[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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