[games_access] same proposal in multiple tracks
d. michelle hinn
hinn at uiuc.edu
Mon Oct 1 02:25:05 EDT 2007
>Yeah but god of war II has sold a gazillion copies and has naughty
>scenes in it. ;-)
Heh. Yeah. :)
>I guess with game accessibility we do have a little bit more credit at
>the GDC on getting our proposals accepted
Yeah, without a doubt we are going to need to network like hell,
present a 1-2 "what else we are doing" at every talk, push the booth,
make MANY handouts about our sessions+booth, etc. No doubt. And it
would hurt to send personal invites to our sessions via email to as
many people as we can think of that we can get in touch with.
>>, but we do need to get more
>>people at our meetings and we actually need to make it this year's
>goal to affect at least one or more games that are currently under
>development (like Reid/Me did with Killzone 2).
Without a doubt that always needs to be our goal. At GDC hopefully we
can lock in on some additional titles to go after and make a plan of
attack. It was very encouraging to have an attentive, interested, and
room capacity audience in Austin. The same happened at Montreal. So
the topic can get butts in the seats...we just need to get the butts
of the attendees at GDC in the chairs at OUR talks!
>We only have a limited amount of people available so we should spend
>our resources wisely. If hardly anyone comes to our events like last
>year we should seriously consider alternative ways of reaching out to
>the community. Having an X amount of talks is good to get us in. But
>giving a talk takes preparation and that time can also be spent in
>different ways. Getting a booth is already an improvement, and I
>volunteer to be there as much as possible. But if there are other
>booths with lots of people playing fancy cool new games, well then I
>think that is also an opportunity for us to go out there to hand out
>those little flyers with 10 little accessibility tips and just talk
>with people about disabilities. That's why we need those shirts too!
>(Accessibility Taskforce). Its sad but true but with regard to
>"sexiness" we cannot compete with any fancy game title out there.
>Fortunately only one person can play at a time at such booths so the
>other 50 bystanders could be ready to listen to us.
We have more than we think -- check the wiki -- more names are
appearing. :) And I can get some of my students to come and help with
the expo booth as needed. Obviously some shift making will have to be
planned out. I think if we plan the sessions before we GET to San
Fran, we'll be better prepared to spend more time networking, passing
out fliers, and introducing GA to every single person we can find
(maybe we can make it into a game like a scavenger hunt? hehe.
As for the shirts...I have something I'm working on that -- it could
let us have enough to pass out. :)
I agree -- we are limited in numbers. But if we make our plan for
attack ahead of time and stick to it, we can no doubt do it!
Let's not think of self-defeating things like "what if no one shows"
right now -- let's focus on what we can do to get people to the
talks. :)
Michelle
More information about the games_access
mailing list