[games_access] same proposal in multiple tracks
d. michelle hinn
hinn at uiuc.edu
Mon Oct 1 04:02:26 EDT 2007
Cool! We should do the same for E for All. Ok, we don't have much
time for planning but we can practice our networking skills there
because we don't have talks to give. So we probably need to decide if
we are going to use our current top ten due to the time crunch or if
a new flier can be made up asap so it can go to the printer.
I just replied with a little bit that can probably be added to that
wiki page. I will definitely add to it as soon as proposal gate is
over. :D
Michelle
>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
>> ----------------------------------------------------------------------------
>>
>
>
>--
>----------------------------------------------------------------------------
>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
More information about the games_access
mailing list