[games_access] same proposal in multiple tracks

Eelke Folmer eelke.folmer at gmail.com
Mon Oct 1 03:14:06 EDT 2007


http://www.igda.org/wiki/GDC08_Publicity

Please put your name there and brainstorm on some ideas! Lets make
GDC'08 a success!

cheers Eelke


On 9/30/07, Eelke Folmer <eelke.folmer at gmail.com> wrote:

> Sweet !

>

> Cool so can I help organize /coordinate the accessibility task force

> and use my physical appearance to intimidate game developers and get

> their asses at our talks?

>

> What we need:

> - cool shirts

> - if only we had booth babes/hunks to help us.

> - brief concise flyers with 10 little nuggets of knowledge that can be

> pinned to a game developers cubicle and provide immediate inspiration

> on how to improve his or her game. Draft topics list (lets vote on

> what should be on here & this is in no way a promotion of my work I

> suggest we keep the number of "adds' to a minimum maybe just a link to

> the igda / accessibility sig so they can find the rest from there):

> 1. Closed captions

> 2. Customizable controls

> 3. Slow

> 4. Assists

> 5. x

> 6. x

> 7. x

> 8. x

> 9.x

> 10. x

>

> cheers Eelke

>

>

> On 9/30/07, d. michelle hinn <hinn at uiuc.edu> wrote:

> > >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

> > _______________________________________________

> > 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

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

>



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Eelke Folmer Assistant Professor
Department of CS&E/171
University of Nevada Reno, Nevada 89557
Game interaction design www.helpyouplay.com
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