[games_access] Ideas for GDC 2008

Barrie Ellis barrie.ellis at oneswitch.org.uk
Fri May 25 12:18:59 EDT 2007


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" <reid at rbkdesign.com>
To: "IGDA Games Accessibility SIG Mailing List" <games_access at igda.org>
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 <barrie.ellis at oneswitch.org.uk> 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 <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

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>>

>>

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>>

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

>> Eelke Folmer Assistant Professor

>> Department of Computer Science & Engineering/171

>> University of Nevada Reno, Nevada 89557

>> Game Quality

>> usability|accessibility.eelke.com

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

>>

>>

>>

>> ________________________________

>>

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