present a more united > effort and help best support one another!! > > > Thoughts? Reactions? And, yes, I'm now very removed from the >emotions > of GDC 2007. :) But please be thoughtful in your suggestions -- > underneath that black leather jacket I keep wearing to GDCs (for >good > luck?), I can get rather down sometimes (yay! depression!) and I'd > hate for us to have a flame war. I promise I will count to 10 before > hitting the "send" button if I find myself taking things too > personally. Ok, deal? :) > > > 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 > > > >---------------------------------------------------------------------------- > 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: >69a/attachment.html> > >------------------------------ > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > > >End of games_access Digest, Vol 35, Issue 45 >******************************************** > > >_______________________________________________ >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 richard at audiogames.net Sun May 27 08:09:23 2007 From: richard at audiogames.net (AudioGames.net) Date: Sun, 27 May 2007 14:09:23 +0200 Subject: [games_access] DIGRA (was Re: Game Accessibility Conference) References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@Inspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch> Message-ID: <003801c7a057$ddae8730$6402a8c0@Delletje> Re: [games_access] Game Accessibility ConferenceHi Folks, I'm back from my holiday and was happy to find the AG activity in my mailbox :):) Will join the conversations soon! As a first question, MIchelle wrote: "BUT! There's some new news...As of yesterday...we now have a DiGRA parallel SIG that I'd like those of us who are researchers to really take the lead on. This SIG is a co-IGDA-DiGRA effort and I think that this is exciting! More soon on this!" So, what's the story? Nothing on http://www.digra.org/sigs yet (but the DIGRA website is quite empty on a lot of things ;) Although I am currently not active at the Accessibility Foundation (since I am now working part-time at the HKU), I was going to setup a GA-SIG page at GA.com, with basic info, URLs and convention info. So any info on a DIGRA/IGDA GA-SIG (wow!?) is much appreciated. On a side note, I might be visiting Paris in a couple of weeks to have a chat with several parties about a proposal for an upcoming European project concerning game accessibility. Parties may include both the Accessibility foundation and HKU :), as well as several other universities and companies. Can't reveal more at this moment, sorry, but will keep you posted. Greets, Richard http://www.audiogames.net http://www.game-accessibility.com -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Sun May 27 19:36:04 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Mon, 28 May 2007 00:36:04 +0100 Subject: [games_access] "Fresh Brain" machine from Japan Message-ID: <098b01c7a0b7$cb395520$0302a8c0@OneSwitch> More health and games stuff from Japan... http://www.tmc-brains.co.jp/pc/free03.html - (Click here for an English Translation). Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: Fresh Brain.jpg Type: image/jpeg Size: 71569 bytes Desc: not available URL: From thomas at pininteractive.com Mon May 28 17:09:54 2007 From: thomas at pininteractive.com (Thomas Westin) Date: Mon, 28 May 2007 23:09:54 +0200 Subject: [games_access] Ideas for GDC 2008 In-Reply-To: <013901c79cbe$e8353970$6501a8c0@Inspiron> References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@Inspiron><464F9816.6050308@thechases.com><020801c79ac5$e5d38d30$0302a8c0@OneSwitch>AAAAADBf8GSYa4xDlD4sBa5lcIzEXicA <013901c79cbe$e8353970$6501a8c0@Inspiron> Message-ID: Hi all, I'll be out of office for a week so I'll catch up with you later. /Thomas From hinn at uiuc.edu Tue May 29 14:15:07 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 29 May 2007 13:15:07 -0500 Subject: [games_access] Automated Meeting Reminder? In-Reply-To: <003801c7a057$ddae8730$6402a8c0@Delletje> References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@I nspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch> <003801c7a057$ddae8730$6402a8c0@Delletje> Message-ID: Anyone know of a free automated meeting reminder that could send an email to the list to remind people that we have a meeting coming up? I'm not nearly automated enough so I can't seem to do it other than to put it on my PDA...which doesn't help you guys. Anyone interested in served AS an automated meeting reminder as an alternative???? Let me know!!! Thanks! Michelle From richard at audiogames.net Tue May 29 18:25:58 2007 From: richard at audiogames.net (AudioGames.net) Date: Wed, 30 May 2007 00:25:58 +0200 Subject: [games_access] Automated Meeting Reminder? References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@Inspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch> <003801c7a057$ddae8730$6402a8c0@Delletje> Message-ID: <004701c7a240$54f07580$6402a8c0@Delletje> Hi, Did a quick browse but I couldn't find a simple and cheap/freepiece of software that does this. Will look further though. By the way, are these the final meeting times that everyone agreed on? Tuesdays -- 9am (New York Time) (= 03:00 Amsterdam) Thursdays -- 1pm (New York Time) (= 19:00 Amsterdam) Thanks. And I noticed I missed one or two meetings by now. Following the discussions from some months ago, did we (in the end) manage find a solution to the meeting-summary documents? Or do we still need a solution for that? Greets, Richard (it's late here and my past holiday already seems far, far away...) ----- Original Message ----- From: "d. michelle hinn" To: "IGDA Games Accessibility SIG Mailing List" Sent: Tuesday, May 29, 2007 8:15 PM Subject: [games_access] Automated Meeting Reminder? > Anyone know of a free automated meeting reminder that could send an email > to the list to remind people that we have a meeting coming up? I'm not > nearly automated enough so I can't seem to do it other than to put it on > my PDA...which doesn't help you guys. Anyone interested in served AS an > automated meeting reminder as an alternative???? > > Let me know!!! Thanks! > Michelle > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From ioo at ablegamers.com Tue May 29 18:32:48 2007 From: ioo at ablegamers.com (Ioo) Date: Tue, 29 May 2007 18:32:48 -0400 Subject: [games_access] Automated Meeting Reminder? In-Reply-To: References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@I nspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch> <003801c7a057$ddae8730$6402a8c0@Delletje> Message-ID: <465CAA10.9090109@ablegamers.com> Try Google Calendar. You can create an event and set a reminder... I am just not sure the method of reminding, it may send a Google Air Mail :) Mark d. michelle hinn wrote: > Anyone know of a free automated meeting reminder that could send an > email to the list to remind people that we have a meeting coming up? > I'm not nearly automated enough so I can't seem to do it other than to > put it on my PDA...which doesn't help you guys. Anyone interested in > served AS an automated meeting reminder as an alternative???? > > Let me know!!! Thanks! > Michelle > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From hinn at uiuc.edu Tue May 29 18:49:04 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 29 May 2007 17:49:04 -0500 Subject: [games_access] Automated Meeting Reminder? In-Reply-To: <465CAA10.9090109@ablegamers.com> References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@I nspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch> <003801c7a057$ddae8730$6402a8c0@Delletje> <465CAA10.9090109@ablegamers.com> Message-ID: I'll check it out -- it seems like it's not friendly for lists like this but maybe I can tweak it! Thanks! >Try Google Calendar. You can create an event and set a reminder... I >am just not sure the method of reminding, it may send a Google Air >Mail :) > >Mark > >d. michelle hinn wrote: >>Anyone know of a free automated meeting reminder that could send an >>email to the list to remind people that we have a meeting coming >>up? I'm not nearly automated enough so I can't seem to do it other >>than to put it on my PDA...which doesn't help you guys. Anyone >>interested in served AS an automated meeting reminder as an >>alternative???? >> >>Let me know!!! 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 Tue May 29 18:52:25 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 29 May 2007 17:52:25 -0500 Subject: [games_access] Automated Meeting Reminder? In-Reply-To: <004701c7a240$54f07580$6402a8c0@Delletje> References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@I nspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch> <003801c7a057$ddae8730$6402a8c0@Del letje> <004701c7a240$54f07580$6402a8c0@Delletje> Message-ID: The meetings are Tuesdays: 1pm (NYC) Thursdays: 9am (NYC) You've actually only missed one meeting with three of us and I'm working on the wiki to put the summary up. (I was the lone show for two of the meetings) You know what I could really use? Someone(s?) to volunteer to help take the meeting transcripts (which are out of context and crazy to read and also contain phone numbers from time to time depending on what goes on) and put them into summary form. Michelle >Hi, > >Did a quick browse but I couldn't find a simple and cheap/freepiece >of software that does this. Will look further though. By the way, >are these the final meeting times that everyone agreed on? > >Tuesdays -- 9am (New York Time) (= 03:00 Amsterdam) >Thursdays -- 1pm (New York Time) (= 19:00 Amsterdam) > >Thanks. And I noticed I missed one or two meetings by now. Following >the discussions from some months ago, did we (in the end) manage >find a solution to the meeting-summary documents? Or do we still >need a solution for that? > >Greets, > >Richard (it's late here and my past holiday already seems far, far away...) > > >----- Original Message ----- From: "d. michelle hinn" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Tuesday, May 29, 2007 8:15 PM >Subject: [games_access] Automated Meeting Reminder? > >>Anyone know of a free automated meeting reminder that could send an >>email to the list to remind people that we have a meeting coming >>up? I'm not nearly automated enough so I can't seem to do it other >>than to put it on my PDA...which doesn't help you guys. Anyone >>interested in served AS an automated meeting reminder as an >>alternative???? >> >>Let me know!!! 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 richard at audiogames.net Tue May 29 19:27:08 2007 From: richard at audiogames.net (AudioGames.net) Date: Wed, 30 May 2007 01:27:08 +0200 Subject: [games_access] Automated Meeting Reminder? References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@Inspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch><003801c7a057$ddae8730$6402a8c0@Delletje> <004701c7a240$54f07580$6402a8c0@Delletje> Message-ID: <005d01c7a248$e0f11730$6402a8c0@Delletje> Hi, I have some ideas for the GASIG website and also on where stuff like that would go. I'll mock up a design doc with the website proposal or a simple HTML outline. I won't mind transcribing the meetings I attend, so hereby I volenteer. Greets, Richard ----- Original Message ----- From: "d. michelle hinn" To: "IGDA Games Accessibility SIG Mailing List" Sent: Wednesday, May 30, 2007 12:52 AM Subject: Re: [games_access] Automated Meeting Reminder? > The meetings are > > Tuesdays: 1pm (NYC) > Thursdays: 9am (NYC) > > You've actually only missed one meeting with three of us and I'm working > on the wiki to put the summary up. (I was the lone show for two of the > meetings) > > You know what I could really use? Someone(s?) to volunteer to help take > the meeting transcripts (which are out of context and crazy to read and > also contain phone numbers from time to time depending on what goes on) > and put them into summary form. > > Michelle > >>Hi, >> >>Did a quick browse but I couldn't find a simple and cheap/freepiece of >>software that does this. Will look further though. By the way, are these >>the final meeting times that everyone agreed on? >> >>Tuesdays -- 9am (New York Time) (= 03:00 Amsterdam) >>Thursdays -- 1pm (New York Time) (= 19:00 Amsterdam) >> >>Thanks. And I noticed I missed one or two meetings by now. Following the >>discussions from some months ago, did we (in the end) manage find a >>solution to the meeting-summary documents? Or do we still need a solution >>for that? >> >>Greets, >> >>Richard (it's late here and my past holiday already seems far, far >>away...) >> >> >>----- Original Message ----- From: "d. michelle hinn" >>To: "IGDA Games Accessibility SIG Mailing List" >>Sent: Tuesday, May 29, 2007 8:15 PM >>Subject: [games_access] Automated Meeting Reminder? >> >>>Anyone know of a free automated meeting reminder that could send an email >>>to the list to remind people that we have a meeting coming up? I'm not >>>nearly automated enough so I can't seem to do it other than to put it on >>>my PDA...which doesn't help you guys. Anyone interested in served AS an >>>automated meeting reminder as an alternative???? >>> >>>Let me know!!! 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 Tue May 29 20:54:48 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Tue, 29 May 2007 17:54:48 -0700 Subject: [games_access] Automated Meeting Reminder? In-Reply-To: References: <006501c7995f$f62289f0$6501a8c0@Inspiron> <021101c79ac6$2b5bff40$0302a8c0@OneSwitch> <003801c7a057$ddae8730$6402a8c0@Delletje> Message-ID: I think it should be up to every to set their own calendars when a meeting will be. I'll admit, I didn't have my calendar setup or any reminder system in place because I really couldn't keep up with all the different proposed times, I didn't know what was decided upon. This is one of those things that would be great to have on our GA website. -Reid On 5/29/07, d. michelle hinn wrote: > Anyone know of a free automated meeting reminder that could send an > email to the list to remind people that we have a meeting coming up? > I'm not nearly automated enough so I can't seem to do it other than > to put it on my PDA...which doesn't help you guys. Anyone interested > in served AS an automated meeting reminder as an alternative???? > > Let me know!!! Thanks! > Michelle > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From barrie.ellis at oneswitch.org.uk Wed May 30 02:46:50 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Wed, 30 May 2007 07:46:50 +0100 Subject: [games_access] Automated Meeting Reminder? References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@Inspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch><003801c7a057$ddae8730$6402a8c0@Delletje> <004701c7a240$54f07580$6402a8c0@Delletje> Message-ID: <0db901c7a286$4f3a0bb0$0302a8c0@OneSwitch> Perhaps with our meetings we could have the times up on the web-site, with an agenda. When people turn up - it could be agreed there who would like to take control of summarising the meetings to then up-load to the wiki / e-mail to someone to up-load to the wiki? People should be able to add things to the meeting agenda's too in an 'any other business' section. Hardly radical I realise - but could be very helpful to members. Barrie www.OneSwitch.org.uk ----- Original Message ----- From: "d. michelle hinn" To: "IGDA Games Accessibility SIG Mailing List" Sent: Tuesday, May 29, 2007 11:52 PM Subject: Re: [games_access] Automated Meeting Reminder? > The meetings are > > Tuesdays: 1pm (NYC) > Thursdays: 9am (NYC) > > You've actually only missed one meeting with three of us and I'm working > on the wiki to put the summary up. (I was the lone show for two of the > meetings) > > You know what I could really use? Someone(s?) to volunteer to help take > the meeting transcripts (which are out of context and crazy to read and > also contain phone numbers from time to time depending on what goes on) > and put them into summary form. > > Michelle > >>Hi, >> >>Did a quick browse but I couldn't find a simple and cheap/freepiece of >>software that does this. Will look further though. By the way, are these >>the final meeting times that everyone agreed on? >> >>Tuesdays -- 9am (New York Time) (= 03:00 Amsterdam) >>Thursdays -- 1pm (New York Time) (= 19:00 Amsterdam) >> >>Thanks. And I noticed I missed one or two meetings by now. Following the >>discussions from some months ago, did we (in the end) manage find a >>solution to the meeting-summary documents? Or do we still need a solution >>for that? >> >>Greets, >> >>Richard (it's late here and my past holiday already seems far, far >>away...) >> >> >>----- Original Message ----- From: "d. michelle hinn" >>To: "IGDA Games Accessibility SIG Mailing List" >>Sent: Tuesday, May 29, 2007 8:15 PM >>Subject: [games_access] Automated Meeting Reminder? >> >>>Anyone know of a free automated meeting reminder that could send an email >>>to the list to remind people that we have a meeting coming up? I'm not >>>nearly automated enough so I can't seem to do it other than to put it on >>>my PDA...which doesn't help you guys. Anyone interested in served AS an >>>automated meeting reminder as an alternative???? >>> >>>Let me know!!! 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 arthit73 at cablespeed.com Wed May 30 15:35:45 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Wed, 30 May 2007 15:35:45 -0400 Subject: [games_access] RobertFlorio Washington Post story and video interview. Available. In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIyEticA References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@Inspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch><003801c7a057$ddae8730$6402a8c0@Delletje> <004701c7a240$54f07580$6402a8c0@Delletje> AAAAADBf8GSYa4xDlD4sBa5lcIyEticA Message-ID: <00a201c7a2f1$b93959b0$6501a8c0@Inspiron> Below are the links to the Washington Post story of my school PR hooked up. Art Institute online. She is amazing. She is setting up some really big things also. More. I'll let you know when I get a definite. Check it out below. Robert www.RobertFlorio.com Hey Robert - Here's your story in the Washington Post- Great video story also. Games as Therapy for Walter Reed's Wounded http://www.washingtonpost.com/wp-dyn/content/article/2007/05/26/AR2007052600 144.html By Mike Musgrove @Play, Technology Columnist Video: Once a Gamer, Always a Gamer (3+ min video) http://www.washingtonpost.com/wp-dyn/content/video/2007/04/06/VI200704060124 6.html From arthit73 at cablespeed.com Wed May 30 15:45:54 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Wed, 30 May 2007 15:45:54 -0400 Subject: [games_access] RobertFlorio Washington Post story and videointerview. Available. In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIzEvScA References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@Inspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch><003801c7a057$ddae8730$6402a8c0@Delletje> <004701c7a240$54f07580$6402a8c0@Delletje>AAAAADBf8GSYa4xDlD4sBa5lcIyEticA AAAAADBf8GSYa4xDlD4sBa5lcIzEvScA Message-ID: <00ab01c7a2f3$245680f0$6501a8c0@Inspiron> If you watch this it's done really good. Yes it's about me but, I've never seen it capture this good compared to my documentary the point being spread. If this is good and my documentary is better watch out. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Robert Florio Sent: Wednesday, May 30, 2007 3:36 PM To: 'IGDA Games Accessibility SIG Mailing List' Subject: [games_access] RobertFlorio Washington Post story and videointerview. Available. Below are the links to the Washington Post story of my school PR hooked up. Art Institute online. She is amazing. She is setting up some really big things also. More. I'll let you know when I get a definite. Check it out below. Robert www.RobertFlorio.com Hey Robert - Here's your story in the Washington Post- Great video story also. Games as Therapy for Walter Reed's Wounded http://www.washingtonpost.com/wp-dyn/content/article/2007/05/26/AR2007052600 144.html By Mike Musgrove @Play, Technology Columnist Video: Once a Gamer, Always a Gamer (3+ min video) http://www.washingtonpost.com/wp-dyn/content/video/2007/04/06/VI200704060124 6.html _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From reid at rbkdesign.com Wed May 30 16:17:11 2007 From: reid at rbkdesign.com (Reid Kimball) Date: Wed, 30 May 2007 13:17:11 -0700 Subject: [games_access] RobertFlorio Washington Post story and videointerview. Available. In-Reply-To: <00ab01c7a2f3$245680f0$6501a8c0@Inspiron> References: <006501c7995f$f62289f0$6501a8c0@Inspiron> <021101c79ac6$2b5bff40$0302a8c0@OneSwitch> <003801c7a057$ddae8730$6402a8c0@Delletje> <004701c7a240$54f07580$6402a8c0@Delletje> <00ab01c7a2f3$245680f0$6501a8c0@Inspiron> Message-ID: Excellent video, you've worked hard for a chance to get your msg out, congrats. -Reid On 5/30/07, Robert Florio wrote: > If you watch this it's done really good. Yes it's about me but, I've never > seen it capture this good compared to my documentary the point being spread. > If this is good and my documentary is better watch out. > > Robert > > > > -----Original Message----- > From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] > On Behalf Of Robert Florio > Sent: Wednesday, May 30, 2007 3:36 PM > To: 'IGDA Games Accessibility SIG Mailing List' > Subject: [games_access] RobertFlorio Washington Post story and > videointerview. Available. > > Below are the links to the Washington Post story of my school PR hooked up. > Art Institute online. She is amazing. She is setting up some really big > things also. More. I'll let you know when I get a definite. Check it out > below. > > Robert > www.RobertFlorio.com > > > > Hey Robert - > > > > Here's your story in the Washington Post- > > Great video story also. > > > > Games as Therapy for Walter Reed's Wounded > http://www.washingtonpost.com/wp-dyn/content/article/2007/05/26/AR2007052600 > 144.html > By Mike Musgrove > @Play, Technology Columnist > > > Video: Once a Gamer, Always a Gamer (3+ min video) > http://www.washingtonpost.com/wp-dyn/content/video/2007/04/06/VI200704060124 > 6.html > > > > > > > _______________________________________________ > 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 arthit73 at cablespeed.com Wed May 30 16:33:28 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Wed, 30 May 2007 16:33:28 -0400 Subject: [games_access] RobertFlorio Washington Post story andvideointerview. Available. In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIxkvicA References: <006501c7995f$f62289f0$6501a8c0@Inspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch><003801c7a057$ddae8730$6402a8c0@Delletje><004701c7a240$54f07580$6402a8c0@Delletje><00ab01c7a2f3$245680f0$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIxkvicA Message-ID: <00af01c7a2f9$c9b24b50$6501a8c0@Inspiron> So have you. We have such a great group. Opportunities come like this. I definitely talked about our group what they did with the editing was up to them though. They tried to tie it in I bet more with Walter Reed. Which is another great avenue to explore and get support from. That place is in this area Maryland DC area it's been all over CNN about the living conditions there. That's probably how that Boy Scout found out about their need. This is exciting. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Reid Kimball Sent: Wednesday, May 30, 2007 4:17 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] RobertFlorio Washington Post story andvideointerview. Available. Excellent video, you've worked hard for a chance to get your msg out, congrats. -Reid On 5/30/07, Robert Florio wrote: > If you watch this it's done really good. Yes it's about me but, I've never > seen it capture this good compared to my documentary the point being spread. > If this is good and my documentary is better watch out. > > Robert > > > > -----Original Message----- > From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] > On Behalf Of Robert Florio > Sent: Wednesday, May 30, 2007 3:36 PM > To: 'IGDA Games Accessibility SIG Mailing List' > Subject: [games_access] RobertFlorio Washington Post story and > videointerview. Available. > > Below are the links to the Washington Post story of my school PR hooked up. > Art Institute online. She is amazing. She is setting up some really big > things also. More. I'll let you know when I get a definite. Check it out > below. > > Robert > www.RobertFlorio.com > > > > Hey Robert - > > > > Here's your story in the Washington Post- > > Great video story also. > > > > Games as Therapy for Walter Reed's Wounded > http://www.washingtonpost.com/wp-dyn/content/article/2007/05/26/AR2007052600 > 144.html > By Mike Musgrove > @Play, Technology Columnist > > > Video: Once a Gamer, Always a Gamer (3+ min video) > http://www.washingtonpost.com/wp-dyn/content/video/2007/04/06/VI200704060124 > 6.html > > > > > > > _______________________________________________ > 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 Wed May 30 17:32:06 2007 From: hinn at uiuc.edu (hinn at uiuc.edu) Date: Wed, 30 May 2007 16:32:06 -0500 (CDT) Subject: [games_access] RobertFlorio Washington Post story andvideointerview. Available. Message-ID: <20070530163206.AQK49523@expms2.cites.uiuc.edu> Yeah, they interviewed me a while back to ask what your role in the SIG was and what the SIG was when they were about to come to your house. But it's not important that I'm mentioned or the SIG (we do what we can and in the editing process things that don't flow into the story that they are telling can get cut) -- it's important that the issue we're all behind is mentioned!! And what a great angle to move from -- VA hospitals and the need for accessible games and just plain games in general for positive psychology's sake for veterans who have been injured! And, on the side, Reid...the lack of [cc] in these online media bits is really getting me annoyed (unless I missed it?). And I'm not even hearing impaired! Michelle ---- Original message ---- >Date: Wed, 30 May 2007 16:33:28 -0400 >From: "Robert Florio" >Subject: Re: [games_access] RobertFlorio Washington Post story andvideointerview. Available. >To: "'IGDA Games Accessibility SIG Mailing List'" > >So have you. We have such a great group. Opportunities come like this. I >definitely talked about our group what they did with the editing was up to >them though. They tried to tie it in I bet more with Walter Reed. Which is >another great avenue to explore and get support from. That place is in this >area Maryland DC area it's been all over CNN about the living conditions >there. That's probably how that Boy Scout found out about their need. > >This is exciting. > >Robert > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of Reid Kimball >Sent: Wednesday, May 30, 2007 4:17 PM >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: [games_access] RobertFlorio Washington Post story >andvideointerview. Available. > >Excellent video, you've worked hard for a chance to get your msg out, >congrats. > >-Reid > >On 5/30/07, Robert Florio wrote: >> If you watch this it's done really good. Yes it's about me but, I've >never >> seen it capture this good compared to my documentary the point being >spread. >> If this is good and my documentary is better watch out. >> >> Robert >> >> >> >> -----Original Message----- >> From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >> On Behalf Of Robert Florio >> Sent: Wednesday, May 30, 2007 3:36 PM >> To: 'IGDA Games Accessibility SIG Mailing List' >> Subject: [games_access] RobertFlorio Washington Post story and >> videointerview. Available. >> >> Below are the links to the Washington Post story of my school PR hooked >up. >> Art Institute online. She is amazing. She is setting up some really big >> things also. More. I'll let you know when I get a definite. Check it >out >> below. >> >> Robert >> www.RobertFlorio.com >> >> >> >> Hey Robert - >> >> >> >> Here's your story in the Washington Post- >> >> Great video story also. >> >> >> >> Games as Therapy for Walter Reed's Wounded >> >http://www.washingtonpost.com/wp-dyn/content/article/2007/05/26/AR2007052600 >> 144.html >> By Mike Musgrove >> @Play, Technology Columnist >> >> >> Video: Once a Gamer, Always a Gamer (3+ min video) >> >http://www.washingtonpost.com/wp-dyn/content/video/2007/04/06/VI200704060124 >> 6.html >> >> >> >> >> >> >> _______________________________________________ >> 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 hinn at uiuc.edu Wed May 30 17:11:54 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 30 May 2007 16:11:54 -0500 Subject: [games_access] RobertFlorio Washington Post story and video interview. Available. In-Reply-To: <00a201c7a2f1$b93959b0$6501a8c0@Inspiron> References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@I nspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch> <003801c7a057$ddae8730 $6402a8c0@Delletje> <004701c7a240$54f07580$6402a8c0@Del letje> AAAAADBf8GSYa4xDlD4sBa5lcIyEticA <00a201c7a2f1$b93959b0$6501a8c0@Inspiron> Message-ID: Cool! I also liked the Walter Reed article...although they didn't mention (or maybe I missed it?) how many wounded soldiers might have been influenced by the US Army's War Game (my question stems from did a game like that prepare people well enough for real injuries/death? Ok, so imagine nothing really does but it's always something that bugged me about that game). I imagine that Mike might also find a story there as well. I'll ping him. One thing I'm getting increasingly annoyed at is the lack of closed captioning on these news sites!!! And I'm not even hearing impaired! Michelle >Below are the links to the Washington Post story of my school PR hooked up. >Art Institute online. She is amazing. She is setting up some really big >things also. More. I'll let you know when I get a definite. Check it out >below. > >Robert >www.RobertFlorio.com > > > >Hey Robert - > > > >Here's your story in the Washington Post- > >Great video story also. > > > >Games as Therapy for Walter Reed's Wounded >http://www.washingtonpost.com/wp-dyn/content/article/2007/05/26/AR2007052600 >144.html >By Mike Musgrove >@Play, Technology Columnist > > >Video: Once a Gamer, Always a Gamer (3+ min video) >http://www.washingtonpost.com/wp-dyn/content/video/2007/04/06/VI200704060124 >6.html > > > > > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Thu May 31 02:58:04 2007 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Thu, 31 May 2007 07:58:04 +0100 Subject: [games_access] RobertFlorio Washington Post story and videointerview. Available. References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@Inspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch><003801c7a057$ddae8730$6402a8c0@Delletje> <004701c7a240$54f07580$6402a8c0@Delletje>AAAAADBf8GSYa4xDlD4sBa5lcIyEticA <00a201c7a2f1$b93959b0$6501a8c0@Inspiron> Message-ID: <0e5e01c7a351$09347620$0302a8c0@OneSwitch> Great video, Robert - I'll blog about it soon. Nice to see Strange Attractors get a showing too! Keep up the fight! Barrie www.OneSwitch.org.uk ----- Original Message ----- From: "Robert Florio" To: "'IGDA Games Accessibility SIG Mailing List'" Sent: Wednesday, May 30, 2007 8:35 PM Subject: [games_access] RobertFlorio Washington Post story and videointerview. Available. > Below are the links to the Washington Post story of my school PR hooked > up. > Art Institute online. She is amazing. She is setting up some really big > things also. More. I'll let you know when I get a definite. Check it > out > below. > > Robert > www.RobertFlorio.com > > > > Hey Robert - > > > > Here's your story in the Washington Post- > > Great video story also. > > > > Games as Therapy for Walter Reed's Wounded > http://www.washingtonpost.com/wp-dyn/content/article/2007/05/26/AR2007052600 > 144.html > By Mike Musgrove > @Play, Technology Columnist > > > Video: Once a Gamer, Always a Gamer (3+ min video) > http://www.washingtonpost.com/wp-dyn/content/video/2007/04/06/VI200704060124 > 6.html > > > > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From hinn at uiuc.edu Thu May 31 17:11:04 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Thu, 31 May 2007 16:11:04 -0500 Subject: [games_access] Thinking about GDC 08's competition In-Reply-To: <0e5e01c7a351$09347620$0302a8c0@OneSwitch> References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@I nspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch> <003801c7a057$ddae8730 $6402a8c0@Delletje> <004701c7a240$54f07580$6402a8c0@Del letje>AAAAADBf8GSYa4xDlD4sBa5lcIyEt icA <00a201c7a2f1$b93959b0$6501a8c0@Inspiron> <0e5e01c7a351$09347620$0302a8c0@OneSwitch> Message-ID: Hey guys, So I'm working on next year's design challenge for GDC and I'm taking the advise of the competitors from 07 into consideration: * Keep it to one hour * No judges at all -- if judges have questions about why they felt that way...I'll email you off-list * Include accessibility "extra info" between the contestants or do it all up front * NO VIDEOS unless they are realllllllllly good and reallllllllllly short (we left people in the dark with our video as fun as it was to make it wasn't nearly as hilarious in real life) :) * Keep things more serious without being boring * Ax the "reality show" idea * Cut down the number of contestants to 3 So right now I'm talking to people who might be involved -- Raph Koster (wrote "theory of fun") is interested in either being a contestant or being "mini" presenter on the challenges of accessibility and fun (those of you at GDC 07 probably remember that we were up against him so maybe if we get everyone famous somehow involved...hehe) and then Will Wright, Dave Perry and Keita Takahashi who said they were interested for 08 -- I'm imagining all will not say "yes." Raph is really interested in being involved in some manner. I'd like for them to be involved during even the early stages so that we can present a coherent show. So I'd to have the spirit of being a publisher with many competing design studios and only one will get the "go" in a "go/no go" audience vote (this was Noah's suggestion). So the contestants would have "checking in" meetings with us as they go (to prevent "non-game presentations...we had a few") and such. And I'm imagining that all contestants would have "accessibility mentors" assigned to them from the SIG to make things even more challenging and fun for all of us and get us all involved. So this isn't THE proposal...I'm just still riffing on some ideas. So YOUR opinion counts so please do give it! None of last year's contestants said that we should drop the whole idea -- but instead change it and do it in a way that seems much more put together. So let's go! Let's think about our cool street cred session that might get people in the door for an hour and then get them to come to the expo for more! Let's think about how we can have the coolest, yet non-hospital inducing sessions to raise the roof!!!! Michelle From hinn at uiuc.edu Thu May 31 17:16:23 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Thu, 31 May 2007 16:16:23 -0500 Subject: [games_access] RobertFlorio Washington Post story and videointerview. Available. In-Reply-To: <0e5e01c7a351$09347620$0302a8c0@OneSwitch> References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@I nspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch> <003801c7a057$ddae8730 $6402a8c0@Delletje> <004701c7a240$54f07580$6402a8c0@Del letje>AAAAADBf8GSYa4xDlD4sBa5lcIyEt icA <00a201c7a2f1$b93959b0$6501a8c0@Inspiron> <0e5e01c7a351$09347620$0302a8c0@OneSwitch> Message-ID: Indeed -- let's all keep up the fight, as there is clearly much work to be done. Yeah, we should forward this video to Eric at Ominous so he can see that we are still promo-ing his game! :) Michelle >Great video, Robert - I'll blog about it soon. Nice to see Strange >Attractors get a showing too! Keep up the fight! > >Barrie >www.OneSwitch.org.uk > > > >----- Original Message ----- From: "Robert Florio" >To: "'IGDA Games Accessibility SIG Mailing List'" >Sent: Wednesday, May 30, 2007 8:35 PM >Subject: [games_access] RobertFlorio Washington Post story and >videointerview. Available. > >>Below are the links to the Washington Post story of my school PR hooked up. >>Art Institute online. She is amazing. She is setting up some really big >>things also. More. I'll let you know when I get a definite. Check it out >>below. >> >>Robert >>www.RobertFlorio.com >> >> >> >>Hey Robert - >> >> >> >>Here's your story in the Washington Post- >> >>Great video story also. >> >> >> >>Games as Therapy for Walter Reed's Wounded >>http://www.washingtonpost.com/wp-dyn/content/article/2007/05/26/AR2007052600 >>144.html >>By Mike Musgrove >>@Play, Technology Columnist >> >> >>Video: Once a Gamer, Always a Gamer (3+ min video) >>http://www.washingtonpost.com/wp-dyn/content/video/2007/04/06/VI200704060124 >>6.html >> >> >> >> >> >> >>_______________________________________________ >>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 Thu May 31 17:22:10 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Thu, 31 May 2007 16:22:10 -0500 Subject: [games_access] fwd: touch screen games Message-ID: Forwarding from Lynn to the Women in Game Dev list, as I think a few might have some ideas here too. Indeed...America's Army game...I wish they'd involved more psychologists to help prep for the possibility of PTSD while they recruited soldiers. I can't even begin to imagine the psychological toll on some. Part of me wonders if games might not further traumatize but with the proper psych help it could be used as a desensitization tool. I just wish we lived in a world where such trauma didn't have to exist... Michelle >From: "Lynn Marentette" >To: >Date: Thu, 31 May 2007 10:49:25 -0400 >Organization: lynnmarentette >Thread-index: Acei9WIbYKpPwCutRL+kLSMCps/DqwAmv4Tg >Subject: Re: [women_dev] women_dev Digest, Vol 32, Issue 50 >X-BeenThere: women_dev at igda.org >Reply-To: lynnvm at carolina.rr.com, > women in game development forum > Hi. > >I'm wondering if you know of anyone that is developing games for use on >interactive touch-screens or tables. > >I recently learned about Microsoft Research about "Surface Computing" and >posted a demo from CNET/YouTube on one of my blogs at >http://interactivemultimediatechnology.blogspot.com. > >If you scroll down on my blog, you'll see some video demos of what I worked >on for my projects last semester in my Human-Computer Interaction and >Ubiquitous Computing classes. The demos are on a wall-mounted touch screen, >since I couldn't get my hands on a touch-table. The applications aren't >games, but could be used as the basis for educational games. Since I'm a >school psychologist, I'd like to develop educational/edutainment games for >interactive surfaces, especially for "at-risk" students and students who >have special needs, including those with autism spectrum disorders. > >I also think that therapeutic games designed for interactive touch-tables >would be an effective, relatively inexpensive way to assist young people >coming back from Iraq who have PTSD (Post Traumatic Stress Disorder) and >those who have TBI (Traumatic Brain Injury). > >Most of the young people in Iraq were gamers before they enlisted. Some were >hooked into dreams of the military life through games such as "America's >Army". Why not use games to support our troops to help their transition >back home? > >Please let me know what you think. > >Lynn Marentette > >TechPsych >Interactive Multimedia Technology > >-----Original Message----- >From: women_dev-bounces at igda.org [mailto:women_dev-bounces at igda.org] On >Behalf Of women_dev-request at igda.org >Sent: Wednesday, May 30, 2007 4:01 PM >To: women_dev at igda.org >Subject: women_dev Digest, Vol 32, Issue 50 > >Send women_dev mailing list submissions to > women_dev at igda.org > >To subscribe or unsubscribe via the World Wide Web, visit > http://seven.pairlist.net/mailman/listinfo/women_dev >or, via email, send a message with subject or body 'help' to > women_dev-request at igda.org > >You can reach the person managing the list at > women_dev-owner at igda.org > >When replying, please edit your Subject line so it is more specific than >"Re: Contents of women_dev digest..." > > >Daily digest of the Women in Game Development mailing list. > > >Digest mode is sent once a day, or when a 50kb size is reached. If you wish >to subscribe to the list in regular mode, visit >http://seven.pairlist.net/mailman/listinfo/women_dev to change your >subscription options. > >Today's Topics: > > 1. Has anyone seen this? (Tamir Nadav) > 2. Re: Has anyone seen this? (Glyn Heatley) > 3. Re: Has anyone seen this? (Jane Pinckard) > 4. Re: Has anyone seen this? (Nancy Berman) > 5. Re: Has anyone seen this? (Glyn Heatley) > 6. Re: Has anyone seen this? (Daisy Pilbrow) > 7. Sexy64 - Male Gamer group (Theresa) > 8. Re: Sexy64 - Male Gamer group (Nancy Berman) > 9. Re: Sexy64 - Male Gamer group (Aery) > 10. Re: Sexy64 - Male Gamer group (Danielle Vanderlip) > 11. Re: Sexy64 - Male Gamer group (Aery) > 12. Re: Sexy64 - Male Gamer group (wendeth at wendydespain.com) > > >---------------------------------------------------------------------- > >Message: 1 >Date: Wed, 30 May 2007 10:27:30 -0500 (Central Daylight Time) >From: Tamir Nadav >Subject: [women_dev] Has anyone seen this? >To: "women in game development forum" >Message-ID: <465D97E2.000025.00516 at BARAD-DUR> >Content-Type: Text/Plain; charset="iso-8859-1" > >http://www.codemasters.com/dirtydancing/ > > > >It just seems... odd... I don't know what to think about it. > > > >---------- > >The Aquatic Jew... for JUSTICE! > > > >- Tamir Nadav > >The Aquatic Jew > >619.985.1054 > >Tamir.Nadav at gmail.com > > > > >------------------------------ > >Message: 2 >Date: Wed, 30 May 2007 11:33:35 -0400 >From: "Glyn Heatley" >Subject: Re: [women_dev] Has anyone seen this? >To: "women in game development forum" >Message-ID: > <871e1ded0705300833p702698c7yc9b9c7ea857378ea at mail.gmail.com> >Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" > >In Canada at least they are milking this IP for all it is worth. I think >that it is a 20th anniversary or something, but I keep seeing DVD releases, >etc on TV. > >On 5/30/07, Tamir Nadav wrote: >> >> http://www.codemasters.com/dirtydancing/ >> >> >> >> It just seems... odd... I don't know what to think about it. >> >> >> >> ---------- >> >> The Aquatic Jew... for JUSTICE! >> >> >> >> - Tamir Nadav >> >> The Aquatic Jew >> >> 619.985.1054 >> >> Tamir.Nadav at gmail.com >> >> >> _______________________________________________ >> women_dev mailing list >> women_dev at igda.org >> http://seven.pairlist.net/mailman/listinfo/women_dev >> > > > >-- >regards, > >Glyn Heatley >Email: glyn.heatley at gmail.com >-------------- next part -------------- >An HTML attachment was scrubbed... >URL: >4574fb/attachment-0001.htm> > >------------------------------ > >Message: 3 >Date: Wed, 30 May 2007 09:34:02 -0700 >From: "Jane Pinckard" >Subject: Re: [women_dev] Has anyone seen this? >To: "women in game development forum" >Message-ID: > <8f983c350705300934k64075261ode0d8809c6d33374 at mail.gmail.com> >Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" > >wow. but how can you go wrong with The Swayze? > > > >-- >jane pinckard >www.gamegirladvance.com >-------------- next part -------------- >An HTML attachment was scrubbed... >URL: >9bcbea/attachment-0001.html> > >------------------------------ > >Message: 4 >Date: Wed, 30 May 2007 09:54:52 -0700 >From: "Nancy Berman" >Subject: Re: [women_dev] Has anyone seen this? >To: "women in game development forum" >Message-ID: <00b701c7a2db$3e327460$6700a8c0 at Deryabar> >Content-Type: text/plain; charset="iso-8859-1" > >http://www.penny-arcade.com/comic/2007/05/30 > >Nancy > ----- Original Message ----- > From: Jane Pinckard > To: women in game development forum > Sent: Wednesday, May 30, 2007 9:34 AM > Subject: Re: [women_dev] Has anyone seen this? > > > wow. but how can you go wrong with The Swayze? > > > > -- > jane pinckard > www.gamegirladvance.com > > >---------------------------------------------------------------------------- >-- > > > _______________________________________________ > women_dev mailing list > women_dev at igda.org > http://seven.pairlist.net/mailman/listinfo/women_dev >-------------- next part -------------- >An HTML attachment was scrubbed... >URL: >c92196/attachment.htm> > >------------------------------ > >Message: 5 >Date: Wed, 30 May 2007 13:13:38 -0400 >From: "Glyn Heatley" >Subject: Re: [women_dev] Has anyone seen this? >To: "women in game development forum" >Message-ID: > <871e1ded0705301013n5c6db463q244228910882577a at mail.gmail.com> >Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" > >Ummm. Male, straight, no interest in El Swayze at all. After all he is no De >Niro or McKellern with his acting ability. > >@ Nancy. Now I'll have nightmares. ;) > >On 5/30/07, Jane Pinckard wrote: > > >> wow. but how can you go wrong with The Swayze? >> >> >> >> -- >> jane pinckard >> www.gamegirladvance.com >> _______________________________________________ >> women_dev mailing list >> women_dev at igda.org >> http://seven.pairlist.net/mailman/listinfo/women_dev >> >> > > >-- >regards, > >Glyn Heatley >Email: glyn.heatley at gmail.com >-------------- next part -------------- >An HTML attachment was scrubbed... >URL: >35c704/attachment.html> > >------------------------------ > >Message: 6 >Date: Wed, 30 May 2007 13:19:21 -0400 >From: "Daisy Pilbrow" >Subject: Re: [women_dev] Has anyone seen this? >To: "women in game development forum" >Message-ID: > <5ebcea800705301019k3d08f0cbt9f8eddfc93b401b8 at mail.gmail.com> >Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" > >"but how can you go wrong with The Swayze?" > > >Oh, I don't know... I imagine a CGI Swayze falling prey to the Uncanny >Valley theory could be pretty horrifying (remember "The Polar Express" - I >couldn't look at Tom Hanks for months after that one). > > > > >Daisy > > > >On 5/30/07, Jane Pinckard wrote: >> >> wow. but how can you go wrong with The Swayze? >> >> >> >> -- >> jane pinckard >> www.gamegirladvance.com >> _______________________________________________ >> women_dev mailing list >> women_dev at igda.org >> http://seven.pairlist.net/mailman/listinfo/women_dev >> >> >-------------- next part -------------- >An HTML attachment was scrubbed... >URL: >77715c/attachment.htm> > >------------------------------ > >Message: 7 >Date: Wed, 30 May 2007 12:04:36 -0700 >From: Theresa >Subject: [women_dev] Sexy64 - Male Gamer group >To: "women in game development forum" >Message-ID: > <8306a7bc0705301204m1039fb4fo1db86c58912fd9f8 at mail.gmail.com> >Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" > >I'm sure some of you have already seen this, but Mega64 has taken on the >Frag Dolls/PMS Clan/etc/etc with their latest video: > >http://www.mega64.com/ > >- Theresa >-------------- next part -------------- >An HTML attachment was scrubbed... >URL: >3faa90/attachment.html> > >------------------------------ > >Message: 8 >Date: Wed, 30 May 2007 12:23:10 -0700 >From: "Nancy Berman" >Subject: Re: [women_dev] Sexy64 - Male Gamer group >To: "women in game development forum" >Message-ID: <010701c7a2ef$f5c30270$6700a8c0 at Deryabar> >Content-Type: text/plain; charset="iso-8859-1" > >Words fail me. > >Nancy > ----- Original Message ----- > From: Theresa > To: women in game development forum > Sent: Wednesday, May 30, 2007 12:04 PM > Subject: [women_dev] Sexy64 - Male Gamer group > > > I'm sure some of you have already seen this, but Mega64 has taken on the >Frag Dolls/PMS Clan/etc/etc with their latest video: > > http://www.mega64.com/ > > - Theresa > > > >---------------------------------------------------------------------------- >-- > > > _______________________________________________ > women_dev mailing list > women_dev at igda.org > http://seven.pairlist.net/mailman/listinfo/women_dev >-------------- next part -------------- >An HTML attachment was scrubbed... >URL: >0465e3/attachment-0001.htm> > >------------------------------ > >Message: 9 >Date: Wed, 30 May 2007 14:55:03 -0500 >From: Aery >Subject: Re: [women_dev] Sexy64 - Male Gamer group >To: "women in game development forum" >Message-ID: > >Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" > >I think I am horrified! > >On 5/30/07, Nancy Berman wrote: >> >> Words fail me. >> >> Nancy >> >> ----- Original Message ----- >> *From:* Theresa >> *To:* women in game development forum >> *Sent:* Wednesday, May 30, 2007 12:04 PM > > *Subject:* [women_dev] Sexy64 - Male Gamer group >> >> >> I'm sure some of you have already seen this, but Mega64 has taken on the >> Frag Dolls/PMS Clan/etc/etc with their latest video: >> >> http://www.mega64.com/ >> >> - Theresa >> >> ------------------------------ >> >> _______________________________________________ >> women_dev mailing list >> women_dev at igda.org >> http://seven.pairlist.net/mailman/listinfo/women_dev >> >> >> _______________________________________________ >> women_dev mailing list >> women_dev at igda.org >> http://seven.pairlist.net/mailman/listinfo/women_dev >> >> >-------------- next part -------------- >An HTML attachment was scrubbed... >URL: >017f66/attachment-0001.html> > >------------------------------ > >Message: 10 >Date: Wed, 30 May 2007 12:56:47 -0700 >From: "Danielle Vanderlip" >Subject: Re: [women_dev] Sexy64 - Male Gamer group >To: "women in game development forum" >Message-ID: > <1559fec50705301256x7cef0391jcae9bd853c93bb2 at mail.gmail.com> >Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" > >I was eating lunch when I watched that. My appetite is gone. > >On 5/30/07, Theresa wrote: >> >> I'm sure some of you have already seen this, but Mega64 has taken on the >> Frag Dolls/PMS Clan/etc/etc with their latest video: >> >> http://www.mega64.com/ >> >> - Theresa >> >> _______________________________________________ >> women_dev mailing list >> women_dev at igda.org >> http://seven.pairlist.net/mailman/listinfo/women_dev >> >> > > >-- >Danielle Vanderlip >-------------- next part -------------- >An HTML attachment was scrubbed... >URL: >3cc1b5/attachment-0001.htm> > >------------------------------ > >Message: 11 >Date: Wed, 30 May 2007 14:59:23 -0500 >From: Aery >Subject: Re: [women_dev] Sexy64 - Male Gamer group >To: "women in game development forum" >Message-ID: > >Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" > >I can't believe I waited like 8 minutes for it to buffer! > >On 5/30/07, Danielle Vanderlip wrote: >> >> I was eating lunch when I watched that. My appetite is gone. >> >> On 5/30/07, Theresa wrote: >> >> > I'm sure some of you have already seen this, but Mega64 has taken on the >> > Frag Dolls/PMS Clan/etc/etc with their latest video: >> > >> > http://www.mega64.com/ >> > >> > - Theresa >> > >> > _______________________________________________ >> > women_dev mailing list >> > women_dev at igda.org >> > http://seven.pairlist.net/mailman/listinfo/women_dev >> > >> > >> >> >> -- >> Danielle Vanderlip >> _______________________________________________ >> women_dev mailing list >> women_dev at igda.org >> http://seven.pairlist.net/mailman/listinfo/women_dev >> >> >-------------- next part -------------- >An HTML attachment was scrubbed... >URL: >fd98b2/attachment-0001.html> > >------------------------------ > >Message: 12 >Date: Wed, 30 May 2007 13:01:08 -0700 (PDT) >From: wendeth at wendydespain.com >Subject: Re: [women_dev] Sexy64 - Male Gamer group >To: "women in game development forum" >Message-ID: > <3117.69.144.84.21.1180555268.squirrel at webmail.wendydespain.com> >Content-Type: text/plain;charset=iso-8859-1 > >imho, it was awesome. > >WD > >> I can't believe I waited like 8 minutes for it to buffer! >> >> On 5/30/07, Danielle Vanderlip wrote: >>> >>> I was eating lunch when I watched that. My appetite is gone. >>> >>> On 5/30/07, Theresa wrote: >>> >>> > I'm sure some of you have already seen this, but Mega64 has taken >>> on the >>> > Frag Dolls/PMS Clan/etc/etc with their latest video: >>> > >>> > http://www.mega64.com/ >>> > >>> > - Theresa >>> > >>> > _______________________________________________ >>> > women_dev mailing list >>> > women_dev at igda.org >>> > http://seven.pairlist.net/mailman/listinfo/women_dev > >> > >>> > >>> >>> >>> -- >>> Danielle Vanderlip >>> _______________________________________________ >>> women_dev mailing list >>> women_dev at igda.org >>> http://seven.pairlist.net/mailman/listinfo/women_dev >>> >>> >> _______________________________________________ >> women_dev mailing list >> women_dev at igda.org >> http://seven.pairlist.net/mailman/listinfo/women_dev >> > > > > >------------------------------ > >_______________________________________________ >women_dev mailing list >women_dev at igda.org >http://seven.pairlist.net/mailman/listinfo/women_dev > > >End of women_dev Digest, Vol 32, Issue 50 >***************************************** > > >_______________________________________________ >women_dev mailing list >women_dev at igda.org >http://seven.pairlist.net/mailman/listinfo/women_dev From ladysekhmet.dj at gmail.com Thu May 31 18:24:38 2007 From: ladysekhmet.dj at gmail.com (DJ Bono) Date: Thu, 31 May 2007 18:24:38 -0400 Subject: [games_access] Michelle's annoyance...:-) Message-ID: <21e80ec20705311524o3cfa745j343dd65217d8c568@mail.gmail.com> LOL! About time someone understands with the lack of CC in News bits and stuff. I have no idea how hard it is to implement captioning in web videos, but I would think that it's almost impossible. Reason behind this is because TV shows and movies have big bucks, so they pay the National Captioning Institute to caption these. However, having someone upload a video is out of their hands because it's independent? Think of YouTube...impossible to spend the time to caption all of these. The only times that I'm very annoyed is when I see a story being stated on CNN.com, and it's in video. I have to ask my boyfriend to "interp" for me, but even in that method, there's some information that gets lost in translation. Anyone want to translate Robert's 3 min video?? :-D -------------- next part -------------- An HTML attachment was scrubbed... URL: From richard at audiogames.net Thu May 31 18:27:56 2007 From: richard at audiogames.net (AudioGames.net) Date: Fri, 1 Jun 2007 00:27:56 +0200 Subject: [games_access] fwd: touch screen games References: Message-ID: <014f01c7a3d2$f0205960$6402a8c0@Delletje> Hi, (Lynn, you are also on this list, right?) "I'm wondering if you know of anyone that is developing games for use on interactive touch-screens or tables. " The HKU did several projects like that. Here are some of the ones that came into mind first: Apart-Spel: http://www.apart-spel.nl/ http://kmt.hku.nl/~xchange/magazijn03/09_03.html (dutch HKU link) Entertable/Entertaible games (HKU for Philips): http://www.research.philips.com/initiatives/entertaible/index.html http://kmt.hku.nl/~xchange/projecten/projmarkt2006/entertable.html (only page I could find at HKU - only dutch, nothing much) http://gizmodo.com/gadgets/ces/entertaible-lcdbased-board-gaming-from-philips-146788.php (with pics of the HKU game) Verhalentafel ("storytable" - not to be confused with Storytable(c) from The Waag Society): http://kmt.hku.nl/~xchange/projecten/verhalentafel/verhalentafel.html (only dutch) Something like that or... ? Greets, Ries ----- Original Message ----- From: "d. michelle hinn" To: Sent: Thursday, May 31, 2007 11:22 PM Subject: [games_access] fwd: touch screen games > Forwarding from Lynn to the Women in Game Dev list, as I think a few might > have some ideas here too. > > Indeed...America's Army game...I wish they'd involved more psychologists > to help prep for the possibility of PTSD while they recruited soldiers. I > can't even begin to imagine the psychological toll on some. Part of me > wonders if games might not further traumatize but with the proper psych > help it could be used as a desensitization tool. I just wish we lived in a > world where such trauma didn't have to exist... > > Michelle > >>From: "Lynn Marentette" >>To: >>Date: Thu, 31 May 2007 10:49:25 -0400 >>Organization: lynnmarentette >>Thread-index: Acei9WIbYKpPwCutRL+kLSMCps/DqwAmv4Tg >>Subject: Re: [women_dev] women_dev Digest, Vol 32, Issue 50 >>X-BeenThere: women_dev at igda.org >>Reply-To: lynnvm at carolina.rr.com, >> women in game development forum >> Hi. >> >>I'm wondering if you know of anyone that is developing games for use on >>interactive touch-screens or tables. >>I recently learned about Microsoft Research about "Surface Computing" and >>posted a demo from CNET/YouTube on one of my blogs at >>http://interactivemultimediatechnology.blogspot.com. >> >>If you scroll down on my blog, you'll see some video demos of what I >>worked >>on for my projects last semester in my Human-Computer Interaction and >>Ubiquitous Computing classes. The demos are on a wall-mounted touch >>screen, >>since I couldn't get my hands on a touch-table. The applications aren't >>games, but could be used as the basis for educational games. Since I'm a >>school psychologist, I'd like to develop educational/edutainment games for >>interactive surfaces, especially for "at-risk" students and students who >>have special needs, including those with autism spectrum disorders. >> >>I also think that therapeutic games designed for interactive touch-tables >>would be an effective, relatively inexpensive way to assist young people >>coming back from Iraq who have PTSD (Post Traumatic Stress Disorder) and >>those who have TBI (Traumatic Brain Injury). >> >>Most of the young people in Iraq were gamers before they enlisted. Some >>were >>hooked into dreams of the military life through games such as "America's >>Army". Why not use games to support our troops to help their transition >>back home? >> >>Please let me know what you think. >> >>Lynn Marentette >> >>TechPsych >>Interactive Multimedia Technology >> >>-----Original Message----- >>From: women_dev-bounces at igda.org [mailto:women_dev-bounces at igda.org] On >>Behalf Of women_dev-request at igda.org >>Sent: Wednesday, May 30, 2007 4:01 PM >>To: women_dev at igda.org >>Subject: women_dev Digest, Vol 32, Issue 50 >> >>Send women_dev mailing list submissions to >> women_dev at igda.org >> >>To subscribe or unsubscribe via the World Wide Web, visit >> http://seven.pairlist.net/mailman/listinfo/women_dev >>or, via email, send a message with subject or body 'help' to >> women_dev-request at igda.org >> >>You can reach the person managing the list at >> women_dev-owner at igda.org >> >>When replying, please edit your Subject line so it is more specific than >>"Re: Contents of women_dev digest..." >> >> >>Daily digest of the Women in Game Development mailing list. >> >> >>Digest mode is sent once a day, or when a 50kb size is reached. If you >>wish >>to subscribe to the list in regular mode, visit >>http://seven.pairlist.net/mailman/listinfo/women_dev to change your >>subscription options. >> >>Today's Topics: >> >> 1. Has anyone seen this? (Tamir Nadav) >> 2. Re: Has anyone seen this? (Glyn Heatley) >> 3. Re: Has anyone seen this? (Jane Pinckard) >> 4. Re: Has anyone seen this? (Nancy Berman) >> 5. Re: Has anyone seen this? (Glyn Heatley) >> 6. Re: Has anyone seen this? (Daisy Pilbrow) >> 7. Sexy64 - Male Gamer group (Theresa) >> 8. Re: Sexy64 - Male Gamer group (Nancy Berman) >> 9. Re: Sexy64 - Male Gamer group (Aery) >> 10. Re: Sexy64 - Male Gamer group (Danielle Vanderlip) >> 11. Re: Sexy64 - Male Gamer group (Aery) >> 12. Re: Sexy64 - Male Gamer group (wendeth at wendydespain.com) >> >> >>---------------------------------------------------------------------- >> >>Message: 1 >>Date: Wed, 30 May 2007 10:27:30 -0500 (Central Daylight Time) >>From: Tamir Nadav >>Subject: [women_dev] Has anyone seen this? >>To: "women in game development forum" >>Message-ID: <465D97E2.000025.00516 at BARAD-DUR> >>Content-Type: Text/Plain; charset="iso-8859-1" >> >>http://www.codemasters.com/dirtydancing/ >> >> >> >>It just seems... odd... I don't know what to think about it. >> >> >> >>---------- >> >>The Aquatic Jew... for JUSTICE! >> >> >> >>- Tamir Nadav >> >>The Aquatic Jew >> >>619.985.1054 >> >>Tamir.Nadav at gmail.com >> >> >> >> >>------------------------------ >> >>Message: 2 >>Date: Wed, 30 May 2007 11:33:35 -0400 >>From: "Glyn Heatley" >>Subject: Re: [women_dev] Has anyone seen this? >>To: "women in game development forum" >>Message-ID: >> <871e1ded0705300833p702698c7yc9b9c7ea857378ea at mail.gmail.com> >>Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" >> >>In Canada at least they are milking this IP for all it is worth. I think >>that it is a 20th anniversary or something, but I keep seeing DVD >>releases, >>etc on TV. >> >>On 5/30/07, Tamir Nadav wrote: >>> >>> http://www.codemasters.com/dirtydancing/ >>> >>> >>> >>> It just seems... odd... I don't know what to think about it. >>> >>> >>> >>> ---------- >>> >>> The Aquatic Jew... for JUSTICE! >>> >>> >>> >>> - Tamir Nadav >>> >>> The Aquatic Jew >>> >>> 619.985.1054 >>> >>> Tamir.Nadav at gmail.com >>> >>> >>> _______________________________________________ >>> women_dev mailing list >>> women_dev at igda.org >>> http://seven.pairlist.net/mailman/listinfo/women_dev >>> >> >> >> >>-- >>regards, >> >>Glyn Heatley >>Email: glyn.heatley at gmail.com >>-------------- next part -------------- >>An HTML attachment was scrubbed... >>URL: >>>4574fb/attachment-0001.htm> >> >>------------------------------ >> >>Message: 3 >>Date: Wed, 30 May 2007 09:34:02 -0700 >>From: "Jane Pinckard" >>Subject: Re: [women_dev] Has anyone seen this? >>To: "women in game development forum" >>Message-ID: >> <8f983c350705300934k64075261ode0d8809c6d33374 at mail.gmail.com> >>Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" >> >>wow. but how can you go wrong with The Swayze? >> >> >> >>-- >>jane pinckard >>www.gamegirladvance.com >>-------------- next part -------------- >>An HTML attachment was scrubbed... >>URL: >>>9bcbea/attachment-0001.html> >> >>------------------------------ >> >>Message: 4 >>Date: Wed, 30 May 2007 09:54:52 -0700 >>From: "Nancy Berman" >>Subject: Re: [women_dev] Has anyone seen this? >>To: "women in game development forum" >>Message-ID: <00b701c7a2db$3e327460$6700a8c0 at Deryabar> >>Content-Type: text/plain; charset="iso-8859-1" >> >>http://www.penny-arcade.com/comic/2007/05/30 >> >>Nancy >> ----- Original Message ----- >> From: Jane Pinckard >> To: women in game development forum >> Sent: Wednesday, May 30, 2007 9:34 AM >> Subject: Re: [women_dev] Has anyone seen this? >> >> >> wow. but how can you go wrong with The Swayze? >> >> >> >> -- >> jane pinckard >> www.gamegirladvance.com >> >> >>---------------------------------------------------------------------------- >>-- >> >> >> _______________________________________________ >> women_dev mailing list >> women_dev at igda.org >> http://seven.pairlist.net/mailman/listinfo/women_dev >>-------------- next part -------------- >>An HTML attachment was scrubbed... >>URL: >>>c92196/attachment.htm> >> >>------------------------------ >> >>Message: 5 >>Date: Wed, 30 May 2007 13:13:38 -0400 >>From: "Glyn Heatley" >>Subject: Re: [women_dev] Has anyone seen this? >>To: "women in game development forum" >>Message-ID: >> <871e1ded0705301013n5c6db463q244228910882577a at mail.gmail.com> >>Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" >> >>Ummm. Male, straight, no interest in El Swayze at all. After all he is no >>De >>Niro or McKellern with his acting ability. >> >>@ Nancy. Now I'll have nightmares. ;) >> >>On 5/30/07, Jane Pinckard wrote: >> > >>> wow. but how can you go wrong with The Swayze? >>> >>> >>> >>> -- >>> jane pinckard >>> www.gamegirladvance.com >>> _______________________________________________ >>> women_dev mailing list >>> women_dev at igda.org >>> http://seven.pairlist.net/mailman/listinfo/women_dev >>> >>> >> >> >>-- >>regards, >> >>Glyn Heatley >>Email: glyn.heatley at gmail.com >>-------------- next part -------------- >>An HTML attachment was scrubbed... >>URL: >>>35c704/attachment.html> >> >>------------------------------ >> >>Message: 6 >>Date: Wed, 30 May 2007 13:19:21 -0400 >>From: "Daisy Pilbrow" >>Subject: Re: [women_dev] Has anyone seen this? >>To: "women in game development forum" >>Message-ID: >> <5ebcea800705301019k3d08f0cbt9f8eddfc93b401b8 at mail.gmail.com> >>Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" >> >>"but how can you go wrong with The Swayze?" >> >> >>Oh, I don't know... I imagine a CGI Swayze falling prey to the Uncanny >>Valley theory could be pretty horrifying (remember "The Polar Express" - I >>couldn't look at Tom Hanks for months after that one). >> >> >> >> >>Daisy >> >> >> >>On 5/30/07, Jane Pinckard wrote: >>> >>> wow. but how can you go wrong with The Swayze? >>> >>> >>> >>> -- >>> jane pinckard >>> www.gamegirladvance.com >>> _______________________________________________ >>> women_dev mailing list >>> women_dev at igda.org >>> http://seven.pairlist.net/mailman/listinfo/women_dev >>> >>> >>-------------- next part -------------- >>An HTML attachment was scrubbed... >>URL: >>>77715c/attachment.htm> >> >>------------------------------ >> >>Message: 7 >>Date: Wed, 30 May 2007 12:04:36 -0700 >>From: Theresa >>Subject: [women_dev] Sexy64 - Male Gamer group >>To: "women in game development forum" >>Message-ID: >> <8306a7bc0705301204m1039fb4fo1db86c58912fd9f8 at mail.gmail.com> >>Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" >> >>I'm sure some of you have already seen this, but Mega64 has taken on the >>Frag Dolls/PMS Clan/etc/etc with their latest video: >> >>http://www.mega64.com/ >> >>- Theresa >>-------------- next part -------------- >>An HTML attachment was scrubbed... >>URL: >>>3faa90/attachment.html> >> >>------------------------------ >> >>Message: 8 >>Date: Wed, 30 May 2007 12:23:10 -0700 >>From: "Nancy Berman" >>Subject: Re: [women_dev] Sexy64 - Male Gamer group >>To: "women in game development forum" >>Message-ID: <010701c7a2ef$f5c30270$6700a8c0 at Deryabar> >>Content-Type: text/plain; charset="iso-8859-1" >> >>Words fail me. >> >>Nancy >> ----- Original Message ----- >> From: Theresa >> To: women in game development forum >> Sent: Wednesday, May 30, 2007 12:04 PM >> Subject: [women_dev] Sexy64 - Male Gamer group >> >> >> I'm sure some of you have already seen this, but Mega64 has taken on >> the >>Frag Dolls/PMS Clan/etc/etc with their latest video: >> >> http://www.mega64.com/ >> >> - Theresa >> >> >> >>---------------------------------------------------------------------------- >>-- >> >> >> _______________________________________________ >> women_dev mailing list >> women_dev at igda.org >> http://seven.pairlist.net/mailman/listinfo/women_dev >>-------------- next part -------------- >>An HTML attachment was scrubbed... >>URL: >>>0465e3/attachment-0001.htm> >> >>------------------------------ >> >>Message: 9 >>Date: Wed, 30 May 2007 14:55:03 -0500 >>From: Aery >>Subject: Re: [women_dev] Sexy64 - Male Gamer group >>To: "women in game development forum" >>Message-ID: >> >>Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" >> >>I think I am horrified! >> >>On 5/30/07, Nancy Berman wrote: >>> >>> Words fail me. >>> >>> Nancy >>> >>> ----- Original Message ----- >>> *From:* Theresa >>> *To:* women in game development forum >>> *Sent:* Wednesday, May 30, 2007 12:04 PM >> > *Subject:* [women_dev] Sexy64 - Male Gamer group >>> >>> >>> I'm sure some of you have already seen this, but Mega64 has taken on >>> the >>> Frag Dolls/PMS Clan/etc/etc with their latest video: >>> >>> http://www.mega64.com/ >>> >>> - Theresa >>> >>> ------------------------------ >>> >>> _______________________________________________ >>> women_dev mailing list >>> women_dev at igda.org >>> http://seven.pairlist.net/mailman/listinfo/women_dev >>> >>> >>> _______________________________________________ >>> women_dev mailing list >>> women_dev at igda.org >>> http://seven.pairlist.net/mailman/listinfo/women_dev >>> >>> >>-------------- next part -------------- >>An HTML attachment was scrubbed... >>URL: >>>017f66/attachment-0001.html> >> >>------------------------------ >> >>Message: 10 >>Date: Wed, 30 May 2007 12:56:47 -0700 >>From: "Danielle Vanderlip" >>Subject: Re: [women_dev] Sexy64 - Male Gamer group >>To: "women in game development forum" >>Message-ID: >> <1559fec50705301256x7cef0391jcae9bd853c93bb2 at mail.gmail.com> >>Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" >> >>I was eating lunch when I watched that. My appetite is gone. >> >>On 5/30/07, Theresa wrote: >>> >>> I'm sure some of you have already seen this, but Mega64 has taken on >>> the >>> Frag Dolls/PMS Clan/etc/etc with their latest video: >>> >>> http://www.mega64.com/ >>> >>> - Theresa >>> >>> _______________________________________________ >>> women_dev mailing list >>> women_dev at igda.org >>> http://seven.pairlist.net/mailman/listinfo/women_dev >>> >>> >> >> >>-- >>Danielle Vanderlip >>-------------- next part -------------- >>An HTML attachment was scrubbed... >>URL: >>>3cc1b5/attachment-0001.htm> >> >>------------------------------ >> >>Message: 11 >>Date: Wed, 30 May 2007 14:59:23 -0500 >>From: Aery >>Subject: Re: [women_dev] Sexy64 - Male Gamer group >>To: "women in game development forum" >>Message-ID: >> >>Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" >> >>I can't believe I waited like 8 minutes for it to buffer! >> >>On 5/30/07, Danielle Vanderlip wrote: >>> >>> I was eating lunch when I watched that. My appetite is gone. >>> >>> On 5/30/07, Theresa wrote: >>> >>> > I'm sure some of you have already seen this, but Mega64 has taken on >>> the >>> > Frag Dolls/PMS Clan/etc/etc with their latest video: >>> > >>> > http://www.mega64.com/ >>> > >>> > - Theresa >>> > >>> > _______________________________________________ >>> > women_dev mailing list >>> > women_dev at igda.org >>> > http://seven.pairlist.net/mailman/listinfo/women_dev >>> > >>> > >>> >>> >>> -- >>> Danielle Vanderlip >>> _______________________________________________ >>> women_dev mailing list >>> women_dev at igda.org >>> http://seven.pairlist.net/mailman/listinfo/women_dev >>> >>> >>-------------- next part -------------- >>An HTML attachment was scrubbed... >>URL: >>>fd98b2/attachment-0001.html> >> >>------------------------------ >> >>Message: 12 >>Date: Wed, 30 May 2007 13:01:08 -0700 (PDT) >>From: wendeth at wendydespain.com >>Subject: Re: [women_dev] Sexy64 - Male Gamer group >>To: "women in game development forum" >>Message-ID: >> <3117.69.144.84.21.1180555268.squirrel at webmail.wendydespain.com> >>Content-Type: text/plain;charset=iso-8859-1 >> >>imho, it was awesome. >> >>WD >> >>> I can't believe I waited like 8 minutes for it to buffer! >>> >>> On 5/30/07, Danielle Vanderlip wrote: >>>> >>>> I was eating lunch when I watched that. My appetite is gone. >>>> >>>> On 5/30/07, Theresa wrote: >>>> >>>> > I'm sure some of you have already seen this, but Mega64 has taken >>>> on the >>>> > Frag Dolls/PMS Clan/etc/etc with their latest video: >>>> > >>>> > http://www.mega64.com/ >>>> > >>>> > - Theresa >>>> > >>>> > _______________________________________________ >>>> > women_dev mailing list >>>> > women_dev at igda.org >>>> > http://seven.pairlist.net/mailman/listinfo/women_dev >> >> > >>>> > >>>> >>>> >>>> -- >>>> Danielle Vanderlip >>>> _______________________________________________ >>>> women_dev mailing list >>>> women_dev at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>> >>>> >>> _______________________________________________ >>> women_dev mailing list >>> women_dev at igda.org >>> http://seven.pairlist.net/mailman/listinfo/women_dev >>> >> >> >> >> >>------------------------------ >> >>_______________________________________________ >>women_dev mailing list >>women_dev at igda.org >>http://seven.pairlist.net/mailman/listinfo/women_dev >> >> >>End of women_dev Digest, Vol 32, Issue 50 >>***************************************** >> >> >>_______________________________________________ >>women_dev mailing list >>women_dev at igda.org >>http://seven.pairlist.net/mailman/listinfo/women_dev > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Thu May 31 18:55:12 2007 From: richard at audiogames.net (AudioGames.net) Date: Fri, 1 Jun 2007 00:55:12 +0200 Subject: [games_access] Thinking about GDC 08's competition References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@Inspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch><003801c7a057$ddae8730$6402a8c0@Delletje><004701c7a240$54f07580$6402a8c0@Delletje>AAAAADBf8GSYa4xDlD4sBa5lcIyEticA <00a201c7a2f1$b93959b0$6501a8c0@Inspiron><0e5e01c7a351$09347620$0302a8c0@OneSwitch> Message-ID: <015201c7a3d6$bf84f8c0$6402a8c0@Delletje> Hi, I agree with all of the competitors advice. I would also like to add "no game show theme next time"? A theme is good, but something cool, not corny? Michelle, I like all of your suggestions so far. I would prefer to have a good, 3rd party host and Raph seems like a good person for that. And I guess fitting in his own entry is cool? But, ok, what still seems missing is: 1) theme / title of the design challenge. Can we still use "design challenge" in the title? 2) basically along with the theme, the target impaired audience? Our options are: - game for one specific game handicap - game for a game handicap of choice - game for one out of a selection of game handicaps (the list we make) But maybe we can try something completely different/less obvious instead. As I read Eelke's (excellent) Gamasutra article today, I was thinking about handicaps caused by impairments and the same handicaps not caused by impairments. Example: deaf gamers encounter the same problems as gamers in a loud environment (LAN party/mother vacuming/arcade/on the train) as gamers that play a mobile game and intentionally turn the sound off. Another one is: gamers with parkinson encounter the same problem as gamers on a plane with turbulence. Another one is: gamers trying to play with a DS or a PSP in a sunny environment (as I tried in the Dominican Republic for 2 weeks) encounter the same problem as visually impaired gamers. etc. etc. For more examples, see Eelke's article. Maybe we could make sort of a game-handicap list, where each problem is linked to both a bodily impairment *and* a likely situation that a non-impaired gamer can also encounter. So the parkinson/airplane disability (although there's probably also the gamer with parkinson on a plane with turbulence-disability). This is also where we could can some fun in, for instance: disability: game speed is to fast people who encounter this issue: gamers with a physical impairment that does not allow for fast reactions, hippies disability: cannot hear game audio people who encounter this issue: deaf gamers, grannies, gamers who visited Ozzfest 2007 Err... ? And I guess I still want Hugh Heffner to showcase his Playboy Mansion game to see how well he handles the controls at his age. And I like celebrity handicapped people: Michael J Fox showing how he plays with the DS having Parkinson? Just some random thought. Next please! Ries ----- Original Message ----- From: "d. michelle hinn" To: "IGDA Games Accessibility SIG Mailing List" Sent: Thursday, May 31, 2007 11:11 PM Subject: [games_access] Thinking about GDC 08's competition > Hey guys, > > So I'm working on next year's design challenge for GDC and I'm taking the > advise of the competitors from 07 into consideration: > > * Keep it to one hour > * No judges at all -- if judges have questions about why they felt that > way...I'll email you off-list > * Include accessibility "extra info" between the contestants or do it all > up front > * NO VIDEOS unless they are realllllllllly good and reallllllllllly short > (we left people in the dark with our video as fun as it was to make it > wasn't nearly as hilarious in real life) :) > * Keep things more serious without being boring > * Ax the "reality show" idea > * Cut down the number of contestants to 3 > > So right now I'm talking to people who might be involved -- Raph Koster > (wrote "theory of fun") is interested in either being a contestant or > being "mini" presenter on the challenges of accessibility and fun (those > of you at GDC 07 probably remember that we were up against him so maybe if > we get everyone famous somehow involved...hehe) and then Will Wright, Dave > Perry and Keita Takahashi who said they were interested for 08 -- I'm > imagining all will not say "yes." Raph is really interested in being > involved in some manner. I'd like for them to be involved during even the > early stages so that we can present a coherent show. So I'd to have the > spirit of being a publisher with many competing design studios and only > one will get the "go" in a "go/no go" audience vote (this was Noah's > suggestion). So the contestants would have "checking in" meetings with us > as they go (to prevent "non-game presentations...we had a few") and such. > And I'm imagining that all contestants would have "accessibility mentors" > assigned to them from the SIG to make things even more challenging and fun > for all of us and get us all involved. > > So this isn't THE proposal...I'm just still riffing on some ideas. So YOUR > opinion counts so please do give it! None of last year's contestants said > that we should drop the whole idea -- but instead change it and do it in a > way that seems much more put together. > > So let's go! Let's think about our cool street cred session that might get > people in the door for an hour and then get them to come to the expo for > more! Let's think about how we can have the coolest, yet non-hospital > inducing sessions to raise the roof!!!! > > Michelle > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Thu May 31 18:55:57 2007 From: richard at audiogames.net (AudioGames.net) Date: Fri, 1 Jun 2007 00:55:57 +0200 Subject: [games_access] RobertFlorio Washington Post story and videointerview. Available. References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@Inspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch><003801c7a057$ddae8730$6402a8c0@Delletje> <004701c7a240$54f07580$6402a8c0@Delletje>AAAAADBf8GSYa4xDlD4sBa5lcIyEticA <00a201c7a2f1$b93959b0$6501a8c0@Inspiron> Message-ID: <016d01c7a3d6$dc57f830$6402a8c0@Delletje> Wow, great video, Robert! Good going, will post on Game-Accessibility.com! ----- Original Message ----- From: "Robert Florio" To: "'IGDA Games Accessibility SIG Mailing List'" Sent: Wednesday, May 30, 2007 9:35 PM Subject: [games_access] RobertFlorio Washington Post story and videointerview. Available. > Below are the links to the Washington Post story of my school PR hooked > up. > Art Institute online. She is amazing. She is setting up some really big > things also. More. I'll let you know when I get a definite. Check it > out > below. > > Robert > www.RobertFlorio.com > > > > Hey Robert - > > > > Here's your story in the Washington Post- > > Great video story also. > > > > Games as Therapy for Walter Reed's Wounded > http://www.washingtonpost.com/wp-dyn/content/article/2007/05/26/AR2007052600 > 144.html > By Mike Musgrove > @Play, Technology Columnist > > > Video: Once a Gamer, Always a Gamer (3+ min video) > http://www.washingtonpost.com/wp-dyn/content/video/2007/04/06/VI200704060124 > 6.html > > > > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Thu May 31 18:57:01 2007 From: richard at audiogames.net (AudioGames.net) Date: Fri, 1 Jun 2007 00:57:01 +0200 Subject: [games_access] RobertFlorio Washington Post story and videointerview. Available. References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@Inspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch><003801c7a057$ddae8730$6402a8c0@Delletje> <004701c7a240$54f07580$6402a8c0@Delletje>AAAAADBf8GSYa4xDlD4sBa5lcIyEticA <00a201c7a2f1$b93959b0$6501a8c0@Inspiron> Message-ID: <017001c7a3d7$00299610$6402a8c0@Delletje> Oh, by the way, you are also allowed to post news on GA.com, if you didn't know. ----- Original Message ----- From: "Robert Florio" To: "'IGDA Games Accessibility SIG Mailing List'" Sent: Wednesday, May 30, 2007 9:35 PM Subject: [games_access] RobertFlorio Washington Post story and videointerview. Available. > Below are the links to the Washington Post story of my school PR hooked > up. > Art Institute online. She is amazing. She is setting up some really big > things also. More. I'll let you know when I get a definite. Check it > out > below. > > Robert > www.RobertFlorio.com > > > > Hey Robert - > > > > Here's your story in the Washington Post- > > Great video story also. > > > > Games as Therapy for Walter Reed's Wounded > http://www.washingtonpost.com/wp-dyn/content/article/2007/05/26/AR2007052600 > 144.html > By Mike Musgrove > @Play, Technology Columnist > > > Video: Once a Gamer, Always a Gamer (3+ min video) > http://www.washingtonpost.com/wp-dyn/content/video/2007/04/06/VI200704060124 > 6.html > > > > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From lynnvm at carolina.rr.com Thu May 31 19:10:22 2007 From: lynnvm at carolina.rr.com (Lynn Marentette) Date: Thu, 31 May 2007 19:10:22 -0400 Subject: [games_access] Theraputic Games and Mcirosoft Surface In-Reply-To: References: Message-ID: <000301c7a3d8$dda21980$6701a8c0@HOME> TechPsych Interactive Multimedia Technology Charlotte, NC has a "gaming at the library" program. One of the librarians who works with the library's director of emerging technologies sent me a link to an article about Microsoft Surface. She thinks that libraries would be a great place for these tables and other large touch-screens. I was thinking that some games to help with attention, concentration, and memory problems, available at every public library, on a PC, on an adapted computer, even on a touch-screen table, would help our communities support those who have suffered from TBI- and not just our injured troops. Also, there are games that are designed to reduce anxiety that come with small bio-feedback devices that can be strapped to a finger - if these games were easily accessed in every library, more people could be reached, and the cost would not be too high. Of course, the game and related applications would probably need some sort of approval, since they would supposedly have some sort of prevention or therapeutic value. Michelle, thanks for reposting my comments to this list! Lynn Marentette Message: 3 Date: Thu, 31 May 2007 16:22:10 -0500 From: "d. michelle hinn" Subject: [games_access] fwd: touch screen games To: games_access at igda.org Message-ID: Content-Type: text/plain; charset="us-ascii" ; format="flowed" Forwarding from Lynn to the Women in Game Dev list, as I think a few might have some ideas here too. Indeed...America's Army game...I wish they'd involved more psychologists to help prep for the possibility of PTSD while they recruited soldiers. I can't even begin to imagine the psychological toll on some. Part of me wonders if games might not further traumatize but with the proper psych help it could be used as a desensitization tool. I just wish we lived in a world where such trauma didn't have to exist... Michelle >From: "Lynn Marentette" >To: >Date: Thu, 31 May 2007 10:49:25 -0400 >Organization: lynnmarentette >Thread-index: Acei9WIbYKpPwCutRL+kLSMCps/DqwAmv4Tg >Subject: Re: [women_dev] women_dev Digest, Vol 32, Issue 50 >X-BeenThere: women_dev at igda.org >Reply-To: lynnvm at carolina.rr.com, > women in game development forum > Hi. > >I'm wondering if you know of anyone that is developing games for use on >interactive touch-screens or tables. > >I recently learned about Microsoft Research about "Surface Computing" >and posted a demo from CNET/YouTube on one of my blogs at >http://interactivemultimediatechnology.blogspot.com. > >If you scroll down on my blog, you'll see some video demos of what I >worked on for my projects last semester in my Human-Computer >Interaction and Ubiquitous Computing classes. The demos are on a >wall-mounted touch screen, since I couldn't get my hands on a >touch-table. The applications aren't games, but could be used as the >basis for educational games. Since I'm a school psychologist, I'd like >to develop educational/edutainment games for interactive surfaces, >especially for "at-risk" students and students who have special needs, including those with autism spectrum disorders. > >I also think that therapeutic games designed for interactive >touch-tables would be an effective, relatively inexpensive way to >assist young people coming back from Iraq who have PTSD (Post Traumatic >Stress Disorder) and those who have TBI (Traumatic Brain Injury). > >Most of the young people in Iraq were gamers before they enlisted. Some >were hooked into dreams of the military life through games such as "America's >Army". Why not use games to support our troops to help their transition >back home? > >Please let me know what you think. > >Lynn Marentette > >TechPsych >Interactive Multimedia Technology > >-----Original Message----- >From: women_dev-bounces at igda.org [mailto:women_dev-bounces at igda.org] On >Behalf Of women_dev-request at igda.org >Sent: Wednesday, May 30, 2007 4:01 PM >To: women_dev at igda.org >Subject: women_dev Digest, Vol 32, Issue 50 > >Send women_dev mailing list submissions to > women_dev at igda.org > >To subscribe or unsubscribe via the World Wide Web, visit > http://seven.pairlist.net/mailman/listinfo/women_dev >or, via email, send a message with subject or body 'help' to > women_dev-request at igda.org > >You can reach the person managing the list at > women_dev-owner at igda.org > >When replying, please edit your Subject line so it is more specific >than >"Re: Contents of women_dev digest..." > > >Daily digest of the Women in Game Development mailing list. > > >Digest mode is sent once a day, or when a 50kb size is reached. If you >wish to subscribe to the list in regular mode, visit >http://seven.pairlist.net/mailman/listinfo/women_dev to change your >subscription options. > >Today's Topics: > > 1. Has anyone seen this? (Tamir Nadav) > 2. Re: Has anyone seen this? (Glyn Heatley) > 3. Re: Has anyone seen this? (Jane Pinckard) > 4. Re: Has anyone seen this? (Nancy Berman) > 5. Re: Has anyone seen this? (Glyn Heatley) > 6. Re: Has anyone seen this? (Daisy Pilbrow) > 7. Sexy64 - Male Gamer group (Theresa) > 8. Re: Sexy64 - Male Gamer group (Nancy Berman) > 9. Re: Sexy64 - Male Gamer group (Aery) > 10. Re: Sexy64 - Male Gamer group (Danielle Vanderlip) > 11. Re: Sexy64 - Male Gamer group (Aery) > 12. Re: Sexy64 - Male Gamer group (wendeth at wendydespain.com) > > >---------------------------------------------------------------------- > >Message: 1 >Date: Wed, 30 May 2007 10:27:30 -0500 (Central Daylight Time) >From: Tamir Nadav >Subject: [women_dev] Has anyone seen this? >To: "women in game development forum" >Message-ID: <465D97E2.000025.00516 at BARAD-DUR> >Content-Type: Text/Plain; charset="iso-8859-1" > >http://www.codemasters.com/dirtydancing/ > > > >It just seems... odd... I don't know what to think about it. > > > >---------- > >The Aquatic Jew... for JUSTICE! > > > >- Tamir Nadav > >The Aquatic Jew > >619.985.1054 > >Tamir.Nadav at gmail.com > > > > >------------------------------ > >Message: 2 >Date: Wed, 30 May 2007 11:33:35 -0400 >From: "Glyn Heatley" >Subject: Re: [women_dev] Has anyone seen this? >To: "women in game development forum" >Message-ID: > <871e1ded0705300833p702698c7yc9b9c7ea857378ea at mail.gmail.com> >Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" > >In Canada at least they are milking this IP for all it is worth. I >think that it is a 20th anniversary or something, but I keep seeing DVD >releases, etc on TV. > >On 5/30/07, Tamir Nadav wrote: >> >> http://www.codemasters.com/dirtydancing/ >> >> >> >> It just seems... odd... I don't know what to think about it. >> >> >> >> ---------- >> >> The Aquatic Jew... for JUSTICE! >> >> >> >> - Tamir Nadav >> >> The Aquatic Jew >> >> 619.985.1054 >> >> Tamir.Nadav at gmail.com >> >> >> _______________________________________________ >> women_dev mailing list >> women_dev at igda.org >> http://seven.pairlist.net/mailman/listinfo/women_dev >> > > > >-- >regards, > >Glyn Heatley >Email: glyn.heatley at gmail.com >-------------- next part -------------- An HTML attachment was >scrubbed... >URL: >30/42 >4574fb/attachment-0001.htm> > >------------------------------ > >Message: 3 >Date: Wed, 30 May 2007 09:34:02 -0700 >From: "Jane Pinckard" >Subject: Re: [women_dev] Has anyone seen this? >To: "women in game development forum" >Message-ID: > <8f983c350705300934k64075261ode0d8809c6d33374 at mail.gmail.com> >Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" > >wow. but how can you go wrong with The Swayze? > > > >-- >jane pinckard >www.gamegirladvance.com >-------------- next part -------------- An HTML attachment was >scrubbed... >URL: >30/98 >9bcbea/attachment-0001.html> > >------------------------------ > >Message: 4 >Date: Wed, 30 May 2007 09:54:52 -0700 >From: "Nancy Berman" >Subject: Re: [women_dev] Has anyone seen this? >To: "women in game development forum" >Message-ID: <00b701c7a2db$3e327460$6700a8c0 at Deryabar> >Content-Type: text/plain; charset="iso-8859-1" > >http://www.penny-arcade.com/comic/2007/05/30 > >Nancy > ----- Original Message ----- > From: Jane Pinckard > To: women in game development forum > Sent: Wednesday, May 30, 2007 9:34 AM > Subject: Re: [women_dev] Has anyone seen this? > > > wow. but how can you go wrong with The Swayze? > > > > -- > jane pinckard > www.gamegirladvance.com > > >----------------------------------------------------------------------- >----- >-- > > > _______________________________________________ > women_dev mailing list > women_dev at igda.org > http://seven.pairlist.net/mailman/listinfo/women_dev >-------------- next part -------------- An HTML attachment was >scrubbed... >URL: >30/fb >c92196/attachment.htm> > >------------------------------ > >Message: 5 >Date: Wed, 30 May 2007 13:13:38 -0400 >From: "Glyn Heatley" >Subject: Re: [women_dev] Has anyone seen this? >To: "women in game development forum" >Message-ID: > <871e1ded0705301013n5c6db463q244228910882577a at mail.gmail.com> >Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" > >Ummm. Male, straight, no interest in El Swayze at all. After all he is >no De Niro or McKellern with his acting ability. > >@ Nancy. Now I'll have nightmares. ;) > >On 5/30/07, Jane Pinckard wrote: > > >> wow. but how can you go wrong with The Swayze? >> >> >> >> -- >> jane pinckard >> www.gamegirladvance.com >> _______________________________________________ >> women_dev mailing list >> women_dev at igda.org >> http://seven.pairlist.net/mailman/listinfo/women_dev >> >> > > >-- >regards, > >Glyn Heatley >Email: glyn.heatley at gmail.com >-------------- next part -------------- An HTML attachment was >scrubbed... >URL: >30/3e >35c704/attachment.html> > >------------------------------ > >Message: 6 >Date: Wed, 30 May 2007 13:19:21 -0400 >From: "Daisy Pilbrow" >Subject: Re: [women_dev] Has anyone seen this? >To: "women in game development forum" >Message-ID: > <5ebcea800705301019k3d08f0cbt9f8eddfc93b401b8 at mail.gmail.com> >Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" > >"but how can you go wrong with The Swayze?" > > >Oh, I don't know... I imagine a CGI Swayze falling prey to the Uncanny >Valley theory could be pretty horrifying (remember "The Polar Express" >- I couldn't look at Tom Hanks for months after that one). > > > > >Daisy > > > >On 5/30/07, Jane Pinckard wrote: >> >> wow. but how can you go wrong with The Swayze? >> >> >> >> -- >> jane pinckard >> www.gamegirladvance.com >> _______________________________________________ >> women_dev mailing list >> women_dev at igda.org >> http://seven.pairlist.net/mailman/listinfo/women_dev >> >> >-------------- next part -------------- An HTML attachment was >scrubbed... >URL: >30/9d >77715c/attachment.htm> > >------------------------------ > >Message: 7 >Date: Wed, 30 May 2007 12:04:36 -0700 >From: Theresa >Subject: [women_dev] Sexy64 - Male Gamer group >To: "women in game development forum" >Message-ID: > <8306a7bc0705301204m1039fb4fo1db86c58912fd9f8 at mail.gmail.com> >Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" > >I'm sure some of you have already seen this, but Mega64 has taken on >the Frag Dolls/PMS Clan/etc/etc with their latest video: > >http://www.mega64.com/ > >- Theresa >-------------- next part -------------- An HTML attachment was >scrubbed... >URL: >30/ed >3faa90/attachment.html> > >------------------------------ > >Message: 8 >Date: Wed, 30 May 2007 12:23:10 -0700 >From: "Nancy Berman" >Subject: Re: [women_dev] Sexy64 - Male Gamer group >To: "women in game development forum" >Message-ID: <010701c7a2ef$f5c30270$6700a8c0 at Deryabar> >Content-Type: text/plain; charset="iso-8859-1" > >Words fail me. > >Nancy > ----- Original Message ----- > From: Theresa > To: women in game development forum > Sent: Wednesday, May 30, 2007 12:04 PM > Subject: [women_dev] Sexy64 - Male Gamer group > > > I'm sure some of you have already seen this, but Mega64 has taken on >the Frag Dolls/PMS Clan/etc/etc with their latest video: > > http://www.mega64.com/ > > - Theresa > > > >----------------------------------------------------------------------- >----- >-- > > > _______________________________________________ > women_dev mailing list > women_dev at igda.org > http://seven.pairlist.net/mailman/listinfo/women_dev >-------------- next part -------------- An HTML attachment was >scrubbed... >URL: >30/70 >0465e3/attachment-0001.htm> > >------------------------------ > >Message: 9 >Date: Wed, 30 May 2007 14:55:03 -0500 >From: Aery >Subject: Re: [women_dev] Sexy64 - Male Gamer group >To: "women in game development forum" >Message-ID: > >Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" > >I think I am horrified! > >On 5/30/07, Nancy Berman wrote: >> >> Words fail me. >> >> Nancy >> >> ----- Original Message ----- >> *From:* Theresa >> *To:* women in game development forum >> *Sent:* Wednesday, May 30, 2007 12:04 PM > > *Subject:* [women_dev] Sexy64 - Male Gamer group >> >> >> I'm sure some of you have already seen this, but Mega64 has taken on >> the Frag Dolls/PMS Clan/etc/etc with their latest video: >> >> http://www.mega64.com/ >> >> - Theresa >> >> ------------------------------ >> >> _______________________________________________ >> women_dev mailing list >> women_dev at igda.org >> http://seven.pairlist.net/mailman/listinfo/women_dev >> >> >> _______________________________________________ >> women_dev mailing list >> women_dev at igda.org >> http://seven.pairlist.net/mailman/listinfo/women_dev >> >> >-------------- next part -------------- An HTML attachment was >scrubbed... >URL: >30/cd >017f66/attachment-0001.html> > >------------------------------ > >Message: 10 >Date: Wed, 30 May 2007 12:56:47 -0700 >From: "Danielle Vanderlip" >Subject: Re: [women_dev] Sexy64 - Male Gamer group >To: "women in game development forum" >Message-ID: > <1559fec50705301256x7cef0391jcae9bd853c93bb2 at mail.gmail.com> >Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" > >I was eating lunch when I watched that. My appetite is gone. > >On 5/30/07, Theresa wrote: >> >> I'm sure some of you have already seen this, but Mega64 has taken on >> the Frag Dolls/PMS Clan/etc/etc with their latest video: >> >> http://www.mega64.com/ >> >> - Theresa >> >> _______________________________________________ >> women_dev mailing list >> women_dev at igda.org >> http://seven.pairlist.net/mailman/listinfo/women_dev >> >> > > >-- >Danielle Vanderlip >-------------- next part -------------- An HTML attachment was >scrubbed... >URL: >30/96 >3cc1b5/attachment-0001.htm> > >------------------------------ > >Message: 11 >Date: Wed, 30 May 2007 14:59:23 -0500 >From: Aery >Subject: Re: [women_dev] Sexy64 - Male Gamer group >To: "women in game development forum" >Message-ID: > >Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" > >I can't believe I waited like 8 minutes for it to buffer! > >On 5/30/07, Danielle Vanderlip wrote: >> >> I was eating lunch when I watched that. My appetite is gone. >> >> On 5/30/07, Theresa wrote: >> >> > I'm sure some of you have already seen this, but Mega64 has taken >> on the > Frag Dolls/PMS Clan/etc/etc with their latest video: >> > >> > http://www.mega64.com/ >> > >> > - Theresa >> > >> > _______________________________________________ >> > women_dev mailing list >> > women_dev at igda.org >> > http://seven.pairlist.net/mailman/listinfo/women_dev >> > >> > >> >> >> -- >> Danielle Vanderlip >> _______________________________________________ >> women_dev mailing list >> women_dev at igda.org >> http://seven.pairlist.net/mailman/listinfo/women_dev >> >> >-------------- next part -------------- An HTML attachment was >scrubbed... >URL: >30/63 >fd98b2/attachment-0001.html> > >------------------------------ > >Message: 12 >Date: Wed, 30 May 2007 13:01:08 -0700 (PDT) >From: wendeth at wendydespain.com >Subject: Re: [women_dev] Sexy64 - Male Gamer group >To: "women in game development forum" >Message-ID: > <3117.69.144.84.21.1180555268.squirrel at webmail.wendydespain.com> >Content-Type: text/plain;charset=iso-8859-1 > >imho, it was awesome. > >WD > >> I can't believe I waited like 8 minutes for it to buffer! >> >> On 5/30/07, Danielle Vanderlip wrote: >>> >>> I was eating lunch when I watched that. My appetite is gone. >>> >>> On 5/30/07, Theresa wrote: >>> >>> > I'm sure some of you have already seen this, but Mega64 has taken >>> on the > Frag Dolls/PMS Clan/etc/etc with their latest video: >>> > >>> > http://www.mega64.com/ >>> > >>> > - Theresa >>> > >>> > _______________________________________________ >>> > women_dev mailing list >>> > women_dev at igda.org >>> > http://seven.pairlist.net/mailman/listinfo/women_dev > >> > >>> > >>> >>> >>> -- >>> Danielle Vanderlip >>> _______________________________________________ >>> women_dev mailing list >>> women_dev at igda.org >>> http://seven.pairlist.net/mailman/listinfo/women_dev >>> >>> >> _______________________________________________ >> women_dev mailing list >> women_dev at igda.org >> http://seven.pairlist.net/mailman/listinfo/women_dev >> > > > > >------------------------------ > >_______________________________________________ >women_dev mailing list >women_dev at igda.org >http://seven.pairlist.net/mailman/listinfo/women_dev > > >End of women_dev Digest, Vol 32, Issue 50 >***************************************** > > >_______________________________________________ >women_dev mailing list >women_dev at igda.org >http://seven.pairlist.net/mailman/listinfo/women_dev ------------------------------ Message: 4 Date: Thu, 31 May 2007 18:24:38 -0400 From: "DJ Bono" Subject: [games_access] Michelle's annoyance...:-) To: games_access at igda.org Message-ID: <21e80ec20705311524o3cfa745j343dd65217d8c568 at mail.gmail.com> Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" LOL! About time someone understands with the lack of CC in News bits and stuff. I have no idea how hard it is to implement captioning in web videos, but I would think that it's almost impossible. Reason behind this is because TV shows and movies have big bucks, so they pay the National Captioning Institute to caption these. However, having someone upload a video is out of their hands because it's independent? Think of YouTube...impossible to spend the time to caption all of these. The only times that I'm very annoyed is when I see a story being stated on CNN.com, and it's in video. I have to ask my boyfriend to "interp" for me, but even in that method, there's some information that gets lost in translation. Anyone want to translate Robert's 3 min video?? :-D -------------- next part -------------- An HTML attachment was scrubbed... URL: ------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access End of games_access Digest, Vol 35, Issue 55 ******************************************** From arthit73 at cablespeed.com Thu May 31 19:23:54 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Thu, 31 May 2007 19:23:54 -0400 Subject: [games_access] RobertFlorio Washington Post story and videointerview. Available. In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIzEzScA References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@Inspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch><003801c7a057$ddae8730$6402a8c0@Delletje><004701c7a240$54f07580$6402a8c0@Delletje>AAAAADBf8GSYa4xDlD4sBa5lcIyEticA <00a201c7a2f1$b93959b0$6501a8c0@Inspiron><0e5e01c7a351$09347620$0302a8c0@OneSwitch> AAAAADBf8GSYa4xDlD4sBa5lcIzEzScA Message-ID: <004501c7a3da$c3455f50$6501a8c0@Inspiron> Soon as I see him on chat I let him know. Talking about Eric. To see this. I told him I would push for it. He was excited when I told them that and I have been. Hopefully let me work in us work with him more on the upcoming version he as. Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Thursday, May 31, 2007 5:16 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] RobertFlorio Washington Post story and videointerview. Available. Indeed -- let's all keep up the fight, as there is clearly much work to be done. Yeah, we should forward this video to Eric at Ominous so he can see that we are still promo-ing his game! :) Michelle >Great video, Robert - I'll blog about it soon. Nice to see Strange >Attractors get a showing too! Keep up the fight! > >Barrie >www.OneSwitch.org.uk > > > >----- Original Message ----- From: "Robert Florio" >To: "'IGDA Games Accessibility SIG Mailing List'" >Sent: Wednesday, May 30, 2007 8:35 PM >Subject: [games_access] RobertFlorio Washington Post story and >videointerview. Available. > >>Below are the links to the Washington Post story of my school PR hooked up. >>Art Institute online. She is amazing. She is setting up some really big >>things also. More. I'll let you know when I get a definite. Check it out >>below. >> >>Robert >>www.RobertFlorio.com >> >> >> >>Hey Robert - >> >> >> >>Here's your story in the Washington Post- >> >>Great video story also. >> >> >> >>Games as Therapy for Walter Reed's Wounded >>http://www.washingtonpost.com/wp-dyn/content/article/2007/05/26/AR20070526 00 >>144.html >>By Mike Musgrove >>@Play, Technology Columnist >> >> >>Video: Once a Gamer, Always a Gamer (3+ min video) >>http://www.washingtonpost.com/wp-dyn/content/video/2007/04/06/VI2007040601 24 >>6.html >> >> >> >> >> >> >>_______________________________________________ >>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 malkyne at gmail.com Thu May 31 19:24:58 2007 From: malkyne at gmail.com (Tess Snider) Date: Thu, 31 May 2007 18:24:58 -0500 Subject: [games_access] RobertFlorio Washington Post story and videointerview. Available. In-Reply-To: References: <006501c7995f$f62289f0$6501a8c0@Inspiron> <021101c79ac6$2b5bff40$0302a8c0@OneSwitch> <00a201c7a2f1$b93959b0$6501a8c0@Inspiron> <0e5e01c7a351$09347620$0302a8c0@OneSwitch> Message-ID: Hey, I just stumbled on Robert's video on the Post earlier today, and it reminded me that I'd somehow fallen out of the loop on the SIG! I've been ranting about accessibility problems and opening bug reports all week, anyway, so I was all ready to come back, as it was. There is fruit on the accessibility tree that is so low-hanging, it's practically jumping into your hand, and yet some people still fail to pick it. Did I see you using a TrackIR in the video, Robert? I have one of those, and bring it into work sometimes, so people can try it out. I think it helps a lot to get people actually using alternative input devices, so they can see what they're like, and what they can do to accommodate them. Since I've been out of the loop for a while, I have to wonder: Has anyone ever considered putting together a paralympic gaming tournament? Tess From arthit73 at cablespeed.com Thu May 31 19:27:53 2007 From: arthit73 at cablespeed.com (Robert Florio) Date: Thu, 31 May 2007 19:27:53 -0400 Subject: [games_access] top-secret update. Saturday 2:30 p.m. Pacific time David Perry meeting. In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIzEzScA References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@Inspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch><003801c7a057$ddae8730$6402a8c0@Delletje><004701c7a240$54f07580$6402a8c0@Delletje>AAAAADBf8GSYa4xDlD4sBa5lcIyEticA <00a201c7a2f1$b93959b0$6501a8c0@Inspiron><0e5e01c7a351$09347620$0302a8c0@OneSwitch> AAAAADBf8GSYa4xDlD4sBa5lcIzEzScA Message-ID: <004601c7a3db$518c8f40$6501a8c0@Inspiron> We are having another chat meeting this time 100 people maximum, get there early, David Perry and Russell in charge of the game will answer our questions live verbally as we type them in. If you're signed into top-secret come join us check out the announcements threads for information. If you're signed and also we now have an entire map to map out progress and all of the steps. Check out the announcements threads. The web site below to join and find out more. Read also Roberts community spotlight involvement interview as one of the leading members in the game's progress. Link is below. Also check out some of the other spotlights. http://www.videogameteam.com/joomla/index.php?option=com_content&task=view&i d=90&Itemid=1 Homepage information. Joining. http://www.videogameteam.com/joomla/ 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: Thursday, May 31, 2007 5:16 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] RobertFlorio Washington Post story and videointerview. Available. Indeed -- let's all keep up the fight, as there is clearly much work to be done. Yeah, we should forward this video to Eric at Ominous so he can see that we are still promo-ing his game! :) Michelle >Great video, Robert - I'll blog about it soon. Nice to see Strange >Attractors get a showing too! Keep up the fight! > >Barrie >www.OneSwitch.org.uk > > > >----- Original Message ----- From: "Robert Florio" >To: "'IGDA Games Accessibility SIG Mailing List'" >Sent: Wednesday, May 30, 2007 8:35 PM >Subject: [games_access] RobertFlorio Washington Post story and >videointerview. Available. > >>Below are the links to the Washington Post story of my school PR hooked up. >>Art Institute online. She is amazing. She is setting up some really big >>things also. More. I'll let you know when I get a definite. Check it out >>below. >> >>Robert >>www.RobertFlorio.com >> >> >> >>Hey Robert - >> >> >> >>Here's your story in the Washington Post- >> >>Great video story also. >> >> >> >>Games as Therapy for Walter Reed's Wounded >>http://www.washingtonpost.com/wp-dyn/content/article/2007/05/26/AR20070526 00 >>144.html >>By Mike Musgrove >>@Play, Technology Columnist >> >> >>Video: Once a Gamer, Always a Gamer (3+ min video) >>http://www.washingtonpost.com/wp-dyn/content/video/2007/04/06/VI2007040601 24 >>6.html >> >> >> >> >> >> >>_______________________________________________ >>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 richard at audiogames.net Thu May 31 19:31:40 2007 From: richard at audiogames.net (AudioGames.net) Date: Fri, 1 Jun 2007 01:31:40 +0200 Subject: [games_access] fwd: touch screen games References: <014f01c7a3d2$f0205960$6402a8c0@Delletje> Message-ID: <019201c7a3db$d75efb80$6402a8c0@Delletje> Oh... and one second ago found this one - not a game, but interesting indeed: http://www.microsoft.com/surface/ ----- Original Message ----- From: "AudioGames.net" To: "IGDA Games Accessibility SIG Mailing List" Sent: Friday, June 01, 2007 12:27 AM Subject: Re: [games_access] fwd: touch screen games > Hi, > > (Lynn, you are also on this list, right?) > > "I'm wondering if you know of anyone that is developing games for use on > interactive touch-screens or tables. " > > The HKU did several projects like that. Here are some of the ones that > came into mind first: > > Apart-Spel: > http://www.apart-spel.nl/ > http://kmt.hku.nl/~xchange/magazijn03/09_03.html (dutch HKU link) > > Entertable/Entertaible games (HKU for Philips): > http://www.research.philips.com/initiatives/entertaible/index.html > http://kmt.hku.nl/~xchange/projecten/projmarkt2006/entertable.html (only > page I could find at HKU - only dutch, nothing much) > http://gizmodo.com/gadgets/ces/entertaible-lcdbased-board-gaming-from-philips-146788.php > (with pics of the HKU game) > > Verhalentafel ("storytable" - not to be confused with Storytable(c) from > The Waag Society): > http://kmt.hku.nl/~xchange/projecten/verhalentafel/verhalentafel.html > (only dutch) > > Something like that or... ? > > Greets, > > Ries > > > > > > > > ----- Original Message ----- > From: "d. michelle hinn" > To: > Sent: Thursday, May 31, 2007 11:22 PM > Subject: [games_access] fwd: touch screen games > > >> Forwarding from Lynn to the Women in Game Dev list, as I think a few >> might have some ideas here too. >> >> Indeed...America's Army game...I wish they'd involved more psychologists >> to help prep for the possibility of PTSD while they recruited soldiers. I >> can't even begin to imagine the psychological toll on some. Part of me >> wonders if games might not further traumatize but with the proper psych >> help it could be used as a desensitization tool. I just wish we lived in >> a world where such trauma didn't have to exist... >> >> Michelle >> >>>From: "Lynn Marentette" >>>To: >>>Date: Thu, 31 May 2007 10:49:25 -0400 >>>Organization: lynnmarentette >>>Thread-index: Acei9WIbYKpPwCutRL+kLSMCps/DqwAmv4Tg >>>Subject: Re: [women_dev] women_dev Digest, Vol 32, Issue 50 >>>X-BeenThere: women_dev at igda.org >>>Reply-To: lynnvm at carolina.rr.com, >>> women in game development forum >>> Hi. >>> >>>I'm wondering if you know of anyone that is developing games for use on >>>interactive touch-screens or tables. >>>I recently learned about Microsoft Research about "Surface Computing" >>>and >>>posted a demo from CNET/YouTube on one of my blogs at >>>http://interactivemultimediatechnology.blogspot.com. >>> >>>If you scroll down on my blog, you'll see some video demos of what I >>>worked >>>on for my projects last semester in my Human-Computer Interaction and >>>Ubiquitous Computing classes. The demos are on a wall-mounted touch >>>screen, >>>since I couldn't get my hands on a touch-table. The applications aren't >>>games, but could be used as the basis for educational games. Since I'm a >>>school psychologist, I'd like to develop educational/edutainment games >>>for >>>interactive surfaces, especially for "at-risk" students and students who >>>have special needs, including those with autism spectrum disorders. >>> >>>I also think that therapeutic games designed for interactive touch-tables >>>would be an effective, relatively inexpensive way to assist young people >>>coming back from Iraq who have PTSD (Post Traumatic Stress Disorder) and >>>those who have TBI (Traumatic Brain Injury). >>> >>>Most of the young people in Iraq were gamers before they enlisted. Some >>>were >>>hooked into dreams of the military life through games such as "America's >>>Army". Why not use games to support our troops to help their transition >>>back home? >>> >>>Please let me know what you think. >>> >>>Lynn Marentette >>> >>>TechPsych >>>Interactive Multimedia Technology >>> >>>-----Original Message----- >>>From: women_dev-bounces at igda.org [mailto:women_dev-bounces at igda.org] On >>>Behalf Of women_dev-request at igda.org >>>Sent: Wednesday, May 30, 2007 4:01 PM >>>To: women_dev at igda.org >>>Subject: women_dev Digest, Vol 32, Issue 50 >>> >>>Send women_dev mailing list submissions to >>> women_dev at igda.org >>> >>>To subscribe or unsubscribe via the World Wide Web, visit >>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>or, via email, send a message with subject or body 'help' to >>> women_dev-request at igda.org >>> >>>You can reach the person managing the list at >>> women_dev-owner at igda.org >>> >>>When replying, please edit your Subject line so it is more specific than >>>"Re: Contents of women_dev digest..." >>> >>> >>>Daily digest of the Women in Game Development mailing list. >>> >>> >>>Digest mode is sent once a day, or when a 50kb size is reached. If you >>>wish >>>to subscribe to the list in regular mode, visit >>>http://seven.pairlist.net/mailman/listinfo/women_dev to change your >>>subscription options. >>> >>>Today's Topics: >>> >>> 1. Has anyone seen this? (Tamir Nadav) >>> 2. Re: Has anyone seen this? (Glyn Heatley) >>> 3. Re: Has anyone seen this? (Jane Pinckard) >>> 4. Re: Has anyone seen this? (Nancy Berman) >>> 5. Re: Has anyone seen this? (Glyn Heatley) >>> 6. Re: Has anyone seen this? (Daisy Pilbrow) >>> 7. Sexy64 - Male Gamer group (Theresa) >>> 8. Re: Sexy64 - Male Gamer group (Nancy Berman) >>> 9. Re: Sexy64 - Male Gamer group (Aery) >>> 10. Re: Sexy64 - Male Gamer group (Danielle Vanderlip) >>> 11. Re: Sexy64 - Male Gamer group (Aery) >>> 12. Re: Sexy64 - Male Gamer group (wendeth at wendydespain.com) >>> >>> >>>---------------------------------------------------------------------- >>> >>>Message: 1 >>>Date: Wed, 30 May 2007 10:27:30 -0500 (Central Daylight Time) >>>From: Tamir Nadav >>>Subject: [women_dev] Has anyone seen this? >>>To: "women in game development forum" >>>Message-ID: <465D97E2.000025.00516 at BARAD-DUR> >>>Content-Type: Text/Plain; charset="iso-8859-1" >>> >>>http://www.codemasters.com/dirtydancing/ >>> >>> >>> >>>It just seems... odd... I don't know what to think about it. >>> >>> >>> >>>---------- >>> >>>The Aquatic Jew... for JUSTICE! >>> >>> >>> >>>- Tamir Nadav >>> >>>The Aquatic Jew >>> >>>619.985.1054 >>> >>>Tamir.Nadav at gmail.com >>> >>> >>> >>> >>>------------------------------ >>> >>>Message: 2 >>>Date: Wed, 30 May 2007 11:33:35 -0400 >>>From: "Glyn Heatley" >>>Subject: Re: [women_dev] Has anyone seen this? >>>To: "women in game development forum" >>>Message-ID: >>> <871e1ded0705300833p702698c7yc9b9c7ea857378ea at mail.gmail.com> >>>Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" >>> >>>In Canada at least they are milking this IP for all it is worth. I think >>>that it is a 20th anniversary or something, but I keep seeing DVD >>>releases, >>>etc on TV. >>> >>>On 5/30/07, Tamir Nadav wrote: >>>> >>>> http://www.codemasters.com/dirtydancing/ >>>> >>>> >>>> >>>> It just seems... odd... I don't know what to think about it. >>>> >>>> >>>> >>>> ---------- >>>> >>>> The Aquatic Jew... for JUSTICE! >>>> >>>> >>>> >>>> - Tamir Nadav >>>> >>>> The Aquatic Jew >>>> >>>> 619.985.1054 >>>> >>>> Tamir.Nadav at gmail.com >>>> >>>> >>>> _______________________________________________ >>>> women_dev mailing list >>>> women_dev at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>> >>> >>> >>> >>>-- >>>regards, >>> >>>Glyn Heatley >>>Email: glyn.heatley at gmail.com >>>-------------- next part -------------- >>>An HTML attachment was scrubbed... >>>URL: >>>>>4574fb/attachment-0001.htm> >>> >>>------------------------------ >>> >>>Message: 3 >>>Date: Wed, 30 May 2007 09:34:02 -0700 >>>From: "Jane Pinckard" >>>Subject: Re: [women_dev] Has anyone seen this? >>>To: "women in game development forum" >>>Message-ID: >>> <8f983c350705300934k64075261ode0d8809c6d33374 at mail.gmail.com> >>>Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" >>> >>>wow. but how can you go wrong with The Swayze? >>> >>> >>> >>>-- >>>jane pinckard >>>www.gamegirladvance.com >>>-------------- next part -------------- >>>An HTML attachment was scrubbed... >>>URL: >>>>>9bcbea/attachment-0001.html> >>> >>>------------------------------ >>> >>>Message: 4 >>>Date: Wed, 30 May 2007 09:54:52 -0700 >>>From: "Nancy Berman" >>>Subject: Re: [women_dev] Has anyone seen this? >>>To: "women in game development forum" >>>Message-ID: <00b701c7a2db$3e327460$6700a8c0 at Deryabar> >>>Content-Type: text/plain; charset="iso-8859-1" >>> >>>http://www.penny-arcade.com/comic/2007/05/30 >>> >>>Nancy >>> ----- Original Message ----- >>> From: Jane Pinckard >>> To: women in game development forum >>> Sent: Wednesday, May 30, 2007 9:34 AM >>> Subject: Re: [women_dev] Has anyone seen this? >>> >>> >>> wow. but how can you go wrong with The Swayze? >>> >>> >>> >>> -- >>> jane pinckard >>> www.gamegirladvance.com >>> >>> >>>---------------------------------------------------------------------------- >>>-- >>> >>> >>> _______________________________________________ >>> women_dev mailing list >>> women_dev at igda.org >>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>-------------- next part -------------- >>>An HTML attachment was scrubbed... >>>URL: >>>>>c92196/attachment.htm> >>> >>>------------------------------ >>> >>>Message: 5 >>>Date: Wed, 30 May 2007 13:13:38 -0400 >>>From: "Glyn Heatley" >>>Subject: Re: [women_dev] Has anyone seen this? >>>To: "women in game development forum" >>>Message-ID: >>> <871e1ded0705301013n5c6db463q244228910882577a at mail.gmail.com> >>>Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" >>> >>>Ummm. Male, straight, no interest in El Swayze at all. After all he is no >>>De >>>Niro or McKellern with his acting ability. >>> >>>@ Nancy. Now I'll have nightmares. ;) >>> >>>On 5/30/07, Jane Pinckard wrote: >>> > >>>> wow. but how can you go wrong with The Swayze? >>>> >>>> >>>> >>>> -- >>>> jane pinckard >>>> www.gamegirladvance.com >>>> _______________________________________________ >>>> women_dev mailing list >>>> women_dev at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>> >>>> >>> >>> >>>-- >>>regards, >>> >>>Glyn Heatley >>>Email: glyn.heatley at gmail.com >>>-------------- next part -------------- >>>An HTML attachment was scrubbed... >>>URL: >>>>>35c704/attachment.html> >>> >>>------------------------------ >>> >>>Message: 6 >>>Date: Wed, 30 May 2007 13:19:21 -0400 >>>From: "Daisy Pilbrow" >>>Subject: Re: [women_dev] Has anyone seen this? >>>To: "women in game development forum" >>>Message-ID: >>> <5ebcea800705301019k3d08f0cbt9f8eddfc93b401b8 at mail.gmail.com> >>>Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" >>> >>>"but how can you go wrong with The Swayze?" >>> >>> >>>Oh, I don't know... I imagine a CGI Swayze falling prey to the Uncanny >>>Valley theory could be pretty horrifying (remember "The Polar Express" - >>>I >>>couldn't look at Tom Hanks for months after that one). >>> >>> >>> >>> >>>Daisy >>> >>> >>> >>>On 5/30/07, Jane Pinckard wrote: >>>> >>>> wow. but how can you go wrong with The Swayze? >>>> >>>> >>>> >>>> -- >>>> jane pinckard >>>> www.gamegirladvance.com >>>> _______________________________________________ >>>> women_dev mailing list >>>> women_dev at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>> >>>> >>>-------------- next part -------------- >>>An HTML attachment was scrubbed... >>>URL: >>>>>77715c/attachment.htm> >>> >>>------------------------------ >>> >>>Message: 7 >>>Date: Wed, 30 May 2007 12:04:36 -0700 >>>From: Theresa >>>Subject: [women_dev] Sexy64 - Male Gamer group >>>To: "women in game development forum" >>>Message-ID: >>> <8306a7bc0705301204m1039fb4fo1db86c58912fd9f8 at mail.gmail.com> >>>Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" >>> >>>I'm sure some of you have already seen this, but Mega64 has taken on the >>>Frag Dolls/PMS Clan/etc/etc with their latest video: >>> >>>http://www.mega64.com/ >>> >>>- Theresa >>>-------------- next part -------------- >>>An HTML attachment was scrubbed... >>>URL: >>>>>3faa90/attachment.html> >>> >>>------------------------------ >>> >>>Message: 8 >>>Date: Wed, 30 May 2007 12:23:10 -0700 >>>From: "Nancy Berman" >>>Subject: Re: [women_dev] Sexy64 - Male Gamer group >>>To: "women in game development forum" >>>Message-ID: <010701c7a2ef$f5c30270$6700a8c0 at Deryabar> >>>Content-Type: text/plain; charset="iso-8859-1" >>> >>>Words fail me. >>> >>>Nancy >>> ----- Original Message ----- >>> From: Theresa >>> To: women in game development forum >>> Sent: Wednesday, May 30, 2007 12:04 PM >>> Subject: [women_dev] Sexy64 - Male Gamer group >>> >>> >>> I'm sure some of you have already seen this, but Mega64 has taken on >>> the >>>Frag Dolls/PMS Clan/etc/etc with their latest video: >>> >>> http://www.mega64.com/ >>> >>> - Theresa >>> >>> >>> >>>---------------------------------------------------------------------------- >>>-- >>> >>> >>> _______________________________________________ >>> women_dev mailing list >>> women_dev at igda.org >>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>-------------- next part -------------- >>>An HTML attachment was scrubbed... >>>URL: >>>>>0465e3/attachment-0001.htm> >>> >>>------------------------------ >>> >>>Message: 9 >>>Date: Wed, 30 May 2007 14:55:03 -0500 >>>From: Aery >>>Subject: Re: [women_dev] Sexy64 - Male Gamer group >>>To: "women in game development forum" >>>Message-ID: >>> >>>Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" >>> >>>I think I am horrified! >>> >>>On 5/30/07, Nancy Berman wrote: >>>> >>>> Words fail me. >>>> >>>> Nancy >>>> >>>> ----- Original Message ----- >>>> *From:* Theresa >>>> *To:* women in game development forum >>>> *Sent:* Wednesday, May 30, 2007 12:04 PM >>> > *Subject:* [women_dev] Sexy64 - Male Gamer group >>>> >>>> >>>> I'm sure some of you have already seen this, but Mega64 has taken on >>>> the >>>> Frag Dolls/PMS Clan/etc/etc with their latest video: >>>> >>>> http://www.mega64.com/ >>>> >>>> - Theresa >>>> >>>> ------------------------------ >>>> >>>> _______________________________________________ >>>> women_dev mailing list >>>> women_dev at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>> >>>> >>>> _______________________________________________ >>>> women_dev mailing list >>>> women_dev at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>> >>>> >>>-------------- next part -------------- >>>An HTML attachment was scrubbed... >>>URL: >>>>>017f66/attachment-0001.html> >>> >>>------------------------------ >>> >>>Message: 10 >>>Date: Wed, 30 May 2007 12:56:47 -0700 >>>From: "Danielle Vanderlip" >>>Subject: Re: [women_dev] Sexy64 - Male Gamer group >>>To: "women in game development forum" >>>Message-ID: >>> <1559fec50705301256x7cef0391jcae9bd853c93bb2 at mail.gmail.com> >>>Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" >>> >>>I was eating lunch when I watched that. My appetite is gone. >>> >>>On 5/30/07, Theresa wrote: >>>> >>>> I'm sure some of you have already seen this, but Mega64 has taken on >>>> the >>>> Frag Dolls/PMS Clan/etc/etc with their latest video: >>>> >>>> http://www.mega64.com/ >>>> >>>> - Theresa >>>> >>>> _______________________________________________ >>>> women_dev mailing list >>>> women_dev at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>> >>>> >>> >>> >>>-- >>>Danielle Vanderlip >>>-------------- next part -------------- >>>An HTML attachment was scrubbed... >>>URL: >>>>>3cc1b5/attachment-0001.htm> >>> >>>------------------------------ >>> >>>Message: 11 >>>Date: Wed, 30 May 2007 14:59:23 -0500 >>>From: Aery >>>Subject: Re: [women_dev] Sexy64 - Male Gamer group >>>To: "women in game development forum" >>>Message-ID: >>> >>>Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" >>> >>>I can't believe I waited like 8 minutes for it to buffer! >>> >>>On 5/30/07, Danielle Vanderlip wrote: >>>> >>>> I was eating lunch when I watched that. My appetite is gone. >>>> >>>> On 5/30/07, Theresa wrote: >>>> >>>> > I'm sure some of you have already seen this, but Mega64 has taken on >>>> the >>>> > Frag Dolls/PMS Clan/etc/etc with their latest video: >>>> > >>>> > http://www.mega64.com/ >>>> > >>>> > - Theresa >>>> > >>>> > _______________________________________________ >>>> > women_dev mailing list >>>> > women_dev at igda.org >>>> > http://seven.pairlist.net/mailman/listinfo/women_dev >>>> > >>>> > >>>> >>>> >>>> -- >>>> Danielle Vanderlip >>>> _______________________________________________ >>>> women_dev mailing list >>>> women_dev at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>> >>>> >>>-------------- next part -------------- >>>An HTML attachment was scrubbed... >>>URL: >>>>>fd98b2/attachment-0001.html> >>> >>>------------------------------ >>> >>>Message: 12 >>>Date: Wed, 30 May 2007 13:01:08 -0700 (PDT) >>>From: wendeth at wendydespain.com >>>Subject: Re: [women_dev] Sexy64 - Male Gamer group >>>To: "women in game development forum" >>>Message-ID: >>> <3117.69.144.84.21.1180555268.squirrel at webmail.wendydespain.com> >>>Content-Type: text/plain;charset=iso-8859-1 >>> >>>imho, it was awesome. >>> >>>WD >>> >>>> I can't believe I waited like 8 minutes for it to buffer! >>>> >>>> On 5/30/07, Danielle Vanderlip wrote: >>>>> >>>>> I was eating lunch when I watched that. My appetite is gone. >>>>> >>>>> On 5/30/07, Theresa wrote: >>>>> >>>>> > I'm sure some of you have already seen this, but Mega64 has taken >>>>> on the >>>>> > Frag Dolls/PMS Clan/etc/etc with their latest video: >>>>> > >>>>> > http://www.mega64.com/ >>>>> > >>>>> > - Theresa >>>>> > >>>>> > _______________________________________________ >>>>> > women_dev mailing list >>>>> > women_dev at igda.org >>>>> > http://seven.pairlist.net/mailman/listinfo/women_dev >>> >> > >>>>> > >>>>> >>>>> >>>>> -- >>>>> Danielle Vanderlip >>>>> _______________________________________________ >>>>> women_dev mailing list >>>>> women_dev at igda.org >>>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>>> >>>>> >>>> _______________________________________________ >>>> women_dev mailing list >>>> women_dev at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>> >>> >>> >>> >>> >>>------------------------------ >>> >>>_______________________________________________ >>>women_dev mailing list >>>women_dev at igda.org >>>http://seven.pairlist.net/mailman/listinfo/women_dev >>> >>> >>>End of women_dev Digest, Vol 32, Issue 50 >>>***************************************** >>> >>> >>>_______________________________________________ >>>women_dev mailing list >>>women_dev at igda.org >>>http://seven.pairlist.net/mailman/listinfo/women_dev >> >> _______________________________________________ >> 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 richard at audiogames.net Thu May 31 20:16:55 2007 From: richard at audiogames.net (AudioGames.net) Date: Fri, 1 Jun 2007 02:16:55 +0200 Subject: [games_access] fwd: touch screen games References: <014f01c7a3d2$f0205960$6402a8c0@Delletje> <019201c7a3db$d75efb80$6402a8c0@Delletje> Message-ID: <000e01c7a3e2$2dc80c90$6402a8c0@Delletje> Oops... didn't look at your blog yet when I posted this ;) ----- Original Message ----- From: "AudioGames.net" To: "IGDA Games Accessibility SIG Mailing List" Sent: Friday, June 01, 2007 1:31 AM Subject: Re: [games_access] fwd: touch screen games > Oh... and one second ago found this one - not a game, but interesting > indeed: > > http://www.microsoft.com/surface/ > > > ----- Original Message ----- > From: "AudioGames.net" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Friday, June 01, 2007 12:27 AM > Subject: Re: [games_access] fwd: touch screen games > > >> Hi, >> >> (Lynn, you are also on this list, right?) >> >> "I'm wondering if you know of anyone that is developing games for use on >> interactive touch-screens or tables. " >> >> The HKU did several projects like that. Here are some of the ones that >> came into mind first: >> >> Apart-Spel: >> http://www.apart-spel.nl/ >> http://kmt.hku.nl/~xchange/magazijn03/09_03.html (dutch HKU link) >> >> Entertable/Entertaible games (HKU for Philips): >> http://www.research.philips.com/initiatives/entertaible/index.html >> http://kmt.hku.nl/~xchange/projecten/projmarkt2006/entertable.html (only >> page I could find at HKU - only dutch, nothing much) >> http://gizmodo.com/gadgets/ces/entertaible-lcdbased-board-gaming-from-philips-146788.php >> (with pics of the HKU game) >> >> Verhalentafel ("storytable" - not to be confused with Storytable(c) from >> The Waag Society): >> http://kmt.hku.nl/~xchange/projecten/verhalentafel/verhalentafel.html >> (only dutch) >> >> Something like that or... ? >> >> Greets, >> >> Ries >> >> >> >> >> >> >> >> ----- Original Message ----- >> From: "d. michelle hinn" >> To: >> Sent: Thursday, May 31, 2007 11:22 PM >> Subject: [games_access] fwd: touch screen games >> >> >>> Forwarding from Lynn to the Women in Game Dev list, as I think a few >>> might have some ideas here too. >>> >>> Indeed...America's Army game...I wish they'd involved more psychologists >>> to help prep for the possibility of PTSD while they recruited soldiers. >>> I can't even begin to imagine the psychological toll on some. Part of me >>> wonders if games might not further traumatize but with the proper psych >>> help it could be used as a desensitization tool. I just wish we lived in >>> a world where such trauma didn't have to exist... >>> >>> Michelle >>> >>>>From: "Lynn Marentette" >>>>To: >>>>Date: Thu, 31 May 2007 10:49:25 -0400 >>>>Organization: lynnmarentette >>>>Thread-index: Acei9WIbYKpPwCutRL+kLSMCps/DqwAmv4Tg >>>>Subject: Re: [women_dev] women_dev Digest, Vol 32, Issue 50 >>>>X-BeenThere: women_dev at igda.org >>>>Reply-To: lynnvm at carolina.rr.com, >>>> women in game development forum >>>> Hi. >>>> >>>>I'm wondering if you know of anyone that is developing games for use on >>>>interactive touch-screens or tables. >>>>I recently learned about Microsoft Research about "Surface Computing" >>>>and >>>>posted a demo from CNET/YouTube on one of my blogs at >>>>http://interactivemultimediatechnology.blogspot.com. >>>> >>>>If you scroll down on my blog, you'll see some video demos of what I >>>>worked >>>>on for my projects last semester in my Human-Computer Interaction and >>>>Ubiquitous Computing classes. The demos are on a wall-mounted touch >>>>screen, >>>>since I couldn't get my hands on a touch-table. The applications aren't >>>>games, but could be used as the basis for educational games. Since I'm >>>>a >>>>school psychologist, I'd like to develop educational/edutainment games >>>>for >>>>interactive surfaces, especially for "at-risk" students and students who >>>>have special needs, including those with autism spectrum disorders. >>>> >>>>I also think that therapeutic games designed for interactive >>>>touch-tables >>>>would be an effective, relatively inexpensive way to assist young people >>>>coming back from Iraq who have PTSD (Post Traumatic Stress Disorder) and >>>>those who have TBI (Traumatic Brain Injury). >>>> >>>>Most of the young people in Iraq were gamers before they enlisted. Some >>>>were >>>>hooked into dreams of the military life through games such as "America's >>>>Army". Why not use games to support our troops to help their >>>>transition >>>>back home? >>>> >>>>Please let me know what you think. >>>> >>>>Lynn Marentette >>>> >>>>TechPsych >>>>Interactive Multimedia Technology >>>> >>>>-----Original Message----- >>>>From: women_dev-bounces at igda.org [mailto:women_dev-bounces at igda.org] On >>>>Behalf Of women_dev-request at igda.org >>>>Sent: Wednesday, May 30, 2007 4:01 PM >>>>To: women_dev at igda.org >>>>Subject: women_dev Digest, Vol 32, Issue 50 >>>> >>>>Send women_dev mailing list submissions to >>>> women_dev at igda.org >>>> >>>>To subscribe or unsubscribe via the World Wide Web, visit >>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>>or, via email, send a message with subject or body 'help' to >>>> women_dev-request at igda.org >>>> >>>>You can reach the person managing the list at >>>> women_dev-owner at igda.org >>>> >>>>When replying, please edit your Subject line so it is more specific than >>>>"Re: Contents of women_dev digest..." >>>> >>>> >>>>Daily digest of the Women in Game Development mailing list. >>>> >>>> >>>>Digest mode is sent once a day, or when a 50kb size is reached. If you >>>>wish >>>>to subscribe to the list in regular mode, visit >>>>http://seven.pairlist.net/mailman/listinfo/women_dev to change your >>>>subscription options. >>>> >>>>Today's Topics: >>>> >>>> 1. Has anyone seen this? (Tamir Nadav) >>>> 2. Re: Has anyone seen this? (Glyn Heatley) >>>> 3. Re: Has anyone seen this? (Jane Pinckard) >>>> 4. Re: Has anyone seen this? (Nancy Berman) >>>> 5. Re: Has anyone seen this? (Glyn Heatley) >>>> 6. Re: Has anyone seen this? (Daisy Pilbrow) >>>> 7. Sexy64 - Male Gamer group (Theresa) >>>> 8. Re: Sexy64 - Male Gamer group (Nancy Berman) >>>> 9. Re: Sexy64 - Male Gamer group (Aery) >>>> 10. Re: Sexy64 - Male Gamer group (Danielle Vanderlip) >>>> 11. Re: Sexy64 - Male Gamer group (Aery) >>>> 12. Re: Sexy64 - Male Gamer group (wendeth at wendydespain.com) >>>> >>>> >>>>---------------------------------------------------------------------- >>>> >>>>Message: 1 >>>>Date: Wed, 30 May 2007 10:27:30 -0500 (Central Daylight Time) >>>>From: Tamir Nadav >>>>Subject: [women_dev] Has anyone seen this? >>>>To: "women in game development forum" >>>>Message-ID: <465D97E2.000025.00516 at BARAD-DUR> >>>>Content-Type: Text/Plain; charset="iso-8859-1" >>>> >>>>http://www.codemasters.com/dirtydancing/ >>>> >>>> >>>> >>>>It just seems... odd... I don't know what to think about it. >>>> >>>> >>>> >>>>---------- >>>> >>>>The Aquatic Jew... for JUSTICE! >>>> >>>> >>>> >>>>- Tamir Nadav >>>> >>>>The Aquatic Jew >>>> >>>>619.985.1054 >>>> >>>>Tamir.Nadav at gmail.com >>>> >>>> >>>> >>>> >>>>------------------------------ >>>> >>>>Message: 2 >>>>Date: Wed, 30 May 2007 11:33:35 -0400 >>>>From: "Glyn Heatley" >>>>Subject: Re: [women_dev] Has anyone seen this? >>>>To: "women in game development forum" >>>>Message-ID: >>>> <871e1ded0705300833p702698c7yc9b9c7ea857378ea at mail.gmail.com> >>>>Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" >>>> >>>>In Canada at least they are milking this IP for all it is worth. I think >>>>that it is a 20th anniversary or something, but I keep seeing DVD >>>>releases, >>>>etc on TV. >>>> >>>>On 5/30/07, Tamir Nadav wrote: >>>>> >>>>> http://www.codemasters.com/dirtydancing/ >>>>> >>>>> >>>>> >>>>> It just seems... odd... I don't know what to think about it. >>>>> >>>>> >>>>> >>>>> ---------- >>>>> >>>>> The Aquatic Jew... for JUSTICE! >>>>> >>>>> >>>>> >>>>> - Tamir Nadav >>>>> >>>>> The Aquatic Jew >>>>> >>>>> 619.985.1054 >>>>> >>>>> Tamir.Nadav at gmail.com >>>>> >>>>> >>>>> _______________________________________________ >>>>> women_dev mailing list >>>>> women_dev at igda.org >>>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>>> >>>> >>>> >>>> >>>>-- >>>>regards, >>>> >>>>Glyn Heatley >>>>Email: glyn.heatley at gmail.com >>>>-------------- next part -------------- >>>>An HTML attachment was scrubbed... >>>>URL: >>>>>>>4574fb/attachment-0001.htm> >>>> >>>>------------------------------ >>>> >>>>Message: 3 >>>>Date: Wed, 30 May 2007 09:34:02 -0700 >>>>From: "Jane Pinckard" >>>>Subject: Re: [women_dev] Has anyone seen this? >>>>To: "women in game development forum" >>>>Message-ID: >>>> <8f983c350705300934k64075261ode0d8809c6d33374 at mail.gmail.com> >>>>Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" >>>> >>>>wow. but how can you go wrong with The Swayze? >>>> >>>> >>>> >>>>-- >>>>jane pinckard >>>>www.gamegirladvance.com >>>>-------------- next part -------------- >>>>An HTML attachment was scrubbed... >>>>URL: >>>>>>>9bcbea/attachment-0001.html> >>>> >>>>------------------------------ >>>> >>>>Message: 4 >>>>Date: Wed, 30 May 2007 09:54:52 -0700 >>>>From: "Nancy Berman" >>>>Subject: Re: [women_dev] Has anyone seen this? >>>>To: "women in game development forum" >>>>Message-ID: <00b701c7a2db$3e327460$6700a8c0 at Deryabar> >>>>Content-Type: text/plain; charset="iso-8859-1" >>>> >>>>http://www.penny-arcade.com/comic/2007/05/30 >>>> >>>>Nancy >>>> ----- Original Message ----- >>>> From: Jane Pinckard >>>> To: women in game development forum >>>> Sent: Wednesday, May 30, 2007 9:34 AM >>>> Subject: Re: [women_dev] Has anyone seen this? >>>> >>>> >>>> wow. but how can you go wrong with The Swayze? >>>> >>>> >>>> >>>> -- >>>> jane pinckard >>>> www.gamegirladvance.com >>>> >>>> >>>>---------------------------------------------------------------------------- >>>>-- >>>> >>>> >>>> _______________________________________________ >>>> women_dev mailing list >>>> women_dev at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>>-------------- next part -------------- >>>>An HTML attachment was scrubbed... >>>>URL: >>>>>>>c92196/attachment.htm> >>>> >>>>------------------------------ >>>> >>>>Message: 5 >>>>Date: Wed, 30 May 2007 13:13:38 -0400 >>>>From: "Glyn Heatley" >>>>Subject: Re: [women_dev] Has anyone seen this? >>>>To: "women in game development forum" >>>>Message-ID: >>>> <871e1ded0705301013n5c6db463q244228910882577a at mail.gmail.com> >>>>Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" >>>> >>>>Ummm. Male, straight, no interest in El Swayze at all. After all he is >>>>no De >>>>Niro or McKellern with his acting ability. >>>> >>>>@ Nancy. Now I'll have nightmares. ;) >>>> >>>>On 5/30/07, Jane Pinckard wrote: >>>> > >>>>> wow. but how can you go wrong with The Swayze? >>>>> >>>>> >>>>> >>>>> -- >>>>> jane pinckard >>>>> www.gamegirladvance.com >>>>> _______________________________________________ >>>>> women_dev mailing list >>>>> women_dev at igda.org >>>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>>> >>>>> >>>> >>>> >>>>-- >>>>regards, >>>> >>>>Glyn Heatley >>>>Email: glyn.heatley at gmail.com >>>>-------------- next part -------------- >>>>An HTML attachment was scrubbed... >>>>URL: >>>>>>>35c704/attachment.html> >>>> >>>>------------------------------ >>>> >>>>Message: 6 >>>>Date: Wed, 30 May 2007 13:19:21 -0400 >>>>From: "Daisy Pilbrow" >>>>Subject: Re: [women_dev] Has anyone seen this? >>>>To: "women in game development forum" >>>>Message-ID: >>>> <5ebcea800705301019k3d08f0cbt9f8eddfc93b401b8 at mail.gmail.com> >>>>Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" >>>> >>>>"but how can you go wrong with The Swayze?" >>>> >>>> >>>>Oh, I don't know... I imagine a CGI Swayze falling prey to the Uncanny >>>>Valley theory could be pretty horrifying (remember "The Polar Express" - >>>>I >>>>couldn't look at Tom Hanks for months after that one). >>>> >>>> >>>> >>>> >>>>Daisy >>>> >>>> >>>> >>>>On 5/30/07, Jane Pinckard wrote: >>>>> >>>>> wow. but how can you go wrong with The Swayze? >>>>> >>>>> >>>>> >>>>> -- >>>>> jane pinckard >>>>> www.gamegirladvance.com >>>>> _______________________________________________ >>>>> women_dev mailing list >>>>> women_dev at igda.org >>>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>>> >>>>> >>>>-------------- next part -------------- >>>>An HTML attachment was scrubbed... >>>>URL: >>>>>>>77715c/attachment.htm> >>>> >>>>------------------------------ >>>> >>>>Message: 7 >>>>Date: Wed, 30 May 2007 12:04:36 -0700 >>>>From: Theresa >>>>Subject: [women_dev] Sexy64 - Male Gamer group >>>>To: "women in game development forum" >>>>Message-ID: >>>> <8306a7bc0705301204m1039fb4fo1db86c58912fd9f8 at mail.gmail.com> >>>>Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" >>>> >>>>I'm sure some of you have already seen this, but Mega64 has taken on the >>>>Frag Dolls/PMS Clan/etc/etc with their latest video: >>>> >>>>http://www.mega64.com/ >>>> >>>>- Theresa >>>>-------------- next part -------------- >>>>An HTML attachment was scrubbed... >>>>URL: >>>>>>>3faa90/attachment.html> >>>> >>>>------------------------------ >>>> >>>>Message: 8 >>>>Date: Wed, 30 May 2007 12:23:10 -0700 >>>>From: "Nancy Berman" >>>>Subject: Re: [women_dev] Sexy64 - Male Gamer group >>>>To: "women in game development forum" >>>>Message-ID: <010701c7a2ef$f5c30270$6700a8c0 at Deryabar> >>>>Content-Type: text/plain; charset="iso-8859-1" >>>> >>>>Words fail me. >>>> >>>>Nancy >>>> ----- Original Message ----- >>>> From: Theresa >>>> To: women in game development forum >>>> Sent: Wednesday, May 30, 2007 12:04 PM >>>> Subject: [women_dev] Sexy64 - Male Gamer group >>>> >>>> >>>> I'm sure some of you have already seen this, but Mega64 has taken on >>>> the >>>>Frag Dolls/PMS Clan/etc/etc with their latest video: >>>> >>>> http://www.mega64.com/ >>>> >>>> - Theresa >>>> >>>> >>>> >>>>---------------------------------------------------------------------------- >>>>-- >>>> >>>> >>>> _______________________________________________ >>>> women_dev mailing list >>>> women_dev at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>>-------------- next part -------------- >>>>An HTML attachment was scrubbed... >>>>URL: >>>>>>>0465e3/attachment-0001.htm> >>>> >>>>------------------------------ >>>> >>>>Message: 9 >>>>Date: Wed, 30 May 2007 14:55:03 -0500 >>>>From: Aery >>>>Subject: Re: [women_dev] Sexy64 - Male Gamer group >>>>To: "women in game development forum" >>>>Message-ID: >>>> >>>>Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" >>>> >>>>I think I am horrified! >>>> >>>>On 5/30/07, Nancy Berman wrote: >>>>> >>>>> Words fail me. >>>>> >>>>> Nancy >>>>> >>>>> ----- Original Message ----- >>>>> *From:* Theresa >>>>> *To:* women in game development forum >>>>> *Sent:* Wednesday, May 30, 2007 12:04 PM >>>> > *Subject:* [women_dev] Sexy64 - Male Gamer group >>>>> >>>>> >>>>> I'm sure some of you have already seen this, but Mega64 has taken on >>>>> the >>>>> Frag Dolls/PMS Clan/etc/etc with their latest video: >>>>> >>>>> http://www.mega64.com/ >>>>> >>>>> - Theresa >>>>> >>>>> ------------------------------ >>>>> >>>>> _______________________________________________ >>>>> women_dev mailing list >>>>> women_dev at igda.org >>>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>>> >>>>> >>>>> _______________________________________________ >>>>> women_dev mailing list >>>>> women_dev at igda.org >>>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>>> >>>>> >>>>-------------- next part -------------- >>>>An HTML attachment was scrubbed... >>>>URL: >>>>>>>017f66/attachment-0001.html> >>>> >>>>------------------------------ >>>> >>>>Message: 10 >>>>Date: Wed, 30 May 2007 12:56:47 -0700 >>>>From: "Danielle Vanderlip" >>>>Subject: Re: [women_dev] Sexy64 - Male Gamer group >>>>To: "women in game development forum" >>>>Message-ID: >>>> <1559fec50705301256x7cef0391jcae9bd853c93bb2 at mail.gmail.com> >>>>Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" >>>> >>>>I was eating lunch when I watched that. My appetite is gone. >>>> >>>>On 5/30/07, Theresa wrote: >>>>> >>>>> I'm sure some of you have already seen this, but Mega64 has taken on >>>>> the >>>>> Frag Dolls/PMS Clan/etc/etc with their latest video: >>>>> >>>>> http://www.mega64.com/ >>>>> >>>>> - Theresa >>>>> >>>>> _______________________________________________ >>>>> women_dev mailing list >>>>> women_dev at igda.org >>>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>>> >>>>> >>>> >>>> >>>>-- >>>>Danielle Vanderlip >>>>-------------- next part -------------- >>>>An HTML attachment was scrubbed... >>>>URL: >>>>>>>3cc1b5/attachment-0001.htm> >>>> >>>>------------------------------ >>>> >>>>Message: 11 >>>>Date: Wed, 30 May 2007 14:59:23 -0500 >>>>From: Aery >>>>Subject: Re: [women_dev] Sexy64 - Male Gamer group >>>>To: "women in game development forum" >>>>Message-ID: >>>> >>>>Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" >>>> >>>>I can't believe I waited like 8 minutes for it to buffer! >>>> >>>>On 5/30/07, Danielle Vanderlip wrote: >>>>> >>>>> I was eating lunch when I watched that. My appetite is gone. >>>>> >>>>> On 5/30/07, Theresa wrote: >>>>> >>>>> > I'm sure some of you have already seen this, but Mega64 has taken >>>>> on the >>>>> > Frag Dolls/PMS Clan/etc/etc with their latest video: >>>>> > >>>>> > http://www.mega64.com/ >>>>> > >>>>> > - Theresa >>>>> > >>>>> > _______________________________________________ >>>>> > women_dev mailing list >>>>> > women_dev at igda.org >>>>> > http://seven.pairlist.net/mailman/listinfo/women_dev >>>>> > >>>>> > >>>>> >>>>> >>>>> -- >>>>> Danielle Vanderlip >>>>> _______________________________________________ >>>>> women_dev mailing list >>>>> women_dev at igda.org >>>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>>> >>>>> >>>>-------------- next part -------------- >>>>An HTML attachment was scrubbed... >>>>URL: >>>>>>>fd98b2/attachment-0001.html> >>>> >>>>------------------------------ >>>> >>>>Message: 12 >>>>Date: Wed, 30 May 2007 13:01:08 -0700 (PDT) >>>>From: wendeth at wendydespain.com >>>>Subject: Re: [women_dev] Sexy64 - Male Gamer group >>>>To: "women in game development forum" >>>>Message-ID: >>>> <3117.69.144.84.21.1180555268.squirrel at webmail.wendydespain.com> >>>>Content-Type: text/plain;charset=iso-8859-1 >>>> >>>>imho, it was awesome. >>>> >>>>WD >>>> >>>>> I can't believe I waited like 8 minutes for it to buffer! >>>>> >>>>> On 5/30/07, Danielle Vanderlip wrote: >>>>>> >>>>>> I was eating lunch when I watched that. My appetite is gone. >>>>>> >>>>>> On 5/30/07, Theresa wrote: >>>>>> >>>>>> > I'm sure some of you have already seen this, but Mega64 has taken >>>>>> on the >>>>>> > Frag Dolls/PMS Clan/etc/etc with their latest video: >>>>>> > >>>>>> > http://www.mega64.com/ >>>>>> > >>>>>> > - Theresa >>>>>> > >>>>>> > _______________________________________________ >>>>>> > women_dev mailing list >>>>>> > women_dev at igda.org >>>>>> > http://seven.pairlist.net/mailman/listinfo/women_dev >>>> >> > >>>>>> > >>>>>> >>>>>> >>>>>> -- >>>>>> Danielle Vanderlip >>>>>> _______________________________________________ >>>>>> women_dev mailing list >>>>>> women_dev at igda.org >>>>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>>>> >>>>>> >>>>> _______________________________________________ >>>>> women_dev mailing list >>>>> women_dev at igda.org >>>>> http://seven.pairlist.net/mailman/listinfo/women_dev >>>>> >>>> >>>> >>>> >>>> >>>>------------------------------ >>>> >>>>_______________________________________________ >>>>women_dev mailing list >>>>women_dev at igda.org >>>>http://seven.pairlist.net/mailman/listinfo/women_dev >>>> >>>> >>>>End of women_dev Digest, Vol 32, Issue 50 >>>>***************************************** >>>> >>>> >>>>_______________________________________________ >>>>women_dev mailing list >>>>women_dev at igda.org >>>>http://seven.pairlist.net/mailman/listinfo/women_dev >>> >>> _______________________________________________ >>> 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 Thu May 31 21:53:32 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Thu, 31 May 2007 20:53:32 -0500 Subject: [games_access] Thinking about GDC 08's competition In-Reply-To: <015201c7a3d6$bf84f8c0$6402a8c0@Delletje> References: <006501c7995f$f62289f0$6501a8c0@Inspiron><000001c79a28$0cb7cd10$6501a8c0@I nspiron><021101c79ac6$2b5bff40$0302a8c0@OneSwitch> <003801c7a057$ddae8730 $6402a8c0@Delletje><004701c7a240$54 f07580$6402a8c0@Delletje>AAAAADBf8G SYa4xDlD4sBa5lcIyEticA <00a201c7a2f1$b93959b0$6501a8c0@Inspiron><0e5e01c7a351$09347620$0302a8c0@O neSwitch> <015201c7a3d6$bf84f8c0$6402a8c0@Delletje> Message-ID: Heh -- this was probably a lost in translation/bad explanation on my part bit -- the "ax the reality show thing" was meant to mean don't do a game show thing at all! We "can't" use design challenge...but that doesn't stop us from coming pretty darn close to the same words...errr...Challenge: Design! ;) Another idea I had was...design for Helen Keller...now doing something accessible for the deaf AND blind...now that is a challenge...and the person that can design something cool around that will help solve the catch 22 issue where doing something that helps the deaf might mess up something for the blind with regard to accessibility. This also puts us in more competition with Eric Z and his poetry/peace prize/needle and thread challenges... I was also thinking that the person should be able to also play it with non-disabled friends...perhaps over the top? But still...the social aspect of gaming is SO important. I *REALLY* want to give the challenge another try because I think we're onto something -- we just need to rethink it! And I want our sessions to be fun -- we don't have to be comedians (as we know now...we're not) to create a couple hour long presentations. And...(now back to game shows, only different) I also like the "Translation: Accessibility" idea where we have a, for example, what closed captioning means for the non-hearing impaired. Eelke -- perhaps since you put the article out on Gamasutra, you'd like to lead some kind of session on this that is also SIG sponsored? Perhaps it could be more than a lecture -- did you see Microsoft's "usability game show" at CHI in Austria? We could toss out some fun prizes to those that come up with something not on the list -- that way the audience is more engaged. I can see this as a high energy and fun, engaging session. OK...More ideas!!! Michelle >Hi, > >I agree with all of the competitors advice. I would also like to add >"no game show theme next time"? A theme is good, but something cool, >not corny? Michelle, I like all of your suggestions so far. I would >prefer to have a good, 3rd party host and Raph seems like a good >person for that. And I guess fitting in his own entry is cool? > >But, ok, what still seems missing is: > >1) theme / title of the design challenge. Can we still use "design >challenge" in the title? >2) basically along with the theme, the target impaired audience? Our >options are: > >- game for one specific game handicap >- game for a game handicap of choice >- game for one out of a selection of game handicaps (the list we make) > >But maybe we can try something completely different/less obvious >instead. As I read Eelke's (excellent) Gamasutra article today, I >was thinking about handicaps caused by impairments and the same >handicaps not caused by impairments. Example: deaf gamers encounter >the same problems as gamers in a loud environment (LAN party/mother >vacuming/arcade/on the train) as gamers that play a mobile game and >intentionally turn the sound off. Another one is: gamers with >parkinson encounter the same problem as gamers on a plane with >turbulence. Another one is: gamers trying to play with a DS or a PSP >in a sunny environment (as I tried in the Dominican Republic for 2 >weeks) encounter the same problem as visually impaired gamers. etc. >etc. For more examples, see Eelke's article. > >Maybe we could make sort of a game-handicap list, where each problem >is linked to both a bodily impairment *and* a likely situation that >a non-impaired gamer can also encounter. So the parkinson/airplane >disability (although there's probably also the gamer with parkinson >on a plane with turbulence-disability). This is also where we could >can some fun in, for instance: > >disability: game speed is to fast >people who encounter this issue: gamers with a physical impairment >that does not allow for fast reactions, hippies > >disability: cannot hear game audio >people who encounter this issue: deaf gamers, grannies, gamers who >visited Ozzfest 2007 > >Err... ? > >And I guess I still want Hugh Heffner to showcase his Playboy >Mansion game to see how well he handles the controls at his age. And >I like celebrity handicapped people: Michael J Fox showing how he >plays with the DS having Parkinson? > >Just some random thought. Next please! > >Ries > > >----- Original Message ----- From: "d. michelle hinn" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Thursday, May 31, 2007 11:11 PM >Subject: [games_access] Thinking about GDC 08's competition > >>Hey guys, >> >>So I'm working on next year's design challenge for GDC and I'm >>taking the advise of the competitors from 07 into consideration: >> >>* Keep it to one hour >>* No judges at all -- if judges have questions about why they felt >>that way...I'll email you off-list >>* Include accessibility "extra info" between the contestants or do >>it all up front >>* NO VIDEOS unless they are realllllllllly good and reallllllllllly >>short (we left people in the dark with our video as fun as it was >>to make it wasn't nearly as hilarious in real life) :) >>* Keep things more serious without being boring >>* Ax the "reality show" idea >>* Cut down the number of contestants to 3 >> >>So right now I'm talking to people who might be involved -- Raph >>Koster (wrote "theory of fun") is interested in either being a >>contestant or being "mini" presenter on the challenges of >>accessibility and fun (those of you at GDC 07 probably remember >>that we were up against him so maybe if we get everyone famous >>somehow involved...hehe) and then Will Wright, Dave Perry and Keita >>Takahashi who said they were interested for 08 -- I'm imagining all >>will not say "yes." Raph is really interested in being involved in >>some manner. I'd like for them to be involved during even the early >>stages so that we can present a coherent show. So I'd to have the >>spirit of being a publisher with many competing design studios and >>only one will get the "go" in a "go/no go" audience vote (this was >>Noah's suggestion). So the contestants would have "checking in" >>meetings with us as they go (to prevent "non-game >>presentations...we had a few") and such. And I'm imagining that all >>contestants would have "accessibility mentors" assigned to them >>from the SIG to make things even more challenging and fun for all >>of us and get us all involved. >> >>So this isn't THE proposal...I'm just still riffing on some ideas. >>So YOUR opinion counts so please do give it! None of last year's >>contestants said that we should drop the whole idea -- but instead >>change it and do it in a way that seems much more put together. >> >>So let's go! Let's think about our cool street cred session that >>might get people in the door for an hour and then get them to come >>to the expo for more! Let's think about how we can have the >>coolest, yet non-hospital inducing sessions to raise the roof!!!! >> >>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 Thu May 31 22:03:39 2007 From: hinn at uiuc.edu (d. michelle hinn) Date: Thu, 31 May 2007 21:03:39 -0500 Subject: [games_access] Michelle's annoyance...:-) In-Reply-To: <21e80ec20705311524o3cfa745j343dd65217d8c568@mail.gmail.com> References: <21e80ec20705311524o3cfa745j343dd65217d8c568@mail.gmail.com> Message-ID: Yep, I know you know what I'm talking about! I was in a crowded cafe and my sound card on my laptop's been pretty crappy lately so I was trying to listen through those stupid tiny ear phone things you stuff in your ear and I was so fed up! It *really* doesn't take much to understand how annoying lack of CC is...which is why I wonder why other people can't really *get it.* Actually, there is some great qualitative research software that allows you to caption research videos (like focus groups and such) and those are the same data format so many of the CNN.com, etc news bits are in. Hmm...I wonder if those people that make the software wouldn't mind knowing about another angle they could sell their product as...after all, selling to a bunch of professors cannot be where the real money's at. ;) Anyone with a better sound card want to translate Robert's video? :) Michelle >LOL! About time someone understands with the lack of CC in News bits >and stuff. I have no idea how hard it is to implement captioning in >web videos, but I would think that it's almost impossible. Reason >behind this is because TV shows and movies have big bucks, so they >pay the National Captioning Institute to caption these. > However, having someone upload a video is out of their hands >because it's independent? Think of YouTube...impossible to spend the >time to caption all of these. > The only times that I'm very annoyed is when I see a story >being stated on CNN.com, and it's in video. I have to ask my >boyfriend to "interp" for me, but even in that method, there's some >information that gets lost in translation. > Anyone want to translate Robert's 3 min video?? :-D > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access