From hinn at uiuc.edu Wed Jun 4 17:08:48 2008 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 4 Jun 2008 16:08:48 -0500 Subject: [games_access] Rock Star Games and GTA IV: Pressing for greater accessibility In-Reply-To: <02e401c8aaa8$04698130$9901a8c0@oneswitch> References: <02e401c8aaa8$04698130$9901a8c0@oneswitch> Message-ID: I can contact them -- the time is! Where we are going is too make them "news stories" (Able has RSS right?) keep and get the thing we are holding off on thee IGDA Web i. I'll keep you guys to date. Rockband Rockband to send our test and -- could everyone that was going to some hardware hacking email me again with ther mailing addess; snail mail for the summer, phone #s, AIM and MSN messing details Thanks Barrie for the info -- I this will be another big win for us by getting a swifch-based that dev can tow help Harmonix -- group that really wants to allies! Anyway, Regarding Rock Band, let me know OFF LIST (please...do NOT just reply allI and Just tell me at hinn at uiuc.edu tell me up if they need a harware hacking kit for Rock Band. Michelle - > IV inaccessibilityFor those wishing to contact Rock Star directly - >pressing them to consider greater accessibility in future games try >the following links: > >For all non technical related information and questions, please >email mouthoff at rockstargames.com > >For more in-depth contact, please use the contact addresses at >http://www.take2games.com/index.php?p=global_contacts > >Good luck! > >Barrie >www.OneSwitch.org.uk >www.igda.org/accessibility > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Thu Jun 5 15:12:40 2008 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Thu, 5 Jun 2008 20:12:40 +0100 Subject: [games_access] eDimensional Access Controller Message-ID: <010101c8c754$d72781d0$9901a8c0@oneswitch> Great news really - Ben Heck and eDimensional have seen their one handed controller to release: http://gameaccessibility.blogspot.com/2008/06/edimensional-access-controller-on-sale.html Alternatives still available here: http://www.oneswitch.org.uk/1/AGS/AGS-onehand.htm Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From glinert at mit.edu Thu Jun 5 17:50:17 2008 From: glinert at mit.edu (Eitan Glinert) Date: Thu, 5 Jun 2008 17:50:17 -0400 Subject: [games_access] The Human Controller Message-ID: <3dd2060e0806051450y2c1490c0t8665a61b149682ad@mail.gmail.com> Good news, everyone! In a surprise twist, I'm graduating! I know a lot of you are interested in my thesis, so you can check it out at web.mit.edu/glinert/www/thesis . I'm happy to answer questions about it, and I welcome feedback (both positive and negative). Special thanks to Dimitris, Eelke, Michelle, and Reid for all their help answering my questions over the months. In case you're not sure whether it is worth reading, here's some more info: TITLE: The Human Controller: Usability and Accessibility in Video Game Interfaces ABSTRACT: Despite the advances in user interfaces and the new gaming genres, not all people can play all games - disabled people are frequently excluded from game play experiences. On the one hand this adds to the list of discriminations disabled people face in our society, while on the other hand actively including them potentially results in games that are better for everyone. The largest hurdle to involvement is the user interface, or how a player interacts with the game. Analyzing usability and adhering to accessibility design principles makes it both possible and practical to develop fun and engaging game user interfaces that a broader range of the population can play. To demonstrate these principles we created AudiOdyssey, a PC rhythm game that is accessible to both sighted and non-sighted audiences. By following accessibility guidelines we incorporated a novel combination of features resulting in a similar play experience for both groups. Testing AudiOdyssey yielded useful insights into which interface elements work and which don't work for all users. Finally a case is made for considering accessibility when designing future versions of gaming user interfaces, and speculative scenarios are presented for what such interfaces might look like. Eitan From barrie.ellis at oneswitch.org.uk Sat Jun 7 02:18:44 2008 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sat, 7 Jun 2008 07:18:44 +0100 Subject: [games_access] Fw: Single-Handed Access Game Controller is Here Message-ID: <02c301c8c866$58d7b490$9901a8c0@oneswitch> Forwarding.... If there are problems with display, please click the following link or paste into a browser: http://www.WriteSendTrack.com/news/m/4140/BFB9B4/s/467434/0FD77F/ It's finally here! It is with great pleasure that I am writing you to announce the official launch of the single-handed Access Controller for the Playstation platform. Born from the great mind of renowned modder and product engineer Ben Heckendorn (AKA BenHeck), this project has been in the making for nearly a year. During that time, I've had the honor of reading each one of the hundreds upon hundreds of emails we've received from enthusiastic gamers such as yourself. Your stories have inspired us and brought to light the importance of what became a mission for eDimensional; give gamers with physical limitations the opportunity to fully enjoy and experience gaming. You've demonstrated how gaming is not just entertainment, but an important part of life that includes interacting with friends and family along with a sense of true self-achievement. It's been a long process from concept to production and for that, we appreciate your patience. As is typically the case with new products, no matter how much time and effort we spend, it can't get done as quickly as we would like. I was recently using our prototype on my PS3 and I have to say, it is an amazing product. More importantly, one of the proudest and most rewarding experiences I have had at eDimensional was hearing from Ben (who recently showed the device at the Gamers with Disabilities Conference) about an injured soldier who was instantly able to use his artificial hand to move the modules around and get his game on. Enough introduction, I know you want details. Some key features: a.. Compatible with PS2, PS3 and PC - We are working on an separate XBOX version, but cannot say if/when it will be available. b.. Wireless c.. Price is $129.95 d.. Modular - you can rearrange each control module to any of the 6 slot positions for various gaming styles e.. Pre-order now for delivery in approximately 8-10 weeks f.. Limited initial quantity available so please reserve yours before the first run sells out g.. Worldwide shipping from the USA. We will also stock units in our UK distribution center for customers located in the EU as we do with all of our products. Full details and photos are on our website here. A portion of all proceeds and reserved units will benefit Children's Hospital and Veterans Affairs Medical Centers. The controller has already been featured in publications like Popular Science, Wired and many others. However we need you to help spread the word. If you know anyone else who can benefit from this product, please send them to our website or forward this email. We greatly appreciate your support and look forward to serving you. Best Wishes, Michael Epstein President/CEO eDimensional, Inc. http://www.eDimensional.com/ eDimensional.com 411 7th St West Palm Beach, FL 33401 US -------------- next part -------------- An HTML attachment was scrubbed... URL: From arthit73 at cablespeed.com Sun Jun 8 10:43:40 2008 From: arthit73 at cablespeed.com (Robert Florio) Date: Sun, 8 Jun 2008 10:43:40 -0400 Subject: [games_access] Fw: Single-Handed Access Game Controller is Here In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIxkMi8A References: AAAAADBf8GSYa4xDlD4sBa5lcIxkMi8A Message-ID: <001801c8c976$0b39a430$6601a8c0@Inspiron> Remarkable. Does that company have any ambition for creating a controller for People who can't use their hands? Is there any way I could help them design one? Looks like they are the people to go to. Has this been game tested? Looking at it it looks a little cumbersome like thinking something more like a holding your hand almost like a aircraft cockpit controller would be more easier for the hand. I hope it gets good reviews. Robert arthit73 at cablespeed.com www.RobertFlorio.com _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: Saturday, June 07, 2008 2:19 AM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] Fw: Single-Handed Access Game Controller is Here Forwarding.... If there are problems with display, please click the following link or paste into a browser: http://www.WriteSendTrack.com/news/m/4140/BFB9B4/s/467434/0FD77F/ It's finally here! It is with great pleasure that I am writing you to announce the official launch of the single-handed Access Controller for the Playstation platform. Born from the great mind of renowned modder and product engineer Ben Heckendorn (AKA BenHeck), this project has been in the making for nearly a year. During that time, I've had the honor of reading each one of the hundreds upon hundreds of emails we've received from enthusiastic gamers such as yourself. Your stories have inspired us and brought to light the importance of what became a mission for eDimensional; give gamers with physical limitations the opportunity to fully enjoy and experience gaming. You've demonstrated how gaming is not just entertainment, but an important part of life that includes interacting with friends and family along with a sense of true self-achievement. It's been a long process from concept to production and for that, we appreciate your patience. As is typically the case with new products, no matter how much time and effort we spend, it can't get done as quickly as we would like. I was recently using our prototype on my PS3 and I have to say, it is an amazing product. More importantly, one of the proudest and most rewarding experiences I have had at eDimensional was hearing from Ben (who recently showed the device at the Gamers with Disabilities Conference) about an injured soldier who was instantly able to use his artificial hand to move the modules around and get his game on. Enough introduction, I know you want details. Some key features: * Compatible with PS2, PS3 and PC - We are working on an separate XBOX version, but cannot say if/when it will be available. * Wireless * Price is $129.95 * Modular - you can rearrange each control module to any of the 6 slot positions for various gaming styles * Pre-order now for delivery in approximately 8-10 weeks * Limited initial quantity available so please reserve yours before the first run sells out * Worldwide shipping from the USA. We will also stock units in our UK distribution center for customers located in the EU as we do with all of our products. Full details and photos are on our website here. A portion of all proceeds and reserved units will benefit Children's Hospital and Veterans Affairs Medical Centers. The controller has already been featured in publications like Popular Science, Wired and many others. However we need you to help spread the word. If you know anyone else who can benefit from this product, please send them to our website or forward this email. We greatly appreciate your support and look forward to serving you. Best Wishes, Michael Epstein President/CEO eDimensional, Inc. http://www.eDimensional.com/ eDimensional.com 411 7th St West Palm Beach, FL 33401 US -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Sun Jun 8 16:53:30 2008 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sun, 8 Jun 2008 21:53:30 +0100 Subject: [games_access] Fw: Single-Handed Access Game Controller is Here References: AAAAADBf8GSYa4xDlD4sBa5lcIxkMi8A <001801c8c976$0b39a430$6601a8c0@Inspiron> Message-ID: <039f01c8c9a9$b86df8d0$9901a8c0@oneswitch> I think eDimensional will be likely to create another accessible controller if this one is a success. I really hope it is - even though it will hit sales of my HORI Super Robot Wars Controller. A number of people have said that it looks a bit awkward - but I think it's not going to be as big as it looks - not when you consider this prototype photo. As with all alternative controllers - it would still be lovely if game developers bothered to allow gamers to redefine their controls. What have you in mind to improve things with a hands free controller? Be a good topic to discuss on this list perhaps? Barrie www.OneSwitch.org.uk ----- Original Message ----- From: Robert Florio To: 'IGDA Games Accessibility SIG Mailing List' Sent: Sunday, June 08, 2008 3:43 PM Subject: Re: [games_access] Fw: Single-Handed Access Game Controller is Here Remarkable. Does that company have any ambition for creating a controller for People who can't use their hands? Is there any way I could help them design one? Looks like they are the people to go to. Has this been game tested? Looking at it it looks a little cumbersome like thinking something more like a holding your hand almost like a aircraft cockpit controller would be more easier for the hand. I hope it gets good reviews. Robert arthit73 at cablespeed.com www.RobertFlorio.com ------------------------------------------------------------------------------ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: Saturday, June 07, 2008 2:19 AM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] Fw: Single-Handed Access Game Controller is Here Forwarding.... If there are problems with display, please click the following link or paste into a browser: http://www.WriteSendTrack.com/news/m/4140/BFB9B4/s/467434/0FD77F/ It's finally here! It is with great pleasure that I am writing you to announce the official launch of the single-handed Access Controller for the Playstation platform. Born from the great mind of renowned modder and product engineer Ben Heckendorn (AKA BenHeck), this project has been in the making for nearly a year. During that time, I've had the honor of reading each one of the hundreds upon hundreds of emails we've received from enthusiastic gamers such as yourself. Your stories have inspired us and brought to light the importance of what became a mission for eDimensional; give gamers with physical limitations the opportunity to fully enjoy and experience gaming. You've demonstrated how gaming is not just entertainment, but an important part of life that includes interacting with friends and family along with a sense of true self-achievement. It's been a long process from concept to production and for that, we appreciate your patience. As is typically the case with new products, no matter how much time and effort we spend, it can't get done as quickly as we would like. I was recently using our prototype on my PS3 and I have to say, it is an amazing product. More importantly, one of the proudest and most rewarding experiences I have had at eDimensional was hearing from Ben (who recently showed the device at the Gamers with Disabilities Conference) about an injured soldier who was instantly able to use his artificial hand to move the modules around and get his game on. Enough introduction, I know you want details. Some key features: a.. Compatible with PS2, PS3 and PC - We are working on an separate XBOX version, but cannot say if/when it will be available. b.. Wireless c.. Price is $129.95 d.. Modular - you can rearrange each control module to any of the 6 slot positions for various gaming styles e.. Pre-order now for delivery in approximately 8-10 weeks f.. Limited initial quantity available so please reserve yours before the first run sells out g.. Worldwide shipping from the USA. We will also stock units in our UK distribution center for customers located in the EU as we do with all of our products. Full details and photos are on our website here. A portion of all proceeds and reserved units will benefit Children's Hospital and Veterans Affairs Medical Centers. The controller has already been featured in publications like Popular Science, Wired and many others. However we need you to help spread the word. If you know anyone else who can benefit from this product, please send them to our website or forward this email. We greatly appreciate your support and look forward to serving you. Best Wishes, Michael Epstein President/CEO eDimensional, Inc. http://www.eDimensional.com/ eDimensional.com 411 7th St West Palm Beach, FL 33401 US ------------------------------------------------------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: one-hand-access-controller.jpg Type: image/jpeg Size: 12006 bytes Desc: not available URL: From hinn at uiuc.edu Mon Jun 9 04:41:34 2008 From: hinn at uiuc.edu (d. michelle hinn) Date: Mon, 9 Jun 2008 03:41:34 -0500 Subject: [games_access] Fw: Single-Handed Access Game Controller is Here In-Reply-To: <039f01c8c9a9$b86df8d0$9901a8c0@oneswitch> References: AAAAADBf8GSYa4xDlD4sBa5lcIxkMi8A <001801c8c976$0b39a430$6601a8c0@Inspiron> <039f01c8c9a9$b86df8d0$9901a8c0@oneswitch> Message-ID: Those of us at Games for Health got to see it but it was even more beta than this. But, yeah, the bottom line is the developers -- until they allow full reconfiguration of controls, these controllers only go so far! I'm all for a controller discussion on the list! :) Michelle >I think eDimensional will be likely to create another accessible >controller if this one is a success. I really hope it is - even >though it will hit sales of my HORI Super Robot Wars Controller. > >A number of people have said that it looks a bit awkward - but I >think it's not going to be as big as it looks - not when you >consider this prototype photo. As with all alternative controllers - >it would still be lovely if game developers bothered to allow gamers >to redefine their controls. > > > >What have you in mind to improve things with a hands free >controller? Be a good topic to discuss on this list perhaps? > >Barrie >www.OneSwitch.org.uk > > >----- Original Message ----- >From: Robert Florio >To: 'IGDA Games Accessibility SIG Mailing List' >Sent: Sunday, June 08, 2008 3:43 PM >Subject: Re: [games_access] Fw: Single-Handed Access Game Controller is Here > >Remarkable. Does that company have any ambition for creating a >controller for People who can't use their hands? Is there any way I >could help them design one? Looks like they are the people to go to. > >Has this been game tested? Looking at it it looks a little >cumbersome like thinking something more like a holding your hand >almost like a aircraft cockpit controller would be more easier for >the hand. I hope it gets good reviews. > >Robert >arthit73 at cablespeed.com >www.RobertFlorio.com > > > >From: games_access-bounces at igda.org >[mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis >Sent: Saturday, June 07, 2008 2:19 AM >To: IGDA Games Accessibility SIG Mailing List >Subject: [games_access] Fw: Single-Handed Access Game Controller is Here > >Forwarding.... > >If there are problems with display, please click the following link >or paste into a browser: >http://www.WriteSendTrack.com/news/m/4140/BFB9B4/s/467434/0FD77F/ >It's finally here! >It is with great pleasure that I am writing you to announce the >official launch of the single-handed Access Controller for the >Playstation platform. Born from the great mind of renowned modder >and product engineer Ben Heckendorn (AKA BenHeck), this project has >been in the making for nearly a year. During that time, I've had the >honor of reading each one of the hundreds upon hundreds of emails >we've received from enthusiastic gamers such as yourself. Your >stories have inspired us and brought to light the importance of what >became a mission for eDimensional; give gamers with physical >limitations the opportunity to fully enjoy and experience gaming. >You've demonstrated how gaming is not just entertainment, but an >important part of life that includes interacting with friends and >family along with a sense of true self-achievement. >It's been a long process from concept to production and for that, we >appreciate your patience. As is typically the case with new >products, no matter how much time and effort we spend, it can't get >done as quickly as we would like. >I was recently using our prototype on my PS3 and I have to say, it >is an amazing product. More importantly, one of the proudest and >most rewarding experiences I have had at eDimensional was hearing >from Ben (who recently showed the device at the Gamers with >Disabilities Conference) about an injured soldier who was instantly >able to use his artificial hand to move the modules around and get >his game on. >Enough introduction, I know you want details. Some key features: > >Compatible with PS2, PS3 and PC - We are working on an separate XBOX >version, but cannot say if/when it will be available. >Wireless >Price is $129.95 >Modular - you can rearrange each control module to any of the 6 slot >positions for various gaming styles >Pre-order now for delivery in approximately 8-10 weeks >Limited initial quantity available so please reserve yours before >the first run sells out >Worldwide shipping from the USA. We will also stock units in our UK >distribution center for customers located in the EU as we do with >all of our products. >Full details and photos are on our >website >here. >A portion of all proceeds and reserved units will benefit Children's >Hospital and Veterans Affairs Medical Centers. >The controller has already been featured in publications like >Popular Science, Wired and many others. However we need you to help >spread the word. If you know anyone else who can benefit from this >product, please send them to our website or forward this email. >We greatly appreciate your support and look forward to serving you. >Best Wishes, >Michael Epstein >President/CEO >eDimensional, Inc. >http://www.eDimensional.com/ > > >eDimensional.com >411 7th St >West Palm Beach, FL 33401 US > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: one-hand-access-controller.jpg Type: image/jpeg Size: 12006 bytes Desc: not available URL: From arthit73 at cablespeed.com Mon Jun 9 10:44:04 2008 From: arthit73 at cablespeed.com (Robert Florio) Date: Mon, 9 Jun 2008 10:44:04 -0400 Subject: [games_access] Fw: Single-Handed Access Game Controller is Here In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIxENy8A References: AAAAADBf8GSYa4xDlD4sBa5lcIxkMi8A<001801c8c976$0b39a430$6601a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIxENy8A Message-ID: <006201c8ca3f$43970420$6601a8c0@Inspiron> Good question Barrie about a hands free controller. The quad controller is great but if you notice it's very saliva infective germ spreading problematic. I actually think that eye tracking technology combined with some sort of head position device could work better. I think developing technology around the eye Toy or other toys that pickup body movement should be used to place directly in front of the face but not to block the vision of the television to pick up on the facial movements to control everything needed to play games. Of course things like linking are involuntary, getting an inch, and I and movement can be subjective to staying in one place. But the movement of the head definitely could be used with subtle adjustments available for each user to push the buttons, visually on the screen possibly like a little corner monitor showing where your head movement is in relation to the buttons that need to be pushed. But then again that would probably have to be embedded directly in each videogame which is not going to happen most likely. Perhaps a little monitor on a separate device are not monitored at all but something telling the user that their head is near the right sweats or something that they have pressed the rights switch needs to happen. But the user cannot keep looking down away from the screen on a separate device to make sure their head is hitting the right thing. To solve this problem and I device like glasses could come over one eyeball letting the user know that all of their heads-up displays needed would be right there visually. Pretty cool? Maybe. Hey don't steal that idea I want to be there when it gets made.LOL :-) Robert www.RobertFlorio.com _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: Sunday, June 08, 2008 4:54 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Fw: Single-Handed Access Game Controller is Here I think eDimensional will be likely to create another accessible controller if this one is a success. I really hope it is - even though it will hit sales of my HORI Super Robot Wars Controller. A number of people have said that it looks a bit awkward - but I think it's not going to be as big as it looks - not when you consider this prototype photo. As with all alternative controllers - it would still be lovely if game developers bothered to allow gamers to redefine their controls. What have you in mind to improve things with a hands free controller? Be a good topic to discuss on this list perhaps? Barrie www.OneSwitch.org.uk ----- Original Message ----- From: Robert Florio To: 'IGDA Games Accessibility SIG Mailing List' Sent: Sunday, June 08, 2008 3:43 PM Subject: Re: [games_access] Fw: Single-Handed Access Game Controller is Here Remarkable. Does that company have any ambition for creating a controller for People who can't use their hands? Is there any way I could help them design one? Looks like they are the people to go to. Has this been game tested? Looking at it it looks a little cumbersome like thinking something more like a holding your hand almost like a aircraft cockpit controller would be more easier for the hand. I hope it gets good reviews. Robert arthit73 at cablespeed.com www.RobertFlorio.com _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: Saturday, June 07, 2008 2:19 AM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] Fw: Single-Handed Access Game Controller is Here Forwarding.... If there are problems with display, please click the following link or paste into a browser: http://www.WriteSendTrack.com/news/m/4140/BFB9B4/s/467434/0FD77F/ It's finally here! It is with great pleasure that I am writing you to announce the official launch of the single-handed Access Controller for the Playstation platform. Born from the great mind of renowned modder and product engineer Ben Heckendorn (AKA BenHeck), this project has been in the making for nearly a year. During that time, I've had the honor of reading each one of the hundreds upon hundreds of emails we've received from enthusiastic gamers such as yourself. Your stories have inspired us and brought to light the importance of what became a mission for eDimensional; give gamers with physical limitations the opportunity to fully enjoy and experience gaming. You've demonstrated how gaming is not just entertainment, but an important part of life that includes interacting with friends and family along with a sense of true self-achievement. It's been a long process from concept to production and for that, we appreciate your patience. As is typically the case with new products, no matter how much time and effort we spend, it can't get done as quickly as we would like. I was recently using our prototype on my PS3 and I have to say, it is an amazing product. More importantly, one of the proudest and most rewarding experiences I have had at eDimensional was hearing from Ben (who recently showed the device at the Gamers with Disabilities Conference) about an injured soldier who was instantly able to use his artificial hand to move the modules around and get his game on. Enough introduction, I know you want details. Some key features: * Compatible with PS2, PS3 and PC - We are working on an separate XBOX version, but cannot say if/when it will be available. * Wireless * Price is $129.95 * Modular - you can rearrange each control module to any of the 6 slot positions for various gaming styles * Pre-order now for delivery in approximately 8-10 weeks * Limited initial quantity available so please reserve yours before the first run sells out * Worldwide shipping from the USA. We will also stock units in our UK distribution center for customers located in the EU as we do with all of our products. Full details and photos are on our website here. A portion of all proceeds and reserved units will benefit Children's Hospital and Veterans Affairs Medical Centers. The controller has already been featured in publications like Popular Science, Wired and many others. However we need you to help spread the word. If you know anyone else who can benefit from this product, please send them to our website or forward this email. We greatly appreciate your support and look forward to serving you. Best Wishes, Michael Epstein President/CEO eDimensional, Inc. http://www.eDimensional.com/ eDimensional.com 411 7th St West Palm Beach, FL 33401 US _____ size=3 width="100%" align=center> _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: image001.jpg Type: image/jpeg Size: 12006 bytes Desc: not available URL: From arthit73 at cablespeed.com Mon Jun 9 10:48:19 2008 From: arthit73 at cablespeed.com (Robert Florio) Date: Mon, 9 Jun 2008 10:48:19 -0400 Subject: [games_access] Fw: Single-Handed Access Game Controller is Here In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIwEOi8A References: AAAAADBf8GSYa4xDlD4sBa5lcIxkMi8A<001801c8c976$0b39a430$6601a8c0@Inspiron>AAAAADBf8GSYa4xDlD4sBa5lcIxENy8A AAAAADBf8GSYa4xDlD4sBa5lcIwEOi8A Message-ID: <006e01c8ca3f$dbeaaec0$6601a8c0@Inspiron> "Of course things like linking are involuntary, getting an inch, and I and movement can be subjective to staying in one place. " Robert Florio Sorry what I meant to say is "things like blinking are involuntary, getting an inch, and eye movement can be subjective to staying in one place." Robert Florio :-) I think the uses of at least just one sip and puff straw would be required. That way rapidfire movement can be accessed much quicker with much more reward from direct input and output. Otherwise shaking your head around and give a headache. :-) Robert www.RobertFlorio.com _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Robert Florio Sent: Monday, June 09, 2008 10:44 AM To: 'IGDA Games Accessibility SIG Mailing List' Subject: Re: [games_access] Fw: Single-Handed Access Game Controller is Here Good question Barrie about a hands free controller. The quad controller is great but if you notice it's very saliva infective germ spreading problematic. I actually think that eye tracking technology combined with some sort of head position device could work better. I think developing technology around the eye Toy or other toys that pickup body movement should be used to place directly in front of the face but not to block the vision of the television to pick up on the facial movements to control everything needed to play games. Of course things like linking are involuntary, getting an inch, and I and movement can be subjective to staying in one place. But the movement of the head definitely could be used with subtle adjustments available for each user to push the buttons, visually on the screen possibly like a little corner monitor showing where your head movement is in relation to the buttons that need to be pushed. But then again that would probably have to be embedded directly in each videogame which is not going to happen most likely. Perhaps a little monitor on a separate device are not monitored at all but something telling the user that their head is near the right sweats or something that they have pressed the rights switch needs to happen. But the user cannot keep looking down away from the screen on a separate device to make sure their head is hitting the right thing. To solve this problem and I device like glasses could come over one eyeball letting the user know that all of their heads-up displays needed would be right there visually. Pretty cool? Maybe. Hey don't steal that idea I want to be there when it gets made.LOL :-) Robert www.RobertFlorio.com _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: Sunday, June 08, 2008 4:54 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Fw: Single-Handed Access Game Controller is Here I think eDimensional will be likely to create another accessible controller if this one is a success. I really hope it is - even though it will hit sales of my HORI Super Robot Wars Controller. A number of people have said that it looks a bit awkward - but I think it's not going to be as big as it looks - not when you consider this prototype photo. As with all alternative controllers - it would still be lovely if game developers bothered to allow gamers to redefine their controls. What have you in mind to improve things with a hands free controller? Be a good topic to discuss on this list perhaps? Barrie www.OneSwitch.org.uk ----- Original Message ----- From: Robert Florio To: 'IGDA Games Accessibility SIG Mailing List' Sent: Sunday, June 08, 2008 3:43 PM Subject: Re: [games_access] Fw: Single-Handed Access Game Controller is Here Remarkable. Does that company have any ambition for creating a controller for People who can't use their hands? Is there any way I could help them design one? Looks like they are the people to go to. Has this been game tested? Looking at it it looks a little cumbersome like thinking something more like a holding your hand almost like a aircraft cockpit controller would be more easier for the hand. I hope it gets good reviews. Robert arthit73 at cablespeed.com www.RobertFlorio.com _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: Saturday, June 07, 2008 2:19 AM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] Fw: Single-Handed Access Game Controller is Here Forwarding.... If there are problems with display, please click the following link or paste into a browser: http://www.WriteSendTrack.com/news/m/4140/BFB9B4/s/467434/0FD77F/ It's finally here! It is with great pleasure that I am writing you to announce the official launch of the single-handed Access Controller for the Playstation platform. Born from the great mind of renowned modder and product engineer Ben Heckendorn (AKA BenHeck), this project has been in the making for nearly a year. During that time, I've had the honor of reading each one of the hundreds upon hundreds of emails we've received from enthusiastic gamers such as yourself. Your stories have inspired us and brought to light the importance of what became a mission for eDimensional; give gamers with physical limitations the opportunity to fully enjoy and experience gaming. You've demonstrated how gaming is not just entertainment, but an important part of life that includes interacting with friends and family along with a sense of true self-achievement. It's been a long process from concept to production and for that, we appreciate your patience. As is typically the case with new products, no matter how much time and effort we spend, it can't get done as quickly as we would like. I was recently using our prototype on my PS3 and I have to say, it is an amazing product. More importantly, one of the proudest and most rewarding experiences I have had at eDimensional was hearing from Ben (who recently showed the device at the Gamers with Disabilities Conference) about an injured soldier who was instantly able to use his artificial hand to move the modules around and get his game on. Enough introduction, I know you want details. Some key features: * Compatible with PS2, PS3 and PC - We are working on an separate XBOX version, but cannot say if/when it will be available. * Wireless * Price is $129.95 * Modular - you can rearrange each control module to any of the 6 slot positions for various gaming styles * Pre-order now for delivery in approximately 8-10 weeks * Limited initial quantity available so please reserve yours before the first run sells out * Worldwide shipping from the USA. We will also stock units in our UK distribution center for customers located in the EU as we do with all of our products. Full details and photos are on our website here. A portion of all proceeds and reserved units will benefit Children's Hospital and Veterans Affairs Medical Centers. The controller has already been featured in publications like Popular Science, Wired and many others. However we need you to help spread the word. If you know anyone else who can benefit from this product, please send them to our website or forward this email. We greatly appreciate your support and look forward to serving you. Best Wishes, Michael Epstein President/CEO eDimensional, Inc. http://www.eDimensional.com/ eDimensional.com 411 7th St West Palm Beach, FL 33401 US
_______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: image001.jpg Type: image/jpeg Size: 12006 bytes Desc: not available URL: From barrie.ellis at oneswitch.org.uk Mon Jun 9 12:54:04 2008 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Mon, 9 Jun 2008 17:54:04 +0100 Subject: [games_access] Fw: Single-Handed Access Game Controller is Here References: AAAAADBf8GSYa4xDlD4sBa5lcIxkMi8A<001801c8c976$0b39a430$6601a8c0@Inspiron>AAAAADBf8GSYa4xDlD4sBa5lcIxENy8AAAAAADBf8GSYa4xDlD4sBa5lcIwEOi8A <006e01c8ca3f$dbeaaec0$6601a8c0@Inspiron> Message-ID: <047501c8ca51$6fc2ac90$9901a8c0@oneswitch> I didn't realise that you're not a die-hard QuadController fan, Robert.... I like your ideas. Your idea of a separate display ties up with an ancient unfinshed project of mine to have a separate computer with input and output boxes driving a games console. Head tracking sounds great for games console control - which could offer a lot of potential. Presently - there's the DreamGamer for consoles - but this is a very simple device really - with four digital tilt switches - and nothing externally indicating when you are in the "dead-zone" (i.e. - you're not activating up, down, left or right - you're doing nothing). http://www.oneswitch.org.uk/1/AGS/AGS-head.htm Here's a mix of your ideas and mine..... A standard laptop computer. A blue-tooth output box (for sending gaming signals out to your PS3 / Xbox 360 / Wii / Future Console) A variety of optional interfaces including: A Multi-point tracking head-tracker. Wii-mote style movement sensors. Standard JoyPad and Joystick controllers (i.e. compatibility with many switch interfaces, arcade sticks, split controllers, one-handed controllers and so on) Standard Mouse recognised controllers (i.e. compatibility with track-balls, standard head-trackers - and maybe even interactive white boards) Standard Keyboard (for an enabler to have access to any extra controls the main-gamer can't cope with). The key component would be the software - which would analyse your movements according to certain user-defined profiles - then kick out the blue-tooth signals to your game console. I could imagine certain games being made playable with far less buttons in this way - I could imagine certain difficult repetitions / held-button requirements or complicated combinations being made more accessible - I could imagine the problem of games having no facility to remap controls becoming a problem of the past - I could imagine this not having to cost the earth... So can you run with this on the list? What would make this better - what features would be needed in the software? Barrie www.OneSwitch.org.uk www.igda.org/accessibility ----- Original Message ----- From: Robert Florio To: 'IGDA Games Accessibility SIG Mailing List' Sent: Monday, June 09, 2008 3:48 PM Subject: Re: [games_access] Fw: Single-Handed Access Game Controller is Here "Of course things like linking are involuntary, getting an inch, and I and movement can be subjective to staying in one place. " Robert Florio Sorry what I meant to say is "things like blinking are involuntary, getting an inch, and eye movement can be subjective to staying in one place." Robert Florio :-) I think the uses of at least just one sip and puff straw would be required. That way rapidfire movement can be accessed much quicker with much more reward from direct input and output. Otherwise shaking your head around and give a headache. :-) Robert www.RobertFlorio.com ------------------------------------------------------------------------------ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Robert Florio Sent: Monday, June 09, 2008 10:44 AM To: 'IGDA Games Accessibility SIG Mailing List' Subject: Re: [games_access] Fw: Single-Handed Access Game Controller is Here Good question Barrie about a hands free controller. The quad controller is great but if you notice it's very saliva infective germ spreading problematic. I actually think that eye tracking technology combined with some sort of head position device could work better. I think developing technology around the eye Toy or other toys that pickup body movement should be used to place directly in front of the face but not to block the vision of the television to pick up on the facial movements to control everything needed to play games. Of course things like linking are involuntary, getting an inch, and I and movement can be subjective to staying in one place. But the movement of the head definitely could be used with subtle adjustments available for each user to push the buttons, visually on the screen possibly like a little corner monitor showing where your head movement is in relation to the buttons that need to be pushed. But then again that would probably have to be embedded directly in each videogame which is not going to happen most likely. Perhaps a little monitor on a separate device are not monitored at all but something telling the user that their head is near the right sweats or something that they have pressed the rights switch needs to happen. But the user cannot keep looking down away from the screen on a separate device to make sure their head is hitting the right thing. To solve this problem and I device like glasses could come over one eyeball letting the user know that all of their heads-up displays needed would be right there visually. Pretty cool? Maybe. Hey don't steal that idea I want to be there when it gets made.LOL :-) Robert www.RobertFlorio.com ------------------------------------------------------------------------------ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: Sunday, June 08, 2008 4:54 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Fw: Single-Handed Access Game Controller is Here I think eDimensional will be likely to create another accessible controller if this one is a success. I really hope it is - even though it will hit sales of my HORI Super Robot Wars Controller. A number of people have said that it looks a bit awkward - but I think it's not going to be as big as it looks - not when you consider this prototype photo. As with all alternative controllers - it would still be lovely if game developers bothered to allow gamers to redefine their controls. What have you in mind to improve things with a hands free controller? Be a good topic to discuss on this list perhaps? Barrie www.OneSwitch.org.uk ----- Original Message ----- From: Robert Florio To: 'IGDA Games Accessibility SIG Mailing List' Sent: Sunday, June 08, 2008 3:43 PM Subject: Re: [games_access] Fw: Single-Handed Access Game Controller is Here Remarkable. Does that company have any ambition for creating a controller for People who can't use their hands? Is there any way I could help them design one? Looks like they are the people to go to. Has this been game tested? Looking at it it looks a little cumbersome like thinking something more like a holding your hand almost like a aircraft cockpit controller would be more easier for the hand. I hope it gets good reviews. Robert arthit73 at cablespeed.com www.RobertFlorio.com ---------------------------------------------------------------------------- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: Saturday, June 07, 2008 2:19 AM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] Fw: Single-Handed Access Game Controller is Here Forwarding.... If there are problems with display, please click the following link or paste into a browser: http://www.WriteSendTrack.com/news/m/4140/BFB9B4/s/467434/0FD77F/ It's finally here! It is with great pleasure that I am writing you to announce the official launch of the single-handed Access Controller for the Playstation platform. Born from the great mind of renowned modder and product engineer Ben Heckendorn (AKA BenHeck), this project has been in the making for nearly a year. During that time, I've had the honor of reading each one of the hundreds upon hundreds of emails we've received from enthusiastic gamers such as yourself. Your stories have inspired us and brought to light the importance of what became a mission for eDimensional; give gamers with physical limitations the opportunity to fully enjoy and experience gaming. You've demonstrated how gaming is not just entertainment, but an important part of life that includes interacting with friends and family along with a sense of true self-achievement. It's been a long process from concept to production and for that, we appreciate your patience. As is typically the case with new products, no matter how much time and effort we spend, it can't get done as quickly as we would like. I was recently using our prototype on my PS3 and I have to say, it is an amazing product. More importantly, one of the proudest and most rewarding experiences I have had at eDimensional was hearing from Ben (who recently showed the device at the Gamers with Disabilities Conference) about an injured soldier who was instantly able to use his artificial hand to move the modules around and get his game on. Enough introduction, I know you want details. Some key features: a.. Compatible with PS2, PS3 and PC - We are working on an separate XBOX version, but cannot say if/when it will be available. b.. Wireless c.. Price is $129.95 d.. Modular - you can rearrange each control module to any of the 6 slot positions for various gaming styles e.. Pre-order now for delivery in approximately 8-10 weeks f.. Limited initial quantity available so please reserve yours before the first run sells out g.. Worldwide shipping from the USA. We will also stock units in our UK distribution center for customers located in the EU as we do with all of our products. Full details and photos are on our website here. A portion of all proceeds and reserved units will benefit Children's Hospital and Veterans Affairs Medical Centers. The controller has already been featured in publications like Popular Science, Wired and many others. However we need you to help spread the word. If you know anyone else who can benefit from this product, please send them to our website or forward this email. We greatly appreciate your support and look forward to serving you. Best Wishes, Michael Epstein President/CEO eDimensional, Inc. http://www.eDimensional.com/ eDimensional.com 411 7th St West Palm Beach, FL 33401 US
_______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access ------------------------------------------------------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: image001.jpg Type: image/jpeg Size: 12006 bytes Desc: not available URL: From barrie.ellis at oneswitch.org.uk Mon Jun 9 18:48:18 2008 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Mon, 9 Jun 2008 23:48:18 +0100 Subject: [games_access] The Human Controller References: <3dd2060e0806051450y2c1490c0t8665a61b149682ad@mail.gmail.com> Message-ID: <057601c8ca82$eb843b10$9901a8c0@oneswitch> Hi Eitan, I've read through your thesis "The Human Controller"... Had these thoughts... Didn't like some of the language used. "Suffering from - impaired people - handicapped". All pretty crusty old terms with negative connotations. Not sure about the controller analysis in Chapter 1 - there's been Driving controllers and light guns since the 70's for many games consoles - which are fairly natural feeling interfaces and have been popular in the past. "Even if it is possible to remap controls it is not always advisable to do so. Frequently part of the fun of a game is the interface, and changing it without forethought is potentially detrimental. In the pervious example of Wii Sports tennis part of the fun is actually swinging the controller as if it were a racket. If this functionality were changed to pressing a button then much of the game's charm and fun would be lost.". I'm not happy with this statement personally - I'd like to see multiple-layers of accessibility (much like Dimitris "Parallel Universes" theory). Why can't a four player game of Wii Sports allow player 1 to use the Wii-remote - player 2 to use a standard JoyPad - player 3 to use a single button and player 4 to use an adapted Wii-remote with blue-tooth stereo head-set to relay personalised timing sounds (think of live singers having a click track that only they can hear) in an ideal world? You mention this type of thing later as if it's a good thing - so I find this early statement a bit overly negative. "Games have evolved tremendously over the past few decades, as advancements in technology have led to amazingly realistic and engaging offerings, while shifts in player demographics indicate the widespread popularity of video games. Despite these changes many different disabled groups are still unable to play most titles due to inaccessible UIs.." - Would argue that too. I'd agree that most Blind gamers would be in that boat (those with very little usable sight) - but a better statement might have been "many different disabled groups are faced with deeply frustrating barriers with many main-stream games". I know Deaf gamers might struggle at certain points of certain games - and gamers using a single button frequently have to rely upon a friend/helper to take on extra controls and so on - but they can still play. Chaper 2 "Game controls should be as simple as possible, but no simpler." - Not really sure what you're saying here. 2.5 "a rhythm title like Guitar Hero which focuses on music will not work for the hearing impaired, and it is probably not possible to make an accessible version." - I don't agree with this. Deaf gamers as a whole covers a very broad range of hearing ability. There will be many deaf gamers perfectly able to play Guitar Hero. Even those unable to hear at all might enjoy such a game - did you see Deaf Gamers 8.5/10 review score: http://www.deafgamers.com/07reviews_a/gh3_x360.html But aside from this, I frequently found myself in full agreement with the majority of your thesis - and did enjoy reading it. Thanks for making it publicly available. Barrie ----- Original Message ----- From: "Eitan Glinert" To: "IGDA Games Accessibility SIG Mailing List" Sent: Thursday, June 05, 2008 10:50 PM Subject: [games_access] The Human Controller > Good news, everyone! In a surprise twist, I'm graduating! I know a lot > of you are interested in my thesis, so you can check it out at > web.mit.edu/glinert/www/thesis . I'm happy to answer questions about > it, and I welcome feedback (both positive and negative). Special > thanks to Dimitris, Eelke, Michelle, and Reid for all their help > answering my questions over the months. > > In case you're not sure whether it is worth reading, here's some more > info: > > TITLE: The Human Controller: Usability and Accessibility in Video Game > Interfaces > > ABSTRACT: > Despite the advances in user interfaces and the new gaming genres, not > all people can play all games - disabled people are frequently > excluded from game play experiences. On the one hand this adds to the > list of discriminations disabled people face in our society, while on > the other hand actively including them potentially results in games > that are better for everyone. The largest hurdle to involvement is the > user interface, or how a player interacts with the game. Analyzing > usability and adhering to accessibility design principles makes it > both possible and practical to develop fun and engaging game user > interfaces that a broader range of the population can play. To > demonstrate these principles we created AudiOdyssey, a PC rhythm game > that is accessible to both sighted and non-sighted audiences. By > following accessibility guidelines we incorporated a novel combination > of features resulting in a similar play experience for both groups. > Testing AudiOdyssey yielded useful insights into which interface > elements work and which don't work for all users. Finally a case is > made for considering accessibility when designing future versions of > gaming user interfaces, and speculative scenarios are presented for > what such interfaces might look like. > > Eitan > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From glinert at mit.edu Tue Jun 10 16:29:19 2008 From: glinert at mit.edu (Eitan Glinert) Date: Tue, 10 Jun 2008 16:29:19 -0400 Subject: [games_access] The Human Controller In-Reply-To: <057601c8ca82$eb843b10$9901a8c0@oneswitch> References: <3dd2060e0806051450y2c1490c0t8665a61b149682ad@mail.gmail.com> <057601c8ca82$eb843b10$9901a8c0@oneswitch> Message-ID: <3dd2060e0806101329u4dd004d9t6eca22c69150eade@mail.gmail.com> Wow, awesome! Thanks for the feedback, I think you are the only person outside of MIT to have actually read this. Comments below. Eitan On Mon, Jun 9, 2008 at 6:48 PM, Barrie Ellis wrote: > Hi Eitan, > > I've read through your thesis "The Human Controller"... > > Had these thoughts... > > Didn't like some of the language used. "Suffering from - impaired people - > handicapped". All pretty crusty old terms with negative connotations. >>>EG: Point taken. Any suggestions for better terms?<<< > > Not sure about the controller analysis in Chapter 1 - there's been Driving > controllers and light guns since the 70's for many games consoles - which > are fairly natural feeling interfaces and have been popular in the past. > >>>EG: I guess in chapter one I'm trying to draw general strokes about UIs, saying that they generally weren't adopted by a mainstream audience. Perhaps I should make this more explicit, though<<< > "Even if it is possible to remap controls it is not always advisable to do > so. Frequently part of the fun of a game is the interface, and changing it > without forethought is potentially detrimental. In the pervious example of > Wii Sports tennis part of the fun is actually swinging the controller as if > it were a racket. If this functionality were changed to pressing a button > then much of the game's charm and fun would be lost.". I'm not happy with > this statement personally - I'd like to see multiple-layers of accessibility > (much like Dimitris "Parallel Universes" theory). Why can't a four player > game of Wii Sports allow player 1 to use the Wii-remote - player 2 to use a > standard JoyPad - player 3 to use a single button and player 4 to use an > adapted Wii-remote with blue-tooth stereo head-set to relay personalised > timing sounds (think of live singers having a click track that only they can > hear) in an ideal world? You mention this type of thing later as if it's a > good thing - so I find this early statement a bit overly negative. > >>>EG: I agree with what you say, which is why I discuss such themes in chapter 2. I guess the reason I have that negative statement early on is because I wanted to acknowledge the tradeoff early on, even before I get to the sections on tradeoffs. I also wanted to make it clear that I don't feel accessibility is a magic bullet, even if it is almost always applicable.<<< > "Games have evolved tremendously over the past few decades, as advancements > in technology have led to amazingly realistic and engaging offerings, while > shifts in player demographics indicate the widespread popularity of video > games. Despite these changes many different disabled groups are still unable > to play most titles due to inaccessible UIs.." - Would argue that too. I'd > agree that most Blind gamers would be in that boat (those with very little > usable sight) - but a better statement might have been "many different > disabled groups are faced with deeply frustrating barriers with many > main-stream games". I know Deaf gamers might struggle at certain points of > certain games - and gamers using a single button frequently have to rely > upon a friend/helper to take on extra controls and so on - but they can > still play. > >>>EG: Good suggestion, thanks! I might make a change to the argument on the online version.<<< > > Chaper 2 > > "Game controls should be as simple as possible, but no simpler." - Not > really sure what you're saying here. > >>>EG: Simplicity is good, but you don't want to go overboard. You don't want to cut out critical game elements or features in the name of a "cleaner" UI. Maybe that's not clear? <<< > > 2.5 "a rhythm title like Guitar Hero which focuses on music will not work > for the hearing impaired, and it is probably not possible to make an > accessible version." - I don't agree with this. Deaf gamers as a whole > covers a very broad range of hearing ability. There will be many deaf gamers > perfectly able to play Guitar Hero. Even those unable to hear at all might > enjoy such a game - did you see Deaf Gamers 8.5/10 review score: > http://www.deafgamers.com/07reviews_a/gh3_x360.html > >>>EG: Wow, I flubbed this one. I'm going to have to change the language on this. Good catch, thanks!<<< > But aside from this, I frequently found myself in full agreement with the > majority of your thesis - and did enjoy reading it. Thanks for making it > publicly available. > >>>Great, thanks so much!<<< > Barrie > > > ----- Original Message ----- From: "Eitan Glinert" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Thursday, June 05, 2008 10:50 PM > Subject: [games_access] The Human Controller > > >> Good news, everyone! In a surprise twist, I'm graduating! I know a lot >> of you are interested in my thesis, so you can check it out at >> web.mit.edu/glinert/www/thesis . I'm happy to answer questions about >> it, and I welcome feedback (both positive and negative). Special >> thanks to Dimitris, Eelke, Michelle, and Reid for all their help >> answering my questions over the months. >> >> In case you're not sure whether it is worth reading, here's some more >> info: >> >> TITLE: The Human Controller: Usability and Accessibility in Video Game >> Interfaces >> >> ABSTRACT: >> Despite the advances in user interfaces and the new gaming genres, not >> all people can play all games - disabled people are frequently >> excluded from game play experiences. On the one hand this adds to the >> list of discriminations disabled people face in our society, while on >> the other hand actively including them potentially results in games >> that are better for everyone. The largest hurdle to involvement is the >> user interface, or how a player interacts with the game. Analyzing >> usability and adhering to accessibility design principles makes it >> both possible and practical to develop fun and engaging game user >> interfaces that a broader range of the population can play. To >> demonstrate these principles we created AudiOdyssey, a PC rhythm game >> that is accessible to both sighted and non-sighted audiences. By >> following accessibility guidelines we incorporated a novel combination >> of features resulting in a similar play experience for both groups. >> Testing AudiOdyssey yielded useful insights into which interface >> elements work and which don't work for all users. Finally a case is >> made for considering accessibility when designing future versions of >> gaming user interfaces, and speculative scenarios are presented for >> what such interfaces might look like. >> >> Eitan >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From kestrell at panix.com Tue Jun 10 18:42:59 2008 From: kestrell at panix.com (Kestrell) Date: Tue, 10 Jun 2008 18:42:59 -0400 Subject: [games_access] The Human Controller References: <3dd2060e0806051450y2c1490c0t8665a61b149682ad@mail.gmail.com><057601c8ca82$eb843b10$9901a8c0@oneswitch> <3dd2060e0806101329u4dd004d9t6eca22c69150eade@mail.gmail.com> Message-ID: <002001c8cb4b$55cea190$0601000a@Galatea> Eitan, I seem to have missed your original post in which you posted the link, but here are some thoughts on language and disability: Certain words and phrases tend to really be button words, as in they will typically hit many readers' buttons, and the phrase "suffering from" is definitely one of those phrases. Often the phrase can be deleted altogether, leaving the phrase "people with disabilities" or "people with visual impairments" or "visually-impaired gamers," etc. The informal rule is that the individuals you are discussing are "people first," as mentioned in this online article http://iod.unh.edu/press.html and here is a link which includes links to writing about disability, language to use in interviewing people with disabilities, and more resources http://ncdj.org/links.html Kes ---- Original Message ----- From: "Eitan Glinert" To: "IGDA Games Accessibility SIG Mailing List" Sent: Tuesday, June 10, 2008 4:29 PM Subject: Re: [games_access] The Human Controller > Wow, awesome! Thanks for the feedback, I think you are the only person > outside of MIT to have actually read this. Comments below. > Eitan > > On Mon, Jun 9, 2008 at 6:48 PM, Barrie Ellis > wrote: >> Hi Eitan, >> >> I've read through your thesis "The Human Controller"... >> >> Had these thoughts... >> >> Didn't like some of the language used. "Suffering from - impaired >> people - >> handicapped". All pretty crusty old terms with negative connotations. > >>>>EG: Point taken. Any suggestions for better terms?<<< > >> >> Not sure about the controller analysis in Chapter 1 - there's been >> Driving >> controllers and light guns since the 70's for many games consoles - which >> are fairly natural feeling interfaces and have been popular in the past. >> > >>>>EG: I guess in chapter one I'm trying to draw general strokes about UIs, >>>>saying that they generally weren't adopted by a mainstream audience. >>>>Perhaps I should make this more explicit, though<<< > >> "Even if it is possible to remap controls it is not always advisable to >> do >> so. Frequently part of the fun of a game is the interface, and changing >> it >> without forethought is potentially detrimental. In the pervious example >> of >> Wii Sports tennis part of the fun is actually swinging the controller as >> if >> it were a racket. If this functionality were changed to pressing a button >> then much of the game's charm and fun would be lost.". I'm not happy with >> this statement personally - I'd like to see multiple-layers of >> accessibility >> (much like Dimitris "Parallel Universes" theory). Why can't a four player >> game of Wii Sports allow player 1 to use the Wii-remote - player 2 to use >> a >> standard JoyPad - player 3 to use a single button and player 4 to use an >> adapted Wii-remote with blue-tooth stereo head-set to relay personalised >> timing sounds (think of live singers having a click track that only they >> can >> hear) in an ideal world? You mention this type of thing later as if it's >> a >> good thing - so I find this early statement a bit overly negative. >> > >>>>EG: I agree with what you say, which is why I discuss such themes in >>>>chapter 2. I guess the reason I have that negative statement early on is >>>>because I wanted to acknowledge the tradeoff early on, even before I get >>>>to the sections on tradeoffs. I also wanted to make it clear that I >>>>don't feel accessibility is a magic bullet, even if it is almost always >>>>applicable.<<< > >> "Games have evolved tremendously over the past few decades, as >> advancements >> in technology have led to amazingly realistic and engaging offerings, >> while >> shifts in player demographics indicate the widespread popularity of video >> games. Despite these changes many different disabled groups are still >> unable >> to play most titles due to inaccessible UIs.." - Would argue that too. >> I'd >> agree that most Blind gamers would be in that boat (those with very >> little >> usable sight) - but a better statement might have been "many different >> disabled groups are faced with deeply frustrating barriers with many >> main-stream games". I know Deaf gamers might struggle at certain points >> of >> certain games - and gamers using a single button frequently have to rely >> upon a friend/helper to take on extra controls and so on - but they can >> still play. >> > >>>>EG: Good suggestion, thanks! I might make a change to the argument on >>>>the online version.<<< > >> >> Chaper 2 >> >> "Game controls should be as simple as possible, but no simpler." - Not >> really sure what you're saying here. >> > >>>>EG: Simplicity is good, but you don't want to go overboard. You don't >>>>want to cut out critical game elements or features in the name of a >>>>"cleaner" UI. Maybe that's not clear? <<< > >> >> 2.5 "a rhythm title like Guitar Hero which focuses on music will not work >> for the hearing impaired, and it is probably not possible to make an >> accessible version." - I don't agree with this. Deaf gamers as a whole >> covers a very broad range of hearing ability. There will be many deaf >> gamers >> perfectly able to play Guitar Hero. Even those unable to hear at all >> might >> enjoy such a game - did you see Deaf Gamers 8.5/10 review score: >> http://www.deafgamers.com/07reviews_a/gh3_x360.html >> > >>>>EG: Wow, I flubbed this one. I'm going to have to change the language on >>>>this. Good catch, thanks!<<< > >> But aside from this, I frequently found myself in full agreement with the >> majority of your thesis - and did enjoy reading it. Thanks for making it >> publicly available. >> > >>>>Great, thanks so much!<<< > >> Barrie >> >> >> ----- Original Message ----- From: "Eitan Glinert" >> To: "IGDA Games Accessibility SIG Mailing List" >> Sent: Thursday, June 05, 2008 10:50 PM >> Subject: [games_access] The Human Controller >> >> >>> Good news, everyone! In a surprise twist, I'm graduating! I know a lot >>> of you are interested in my thesis, so you can check it out at >>> web.mit.edu/glinert/www/thesis . I'm happy to answer questions about >>> it, and I welcome feedback (both positive and negative). Special >>> thanks to Dimitris, Eelke, Michelle, and Reid for all their help >>> answering my questions over the months. >>> >>> In case you're not sure whether it is worth reading, here's some more >>> info: >>> >>> TITLE: The Human Controller: Usability and Accessibility in Video Game >>> Interfaces >>> >>> ABSTRACT: >>> Despite the advances in user interfaces and the new gaming genres, not >>> all people can play all games - disabled people are frequently >>> excluded from game play experiences. On the one hand this adds to the >>> list of discriminations disabled people face in our society, while on >>> the other hand actively including them potentially results in games >>> that are better for everyone. The largest hurdle to involvement is the >>> user interface, or how a player interacts with the game. Analyzing >>> usability and adhering to accessibility design principles makes it >>> both possible and practical to develop fun and engaging game user >>> interfaces that a broader range of the population can play. To >>> demonstrate these principles we created AudiOdyssey, a PC rhythm game >>> that is accessible to both sighted and non-sighted audiences. By >>> following accessibility guidelines we incorporated a novel combination >>> of features resulting in a similar play experience for both groups. >>> Testing AudiOdyssey yielded useful insights into which interface >>> elements work and which don't work for all users. Finally a case is >>> made for considering accessibility when designing future versions of >>> gaming user interfaces, and speculative scenarios are presented for >>> what such interfaces might look like. >>> >>> Eitan >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >> >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Wed Jun 11 02:54:28 2008 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Wed, 11 Jun 2008 07:54:28 +0100 Subject: [games_access] The Human Controller References: <3dd2060e0806051450y2c1490c0t8665a61b149682ad@mail.gmail.com><057601c8ca82$eb843b10$9901a8c0@oneswitch><3dd2060e0806101329u4dd004d9t6eca22c69150eade@mail.gmail.com> <002001c8cb4b$55cea190$0601000a@Galatea> Message-ID: <061e01c8cb90$011917d0$9901a8c0@oneswitch> Hi Eitan, I actually disagree with Kestrell's "people first stand point" with "people with disabilities" (although I did used to use it myself). I've long since prefered "disabled people" linking to people being disabled by society / the inaccessibility of their environment. Take a look through this item: http://news.bbc.co.uk/1/hi/magazine/3708576.stm. Plus this on the Social Model and Medical Model of diability: http://inclusion.uwe.ac.uk/inclusionweek/articles/socmod.htm Barrie www.OneSwitch.org.uk ----- Original Message ----- From: "Kestrell" To: "IGDA Games Accessibility SIG Mailing List" Sent: Tuesday, June 10, 2008 11:42 PM Subject: Re: [games_access] The Human Controller > Eitan, > > I seem to have missed your original post in which you posted the link, but > here are some thoughts on language and disability: > > Certain words and phrases tend to really be button words, as in they will > typically hit many readers' buttons, and the phrase "suffering from" is > definitely one of those phrases. Often the phrase can be deleted > altogether, leaving the phrase "people with disabilities" or "people with > visual impairments" or "visually-impaired gamers," etc. The informal rule > is that the individuals you are discussing are "people first," as > mentioned in this online article > http://iod.unh.edu/press.html > > and here is a link which includes links to writing about disability, > language to use in interviewing people with disabilities, and more > resources > http://ncdj.org/links.html > > Kes > > ---- Original Message ----- > From: "Eitan Glinert" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Tuesday, June 10, 2008 4:29 PM > Subject: Re: [games_access] The Human Controller > > >> Wow, awesome! Thanks for the feedback, I think you are the only person >> outside of MIT to have actually read this. Comments below. >> Eitan >> >> On Mon, Jun 9, 2008 at 6:48 PM, Barrie Ellis >> wrote: >>> Hi Eitan, >>> >>> I've read through your thesis "The Human Controller"... >>> >>> Had these thoughts... >>> >>> Didn't like some of the language used. "Suffering from - impaired >>> people - >>> handicapped". All pretty crusty old terms with negative connotations. >> >>>>>EG: Point taken. Any suggestions for better terms?<<< >> >>> >>> Not sure about the controller analysis in Chapter 1 - there's been >>> Driving >>> controllers and light guns since the 70's for many games consoles - >>> which >>> are fairly natural feeling interfaces and have been popular in the past. >>> >> >>>>>EG: I guess in chapter one I'm trying to draw general strokes about >>>>>UIs, saying that they generally weren't adopted by a mainstream >>>>>audience. Perhaps I should make this more explicit, though<<< >> >>> "Even if it is possible to remap controls it is not always advisable to >>> do >>> so. Frequently part of the fun of a game is the interface, and changing >>> it >>> without forethought is potentially detrimental. In the pervious example >>> of >>> Wii Sports tennis part of the fun is actually swinging the controller as >>> if >>> it were a racket. If this functionality were changed to pressing a >>> button >>> then much of the game's charm and fun would be lost.". I'm not happy >>> with >>> this statement personally - I'd like to see multiple-layers of >>> accessibility >>> (much like Dimitris "Parallel Universes" theory). Why can't a four >>> player >>> game of Wii Sports allow player 1 to use the Wii-remote - player 2 to >>> use a >>> standard JoyPad - player 3 to use a single button and player 4 to use an >>> adapted Wii-remote with blue-tooth stereo head-set to relay personalised >>> timing sounds (think of live singers having a click track that only they >>> can >>> hear) in an ideal world? You mention this type of thing later as if it's >>> a >>> good thing - so I find this early statement a bit overly negative. >>> >> >>>>>EG: I agree with what you say, which is why I discuss such themes in >>>>>chapter 2. I guess the reason I have that negative statement early on >>>>>is because I wanted to acknowledge the tradeoff early on, even before I >>>>>get to the sections on tradeoffs. I also wanted to make it clear that I >>>>>don't feel accessibility is a magic bullet, even if it is almost always >>>>>applicable.<<< >> >>> "Games have evolved tremendously over the past few decades, as >>> advancements >>> in technology have led to amazingly realistic and engaging offerings, >>> while >>> shifts in player demographics indicate the widespread popularity of >>> video >>> games. Despite these changes many different disabled groups are still >>> unable >>> to play most titles due to inaccessible UIs.." - Would argue that too. >>> I'd >>> agree that most Blind gamers would be in that boat (those with very >>> little >>> usable sight) - but a better statement might have been "many different >>> disabled groups are faced with deeply frustrating barriers with many >>> main-stream games". I know Deaf gamers might struggle at certain points >>> of >>> certain games - and gamers using a single button frequently have to rely >>> upon a friend/helper to take on extra controls and so on - but they can >>> still play. >>> >> >>>>>EG: Good suggestion, thanks! I might make a change to the argument on >>>>>the online version.<<< >> >>> >>> Chaper 2 >>> >>> "Game controls should be as simple as possible, but no simpler." - Not >>> really sure what you're saying here. >>> >> >>>>>EG: Simplicity is good, but you don't want to go overboard. You don't >>>>>want to cut out critical game elements or features in the name of a >>>>>"cleaner" UI. Maybe that's not clear? <<< >> >>> >>> 2.5 "a rhythm title like Guitar Hero which focuses on music will not >>> work >>> for the hearing impaired, and it is probably not possible to make an >>> accessible version." - I don't agree with this. Deaf gamers as a whole >>> covers a very broad range of hearing ability. There will be many deaf >>> gamers >>> perfectly able to play Guitar Hero. Even those unable to hear at all >>> might >>> enjoy such a game - did you see Deaf Gamers 8.5/10 review score: >>> http://www.deafgamers.com/07reviews_a/gh3_x360.html >>> >> >>>>>EG: Wow, I flubbed this one. I'm going to have to change the language >>>>>on this. Good catch, thanks!<<< >> >>> But aside from this, I frequently found myself in full agreement with >>> the >>> majority of your thesis - and did enjoy reading it. Thanks for making it >>> publicly available. >>> >> >>>>>Great, thanks so much!<<< >> >>> Barrie >>> >>> >>> ----- Original Message ----- From: "Eitan Glinert" >>> To: "IGDA Games Accessibility SIG Mailing List" >>> Sent: Thursday, June 05, 2008 10:50 PM >>> Subject: [games_access] The Human Controller >>> >>> >>>> Good news, everyone! In a surprise twist, I'm graduating! I know a lot >>>> of you are interested in my thesis, so you can check it out at >>>> web.mit.edu/glinert/www/thesis . I'm happy to answer questions about >>>> it, and I welcome feedback (both positive and negative). Special >>>> thanks to Dimitris, Eelke, Michelle, and Reid for all their help >>>> answering my questions over the months. >>>> >>>> In case you're not sure whether it is worth reading, here's some more >>>> info: >>>> >>>> TITLE: The Human Controller: Usability and Accessibility in Video Game >>>> Interfaces >>>> >>>> ABSTRACT: >>>> Despite the advances in user interfaces and the new gaming genres, not >>>> all people can play all games - disabled people are frequently >>>> excluded from game play experiences. On the one hand this adds to the >>>> list of discriminations disabled people face in our society, while on >>>> the other hand actively including them potentially results in games >>>> that are better for everyone. The largest hurdle to involvement is the >>>> user interface, or how a player interacts with the game. Analyzing >>>> usability and adhering to accessibility design principles makes it >>>> both possible and practical to develop fun and engaging game user >>>> interfaces that a broader range of the population can play. To >>>> demonstrate these principles we created AudiOdyssey, a PC rhythm game >>>> that is accessible to both sighted and non-sighted audiences. By >>>> following accessibility guidelines we incorporated a novel combination >>>> of features resulting in a similar play experience for both groups. >>>> Testing AudiOdyssey yielded useful insights into which interface >>>> elements work and which don't work for all users. Finally a case is >>>> made for considering accessibility when designing future versions of >>>> gaming user interfaces, and speculative scenarios are presented for >>>> what such interfaces might look like. >>>> >>>> Eitan >>>> _______________________________________________ >>>> games_access mailing list >>>> games_access at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >>> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Wed Jun 11 02:54:28 2008 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Wed, 11 Jun 2008 07:54:28 +0100 Subject: [games_access] The Human Controller References: <3dd2060e0806051450y2c1490c0t8665a61b149682ad@mail.gmail.com><057601c8ca82$eb843b10$9901a8c0@oneswitch><3dd2060e0806101329u4dd004d9t6eca22c69150eade@mail.gmail.com> <002001c8cb4b$55cea190$0601000a@Galatea> Message-ID: <061e01c8cb90$011917d0$9901a8c0@oneswitch> Hi Eitan, I actually disagree with Kestrell's "people first stand point" with "people with disabilities" (although I did used to use it myself). I've long since prefered "disabled people" linking to people being disabled by society / the inaccessibility of their environment. Take a look through this item: http://news.bbc.co.uk/1/hi/magazine/3708576.stm. Plus this on the Social Model and Medical Model of diability: http://inclusion.uwe.ac.uk/inclusionweek/articles/socmod.htm Barrie www.OneSwitch.org.uk ----- Original Message ----- From: "Kestrell" To: "IGDA Games Accessibility SIG Mailing List" Sent: Tuesday, June 10, 2008 11:42 PM Subject: Re: [games_access] The Human Controller > Eitan, > > I seem to have missed your original post in which you posted the link, but > here are some thoughts on language and disability: > > Certain words and phrases tend to really be button words, as in they will > typically hit many readers' buttons, and the phrase "suffering from" is > definitely one of those phrases. Often the phrase can be deleted > altogether, leaving the phrase "people with disabilities" or "people with > visual impairments" or "visually-impaired gamers," etc. The informal rule > is that the individuals you are discussing are "people first," as > mentioned in this online article > http://iod.unh.edu/press.html > > and here is a link which includes links to writing about disability, > language to use in interviewing people with disabilities, and more > resources > http://ncdj.org/links.html > > Kes > > ---- Original Message ----- > From: "Eitan Glinert" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Tuesday, June 10, 2008 4:29 PM > Subject: Re: [games_access] The Human Controller > > >> Wow, awesome! Thanks for the feedback, I think you are the only person >> outside of MIT to have actually read this. Comments below. >> Eitan >> >> On Mon, Jun 9, 2008 at 6:48 PM, Barrie Ellis >> wrote: >>> Hi Eitan, >>> >>> I've read through your thesis "The Human Controller"... >>> >>> Had these thoughts... >>> >>> Didn't like some of the language used. "Suffering from - impaired >>> people - >>> handicapped". All pretty crusty old terms with negative connotations. >> >>>>>EG: Point taken. Any suggestions for better terms?<<< >> >>> >>> Not sure about the controller analysis in Chapter 1 - there's been >>> Driving >>> controllers and light guns since the 70's for many games consoles - >>> which >>> are fairly natural feeling interfaces and have been popular in the past. >>> >> >>>>>EG: I guess in chapter one I'm trying to draw general strokes about >>>>>UIs, saying that they generally weren't adopted by a mainstream >>>>>audience. Perhaps I should make this more explicit, though<<< >> >>> "Even if it is possible to remap controls it is not always advisable to >>> do >>> so. Frequently part of the fun of a game is the interface, and changing >>> it >>> without forethought is potentially detrimental. In the pervious example >>> of >>> Wii Sports tennis part of the fun is actually swinging the controller as >>> if >>> it were a racket. If this functionality were changed to pressing a >>> button >>> then much of the game's charm and fun would be lost.". I'm not happy >>> with >>> this statement personally - I'd like to see multiple-layers of >>> accessibility >>> (much like Dimitris "Parallel Universes" theory). Why can't a four >>> player >>> game of Wii Sports allow player 1 to use the Wii-remote - player 2 to >>> use a >>> standard JoyPad - player 3 to use a single button and player 4 to use an >>> adapted Wii-remote with blue-tooth stereo head-set to relay personalised >>> timing sounds (think of live singers having a click track that only they >>> can >>> hear) in an ideal world? You mention this type of thing later as if it's >>> a >>> good thing - so I find this early statement a bit overly negative. >>> >> >>>>>EG: I agree with what you say, which is why I discuss such themes in >>>>>chapter 2. I guess the reason I have that negative statement early on >>>>>is because I wanted to acknowledge the tradeoff early on, even before I >>>>>get to the sections on tradeoffs. I also wanted to make it clear that I >>>>>don't feel accessibility is a magic bullet, even if it is almost always >>>>>applicable.<<< >> >>> "Games have evolved tremendously over the past few decades, as >>> advancements >>> in technology have led to amazingly realistic and engaging offerings, >>> while >>> shifts in player demographics indicate the widespread popularity of >>> video >>> games. Despite these changes many different disabled groups are still >>> unable >>> to play most titles due to inaccessible UIs.." - Would argue that too. >>> I'd >>> agree that most Blind gamers would be in that boat (those with very >>> little >>> usable sight) - but a better statement might have been "many different >>> disabled groups are faced with deeply frustrating barriers with many >>> main-stream games". I know Deaf gamers might struggle at certain points >>> of >>> certain games - and gamers using a single button frequently have to rely >>> upon a friend/helper to take on extra controls and so on - but they can >>> still play. >>> >> >>>>>EG: Good suggestion, thanks! I might make a change to the argument on >>>>>the online version.<<< >> >>> >>> Chaper 2 >>> >>> "Game controls should be as simple as possible, but no simpler." - Not >>> really sure what you're saying here. >>> >> >>>>>EG: Simplicity is good, but you don't want to go overboard. You don't >>>>>want to cut out critical game elements or features in the name of a >>>>>"cleaner" UI. Maybe that's not clear? <<< >> >>> >>> 2.5 "a rhythm title like Guitar Hero which focuses on music will not >>> work >>> for the hearing impaired, and it is probably not possible to make an >>> accessible version." - I don't agree with this. Deaf gamers as a whole >>> covers a very broad range of hearing ability. There will be many deaf >>> gamers >>> perfectly able to play Guitar Hero. Even those unable to hear at all >>> might >>> enjoy such a game - did you see Deaf Gamers 8.5/10 review score: >>> http://www.deafgamers.com/07reviews_a/gh3_x360.html >>> >> >>>>>EG: Wow, I flubbed this one. I'm going to have to change the language >>>>>on this. Good catch, thanks!<<< >> >>> But aside from this, I frequently found myself in full agreement with >>> the >>> majority of your thesis - and did enjoy reading it. Thanks for making it >>> publicly available. >>> >> >>>>>Great, thanks so much!<<< >> >>> Barrie >>> >>> >>> ----- Original Message ----- From: "Eitan Glinert" >>> To: "IGDA Games Accessibility SIG Mailing List" >>> Sent: Thursday, June 05, 2008 10:50 PM >>> Subject: [games_access] The Human Controller >>> >>> >>>> Good news, everyone! In a surprise twist, I'm graduating! I know a lot >>>> of you are interested in my thesis, so you can check it out at >>>> web.mit.edu/glinert/www/thesis . I'm happy to answer questions about >>>> it, and I welcome feedback (both positive and negative). Special >>>> thanks to Dimitris, Eelke, Michelle, and Reid for all their help >>>> answering my questions over the months. >>>> >>>> In case you're not sure whether it is worth reading, here's some more >>>> info: >>>> >>>> TITLE: The Human Controller: Usability and Accessibility in Video Game >>>> Interfaces >>>> >>>> ABSTRACT: >>>> Despite the advances in user interfaces and the new gaming genres, not >>>> all people can play all games - disabled people are frequently >>>> excluded from game play experiences. On the one hand this adds to the >>>> list of discriminations disabled people face in our society, while on >>>> the other hand actively including them potentially results in games >>>> that are better for everyone. The largest hurdle to involvement is the >>>> user interface, or how a player interacts with the game. Analyzing >>>> usability and adhering to accessibility design principles makes it >>>> both possible and practical to develop fun and engaging game user >>>> interfaces that a broader range of the population can play. To >>>> demonstrate these principles we created AudiOdyssey, a PC rhythm game >>>> that is accessible to both sighted and non-sighted audiences. By >>>> following accessibility guidelines we incorporated a novel combination >>>> of features resulting in a similar play experience for both groups. >>>> Testing AudiOdyssey yielded useful insights into which interface >>>> elements work and which don't work for all users. Finally a case is >>>> made for considering accessibility when designing future versions of >>>> gaming user interfaces, and speculative scenarios are presented for >>>> what such interfaces might look like. >>>> >>>> Eitan >>>> _______________________________________________ >>>> games_access mailing list >>>> games_access at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >>> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From reid at rbkdesign.com Wed Jun 11 11:35:31 2008 From: reid at rbkdesign.com (Reid Kimball) Date: Wed, 11 Jun 2008 08:35:31 -0700 Subject: [games_access] The Human Controller In-Reply-To: <061e01c8cb90$011917d0$9901a8c0@oneswitch> References: <3dd2060e0806051450y2c1490c0t8665a61b149682ad@mail.gmail.com> <057601c8ca82$eb843b10$9901a8c0@oneswitch> <3dd2060e0806101329u4dd004d9t6eca22c69150eade@mail.gmail.com> <002001c8cb4b$55cea190$0601000a@Galatea> <061e01c8cb90$011917d0$9901a8c0@oneswitch> Message-ID: I'm with Barrie. I believe it is the environment and society that makes people disabled. Imagine in a parallel universe where every place has ramps, there is no such concept of stairs. People wouldn't think of those in a wheelchair as disabled because they would be just as able as everyone else to get around fine. Disabilities are not inherent in the mental or physical forms but they arise from the relationship between the physical/mental self and world environment that produces challenges. Through the use of my own technology, hearing aids, many people don't consider me disabled even though I do wear them. In the future, quadriplegics may be able to control much of their environment with their minds. They will no longer be disabled but instead magicians! -Reid On Tue, Jun 10, 2008 at 11:54 PM, Barrie Ellis wrote: > Hi Eitan, > > I actually disagree with Kestrell's "people first stand point" with "people > with disabilities" (although I did used to use it myself). I've long since > prefered "disabled people" linking to people being disabled by society / the > inaccessibility of their environment. > > Take a look through this item: > http://news.bbc.co.uk/1/hi/magazine/3708576.stm. > Plus this on the Social Model and Medical Model of diability: > http://inclusion.uwe.ac.uk/inclusionweek/articles/socmod.htm > > Barrie > www.OneSwitch.org.uk > > > > > > > > > ----- Original Message ----- From: "Kestrell" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Tuesday, June 10, 2008 11:42 PM > Subject: Re: [games_access] The Human Controller > > >> Eitan, >> >> I seem to have missed your original post in which you posted the link, but >> here are some thoughts on language and disability: >> >> Certain words and phrases tend to really be button words, as in they will >> typically hit many readers' buttons, and the phrase "suffering from" is >> definitely one of those phrases. Often the phrase can be deleted altogether, >> leaving the phrase "people with disabilities" or "people with visual >> impairments" or "visually-impaired gamers," etc. The informal rule is that >> the individuals you are discussing are "people first," as mentioned in this >> online article >> http://iod.unh.edu/press.html >> >> and here is a link which includes links to writing about disability, >> language to use in interviewing people with disabilities, and more resources >> http://ncdj.org/links.html >> >> Kes >> >> ---- Original Message ----- From: "Eitan Glinert" >> To: "IGDA Games Accessibility SIG Mailing List" >> Sent: Tuesday, June 10, 2008 4:29 PM >> Subject: Re: [games_access] The Human Controller >> >> >>> Wow, awesome! Thanks for the feedback, I think you are the only person >>> outside of MIT to have actually read this. Comments below. >>> Eitan >>> >>> On Mon, Jun 9, 2008 at 6:48 PM, Barrie Ellis >>> wrote: >>>> >>>> Hi Eitan, >>>> >>>> I've read through your thesis "The Human Controller"... >>>> >>>> Had these thoughts... >>>> >>>> Didn't like some of the language used. "Suffering from - impaired people >>>> - >>>> handicapped". All pretty crusty old terms with negative connotations. >>> >>>>>> EG: Point taken. Any suggestions for better terms?<<< >>> >>>> >>>> Not sure about the controller analysis in Chapter 1 - there's been >>>> Driving >>>> controllers and light guns since the 70's for many games consoles - >>>> which >>>> are fairly natural feeling interfaces and have been popular in the past. >>>> >>> >>>>>> EG: I guess in chapter one I'm trying to draw general strokes about >>>>>> UIs, saying that they generally weren't adopted by a mainstream audience. >>>>>> Perhaps I should make this more explicit, though<<< >>> >>>> "Even if it is possible to remap controls it is not always advisable to >>>> do >>>> so. Frequently part of the fun of a game is the interface, and changing >>>> it >>>> without forethought is potentially detrimental. In the pervious example >>>> of >>>> Wii Sports tennis part of the fun is actually swinging the controller as >>>> if >>>> it were a racket. If this functionality were changed to pressing a >>>> button >>>> then much of the game's charm and fun would be lost.". I'm not happy >>>> with >>>> this statement personally - I'd like to see multiple-layers of >>>> accessibility >>>> (much like Dimitris "Parallel Universes" theory). Why can't a four >>>> player >>>> game of Wii Sports allow player 1 to use the Wii-remote - player 2 to >>>> use a >>>> standard JoyPad - player 3 to use a single button and player 4 to use an >>>> adapted Wii-remote with blue-tooth stereo head-set to relay personalised >>>> timing sounds (think of live singers having a click track that only they >>>> can >>>> hear) in an ideal world? You mention this type of thing later as if it's >>>> a >>>> good thing - so I find this early statement a bit overly negative. >>>> >>> >>>>>> EG: I agree with what you say, which is why I discuss such themes in >>>>>> chapter 2. I guess the reason I have that negative statement early on is >>>>>> because I wanted to acknowledge the tradeoff early on, even before I get to >>>>>> the sections on tradeoffs. I also wanted to make it clear that I don't feel >>>>>> accessibility is a magic bullet, even if it is almost always applicable.<<< >>> >>>> "Games have evolved tremendously over the past few decades, as >>>> advancements >>>> in technology have led to amazingly realistic and engaging offerings, >>>> while >>>> shifts in player demographics indicate the widespread popularity of >>>> video >>>> games. Despite these changes many different disabled groups are still >>>> unable >>>> to play most titles due to inaccessible UIs.." - Would argue that too. >>>> I'd >>>> agree that most Blind gamers would be in that boat (those with very >>>> little >>>> usable sight) - but a better statement might have been "many different >>>> disabled groups are faced with deeply frustrating barriers with many >>>> main-stream games". I know Deaf gamers might struggle at certain points >>>> of >>>> certain games - and gamers using a single button frequently have to rely >>>> upon a friend/helper to take on extra controls and so on - but they can >>>> still play. >>>> >>> >>>>>> EG: Good suggestion, thanks! I might make a change to the argument on >>>>>> the online version.<<< >>> >>>> >>>> Chaper 2 >>>> >>>> "Game controls should be as simple as possible, but no simpler." - Not >>>> really sure what you're saying here. >>>> >>> >>>>>> EG: Simplicity is good, but you don't want to go overboard. You don't >>>>>> want to cut out critical game elements or features in the name of a >>>>>> "cleaner" UI. Maybe that's not clear? <<< >>> >>>> >>>> 2.5 "a rhythm title like Guitar Hero which focuses on music will not >>>> work >>>> for the hearing impaired, and it is probably not possible to make an >>>> accessible version." - I don't agree with this. Deaf gamers as a whole >>>> covers a very broad range of hearing ability. There will be many deaf >>>> gamers >>>> perfectly able to play Guitar Hero. Even those unable to hear at all >>>> might >>>> enjoy such a game - did you see Deaf Gamers 8.5/10 review score: >>>> http://www.deafgamers.com/07reviews_a/gh3_x360.html >>>> >>> >>>>>> EG: Wow, I flubbed this one. I'm going to have to change the language >>>>>> on this. Good catch, thanks!<<< >>> >>>> But aside from this, I frequently found myself in full agreement with >>>> the >>>> majority of your thesis - and did enjoy reading it. Thanks for making it >>>> publicly available. >>>> >>> >>>>>> Great, thanks so much!<<< >>> >>>> Barrie >>>> >>>> >>>> ----- Original Message ----- From: "Eitan Glinert" >>>> To: "IGDA Games Accessibility SIG Mailing List" >>>> Sent: Thursday, June 05, 2008 10:50 PM >>>> Subject: [games_access] The Human Controller >>>> >>>> >>>>> Good news, everyone! In a surprise twist, I'm graduating! I know a lot >>>>> of you are interested in my thesis, so you can check it out at >>>>> web.mit.edu/glinert/www/thesis . I'm happy to answer questions about >>>>> it, and I welcome feedback (both positive and negative). Special >>>>> thanks to Dimitris, Eelke, Michelle, and Reid for all their help >>>>> answering my questions over the months. >>>>> >>>>> In case you're not sure whether it is worth reading, here's some more >>>>> info: >>>>> >>>>> TITLE: The Human Controller: Usability and Accessibility in Video Game >>>>> Interfaces >>>>> >>>>> ABSTRACT: >>>>> Despite the advances in user interfaces and the new gaming genres, not >>>>> all people can play all games - disabled people are frequently >>>>> excluded from game play experiences. On the one hand this adds to the >>>>> list of discriminations disabled people face in our society, while on >>>>> the other hand actively including them potentially results in games >>>>> that are better for everyone. The largest hurdle to involvement is the >>>>> user interface, or how a player interacts with the game. Analyzing >>>>> usability and adhering to accessibility design principles makes it >>>>> both possible and practical to develop fun and engaging game user >>>>> interfaces that a broader range of the population can play. To >>>>> demonstrate these principles we created AudiOdyssey, a PC rhythm game >>>>> that is accessible to both sighted and non-sighted audiences. By >>>>> following accessibility guidelines we incorporated a novel combination >>>>> of features resulting in a similar play experience for both groups. >>>>> Testing AudiOdyssey yielded useful insights into which interface >>>>> elements work and which don't work for all users. Finally a case is >>>>> made for considering accessibility when designing future versions of >>>>> gaming user interfaces, and speculative scenarios are presented for >>>>> what such interfaces might look like. >>>>> >>>>> Eitan >>>>> _______________________________________________ >>>>> games_access mailing list >>>>> games_access at igda.org >>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>> >>>> _______________________________________________ >>>> games_access mailing list >>>> games_access at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From kestrell at panix.com Wed Jun 11 11:57:14 2008 From: kestrell at panix.com (Kestrell) Date: Wed, 11 Jun 2008 11:57:14 -0400 Subject: [games_access] language thread, was The Human Controller References: <3dd2060e0806051450y2c1490c0t8665a61b149682ad@mail.gmail.com><057601c8ca82$eb843b10$9901a8c0@oneswitch><3dd2060e0806101329u4dd004d9t6eca22c69150eade@mail.gmail.com><002001c8cb4b$55cea190$0601000a@Galatea> <061e01c8cb90$011917d0$9901a8c0@oneswitch> Message-ID: <002801c8cbdb$d12be3d0$0601000a@Galatea> Regarding appropriate language, I'm not sure I see where you are disagreeing with my original post. I used the word "disability," and the site you linked to, which the wonderful BBC online disability magazine, Ouch!, also uses the word "disability." I totally agree with the list provided in the article as being offensive words, including the word "special." Granted the fifth day of ninety degree weather here in Boston is melting my brain, but what did I miss? Kes ----- Original Message ----- From: "Barrie Ellis" To: "IGDA Games Accessibility SIG Mailing List" Sent: Wednesday, June 11, 2008 2:54 AM Subject: Re: [games_access] The Human Controller > Hi Eitan, > > I actually disagree with Kestrell's "people first stand point" with > "people with disabilities" (although I did used to use it myself). I've > long since prefered "disabled people" linking to people being disabled by > society / the inaccessibility of their environment. > > Take a look through this item: > http://news.bbc.co.uk/1/hi/magazine/3708576.stm. > Plus this on the Social Model and Medical Model of diability: > http://inclusion.uwe.ac.uk/inclusionweek/articles/socmod.htm > > Barrie > www.OneSwitch.org.uk > > > > > > > > > ----- Original Message ----- > From: "Kestrell" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Tuesday, June 10, 2008 11:42 PM > Subject: Re: [games_access] The Human Controller > > >> Eitan, >> >> I seem to have missed your original post in which you posted the link, >> but here are some thoughts on language and disability: >> >> Certain words and phrases tend to really be button words, as in they will >> typically hit many readers' buttons, and the phrase "suffering from" is >> definitely one of those phrases. Often the phrase can be deleted >> altogether, leaving the phrase "people with disabilities" or "people with >> visual impairments" or "visually-impaired gamers," etc. The informal rule >> is that the individuals you are discussing are "people first," as >> mentioned in this online article >> http://iod.unh.edu/press.html >> >> and here is a link which includes links to writing about disability, >> language to use in interviewing people with disabilities, and more >> resources >> http://ncdj.org/links.html >> >> Kes >> >> ---- Original Message ----- >> From: "Eitan Glinert" >> To: "IGDA Games Accessibility SIG Mailing List" >> Sent: Tuesday, June 10, 2008 4:29 PM >> Subject: Re: [games_access] The Human Controller >> >> >>> Wow, awesome! Thanks for the feedback, I think you are the only person >>> outside of MIT to have actually read this. Comments below. >>> Eitan >>> >>> On Mon, Jun 9, 2008 at 6:48 PM, Barrie Ellis >>> wrote: >>>> Hi Eitan, >>>> >>>> I've read through your thesis "The Human Controller"... >>>> >>>> Had these thoughts... >>>> >>>> Didn't like some of the language used. "Suffering from - impaired >>>> people - >>>> handicapped". All pretty crusty old terms with negative connotations. >>> >>>>>>EG: Point taken. Any suggestions for better terms?<<< >>> >>>> >>>> Not sure about the controller analysis in Chapter 1 - there's been >>>> Driving >>>> controllers and light guns since the 70's for many games consoles - >>>> which >>>> are fairly natural feeling interfaces and have been popular in the >>>> past. >>>> >>> >>>>>>EG: I guess in chapter one I'm trying to draw general strokes about >>>>>>UIs, saying that they generally weren't adopted by a mainstream >>>>>>audience. Perhaps I should make this more explicit, though<<< >>> >>>> "Even if it is possible to remap controls it is not always advisable to >>>> do >>>> so. Frequently part of the fun of a game is the interface, and changing >>>> it >>>> without forethought is potentially detrimental. In the pervious example >>>> of >>>> Wii Sports tennis part of the fun is actually swinging the controller >>>> as if >>>> it were a racket. If this functionality were changed to pressing a >>>> button >>>> then much of the game's charm and fun would be lost.". I'm not happy >>>> with >>>> this statement personally - I'd like to see multiple-layers of >>>> accessibility >>>> (much like Dimitris "Parallel Universes" theory). Why can't a four >>>> player >>>> game of Wii Sports allow player 1 to use the Wii-remote - player 2 to >>>> use a >>>> standard JoyPad - player 3 to use a single button and player 4 to use >>>> an >>>> adapted Wii-remote with blue-tooth stereo head-set to relay >>>> personalised >>>> timing sounds (think of live singers having a click track that only >>>> they can >>>> hear) in an ideal world? You mention this type of thing later as if >>>> it's a >>>> good thing - so I find this early statement a bit overly negative. >>>> >>> >>>>>>EG: I agree with what you say, which is why I discuss such themes in >>>>>>chapter 2. I guess the reason I have that negative statement early on >>>>>>is because I wanted to acknowledge the tradeoff early on, even before >>>>>>I get to the sections on tradeoffs. I also wanted to make it clear >>>>>>that I don't feel accessibility is a magic bullet, even if it is >>>>>>almost always applicable.<<< >>> >>>> "Games have evolved tremendously over the past few decades, as >>>> advancements >>>> in technology have led to amazingly realistic and engaging offerings, >>>> while >>>> shifts in player demographics indicate the widespread popularity of >>>> video >>>> games. Despite these changes many different disabled groups are still >>>> unable >>>> to play most titles due to inaccessible UIs.." - Would argue that too. >>>> I'd >>>> agree that most Blind gamers would be in that boat (those with very >>>> little >>>> usable sight) - but a better statement might have been "many different >>>> disabled groups are faced with deeply frustrating barriers with many >>>> main-stream games". I know Deaf gamers might struggle at certain points >>>> of >>>> certain games - and gamers using a single button frequently have to >>>> rely >>>> upon a friend/helper to take on extra controls and so on - but they can >>>> still play. >>>> >>> >>>>>>EG: Good suggestion, thanks! I might make a change to the argument on >>>>>>the online version.<<< >>> >>>> >>>> Chaper 2 >>>> >>>> "Game controls should be as simple as possible, but no simpler." - Not >>>> really sure what you're saying here. >>>> >>> >>>>>>EG: Simplicity is good, but you don't want to go overboard. You don't >>>>>>want to cut out critical game elements or features in the name of a >>>>>>"cleaner" UI. Maybe that's not clear? <<< >>> >>>> >>>> 2.5 "a rhythm title like Guitar Hero which focuses on music will not >>>> work >>>> for the hearing impaired, and it is probably not possible to make an >>>> accessible version." - I don't agree with this. Deaf gamers as a whole >>>> covers a very broad range of hearing ability. There will be many deaf >>>> gamers >>>> perfectly able to play Guitar Hero. Even those unable to hear at all >>>> might >>>> enjoy such a game - did you see Deaf Gamers 8.5/10 review score: >>>> http://www.deafgamers.com/07reviews_a/gh3_x360.html >>>> >>> >>>>>>EG: Wow, I flubbed this one. I'm going to have to change the language >>>>>>on this. Good catch, thanks!<<< >>> >>>> But aside from this, I frequently found myself in full agreement with >>>> the >>>> majority of your thesis - and did enjoy reading it. Thanks for making >>>> it >>>> publicly available. >>>> >>> >>>>>>Great, thanks so much!<<< >>> >>>> Barrie >>>> >>>> >>>> ----- Original Message ----- From: "Eitan Glinert" >>>> To: "IGDA Games Accessibility SIG Mailing List" >>>> Sent: Thursday, June 05, 2008 10:50 PM >>>> Subject: [games_access] The Human Controller >>>> >>>> >>>>> Good news, everyone! In a surprise twist, I'm graduating! I know a lot >>>>> of you are interested in my thesis, so you can check it out at >>>>> web.mit.edu/glinert/www/thesis . I'm happy to answer questions about >>>>> it, and I welcome feedback (both positive and negative). Special >>>>> thanks to Dimitris, Eelke, Michelle, and Reid for all their help >>>>> answering my questions over the months. >>>>> >>>>> In case you're not sure whether it is worth reading, here's some more >>>>> info: >>>>> >>>>> TITLE: The Human Controller: Usability and Accessibility in Video Game >>>>> Interfaces >>>>> >>>>> ABSTRACT: >>>>> Despite the advances in user interfaces and the new gaming genres, not >>>>> all people can play all games - disabled people are frequently >>>>> excluded from game play experiences. On the one hand this adds to the >>>>> list of discriminations disabled people face in our society, while on >>>>> the other hand actively including them potentially results in games >>>>> that are better for everyone. The largest hurdle to involvement is the >>>>> user interface, or how a player interacts with the game. Analyzing >>>>> usability and adhering to accessibility design principles makes it >>>>> both possible and practical to develop fun and engaging game user >>>>> interfaces that a broader range of the population can play. To >>>>> demonstrate these principles we created AudiOdyssey, a PC rhythm game >>>>> that is accessible to both sighted and non-sighted audiences. By >>>>> following accessibility guidelines we incorporated a novel combination >>>>> of features resulting in a similar play experience for both groups. >>>>> Testing AudiOdyssey yielded useful insights into which interface >>>>> elements work and which don't work for all users. Finally a case is >>>>> made for considering accessibility when designing future versions of >>>>> gaming user interfaces, and speculative scenarios are presented for >>>>> what such interfaces might look like. >>>>> >>>>> Eitan >>>>> _______________________________________________ >>>>> games_access mailing list >>>>> games_access at igda.org >>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>> >>>> _______________________________________________ >>>> games_access mailing list >>>> games_access at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From C.H.C.Machin at lboro.ac.uk Wed Jun 11 12:09:15 2008 From: C.H.C.Machin at lboro.ac.uk (Colin H C Machin) Date: Wed, 11 Jun 2008 17:09:15 +0100 Subject: [games_access] Publishing Work on Accessible Level Editing Message-ID: <484FF8AB.8040406@lboro.ac.uk> An HTML attachment was scrubbed... URL: From foreversublime at hotmail.com Wed Jun 11 12:20:56 2008 From: foreversublime at hotmail.com (Matthias Troup) Date: Wed, 11 Jun 2008 12:20:56 -0400 Subject: [games_access] The Human Controller In-Reply-To: References: <3dd2060e0806051450y2c1490c0t8665a61b149682ad@mail.gmail.com> <057601c8ca82$eb843b10$9901a8c0@oneswitch> <3dd2060e0806101329u4dd004d9t6eca22c69150eade@mail.gmail.com> <002001c8cb4b$55cea190$0601000a@Galatea> <061e01c8cb90$011917d0$9901a8c0@oneswitch> Message-ID: Respectfully, I disagree absolutely. Using the same logic, you'd have to imagine the imobile person in a world of ramps without a wheelchair (as the wheelchair is also a "relationship between the physical/mental self and world environment"). The person is disabled because they can't walk (and therefore impairs their ability to self-preserve - the basic facet of life). Thinking otherwise is a detached and unnatural perspective.> Date: Wed, 11 Jun 2008 08:35:31 -0700> From: reid at rbkdesign.com> To: games_access at igda.org> Subject: Re: [games_access] The Human Controller> > I'm with Barrie. I believe it is the environment and society that> makes people disabled. Imagine in a parallel universe where every> place has ramps, there is no such concept of stairs. People wouldn't> think of those in a wheelchair as disabled because they would be just> as able as everyone else to get around fine. Disabilities are not> inherent in the mental or physical forms but they arise from the> relationship between the physical/mental self and world environment> that produces challenges.> > Through the use of my own technology, hearing aids, many people don't> consider me disabled even though I do wear them. In the future,> quadriplegics may be able to control much of their environment with> their minds. They will no longer be disabled but instead magicians!> > -Reid> > On Tue, Jun 10, 2008 at 11:54 PM, Barrie Ellis> wrote:> > Hi Eitan,> >> > I actually disagree with Kestrell's "people first stand point" with "people> > with disabilities" (although I did used to use it myself). I've long since> > prefered "disabled people" linking to people being disabled by society / the> > inaccessibility of their environment.> >> > Take a look through this item:> > http://news.bbc.co.uk/1/hi/magazine/3708576.stm.> > Plus this on the Social Model and Medical Model of diability:> > http://inclusion.uwe.ac.uk/inclusionweek/articles/socmod.htm> >> > Barrie> > www.OneSwitch.org.uk> >> >> >> >> >> >> >> >> > ----- Original Message ----- From: "Kestrell" > > To: "IGDA Games Accessibility SIG Mailing List" > > Sent: Tuesday, June 10, 2008 11:42 PM> > Subject: Re: [games_access] The Human Controller> >> >> >> Eitan,> >>> >> I seem to have missed your original post in which you posted the link, but> >> here are some thoughts on language and disability:> >>> >> Certain words and phrases tend to really be button words, as in they will> >> typically hit many readers' buttons, and the phrase "suffering from" is> >> definitely one of those phrases. Often the phrase can be deleted altogether,> >> leaving the phrase "people with disabilities" or "people with visual> >> impairments" or "visually-impaired gamers," etc. The informal rule is that> >> the individuals you are discussing are "people first," as mentioned in this> >> online article> >> http://iod.unh.edu/press.html> >>> >> and here is a link which includes links to writing about disability,> >> language to use in interviewing people with disabilities, and more resources> >> http://ncdj.org/links.html> >>> >> Kes> >>> >> ---- Original Message ----- From: "Eitan Glinert" > >> To: "IGDA Games Accessibility SIG Mailing List" > >> Sent: Tuesday, June 10, 2008 4:29 PM> >> Subject: Re: [games_access] The Human Controller> >>> >>> >>> Wow, awesome! Thanks for the feedback, I think you are the only person> >>> outside of MIT to have actually read this. Comments below.> >>> Eitan> >>>> >>> On Mon, Jun 9, 2008 at 6:48 PM, Barrie Ellis> >>> wrote:> >>>>> >>>> Hi Eitan,> >>>>> >>>> I've read through your thesis "The Human Controller"...> >>>>> >>>> Had these thoughts...> >>>>> >>>> Didn't like some of the language used. "Suffering from - impaired people> >>>> -> >>>> handicapped". All pretty crusty old terms with negative connotations.> >>>> >>>>>> EG: Point taken. Any suggestions for better terms?<<<> >>>> >>>>> >>>> Not sure about the controller analysis in Chapter 1 - there's been> >>>> Driving> >>>> controllers and light guns since the 70's for many games consoles -> >>>> which> >>>> are fairly natural feeling interfaces and have been popular in the past.> >>>>> >>>> >>>>>> EG: I guess in chapter one I'm trying to draw general strokes about> >>>>>> UIs, saying that they generally weren't adopted by a mainstream audience.> >>>>>> Perhaps I should make this more explicit, though<<<> >>>> >>>> "Even if it is possible to remap controls it is not always advisable to> >>>> do> >>>> so. Frequently part of the fun of a game is the interface, and changing> >>>> it> >>>> without forethought is potentially detrimental. In the pervious example> >>>> of> >>>> Wii Sports tennis part of the fun is actually swinging the controller as> >>>> if> >>>> it were a racket. If this functionality were changed to pressing a> >>>> button> >>>> then much of the game's charm and fun would be lost.". I'm not happy> >>>> with> >>>> this statement personally - I'd like to see multiple-layers of> >>>> accessibility> >>>> (much like Dimitris "Parallel Universes" theory). Why can't a four> >>>> player> >>>> game of Wii Sports allow player 1 to use the Wii-remote - player 2 to> >>>> use a> >>>> standard JoyPad - player 3 to use a single button and player 4 to use an> >>>> adapted Wii-remote with blue-tooth stereo head-set to relay personalised> >>>> timing sounds (think of live singers having a click track that only they> >>>> can> >>>> hear) in an ideal world? You mention this type of thing later as if it's> >>>> a> >>>> good thing - so I find this early statement a bit overly negative.> >>>>> >>>> >>>>>> EG: I agree with what you say, which is why I discuss such themes in> >>>>>> chapter 2. I guess the reason I have that negative statement early on is> >>>>>> because I wanted to acknowledge the tradeoff early on, even before I get to> >>>>>> the sections on tradeoffs. I also wanted to make it clear that I don't feel> >>>>>> accessibility is a magic bullet, even if it is almost always applicable.<<<> >>>> >>>> "Games have evolved tremendously over the past few decades, as> >>>> advancements> >>>> in technology have led to amazingly realistic and engaging offerings,> >>>> while> >>>> shifts in player demographics indicate the widespread popularity of> >>>> video> >>>> games. Despite these changes many different disabled groups are still> >>>> unable> >>>> to play most titles due to inaccessible UIs.." - Would argue that too.> >>>> I'd> >>>> agree that most Blind gamers would be in that boat (those with very> >>>> little> >>>> usable sight) - but a better statement might have been "many different> >>>> disabled groups are faced with deeply frustrating barriers with many> >>>> main-stream games". I know Deaf gamers might struggle at certain points> >>>> of> >>>> certain games - and gamers using a single button frequently have to rely> >>>> upon a friend/helper to take on extra controls and so on - but they can> >>>> still play.> >>>>> >>>> >>>>>> EG: Good suggestion, thanks! I might make a change to the argument on> >>>>>> the online version.<<<> >>>> >>>>> >>>> Chaper 2> >>>>> >>>> "Game controls should be as simple as possible, but no simpler." - Not> >>>> really sure what you're saying here.> >>>>> >>>> >>>>>> EG: Simplicity is good, but you don't want to go overboard. You don't> >>>>>> want to cut out critical game elements or features in the name of a> >>>>>> "cleaner" UI. Maybe that's not clear? <<<> >>>> >>>>> >>>> 2.5 "a rhythm title like Guitar Hero which focuses on music will not> >>>> work> >>>> for the hearing impaired, and it is probably not possible to make an> >>>> accessible version." - I don't agree with this. Deaf gamers as a whole> >>>> covers a very broad range of hearing ability. There will be many deaf> >>>> gamers> >>>> perfectly able to play Guitar Hero. Even those unable to hear at all> >>>> might> >>>> enjoy such a game - did you see Deaf Gamers 8.5/10 review score:> >>>> http://www.deafgamers.com/07reviews_a/gh3_x360.html> >>>>> >>>> >>>>>> EG: Wow, I flubbed this one. I'm going to have to change the language> >>>>>> on this. Good catch, thanks!<<<> >>>> >>>> But aside from this, I frequently found myself in full agreement with> >>>> the> >>>> majority of your thesis - and did enjoy reading it. Thanks for making it> >>>> publicly available.> >>>>> >>>> >>>>>> Great, thanks so much!<<<> >>>> >>>> Barrie> >>>>> >>>>> >>>> ----- Original Message ----- From: "Eitan Glinert" > >>>> To: "IGDA Games Accessibility SIG Mailing List" > >>>> Sent: Thursday, June 05, 2008 10:50 PM> >>>> Subject: [games_access] The Human Controller> >>>>> >>>>> >>>>> Good news, everyone! In a surprise twist, I'm graduating! I know a lot> >>>>> of you are interested in my thesis, so you can check it out at> >>>>> web.mit.edu/glinert/www/thesis . I'm happy to answer questions about> >>>>> it, and I welcome feedback (both positive and negative). Special> >>>>> thanks to Dimitris, Eelke, Michelle, and Reid for all their help> >>>>> answering my questions over the months.> >>>>>> >>>>> In case you're not sure whether it is worth reading, here's some more> >>>>> info:> >>>>>> >>>>> TITLE: The Human Controller: Usability and Accessibility in Video Game> >>>>> Interfaces> >>>>>> >>>>> ABSTRACT:> >>>>> Despite the advances in user interfaces and the new gaming genres, not> >>>>> all people can play all games - disabled people are frequently> >>>>> excluded from game play experiences. On the one hand this adds to the> >>>>> list of discriminations disabled people face in our society, while on> >>>>> the other hand actively including them potentially results in games> >>>>> that are better for everyone. The largest hurdle to involvement is the> >>>>> user interface, or how a player interacts with the game. Analyzing> >>>>> usability and adhering to accessibility design principles makes it> >>>>> both possible and practical to develop fun and engaging game user> >>>>> interfaces that a broader range of the population can play. To> >>>>> demonstrate these principles we created AudiOdyssey, a PC rhythm game> >>>>> that is accessible to both sighted and non-sighted audiences. By> >>>>> following accessibility guidelines we incorporated a novel combination> >>>>> of features resulting in a similar play experience for both groups.> >>>>> Testing AudiOdyssey yielded useful insights into which interface> >>>>> elements work and which don't work for all users. Finally a case is> >>>>> made for considering accessibility when designing future versions of> >>>>> gaming user interfaces, and speculative scenarios are presented for> >>>>> what such interfaces might look like.> >>>>>> >>>>> Eitan> >>>>> _______________________________________________> >>>>> games_access mailing list> >>>>> games_access at igda.org> >>>>> http://seven.pairlist.net/mailman/listinfo/games_access> >>>>> >>>>> >>>> _______________________________________________> >>>> games_access mailing list> >>>> games_access at igda.org> >>>> http://seven.pairlist.net/mailman/listinfo/games_access> >>>>> >>> _______________________________________________> >>> games_access mailing list> >>> games_access at igda.org> >>> http://seven.pairlist.net/mailman/listinfo/games_access> >>> >> _______________________________________________> >> games_access mailing list> >> games_access at igda.org> >> http://seven.pairlist.net/mailman/listinfo/games_access> >> >> > _______________________________________________> > games_access mailing list> > games_access at igda.org> > http://seven.pairlist.net/mailman/listinfo/games_access> >> _______________________________________________> games_access mailing list> games_access at igda.org> http://seven.pairlist.net/mailman/listinfo/games_access _________________________________________________________________ Enjoy 5 GB of free, password-protected online storage. http://www.windowslive.com/skydrive/overview.html?ocid=TXT_TAGLM_WL_Refresh_skydrive_062008 -------------- next part -------------- An HTML attachment was scrubbed... URL: From g.mcallister at sussex.ac.uk Wed Jun 11 12:28:35 2008 From: g.mcallister at sussex.ac.uk (Graham McAllister) Date: Wed, 11 Jun 2008 17:28:35 +0100 Subject: [games_access] Publishing Work on Accessible Level Editing In-Reply-To: <484FF8AB.8040406@lboro.ac.uk> References: <484FF8AB.8040406@lboro.ac.uk> Message-ID: <9F8A3FEE-4EAB-4DEE-A33C-B50DB47288E1@sussex.ac.uk> Hi Colin, I'm not aware of any specific conferences in accessible games, but perhaps Advances in Computer Entertainment (http://www.ace-conf.org/ace2008/ ) might be a possibility? The deadline for full papers is 15 July. There were a few interesting deadlines that have just passed such as the CHArt conference (http://www.chart.ac.uk/chart2008/index.html). Cheers, Graham. Graham McAllister, PhD Senior Lecturer in Human-Computer Interaction University of Sussex Brighton UK On 11 Jun 2008, at 17:09, Colin H C Machin wrote: > I am the PhD supervisor to Matthew Atkinson, whom many of you will > know as a leading light in the AGRIP Project, the home of the > accessible 3D first-person shooter game for blind people, > AudioQuake. We have been doing some work on Level Editing for > AudioQuake and in particular making it accessible, so that blind > people can participate in level building. We are looking for a > suitable outlet for an acadeic paper on our work and on the results > of some trials that we have been doing. We wondered if any of you > have any links with or otherwise know of forthcoming conferences > where this kind of work would be of interest. > > Colin Machin > Department of Computer Science > Loughborough University > UK > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From foreversublime at hotmail.com Wed Jun 11 12:28:32 2008 From: foreversublime at hotmail.com (Matthias Troup) Date: Wed, 11 Jun 2008 12:28:32 -0400 Subject: [games_access] language thread, was The Human Controller In-Reply-To: <002801c8cbdb$d12be3d0$0601000a@Galatea> References: <3dd2060e0806051450y2c1490c0t8665a61b149682ad@mail.gmail.com><057601c8ca82$eb843b10$9901a8c0@oneswitch><3dd2060e0806101329u4dd004d9t6eca22c69150eade@mail.gmail.com><002001c8cb4b$55cea190$0601000a@Galatea> <061e01c8cb90$011917d0$9901a8c0@oneswitch> <002801c8cbdb$d12be3d0$0601000a@Galatea> Message-ID: Kestrel, Perhaps I (and others) read it as this: If these are people without disabilities in the offensive sense... who aren't suffering in their environment... what would they need help with, and why would anyone be helping? I think Eitans choice of words is fine since his cause was a constructive effort for accessibility. At least, I feel hints of emotion help make any thesis a little less dry.> From: kestrell at panix.com> To: games_access at igda.org> Date: Wed, 11 Jun 2008 11:57:14 -0400> Subject: [games_access] language thread, was The Human Controller> > Regarding appropriate language, I'm not sure I see where you are disagreeing > with my original post. I used the word "disability," and the site you linked > to, which the wonderful BBC online disability magazine, Ouch!, also uses the > word "disability." I totally agree with the list provided in the article as > being offensive words, including the word "special."> > Granted the fifth day of ninety degree weather here in Boston is melting my > brain, but what did I miss?> > Kes> > ----- Original Message ----- > From: "Barrie Ellis" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Wednesday, June 11, 2008 2:54 AM> Subject: Re: [games_access] The Human Controller> > > > Hi Eitan,> >> > I actually disagree with Kestrell's "people first stand point" with > > "people with disabilities" (although I did used to use it myself). I've > > long since prefered "disabled people" linking to people being disabled by > > society / the inaccessibility of their environment.> >> > Take a look through this item: > > http://news.bbc.co.uk/1/hi/magazine/3708576.stm.> > Plus this on the Social Model and Medical Model of diability: > > http://inclusion.uwe.ac.uk/inclusionweek/articles/socmod.htm> >> > Barrie> > www.OneSwitch.org.uk> >> >> >> >> >> >> >> >> > ----- Original Message ----- > > From: "Kestrell" > > To: "IGDA Games Accessibility SIG Mailing List" > > Sent: Tuesday, June 10, 2008 11:42 PM> > Subject: Re: [games_access] The Human Controller> >> >> >> Eitan,> >>> >> I seem to have missed your original post in which you posted the link, > >> but here are some thoughts on language and disability:> >>> >> Certain words and phrases tend to really be button words, as in they will > >> typically hit many readers' buttons, and the phrase "suffering from" is > >> definitely one of those phrases. Often the phrase can be deleted > >> altogether, leaving the phrase "people with disabilities" or "people with > >> visual impairments" or "visually-impaired gamers," etc. The informal rule > >> is that the individuals you are discussing are "people first," as > >> mentioned in this online article> >> http://iod.unh.edu/press.html> >>> >> and here is a link which includes links to writing about disability, > >> language to use in interviewing people with disabilities, and more > >> resources> >> http://ncdj.org/links.html> >>> >> Kes> >>> >> ---- Original Message ----- > >> From: "Eitan Glinert" > >> To: "IGDA Games Accessibility SIG Mailing List" > >> Sent: Tuesday, June 10, 2008 4:29 PM> >> Subject: Re: [games_access] The Human Controller> >>> >>> >>> Wow, awesome! Thanks for the feedback, I think you are the only person> >>> outside of MIT to have actually read this. Comments below.> >>> Eitan> >>>> >>> On Mon, Jun 9, 2008 at 6:48 PM, Barrie Ellis> >>> wrote:> >>>> Hi Eitan,> >>>>> >>>> I've read through your thesis "The Human Controller"...> >>>>> >>>> Had these thoughts...> >>>>> >>>> Didn't like some of the language used. "Suffering from - impaired > >>>> people -> >>>> handicapped". All pretty crusty old terms with negative connotations.> >>>> >>>>>>EG: Point taken. Any suggestions for better terms?<<<> >>>> >>>>> >>>> Not sure about the controller analysis in Chapter 1 - there's been > >>>> Driving> >>>> controllers and light guns since the 70's for many games consoles - > >>>> which> >>>> are fairly natural feeling interfaces and have been popular in the > >>>> past.> >>>>> >>>> >>>>>>EG: I guess in chapter one I'm trying to draw general strokes about > >>>>>>UIs, saying that they generally weren't adopted by a mainstream > >>>>>>audience. Perhaps I should make this more explicit, though<<<> >>>> >>>> "Even if it is possible to remap controls it is not always advisable to > >>>> do> >>>> so. Frequently part of the fun of a game is the interface, and changing > >>>> it> >>>> without forethought is potentially detrimental. In the pervious example > >>>> of> >>>> Wii Sports tennis part of the fun is actually swinging the controller > >>>> as if> >>>> it were a racket. If this functionality were changed to pressing a > >>>> button> >>>> then much of the game's charm and fun would be lost.". I'm not happy > >>>> with> >>>> this statement personally - I'd like to see multiple-layers of > >>>> accessibility> >>>> (much like Dimitris "Parallel Universes" theory). Why can't a four > >>>> player> >>>> game of Wii Sports allow player 1 to use the Wii-remote - player 2 to > >>>> use a> >>>> standard JoyPad - player 3 to use a single button and player 4 to use > >>>> an> >>>> adapted Wii-remote with blue-tooth stereo head-set to relay > >>>> personalised> >>>> timing sounds (think of live singers having a click track that only > >>>> they can> >>>> hear) in an ideal world? You mention this type of thing later as if > >>>> it's a> >>>> good thing - so I find this early statement a bit overly negative.> >>>>> >>>> >>>>>>EG: I agree with what you say, which is why I discuss such themes in > >>>>>>chapter 2. I guess the reason I have that negative statement early on > >>>>>>is because I wanted to acknowledge the tradeoff early on, even before > >>>>>>I get to the sections on tradeoffs. I also wanted to make it clear > >>>>>>that I don't feel accessibility is a magic bullet, even if it is > >>>>>>almost always applicable.<<<> >>>> >>>> "Games have evolved tremendously over the past few decades, as > >>>> advancements> >>>> in technology have led to amazingly realistic and engaging offerings, > >>>> while> >>>> shifts in player demographics indicate the widespread popularity of > >>>> video> >>>> games. Despite these changes many different disabled groups are still > >>>> unable> >>>> to play most titles due to inaccessible UIs.." - Would argue that too. > >>>> I'd> >>>> agree that most Blind gamers would be in that boat (those with very > >>>> little> >>>> usable sight) - but a better statement might have been "many different> >>>> disabled groups are faced with deeply frustrating barriers with many> >>>> main-stream games". I know Deaf gamers might struggle at certain points > >>>> of> >>>> certain games - and gamers using a single button frequently have to > >>>> rely> >>>> upon a friend/helper to take on extra controls and so on - but they can> >>>> still play.> >>>>> >>>> >>>>>>EG: Good suggestion, thanks! I might make a change to the argument on > >>>>>>the online version.<<<> >>>> >>>>> >>>> Chaper 2> >>>>> >>>> "Game controls should be as simple as possible, but no simpler." - Not> >>>> really sure what you're saying here.> >>>>> >>>> >>>>>>EG: Simplicity is good, but you don't want to go overboard. You don't > >>>>>>want to cut out critical game elements or features in the name of a > >>>>>>"cleaner" UI. Maybe that's not clear? <<<> >>>> >>>>> >>>> 2.5 "a rhythm title like Guitar Hero which focuses on music will not > >>>> work> >>>> for the hearing impaired, and it is probably not possible to make an> >>>> accessible version." - I don't agree with this. Deaf gamers as a whole> >>>> covers a very broad range of hearing ability. There will be many deaf > >>>> gamers> >>>> perfectly able to play Guitar Hero. Even those unable to hear at all > >>>> might> >>>> enjoy such a game - did you see Deaf Gamers 8.5/10 review score:> >>>> http://www.deafgamers.com/07reviews_a/gh3_x360.html> >>>>> >>>> >>>>>>EG: Wow, I flubbed this one. I'm going to have to change the language > >>>>>>on this. Good catch, thanks!<<<> >>>> >>>> But aside from this, I frequently found myself in full agreement with > >>>> the> >>>> majority of your thesis - and did enjoy reading it. Thanks for making > >>>> it> >>>> publicly available.> >>>>> >>>> >>>>>>Great, thanks so much!<<<> >>>> >>>> Barrie> >>>>> >>>>> >>>> ----- Original Message ----- From: "Eitan Glinert" > >>>> To: "IGDA Games Accessibility SIG Mailing List" > >>>> Sent: Thursday, June 05, 2008 10:50 PM> >>>> Subject: [games_access] The Human Controller> >>>>> >>>>> >>>>> Good news, everyone! In a surprise twist, I'm graduating! I know a lot> >>>>> of you are interested in my thesis, so you can check it out at> >>>>> web.mit.edu/glinert/www/thesis . I'm happy to answer questions about> >>>>> it, and I welcome feedback (both positive and negative). Special> >>>>> thanks to Dimitris, Eelke, Michelle, and Reid for all their help> >>>>> answering my questions over the months.> >>>>>> >>>>> In case you're not sure whether it is worth reading, here's some more> >>>>> info:> >>>>>> >>>>> TITLE: The Human Controller: Usability and Accessibility in Video Game> >>>>> Interfaces> >>>>>> >>>>> ABSTRACT:> >>>>> Despite the advances in user interfaces and the new gaming genres, not> >>>>> all people can play all games - disabled people are frequently> >>>>> excluded from game play experiences. On the one hand this adds to the> >>>>> list of discriminations disabled people face in our society, while on> >>>>> the other hand actively including them potentially results in games> >>>>> that are better for everyone. The largest hurdle to involvement is the> >>>>> user interface, or how a player interacts with the game. Analyzing> >>>>> usability and adhering to accessibility design principles makes it> >>>>> both possible and practical to develop fun and engaging game user> >>>>> interfaces that a broader range of the population can play. To> >>>>> demonstrate these principles we created AudiOdyssey, a PC rhythm game> >>>>> that is accessible to both sighted and non-sighted audiences. By> >>>>> following accessibility guidelines we incorporated a novel combination> >>>>> of features resulting in a similar play experience for both groups.> >>>>> Testing AudiOdyssey yielded useful insights into which interface> >>>>> elements work and which don't work for all users. Finally a case is> >>>>> made for considering accessibility when designing future versions of> >>>>> gaming user interfaces, and speculative scenarios are presented for> >>>>> what such interfaces might look like.> >>>>>> >>>>> Eitan> >>>>> _______________________________________________> >>>>> games_access mailing list> >>>>> games_access at igda.org> >>>>> http://seven.pairlist.net/mailman/listinfo/games_access> >>>>> >>>>> >>>> _______________________________________________> >>>> games_access mailing list> >>>> games_access at igda.org> >>>> http://seven.pairlist.net/mailman/listinfo/games_access> >>>>> >>> _______________________________________________> >>> games_access mailing list> >>> games_access at igda.org> >>> http://seven.pairlist.net/mailman/listinfo/games_access> >>> >> _______________________________________________> >> games_access mailing list> >> games_access at igda.org> >> http://seven.pairlist.net/mailman/listinfo/games_access> >> >> > _______________________________________________> > games_access mailing list> > games_access at igda.org> > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________> games_access mailing list> games_access at igda.org> http://seven.pairlist.net/mailman/listinfo/games_access _________________________________________________________________ Search that pays you back! Introducing Live Search cashback. http://search.live.com/cashback/?&pkw=form=MIJAAF/publ=HMTGL/crea=srchpaysyouback -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Wed Jun 11 12:59:12 2008 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Wed, 11 Jun 2008 17:59:12 +0100 Subject: [games_access] language thread, was The Human Controller References: <3dd2060e0806051450y2c1490c0t8665a61b149682ad@mail.gmail.com><057601c8ca82$eb843b10$9901a8c0@oneswitch><3dd2060e0806101329u4dd004d9t6eca22c69150eade@mail.gmail.com><002001c8cb4b$55cea190$0601000a@Galatea><061e01c8cb90$011917d0$9901a8c0@oneswitch> <002801c8cbdb$d12be3d0$0601000a@Galatea> Message-ID: <011a01c8cbe4$798d3b20$9901a8c0@oneswitch> Language is a contentious issue and I respect that you have a different opinion, Matthias. I just personally feel that certain phrases don't particularly tie up with disability rights - which is what the Game Accessibility movement is all about to my mind. I still feel that you are approaching this field from a Medical standpoint - rather that a Social rights stand point. Barrie www.OneSwitch.org.uk ----- Original Message ----- From: Matthias Troup To: IGDA Games Accessibility SIG Mailing List Sent: Wednesday, June 11, 2008 5:28 PM Subject: Re: [games_access] language thread, was The Human Controller Kestrel, Perhaps I (and others) read it as this: If these are people without disabilities in the offensive sense... who aren't suffering in their environment... what would they need help with, and why would anyone be helping? I think Eitans choice of words is fine since his cause was a constructive effort for accessibility. At least, I feel hints of emotion help make any thesis a little less dry. > From: kestrell at panix.com > To: games_access at igda.org > Date: Wed, 11 Jun 2008 11:57:14 -0400 > Subject: [games_access] language thread, was The Human Controller > > Regarding appropriate language, I'm not sure I see where you are disagreeing > with my original post. I used the word "disability," and the site you linked > to, which the wonderful BBC online disability magazine, Ouch!, also uses the > word "disability." I totally agree with the list provided in the article as > being offensive words, including the word "special." > > Granted the fifth day of ninety degree weather here in Boston is melting my > brain, but what did I miss? > > Kes > > ----- Original Message ----- > From: "Barrie Ellis" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Wednesday, June 11, 2008 2:54 AM > Subject: Re: [games_access] The Human Controller > > > > Hi Eitan, > > > > I actually disagree with Kestrell's "people first stand point" with > > "people with disabilities" (although I did used to use it myself). I've > > long since prefered "disabled people" linking to people being disabled by > > society / the inaccessibility of their environment. > > > > Take a look through this item: > > http://news.bbc.co.uk/1/hi/magazine/3708576.stm. > > Plus this on the Social Model and Medical Model of diability: > > http://inclusion.uwe.ac.uk/inclusionweek/articles/socmod.htm > > > > Barrie > > www.OneSwitch.org.uk > > > > > > > > > > > > > > > > > > ----- Original Message ----- > > From: "Kestrell" > > To: "IGDA Games Accessibility SIG Mailing List" > > Sent: Tuesday, June 10, 2008 11:42 PM > > Subject: Re: [games_access] The Human Controller > > > > > >> Eitan, > >> > >> I seem to have missed your original post in which you posted the link, > >> but here are some thoughts on language and disability: > >> > >> Certain words and phrases tend to really be button words, as in they will > >> typically hit many readers' buttons, and the phrase "suffering from" is > >> definitely one of those phrases. Often the phrase can be deleted > >> altogether, leaving the phrase "people with disabilities" or "people with > >> visual impairments" or "visually-impaired gamers," etc. The informal rule > >> is that the individuals you are discussing are "people first," as > >> mentioned in this online article > >> http://iod.unh.edu/press.html > >> > >> and here is a link which includes links to writing about disability, > >> language to use in interviewing people with disabilities, and more > >> resources > >> http://ncdj.org/links.html > >> > >> Kes > >> > >> ---- Original Message ----- > >> From: "Eitan Glinert" > >> To: "IGDA Games Accessibility SIG Mailing List" > >> Sent: Tuesday, June 10, 2008 4:29 PM > >> Subject: Re: [games_access] The Human Controller > >> > >> > >>> Wow, awesome! Thanks for the feedback, I think you are the only person > >>> outside of MIT to have actually read this. Comments below. > >>> Eitan > >>> > >>> On Mon, Jun 9, 2008 at 6:48 PM, Barrie Ellis > >>> wrote: > >>>> Hi Eitan, > >>>> > >>>> I've read through your thesis "The Human Controller"... > >>>> > >>>> Had these thoughts... > >>>> > >>>> Didn't like some of the language used. "Suffering from - impaired > >>>> people - > >>>> handicapped". All pretty crusty old terms with negative connotations. > >>> > >>>>>>EG: Point taken. Any suggestions for better terms?<<< > >>> > >>>> > >>>> Not sure about the controller analysis in Chapter 1 - there's been > >>>> Driving > >>>> controllers and light guns since the 70's for many games consoles - > >>>> which > >>>> are fairly natural feeling interfaces and have been popular in the > >>>> past. > >>>> > >>> > >>>>>>EG: I guess in chapter one I'm trying to draw general strokes about > >>>>>>UIs, saying that they generally weren't adopted by a mainstream > >>>>>>audience. Perhaps I should make this more explicit, though<<< > >>> > >>>> "Even if it is possible to remap controls it is not always advisable to > >>>> do > >>>> so. Frequently part of the fun of a game is the interface, and changing > >>>> it > >>>> without forethought is potentially detrimental. In the pervious example > >>>> of > >>>> Wii Sports tennis part of the fun is actually swinging the controller > >>>> as if > >>>> it were a racket. If this functionality were changed to pressing a > >>>> button > >>>> then much of the game's charm and fun would be lost.". I'm not happy > >>>> with > >>>> this statement personally - I'd like to see multiple-layers of > >>>> accessibility > >>>> (much like Dimitris "Parallel Universes" theory). Why can't a four > >>>> player > >>>> game of Wii Sports allow player 1 to use the Wii-remote - player 2 to > >>>> use a > >>>> standard JoyPad - player 3 to use a single button and player 4 to use > >>>> an > >>>> adapted Wii-remote with blue-tooth stereo head-set to relay > >>>> personalised > >>>> timing sounds (think of live singers having a click track that only > >>>> they can > >>>> hear) in an ideal world? You mention this type of thing later as if > >>>> it's a > >>>> good thing - so I find this early statement a bit overly negative. > >>>> > >>> > >>>>>>EG: I agree with what you say, which is why I discuss such themes in > >>>>>>chapter 2. I guess the reason I have that negative statement early on > >>>>>>is because I wanted to acknowledge the tradeoff early on, even before > >>>>>>I get to the sections on tradeoffs. I also wanted to make it clear > >>>>>>that I don't feel accessibility is a magic bullet, even if it is > >>>>>>almost always applicable.<<< > >>> > >>>> "Games have evolved tremendously over the past few decades, as > >>>> advancements > >>>> in technology have led to amazingly realistic and engaging offerings, > >>>> while > >>>> shifts in player demographics indicate the widespread popularity of > >>>> video > >>>> games. Despite these changes many different disabled groups are still > >>>> unable > >>>> to play most titles due to inaccessible UIs.." - Would argue that too. > >>>> I'd > >>>> agree that most Blind gamers would be in that boat (those with very > >>>> little > >>>> usable sight) - but a better statement might have been "many different > >>>> disabled groups are faced with deeply frustrating barriers with many > >>>> main-stream games". I know Deaf gamers might struggle at certain points > >>>> of > >>>> certain games - and gamers using a single button frequently have to > >>>> rely > >>>> upon a friend/helper to take on extra controls and so on - but they can > >>>> still play. > >>>> > >>> > >>>>>>EG: Good suggestion, thanks! I might make a change to the argument on > >>>>>>the online version.<<< > >>> > >>>> > >>>> Chaper 2 > >>>> > >>>> "Game controls should be as simple as possible, but no simpler." - Not > >>>> really sure what you're saying here. > >>>> > >>> > >>>>>>EG: Simplicity is good, but you don't want to go overboard. You don't > >>>>>>want to cut out critical game elements or features in the name of a > >>>>>>"cleaner" UI. Maybe that's not clear? <<< > >>> > >>>> > >>>> 2.5 "a rhythm title like Guitar Hero which focuses on music will not > >>>> work > >>>> for the hearing impaired, and it is probably not possible to make an > >>>> accessible version." - I don't agree with this. Deaf gamers as a whole > >>>> covers a very broad range of hearing ability. There will be many deaf > >>>> gamers > >>>> perfectly able to play Guitar Hero. Even those unable to hear at all > >>>> might > >>>> enjoy such a game - did you see Deaf Gamers 8.5/10 review score: > >>>> http://www.deafgamers.com/07reviews_a/gh3_x360.html > >>>> > >>> > >>>>>>EG: Wow, I flubbed this one. I'm going to have to change the language > >>>>>>on this. Good catch, thanks!<<< > >>> > >>>> But aside from this, I frequently found myself in full agreement with > >>>> the > >>>> majority of your thesis - and did enjoy reading it. Thanks for making > >>>> it > >>>> publicly available. > >>>> > >>> > >>>>>>Great, thanks so much!<<< > >>> > >>>> Barrie > >>>> > >>>> > >>>> ----- Original Message ----- From: "Eitan Glinert" > >>>> To: "IGDA Games Accessibility SIG Mailing List" > >>>> Sent: Thursday, June 05, 2008 10:50 PM > >>>> Subject: [games_access] The Human Controller > >>>> > >>>> > >>>>> Good news, everyone! In a surprise twist, I'm graduating! I know a lot > >>>>> of you are interested in my thesis, so you can check it out at > >>>>> web.mit.edu/glinert/www/thesis . I'm happy to answer questions about > >>>>> it, and I welcome feedback (both positive and negative). Special > >>>>> thanks to Dimitris, Eelke, Michelle, and Reid for all their help > >>>>> answering my questions over the months. > >>>>> > >>>>> In case you're not sure whether it is worth reading, here's some more > >>>>> info: > >>>>> > >>>>> TITLE: The Human Controller: Usability and Accessibility in Video Game > >>>>> Interfaces > >>>>> > >>>>> ABSTRACT: > >>>>> Despite the advances in user interfaces and the new gaming genres, not > >>>>> all people can play all games - disabled people are frequently > >>>>> excluded from game play experiences. On the one hand this adds to the > >>>>> list of discriminations disabled people face in our society, while on > >>>>> the other hand actively including them potentially results in games > >>>>> that are better for everyone. The largest hurdle to involvement is the > >>>>> user interface, or how a player interacts with the game. Analyzing > >>>>> usability and adhering to accessibility design principles makes it > >>>>> both possible and practical to develop fun and engaging game user > >>>>> interfaces that a broader range of the population can play. To > >>>>> demonstrate these principles we created AudiOdyssey, a PC rhythm game > >>>>> that is accessible to both sighted and non-sighted audiences. By > >>>>> following accessibility guidelines we incorporated a novel combination > >>>>> of features resulting in a similar play experience for both groups. > >>>>> Testing AudiOdyssey yielded useful insights into which interface > >>>>> elements work and which don't work for all users. Finally a case is > >>>>> made for considering accessibility when designing future versions of > >>>>> gaming user interfaces, and speculative scenarios are presented for > >>>>> what such interfaces might look like. > >>>>> > >>>>> Eitan > >>>>> _______________________________________________ > >>>>> games_access mailing list > >>>>> games_access at igda.org > >>>>> http://seven.pairlist.net/mailman/listinfo/games_access > >>>> > >>>> > >>>> _______________________________________________ > >>>> games_access mailing list > >>>> games_access at igda.org > >>>> http://seven.pairlist.net/mailman/listinfo/games_access > >>>> > >>> _______________________________________________ > >>> games_access mailing list > >>> games_access at igda.org > >>> http://seven.pairlist.net/mailman/listinfo/games_access > >> > >> _______________________________________________ > >> games_access mailing list > >> games_access at igda.org > >> http://seven.pairlist.net/mailman/listinfo/games_access > > > > > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access ------------------------------------------------------------------------------ Search that pays you back! Introducing Live Search cashback. Search Now! ------------------------------------------------------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From glinert at mit.edu Wed Jun 11 13:14:46 2008 From: glinert at mit.edu (Eitan Glinert) Date: Wed, 11 Jun 2008 13:14:46 -0400 Subject: [games_access] language thread, was The Human Controller In-Reply-To: <011a01c8cbe4$798d3b20$9901a8c0@oneswitch> References: <3dd2060e0806051450y2c1490c0t8665a61b149682ad@mail.gmail.com> <057601c8ca82$eb843b10$9901a8c0@oneswitch> <3dd2060e0806101329u4dd004d9t6eca22c69150eade@mail.gmail.com> <002001c8cb4b$55cea190$0601000a@Galatea> <061e01c8cb90$011917d0$9901a8c0@oneswitch> <002801c8cbdb$d12be3d0$0601000a@Galatea> <011a01c8cbe4$798d3b20$9901a8c0@oneswitch> Message-ID: <3dd2060e0806111014j56c0cd5ava992ca22fef9fce8@mail.gmail.com> Hi everyone, I really appreciate all the back and forth on the language in my thesis, but I certainly hope that people are getting past these word choices and checking out the thesis content :) I'm going to go through and change the more egregious wording, like "suffering from". I will make other small changes here and there when appropriate, and I'll try to be as sensitive as possible without causing the flow to disintegrate due to bizarre wording. Thanks for the feedback, Eitan On Wed, Jun 11, 2008 at 12:59 PM, Barrie Ellis wrote: > Language is a contentious issue and I respect that you have a different > opinion, Matthias. I just personally feel that certain phrases don't > particularly tie up with disability rights - which is what the Game > Accessibility movement is all about to my mind. I still feel that you are > approaching this field from a Medical standpoint - rather that a Social > rights stand point. > > Barrie > www.OneSwitch.org.uk > > > > > ----- Original Message ----- > From: Matthias Troup > To: IGDA Games Accessibility SIG Mailing List > Sent: Wednesday, June 11, 2008 5:28 PM > Subject: Re: [games_access] language thread, was The Human Controller > Kestrel, Perhaps I (and others) read it as this: If these are people > without disabilities in the offensive sense... who aren't suffering in their > environment... what would they need help with, and why would anyone be > helping? I think Eitans choice of words is fine since his cause was a > constructive effort for accessibility. At least, I feel hints of emotion > help make any thesis a little less dry. > > > > > > > >> From: kestrell at panix.com >> To: games_access at igda.org >> Date: Wed, 11 Jun 2008 11:57:14 -0400 >> Subject: [games_access] language thread, was The Human Controller >> >> Regarding appropriate language, I'm not sure I see where you are >> disagreeing >> with my original post. I used the word "disability," and the site you >> linked >> to, which the wonderful BBC online disability magazine, Ouch!, also uses >> the >> word "disability." I totally agree with the list provided in the article >> as >> being offensive words, including the word "special." >> >> Granted the fifth day of ninety degree weather here in Boston is melting >> my >> brain, but what did I miss? >> >> Kes >> >> ----- Original Message ----- >> From: "Barrie Ellis" >> To: "IGDA Games Accessibility SIG Mailing List" >> Sent: Wednesday, June 11, 2008 2:54 AM >> Subject: Re: [games_access] The Human Controller >> >> >> > Hi Eitan, >> > >> > I actually disagree with Kestrell's "people first stand point" with >> > "people with disabilities" (although I did used to use it myself). I've >> > long since prefered "disabled people" linking to people being disabled >> > by >> > society / the inaccessibility of their environment. >> > >> > Take a look through this item: >> > http://news.bbc.co.uk/1/hi/magazine/3708576.stm. >> > Plus this on the Social Model and Medical Model of diability: >> > http://inclusion.uwe.ac.uk/inclusionweek/articles/socmod.htm >> > >> > Barrie >> > www.OneSwitch.org.uk >> > >> > >> > >> > >> > >> > >> > >> > >> > ----- Original Message ----- >> > From: "Kestrell" >> > To: "IGDA Games Accessibility SIG Mailing List" >> > Sent: Tuesday, June 10, 2008 11:42 PM >> > Subject: Re: [games_access] The Human Controller >> > >> > >> >> Eitan, >> >> >> >> I seem to have missed your original post in which you posted the link, >> >> but here are some thoughts on language and disability: >> >> >> >> Certain words and phrases tend to really be button words, as in they >> >> will >> >> typically hit many readers' buttons, and the phrase "suffering from" is >> >> definitely one of those phrases. Often the phrase can be deleted >> >> altogether, leaving the phrase "people with disabilities" or "people >> >> with >> >> visual impairments" or "visually-impaired gamers," etc. The informal >> >> rule >> >> is that the individuals you are discussing are "people first," as >> >> mentioned in this online article >> >> http://iod.unh.edu/press.html >> >> >> >> and here is a link which includes links to writing about disability, >> >> language to use in interviewing people with disabilities, and more >> >> resources >> >> http://ncdj.org/links.html >> >> >> >> Kes >> >> >> >> ---- Original Message ----- >> >> From: "Eitan Glinert" >> >> To: "IGDA Games Accessibility SIG Mailing List" >> >> Sent: Tuesday, June 10, 2008 4:29 PM >> >> Subject: Re: [games_access] The Human Controller >> >> >> >> >> >>> Wow, awesome! Thanks for the feedback, I think you are the only person >> >>> outside of MIT to have actually read this. Comments below. >> >>> Eitan >> >>> >> >>> On Mon, Jun 9, 2008 at 6:48 PM, Barrie Ellis >> >>> wrote: >> >>>> Hi Eitan, >> >>>> >> >>>> I've read through your thesis "The Human Controller"... >> >>>> >> >>>> Had these thoughts... >> >>>> >> >>>> Didn't like some of the language used. "Suffering from - impaired >> >>>> people - >> >>>> handicapped". All pretty crusty old terms with negative connotations. >> >>> >> >>>>>>EG: Point taken. Any suggestions for better terms?<<< >> >>> >> >>>> >> >>>> Not sure about the controller analysis in Chapter 1 - there's been >> >>>> Driving >> >>>> controllers and light guns since the 70's for many games consoles - >> >>>> which >> >>>> are fairly natural feeling interfaces and have been popular in the >> >>>> past. >> >>>> >> >>> >> >>>>>>EG: I guess in chapter one I'm trying to draw general strokes about >> >>>>>>UIs, saying that they generally weren't adopted by a mainstream >> >>>>>>audience. Perhaps I should make this more explicit, though<<< >> >>> >> >>>> "Even if it is possible to remap controls it is not always advisable >> >>>> to >> >>>> do >> >>>> so. Frequently part of the fun of a game is the interface, and >> >>>> changing >> >>>> it >> >>>> without forethought is potentially detrimental. In the pervious >> >>>> example >> >>>> of >> >>>> Wii Sports tennis part of the fun is actually swinging the controller >> >>>> as if >> >>>> it were a racket. If this functionality were changed to pressing a >> >>>> button >> >>>> then much of the game's charm and fun would be lost.". I'm not happy >> >>>> with >> >>>> this statement personally - I'd like to see multiple-layers of >> >>>> accessibility >> >>>> (much like Dimitris "Parallel Universes" theory). Why can't a four >> >>>> player >> >>>> game of Wii Sports allow player 1 to use the Wii-remote - player 2 to >> >>>> use a >> >>>> standard JoyPad - player 3 to use a single button and player 4 to use >> >>>> an >> >>>> adapted Wii-remote with blue-tooth stereo head-set to relay >> >>>> personalised >> >>>> timing sounds (think of live singers having a click track that only >> >>>> they can >> >>>> hear) in an ideal world? You mention this type of thing later as if >> >>>> it's a >> >>>> good thing - so I find this early statement a bit overly negative. >> >>>> >> >>> >> >>>>>>EG: I agree with what you say, which is why I discuss such themes in >> >>>>>>chapter 2. I guess the reason I have that negative statement early >> >>>>>> on >> >>>>>>is because I wanted to acknowledge the tradeoff early on, even >> >>>>>> before >> >>>>>>I get to the sections on tradeoffs. I also wanted to make it clear >> >>>>>>that I don't feel accessibility is a magic bullet, even if it is >> >>>>>>almost always applicable.<<< >> >>> >> >>>> "Games have evolved tremendously over the past few decades, as >> >>>> advancements >> >>>> in technology have led to amazingly realistic and engaging offerings, >> >>>> while >> >>>> shifts in player demographics indicate the widespread popularity of >> >>>> video >> >>>> games. Despite these changes many different disabled groups are still >> >>>> unable >> >>>> to play most titles due to inaccessible UIs.." - Would argue that >> >>>> too. >> >>>> I'd >> >>>> agree that most Blind gamers would be in that boat (those with very >> >>>> little >> >>>> usable sight) - but a better statement might have been "many >> >>>> different >> >>>> disabled groups are faced with deeply frustrating barriers with many >> >>>> main-stream games". I know Deaf gamers might struggle at certain >> >>>> points >> >>>> of >> >>>> certain games - and gamers using a single button frequently have to >> >>>> rely >> >>>> upon a friend/helper to take on extra controls and so on - but they >> >>>> can >> >>>> still play. >> >>>> >> >>> >> >>>>>>EG: Good suggestion, thanks! I might make a change to the argument >> >>>>>> on >> >>>>>>the online version.<<< >> >>> >> >>>> >> >>>> Chaper 2 >> >>>> >> >>>> "Game controls should be as simple as possible, but no simpler." - >> >>>> Not >> >>>> really sure what you're saying here. >> >>>> >> >>> >> >>>>>>EG: Simplicity is good, but you don't want to go overboard. You >> >>>>>> don't >> >>>>>>want to cut out critical game elements or features in the name of a >> >>>>>>"cleaner" UI. Maybe that's not clear? <<< >> >>> >> >>>> >> >>>> 2.5 "a rhythm title like Guitar Hero which focuses on music will not >> >>>> work >> >>>> for the hearing impaired, and it is probably not possible to make an >> >>>> accessible version." - I don't agree with this. Deaf gamers as a >> >>>> whole >> >>>> covers a very broad range of hearing ability. There will be many deaf >> >>>> gamers >> >>>> perfectly able to play Guitar Hero. Even those unable to hear at all >> >>>> might >> >>>> enjoy such a game - did you see Deaf Gamers 8.5/10 review score: >> >>>> http://www.deafgamers.com/07reviews_a/gh3_x360.html >> >>>> >> >>> >> >>>>>>EG: Wow, I flubbed this one. I'm going to have to change the >> >>>>>> language >> >>>>>>on this. Good catch, thanks!<<< >> >>> >> >>>> But aside from this, I frequently found myself in full agreement with >> >>>> the >> >>>> majority of your thesis - and did enjoy reading it. Thanks for making >> >>>> it >> >>>> publicly available. >> >>>> >> >>> >> >>>>>>Great, thanks so much!<<< >> >>> >> >>>> Barrie >> >>>> >> >>>> >> >>>> ----- Original Message ----- From: "Eitan Glinert" >> >>>> To: "IGDA Games Accessibility SIG Mailing List" >> >>>> >> >>>> Sent: Thursday, June 05, 2008 10:50 PM >> >>>> Subject: [games_access] The Human Controller >> >>>> >> >>>> >> >>>>> Good news, everyone! In a surprise twist, I'm graduating! I know a >> >>>>> lot >> >>>>> of you are interested in my thesis, so you can check it out at >> >>>>> web.mit.edu/glinert/www/thesis . I'm happy to answer questions about >> >>>>> it, and I welcome feedback (both positive and negative). Special >> >>>>> thanks to Dimitris, Eelke, Michelle, and Reid for all their help >> >>>>> answering my questions over the months. >> >>>>> >> >>>>> In case you're not sure whether it is worth reading, here's some >> >>>>> more >> >>>>> info: >> >>>>> >> >>>>> TITLE: The Human Controller: Usability and Accessibility in Video >> >>>>> Game >> >>>>> Interfaces >> >>>>> >> >>>>> ABSTRACT: >> >>>>> Despite the advances in user interfaces and the new gaming genres, >> >>>>> not >> >>>>> all people can play all games - disabled people are frequently >> >>>>> excluded from game play experiences. On the one hand this adds to >> >>>>> the >> >>>>> list of discriminations disabled people face in our society, while >> >>>>> on >> >>>>> the other hand actively including them potentially results in games >> >>>>> that are better for everyone. The largest hurdle to involvement is >> >>>>> the >> >>>>> user interface, or how a player interacts with the game. Analyzing >> >>>>> usability and adhering to accessibility design principles makes it >> >>>>> both possible and practical to develop fun and engaging game user >> >>>>> interfaces that a broader range of the population can play. To >> >>>>> demonstrate these principles we created AudiOdyssey, a PC rhythm >> >>>>> game >> >>>>> that is accessible to both sighted and non-sighted audiences. By >> >>>>> following accessibility guidelines we incorporated a novel >> >>>>> combination >> >>>>> of features resulting in a similar play experience for both groups. >> >>>>> Testing AudiOdyssey yielded useful insights into which interface >> >>>>> elements work and which don't work for all users. Finally a case is >> >>>>> made for considering accessibility when designing future versions of >> >>>>> gaming user interfaces, and speculative scenarios are presented for >> >>>>> what such interfaces might look like. >> >>>>> >> >>>>> Eitan >> >>>>> _______________________________________________ >> >>>>> games_access mailing list >> >>>>> games_access at igda.org >> >>>>> http://seven.pairlist.net/mailman/listinfo/games_access >> >>>> >> >>>> >> >>>> _______________________________________________ >> >>>> games_access mailing list >> >>>> games_access at igda.org >> >>>> http://seven.pairlist.net/mailman/listinfo/games_access >> >>>> >> >>> _______________________________________________ >> >>> games_access mailing list >> >>> games_access at igda.org >> >>> http://seven.pairlist.net/mailman/listinfo/games_access >> >> >> >> _______________________________________________ >> >> games_access mailing list >> >> games_access at igda.org >> >> http://seven.pairlist.net/mailman/listinfo/games_access >> > >> > >> > _______________________________________________ >> > games_access mailing list >> > games_access at igda.org >> > http://seven.pairlist.net/mailman/listinfo/games_access >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > ________________________________ > Search that pays you back! Introducing Live Search cashback. Search Now! > > ________________________________ > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From foreversublime at hotmail.com Wed Jun 11 13:23:55 2008 From: foreversublime at hotmail.com (Matthias Troup) Date: Wed, 11 Jun 2008 13:23:55 -0400 Subject: [games_access] language thread, was The Human Controller In-Reply-To: <011a01c8cbe4$798d3b20$9901a8c0@oneswitch> References: <3dd2060e0806051450y2c1490c0t8665a61b149682ad@mail.gmail.com><057601c8ca82$eb843b10$9901a8c0@oneswitch><3dd2060e0806101329u4dd004d9t6eca22c69150eade@mail.gmail.com><002001c8cb4b$55cea190$0601000a@Galatea><061e01c8cb90$011917d0$9901a8c0@oneswitch> <002801c8cbdb$d12be3d0$0601000a@Galatea> <011a01c8cbe4$798d3b20$9901a8c0@oneswitch> Message-ID: Partly true. I think now would be a good time to address issues from a social rights standpoint to inform members and non-members of the SIG (while the can still google the information). My quick is that I rarely see social rights equate to equal rights and that's what I think [a] cause [and any special interest group for a cause] moreso than the use of language. Language is often an external barrier while the former, social rights, issue is can rear its head as a deconstructive internal barrier to the people a special interest group is trying to reach. From: barrie.ellis at oneswitch.org.ukTo: games_access at igda.orgDate: Wed, 11 Jun 2008 17:59:12 +0100Subject: Re: [games_access] language thread, was The Human Controller Language is a contentious issue and I respect that you have a different opinion, Matthias. I just personally feel that certain phrases don't particularly tie up with disability rights - which is what the Game Accessibility movement is all about to my mind. I still feel that you are approaching this field from a Medical standpoint - rather that a Social rights stand point. Barrie www.OneSwitch.org.uk ----- Original Message ----- From: Matthias Troup To: IGDA Games Accessibility SIG Mailing List Sent: Wednesday, June 11, 2008 5:28 PM Subject: Re: [games_access] language thread, was The Human Controller Kestrel, Perhaps I (and others) read it as this: If these are people without disabilities in the offensive sense... who aren't suffering in their environment... what would they need help with, and why would anyone be helping? I think Eitans choice of words is fine since his cause was a constructive effort for accessibility. At least, I feel hints of emotion help make any thesis a little less dry.> From: kestrell at panix.com> To: games_access at igda.org> Date: Wed, 11 Jun 2008 11:57:14 -0400> Subject: [games_access] language thread, was The Human Controller> > Regarding appropriate language, I'm not sure I see where you are disagreeing > with my original post. I used the word "disability," and the site you linked > to, which the wonderful BBC online disability magazine, Ouch!, also uses the > word "disability." I totally agree with the list provided in the article as > being offensive words, including the word "special."> > Granted the fifth day of ninety degree weather here in Boston is melting my > brain, but what did I miss?> > Kes> > ----- Original Message ----- > From: "Barrie Ellis" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Wednesday, June 11, 2008 2:54 AM> Subject: Re: [games_access] The Human Controller> > > > Hi Eitan,> >> > I actually disagree with Kestrell's "people first stand point" with > > "people with disabilities" (although I did used to use it myself). I've > > long since prefered "disabled people" linking to people being disabled by > > society / the inaccessibility of their environment.> >> > Take a look through this item: > > http://news.bbc.co.uk/1/hi/magazine/3708576.stm.> > Plus this on the Social Model and Medical Model of diability: > > http://inclusion.uwe.ac.uk/inclusionweek/articles/socmod.htm> >> > Barrie> > www.OneSwitch.org.uk> >> >> >> >> >> >> >> >> > ----- Original Message ----- > > From: "Kestrell" > > To: "IGDA Games Accessibility SIG Mailing List" > > Sent: Tuesday, June 10, 2008 11:42 PM> > Subject: Re: [games_access] The Human Controller> >> >> >> Eitan,> >>> >> I seem to have missed your original post in which you posted the link, > >> but here are some thoughts on language and disability:> >>> >> Certain words and phrases tend to really be button words, as in they will > >> typically hit many readers' buttons, and the phrase "suffering from" is > >> definitely one of those phrases. Often the phrase can be deleted > >> altogether, leaving the phrase "people with disabilities" or "people with > >> visual impairments" or "visually-impaired gamers," etc. The informal rule > >> is that the individuals you are discussing are "people first," as > >> mentioned in this online article> >> http://iod.unh.edu/press.html> >>> >> and here is a link which includes links to writing about disability, > >> language to use in interviewing people with disabilities, and more > >> resources> >> http://ncdj.org/links.html> >>> >> Kes> >>> >> ---- Original Message ----- > >> From: "Eitan Glinert" > >> To: "IGDA Games Accessibility SIG Mailing List" > >> Sent: Tuesday, June 10, 2008 4:29 PM> >> Subject: Re: [games_access] The Human Controller> >>> >>> >>> Wow, awesome! Thanks for the feedback, I think you are the only person> >>> outside of MIT to have actually read this. Comments below.> >>> Eitan> >>>> >>> On Mon, Jun 9, 2008 at 6:48 PM, Barrie Ellis> >>> wrote:> >>>> Hi Eitan,> >>>>> >>>> I've read through your thesis "The Human Controller"...> >>>>> >>>> Had these thoughts...> >>>>> >>>> Didn't like some of the language used. "Suffering from - impaired > >>>> people -> >>>> handicapped". All pretty crusty old terms with negative connotations.> >>>> >>>>>>EG: Point taken. Any suggestions for better terms?<<<> >>>> >>>>> >>>> Not sure about the controller analysis in Chapter 1 - there's been > >>>> Driving> >>>> controllers and light guns since the 70's for many games consoles - > >>>> which> >>>> are fairly natural feeling interfaces and have been popular in the > >>>> past.> >>>>> >>>> >>>>>>EG: I guess in chapter one I'm trying to draw general strokes about > >>>>>>UIs, saying that they generally weren't adopted by a mainstream > >>>>>>audience. Perhaps I should make this more explicit, though<<<> >>>> >>>> "Even if it is possible to remap controls it is not always advisable to > >>>> do> >>>> so. Frequently part of the fun of a game is the interface, and changing > >>>> it> >>>> without forethought is potentially detrimental. In the pervious example > >>>> of> >>>> Wii Sports tennis part of the fun is actually swinging the controller > >>>> as if> >>>> it were a racket. If this functionality were changed to pressing a > >>>> button> >>>> then much of the game's charm and fun would be lost.". I'm not happy > >>>> with> >>>> this statement personally - I'd like to see multiple-layers of > >>>> accessibility> >>>> (much like Dimitris "Parallel Universes" theory). Why can't a four > >>>> player> >>>> game of Wii Sports allow player 1 to use the Wii-remote - player 2 to > >>>> use a> >>>> standard JoyPad - player 3 to use a single button and player 4 to use > >>>> an> >>>> adapted Wii-remote with blue-tooth stereo head-set to relay > >>>> personalised> >>>> timing sounds (think of live singers having a click track that only > >>>> they can> >>>> hear) in an ideal world? You mention this type of thing later as if > >>>> it's a> >>>> good thing - so I find this early statement a bit overly negative.> >>>>> >>>> >>>>>>EG: I agree with what you say, which is why I discuss such themes in > >>>>>>chapter 2. I guess the reason I have that negative statement early on > >>>>>>is because I wanted to acknowledge the tradeoff early on, even before > >>>>>>I get to the sections on tradeoffs. I also wanted to make it clear > >>>>>>that I don't feel accessibility is a magic bullet, even if it is > >>>>>>almost always applicable.<<<> >>>> >>>> "Games have evolved tremendously over the past few decades, as > >>>> advancements> >>>> in technology have led to amazingly realistic and engaging offerings, > >>>> while> >>>> shifts in player demographics indicate the widespread popularity of > >>>> video> >>>> games. Despite these changes many different disabled groups are still > >>>> unable> >>>> to play most titles due to inaccessible UIs.." - Would argue that too. > >>>> I'd> >>>> agree that most Blind gamers would be in that boat (those with very > >>>> little> >>>> usable sight) - but a better statement might have been "many different> >>>> disabled groups are faced with deeply frustrating barriers with many> >>>> main-stream games". I know Deaf gamers might struggle at certain points > >>>> of> >>>> certain games - and gamers using a single button frequently have to > >>>> rely> >>>> upon a friend/helper to take on extra controls and so on - but they can> >>>> still play.> >>>>> >>>> >>>>>>EG: Good suggestion, thanks! I might make a change to the argument on > >>>>>>the online version.<<<> >>>> >>>>> >>>> Chaper 2> >>>>> >>>> "Game controls should be as simple as possible, but no simpler." - Not> >>>> really sure what you're saying here.> >>>>> >>>> >>>>>>EG: Simplicity is good, but you don't want to go overboard. You don't > >>>>>>want to cut out critical game elements or features in the name of a > >>>>>>"cleaner" UI. Maybe that's not clear? <<<> >>>> >>>>> >>>> 2.5 "a rhythm title like Guitar Hero which focuses on music will not > >>>> work> >>>> for the hearing impaired, and it is probably not possible to make an> >>>> accessible version." - I don't agree with this. Deaf gamers as a whole> >>>> covers a very broad range of hearing ability. There will be many deaf > >>>> gamers> >>>> perfectly able to play Guitar Hero. Even those unable to hear at all > >>>> might> >>>> enjoy such a game - did you see Deaf Gamers 8.5/10 review score:> >>>> http://www.deafgamers.com/07reviews_a/gh3_x360.html> >>>>> >>>> >>>>>>EG: Wow, I flubbed this one. I'm going to have to change the language > >>>>>>on this. Good catch, thanks!<<<> >>>> >>>> But aside from this, I frequently found myself in full agreement with > >>>> the> >>>> majority of your thesis - and did enjoy reading it. Thanks for making > >>>> it> >>>> publicly available.> >>>>> >>>> >>>>>>Great, thanks so much!<<<> >>>> >>>> Barrie> >>>>> >>>>> >>>> ----- Original Message ----- From: "Eitan Glinert" > >>>> To: "IGDA Games Accessibility SIG Mailing List" > >>>> Sent: Thursday, June 05, 2008 10:50 PM> >>>> Subject: [games_access] The Human Controller> >>>>> >>>>> >>>>> Good news, everyone! In a surprise twist, I'm graduating! I know a lot> >>>>> of you are interested in my thesis, so you can check it out at> >>>>> web.mit.edu/glinert/www/thesis . I'm happy to answer questions about> >>>>> it, and I welcome feedback (both positive and negative). Special> >>>>> thanks to Dimitris, Eelke, Michelle, and Reid for all their help> >>>>> answering my questions over the months.> >>>>>> >>>>> In case you're not sure whether it is worth reading, here's some more> >>>>> info:> >>>>>> >>>>> TITLE: The Human Controller: Usability and Accessibility in Video Game> >>>>> Interfaces> >>>>>> >>>>> ABSTRACT:> >>>>> Despite the advances in user interfaces and the new gaming genres, not> >>>>> all people can play all games - disabled people are frequently> >>>>> excluded from game play experiences. On the one hand this adds to the> >>>>> list of discriminations disabled people face in our society, while on> >>>>> the other hand actively including them potentially results in games> >>>>> that are better for everyone. The largest hurdle to involvement is the> >>>>> user interface, or how a player interacts with the game. Analyzing> >>>>> usability and adhering to accessibility design principles makes it> >>>>> both possible and practical to develop fun and engaging game user> >>>>> interfaces that a broader range of the population can play. To> >>>>> demonstrate these principles we created AudiOdyssey, a PC rhythm game> >>>>> that is accessible to both sighted and non-sighted audiences. By> >>>>> following accessibility guidelines we incorporated a novel combination> >>>>> of features resulting in a similar play experience for both groups.> >>>>> Testing AudiOdyssey yielded useful insights into which interface> >>>>> elements work and which don't work for all users. Finally a case is> >>>>> made for considering accessibility when designing future versions of> >>>>> gaming user interfaces, and speculative scenarios are presented for> >>>>> what such interfaces might look like.> >>>>>> >>>>> Eitan> >>>>> _______________________________________________> >>>>> games_access mailing list> >>>>> games_access at igda.org> >>>>> http://seven.pairlist.net/mailman/listinfo/games_access> >>>>> >>>>> >>>> _______________________________________________> >>>> games_access mailing list> >>>> games_access at igda.org> >>>> http://seven.pairlist.net/mailman/listinfo/games_access> >>>>> >>> _______________________________________________> >>> games_access mailing list> >>> games_access at igda.org> >>> http://seven.pairlist.net/mailman/listinfo/games_access> >>> >> _______________________________________________> >> games_access mailing list> >> games_access at igda.org> >> http://seven.pairlist.net/mailman/listinfo/games_access> >> >> > _______________________________________________> > games_access mailing list> > games_access at igda.org> > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________> games_access mailing list> games_access at igda.org> http://seven.pairlist.net/mailman/listinfo/games_access Search that pays you back! Introducing Live Search cashback. Search Now! _______________________________________________games_access mailing listgames_access at igda.orghttp://seven.pairlist.net/mailman/listinfo/games_access _________________________________________________________________ Now you can invite friends from Facebook and other groups to join you on Windows Live? Messenger. Add now. https://www.invite2messenger.net/im/?source=TXT_EML_WLH_AddNow_Now -------------- next part -------------- An HTML attachment was scrubbed... URL: From eelke.folmer at gmail.com Wed Jun 11 17:03:10 2008 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Wed, 11 Jun 2008 14:03:10 -0700 Subject: [games_access] Publishing Work on Accessible Level Editing In-Reply-To: <9F8A3FEE-4EAB-4DEE-A33C-B50DB47288E1@sussex.ac.uk> References: <484FF8AB.8040406@lboro.ac.uk> <9F8A3FEE-4EAB-4DEE-A33C-B50DB47288E1@sussex.ac.uk> Message-ID: <836db6300806111403k4e64fd09wb21d9bdf2c0c1c09@mail.gmail.com> Hi Colin, It makes a big difference whether you submit to a game conference or to traditional HCI conferences. Academic Game conferences in my opinion are still up and coming. Its also kind of hard to compete with fancy game engines and cool new technologies for creating games, though it is easier to get in touch with industry. The domain of HCI is more established and you are bound to get more constructive feedback on your work. The past few years several game related papers have been presented at HCI related conferences. I can recommend: http://www.sigaccess.org/assets08/ (deadline already passed) or http://www.chi2009.org/ (september 19th) Cheers Eelke On 11/06/2008, Graham McAllister wrote: > > > Hi Colin, > > I'm not aware of any specific conferences in accessible games, but perhaps > Advances in Computer Entertainment > (http://www.ace-conf.org/ace2008/) might be a possibility? > The deadline for full papers is 15 July. > > There were a few interesting deadlines that have just passed such as the > CHArt conference > (http://www.chart.ac.uk/chart2008/index.html). > > Cheers, > Graham. > > > Graham McAllister, PhD > Senior Lecturer in Human-Computer Interaction > University of Sussex > Brighton > UK > > On 11 Jun 2008, at 17:09, Colin H C Machin wrote: > > > I am the PhD supervisor to Matthew Atkinson, whom many of you will know as > a leading light in the AGRIP Project, the home of the accessible 3D > first-person shooter game for blind people, AudioQuake. We have been doing > some work on Level Editing for AudioQuake and in particular making it > accessible, so that blind people can participate in level building. We are > looking for a suitable outlet for an acadeic paper on our work and on the > results of some trials that we have been doing. We wondered if any of you > have any links with or otherwise know of forthcoming conferences where this > kind of work would be of interest. > > Colin Machin > Department of Computer Science > Loughborough University > UK > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > > _______________________________________________ > 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.eelke.com ---------------------------------------------------------------------------- From eelke.folmer at gmail.com Wed Jun 11 17:06:21 2008 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Wed, 11 Jun 2008 14:06:21 -0700 Subject: [games_access] Game Accessibility; the numbers Message-ID: <836db6300806111406x14e05245p521fa20a5af6c34a@mail.gmail.com> Hi, A remember a discussion a while ago (I guess it was before E for All or GDC) when we were making flyers that we couldn't specify how many people are unable to play games because of a disability. Anyway i'm hoping to shed some more light on these numbers. For an upcoming survey paper on Game Accessibility I sat down and analyzed several statistics to come up with a more precise estimate for the total number of people in the USA who's game playing abilities are affected by a disability. I based these estimates primarily on data from the American Community Survey (2002) which provides a breakdown of each disability category into more specific categories allowing us to more precisely identify whether that particular disability affects someone's ability to play games. Unable to walk does not have the same effect on being able to play games as arthritis while both are considered a physical disability. Another problem with trying to define estimates is that elderly are overly represented in the total number of people with disabilities while at the same time it is known that elderly don't play games as much as the younger generations. The number of people in the baby boom generation is also very large. I tried to pull this data apart based on estimates based on some data I found on average number of people that play games and console ownership broken down into different age categories. Inevitably some extrapolations were made, I wish more accurate data was available. I corresponded with the US census office briefly and for future community surveys they told me they are considering including ability to use computer in their questionnaires. This data is currently not available in the 2002 survey. The statistics can be found here: http://www.eelke.com/files/ga_stats.pdf Let me know if you have any feedback or suggestions, any feedback is appreciated. Cheers Eelke -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.eelke.com ---------------------------------------------------------------------------- From foreversublime at hotmail.com Wed Jun 11 17:43:03 2008 From: foreversublime at hotmail.com (Matthias Troup) Date: Wed, 11 Jun 2008 17:43:03 -0400 Subject: [games_access] Game Accessibility; the numbers In-Reply-To: <836db6300806111406x14e05245p521fa20a5af6c34a@mail.gmail.com> References: <836db6300806111406x14e05245p521fa20a5af6c34a@mail.gmail.com> Message-ID: Hi Eelke, I didn't see an intended goal or purpose of the study. Is there one? As far as motivating developers to take accessible approaches I fear taking a broad stroke would scare developers away from taking on the problem as the numbers are so large and context specific (Dyslexia: Text heavy Adventure/RPGs and Scrabble) it may be too hard or irrelevant to calculate (disabled people that can't play games vs. disabled people that can't collect stamps), though I admire the amount of effort you put into data collecting.> Date: Wed, 11 Jun 2008 14:06:21 -0700> From: eelke.folmer at gmail.com> To: games_access at igda.org> Subject: [games_access] Game Accessibility; the numbers> > Hi,> > A remember a discussion a while ago (I guess it was before E for All> or GDC) when we were making flyers that we couldn't specify how many> people are unable to play games because of a disability. Anyway i'm> hoping to shed some more light on these numbers.> > For an upcoming survey paper on Game Accessibility I sat down and> analyzed several statistics to come up with a more precise estimate> for the total number of people in the USA who's game playing abilities> are affected by a disability. I based these estimates primarily on> data from the American Community Survey (2002) which provides a> breakdown of each disability category into more specific categories> allowing us to more precisely identify whether that particular> disability affects someone's ability to play games. Unable to walk> does not have the same effect on being able to play games as arthritis> while both are considered a physical disability. Another problem with> trying to define estimates is that elderly are overly represented in> the total number of people with disabilities while at the same time it> is known that elderly don't play games as much as the younger> generations. The number of people in the baby boom generation is also> very large. I tried to pull this data apart based on estimates based> on some data I found on average number of people that play games and> console ownership broken down into different age categories.> Inevitably some extrapolations were made, I wish more accurate data> was available. I corresponded with the US census office briefly and> for future community surveys they told me they are considering> including ability to use computer in their questionnaires. This data> is currently not available in the 2002 survey.> > The statistics can be found here: http://www.eelke.com/files/ga_stats.pdf> > Let me know if you have any feedback or suggestions, any feedback is> appreciated.> > Cheers Eelke> > -- > ----------------------------------------------------------------------------> Eelke Folmer Assistant Professor> Department of CS&E/171> University of Nevada Reno, Nevada 89557> Game interaction design www.eelke.com> ----------------------------------------------------------------------------> _______________________________________________> games_access mailing list> games_access at igda.org> http://seven.pairlist.net/mailman/listinfo/games_access _________________________________________________________________ Now you can invite friends from Facebook and other groups to join you on Windows Live? Messenger. Add now. https://www.invite2messenger.net/im/?source=TXT_EML_WLH_AddNow_Now -------------- next part -------------- An HTML attachment was scrubbed... URL: From eelke.folmer at gmail.com Wed Jun 11 18:01:35 2008 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Wed, 11 Jun 2008 15:01:35 -0700 Subject: [games_access] Survey: 'Disabled Gamers' Comprise 20% of Casual Video Games Audience Message-ID: <836db6300806111501w2e2cec00ra188d5e5d784d6c9@mail.gmail.com> Coincidentally this just came by, it's a real study focusing on casual games and the relationship with disabled gamers. http://www.breitbart.com/article.php?id=prnw.20080611.AQW016&show_article=1 With bejewelled as their flagship, maybe they can implement our rotate and extend mechanism to make it accessible to physically disabled? http://www.youtube.com/watch?v=cdwZiQsbrck http://gem.eelke.com Cheers Eelke -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.eelke.com ---------------------------------------------------------------------------- From eelke.folmer at gmail.com Wed Jun 11 18:04:18 2008 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Wed, 11 Jun 2008 15:04:18 -0700 Subject: [games_access] Game Accessibility; the numbers In-Reply-To: References: <836db6300806111406x14e05245p521fa20a5af6c34a@mail.gmail.com> Message-ID: <836db6300806111504wb841392oaaf2cd14b196718d@mail.gmail.com> Hi Matthias, Thanks for your feedback Sorry for the lack of context, it's just one excerpt of our paper that I put online, a goal for this study is provided in a previous section that I did not include. To summarize the goal: I'm trying to find a ballpark figure of the total number of people that are affected. In a later part of the paper we connect it to data we collected on implementing a number of accessible solutions (such as closed captioning or one switch access mechanism). Using this data game developers can make an informed decision whether it pays off to make their games accessible. For a number of disabilities (auditory/cognitive/physical) we identified that it does pay off to make your game accessible, because you can sell more games than it costs you to make it accessible. We have data on profit per sold copy. There are plenty of more important reasons why game companies should make their game accessible (ethical /legal). But sadly most game companies are struggling in an ever competitive market, so providing them with hard data on the potential payoff of making games accessible is one viable strategy towards convincing them. Cheers Eelke On 11/06/2008, Matthias Troup wrote: > > Hi Eelke, > > I didn't see an intended goal or purpose of the study. Is there one? As > far as motivating developers to take accessible approaches I fear taking a > broad stroke would scare developers away from taking on the problem as the > numbers are so large and context specific (Dyslexia: Text heavy > Adventure/RPGs and Scrabble) it may be too hard or irrelevant to calculate > (disabled people that can't play games vs. disabled people that can't > collect stamps), though I admire the amount of effort you put into data > collecting. > > > > > > > > > Date: Wed, 11 Jun 2008 14:06:21 -0700 > > From: eelke.folmer at gmail.com > > To: games_access at igda.org > > Subject: [games_access] Game Accessibility; the numbers > > > > > Hi, > > > > A remember a discussion a while ago (I guess it was before E for All > > or GDC) when we were making flyers that we couldn't specify how many > > people are unable to play games because of a disability. Anyway i'm > > hoping to shed some more light on these numbers. > > > > For an upcoming survey paper on Game Accessibility I sat down and > > analyzed several statistics to come up with a more precise estimate > > for the total number of people in the USA who's game playing abilities > > are affected by a disability. I based these estimates primarily on > > data from the American Community Survey (2002) which provides a > > breakdown of each disability category into more specific categories > > allowing us to more precisely identify whether that particular > > disability affects someone's ability to play games. Unable to walk > > does not have the same effect on being able to play games as arthritis > > while both are considered a physical disability. Another problem with > > trying to define estimates is that elderly are overly represented in > > the total number of people with disabilities while at the same time it > > is known that elderly don't play games as much as the younger > > generations. The number of people in the baby boom generation is also > > very large. I tried to pull this data apart based on estimates based > > on some data I found on average number of people that play games and > > console ownership broken down into different age categories. > > Inevitably some extrapolations were made, I wish more accurate data > > was available. I corresponded with the US census office briefly and > > for future community surveys they told me they are considering > > including ability to use computer in their questionnaires. This data > > is currently not available in the 2002 survey. > > > > The statistics can be found here: > http://www.eelke.com/files/ga_stats.pdf > > > > Let me know if you have any feedback or suggestions, any feedback is > > appreciated. > > > > Cheers Eelke > > > > -- > > > ---------------------------------------------------------------------------- > > Eelke Folmer Assistant Professor > > Department of CS&E/171 > > University of Nevada Reno, Nevada 89557 > > Game interaction design www.eelke.com > > > ---------------------------------------------------------------------------- > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > > ________________________________ > Now you can invite friends from Facebook and other groups to join you on > Windows Live? Messenger. Add them now! > _______________________________________________ > 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.eelke.com ---------------------------------------------------------------------------- From richard at audiogames.net Wed Jun 11 18:24:00 2008 From: richard at audiogames.net (AudioGames.net) Date: Thu, 12 Jun 2008 00:24:00 +0200 Subject: [games_access] Survey: 'Disabled Gamers' Comprise 20% of CasualVideo Games Audience References: <836db6300806111501w2e2cec00ra188d5e5d784d6c9@mail.gmail.com> Message-ID: <003601c8cc11$d8d46e50$6402a8c0@Delletje> Hi, *quote* Compared to the casual gamer population as a whole (which industry estimates peg at 300 million to 400 million players worldwide), those with disabilities play more frequently, for more hours per week, and for longer periods of time per gaming session. They also report that they experience more significant benefits from playing and view their game-playing activity as a more important factor in their lives than do non-disabled consumers. *quote end* Wow! Thanks Eelke! Ries ----- Original Message ----- From: "Eelke Folmer" To: "IGDA Games Accessibility SIG Mailing List" Sent: Thursday, June 12, 2008 12:01 AM Subject: [games_access] Survey: 'Disabled Gamers' Comprise 20% of CasualVideo Games Audience > Coincidentally this just came by, it's a real study focusing on casual > games and the relationship with disabled gamers. > http://www.breitbart.com/article.php?id=prnw.20080611.AQW016&show_article=1 > > With bejewelled as their flagship, maybe they can implement our rotate > and extend mechanism to make it accessible to physically disabled? > > http://www.youtube.com/watch?v=cdwZiQsbrck > http://gem.eelke.com > > > Cheers Eelke > > > -- > ---------------------------------------------------------------------------- > Eelke Folmer Assistant Professor > Department of CS&E/171 > University of Nevada Reno, Nevada 89557 > Game interaction design www.eelke.com > ---------------------------------------------------------------------------- > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Wed Jun 11 18:49:22 2008 From: richard at audiogames.net (AudioGames.net) Date: Thu, 12 Jun 2008 00:49:22 +0200 Subject: [games_access] Project Icecube: One Button Game A Potential Winner in Game Design Competition! References: <836db6300806111501w2e2cec00ra188d5e5d784d6c9@mail.gmail.com> <003601c8cc11$d8d46e50$6402a8c0@Delletje> Message-ID: <001901c8cc15$656422e0$6402a8c0@Delletje> Hi, A short message concerning a cool one-button platform game by Michiel Krol: You may remember Michiel Krol's name from his work on the Audio Game Maker and project Game Accessibility at the Bartimeus Accessibility foundation. You may also remember his name from the game Submarine (http://www.spele.nl/game/submarine.html - currently unavailable at time of this post), which was nominated for the NLGD Game Design Rally 2006 and which featured an alternative, one-button control scheme. Michiel is currently finishing his Masters degree in Game Design. I'm happy to announce that for this years NLGD Game Rally, Michiel is once more nominated for a new game: Project Icecube! This free online Flash-game is specifically designed for children in the age of 8 to 12 who have to live with a chronical disease or a handicap. What makes Project Icecube special is that this is a one-button platform game. The game control automation is slightly inspired by that of a prototype for a one-button platform game that I once made. Check out Project Icecube here: http://www.uqudos.com/nl/portfolio/gameplayNLGD_3.html Currently the game only works with the spacebar (it was designed like this for the competition) but it is a very small effort to reprogram it so it works with every key or button or switch device. The game is only in Dutch for now. In the game, you are an icecube and you have to explore 4 worlds, finding fellow icecubes and water the seeds found in the world to progress. What do you think? Next week's the winner is selected, on thursday the 18th. Although the winner is selected via a child jury, you can let Michiel know what you think of the game by rating the game on the website. Greets, Richard From richard at audiogames.net Wed Jun 11 18:54:07 2008 From: richard at audiogames.net (AudioGames.net) Date: Thu, 12 Jun 2008 00:54:07 +0200 Subject: [games_access] Project Icecube: One Button Game A Potential Winnerin Game Design Competition! References: <836db6300806111501w2e2cec00ra188d5e5d784d6c9@mail.gmail.com><003601c8cc11$d8d46e50$6402a8c0@Delletje> <001901c8cc15$656422e0$6402a8c0@Delletje> Message-ID: <002001c8cc16$0e46d8d0$6402a8c0@Delletje> Ps: Here's the control scheme: jump: press and/or hold space and let go (jump = on let go) climb ladder: press space and let go (when over/under a ladder) change direction on ladder: press space and let go (when on a ladder) go through door: hold space when next to door water seeds: hold space when next to seeds greets, Richard ----- Original Message ----- From: "AudioGames.net" To: "IGDA Games Accessibility SIG Mailing List" Sent: Thursday, June 12, 2008 12:49 AM Subject: [games_access] Project Icecube: One Button Game A Potential Winnerin Game Design Competition! > Hi, > > A short message concerning a cool one-button platform game by Michiel > Krol: > > You may remember Michiel Krol's name from his work on the Audio Game Maker > and project Game Accessibility at the Bartimeus Accessibility foundation. > You may also remember his name from the game Submarine > (http://www.spele.nl/game/submarine.html - currently unavailable at time > of this post), which was nominated for the NLGD Game Design Rally 2006 and > which featured an alternative, one-button control scheme. Michiel is > currently finishing his Masters degree in Game Design. > > I'm happy to announce that for this years NLGD Game Rally, Michiel is once > more nominated for a new game: Project Icecube! This free online > Flash-game is specifically designed for children in the age of 8 to 12 who > have to live with a chronical disease or a handicap. What makes Project > Icecube special is that this is a one-button platform game. The game > control automation is slightly inspired by that of a prototype for a > one-button platform game that I once made. Check out Project Icecube here: > > http://www.uqudos.com/nl/portfolio/gameplayNLGD_3.html > > Currently the game only works with the spacebar (it was designed like this > for the competition) but it is a very small effort to reprogram it so it > works with every key or button or switch device. The game is only in Dutch > for now. In the game, you are an icecube and you have to explore 4 worlds, > finding fellow icecubes and water the seeds found in the world to > progress. > > What do you think? > > Next week's the winner is selected, on thursday the 18th. Although the > winner is selected via a child jury, you can let Michiel know what you > think of the game by rating the game on the website. > > Greets, > > Richard > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From reid at rbkdesign.com Wed Jun 11 19:49:30 2008 From: reid at rbkdesign.com (Reid Kimball) Date: Wed, 11 Jun 2008 16:49:30 -0700 Subject: [games_access] Game Accessibility; the numbers In-Reply-To: <836db6300806111504wb841392oaaf2cd14b196718d@mail.gmail.com> References: <836db6300806111406x14e05245p521fa20a5af6c34a@mail.gmail.com> <836db6300806111504wb841392oaaf2cd14b196718d@mail.gmail.com> Message-ID: > ...we identified > that it does pay off to make your game accessible, because you can > sell more games than it costs you to make it accessible. We have data > on profit per sold copy. This is exactly what publishers need. Please make this data available if not already. If it is, please point me to where it is. It's absolutely critical that publishers and developers get this info. When I was at LucasArts (no longer there now) I made the case for accessibility and the financial guys said they hadn't thought of how much accessibility would increase sales and assumed it would not be enough to justify the cost of development. Since I had no sales data... end of discussion. -Reid On Wed, Jun 11, 2008 at 3:04 PM, Eelke Folmer wrote: > Hi Matthias, > > Thanks for your feedback > > Sorry for the lack of context, it's just one excerpt of our paper that > I put online, a goal for this study is provided in a previous section > that I did not include. > > To summarize the goal: I'm trying to find a ballpark figure of the > total number of people that are affected. In a later part of the paper > we connect it to data we collected on implementing a number of > accessible solutions (such as closed captioning or one switch access > mechanism). Using this data game developers can make an informed > decision whether it pays off to make their games accessible. For a > number of disabilities (auditory/cognitive/physical) we identified > that it does pay off to make your game accessible, because you can > sell more games than it costs you to make it accessible. We have data > on profit per sold copy. > > There are plenty of more important reasons why game companies should > make their game accessible (ethical /legal). But sadly most game > companies are struggling in an ever competitive market, so providing > them with hard data on the potential payoff of making games accessible > is one viable strategy towards convincing them. > > Cheers Eelke > > > > > On 11/06/2008, Matthias Troup wrote: >> >> Hi Eelke, >> >> I didn't see an intended goal or purpose of the study. Is there one? As >> far as motivating developers to take accessible approaches I fear taking a >> broad stroke would scare developers away from taking on the problem as the >> numbers are so large and context specific (Dyslexia: Text heavy >> Adventure/RPGs and Scrabble) it may be too hard or irrelevant to calculate >> (disabled people that can't play games vs. disabled people that can't >> collect stamps), though I admire the amount of effort you put into data >> collecting. >> >> >> >> >> >> >> >> > Date: Wed, 11 Jun 2008 14:06:21 -0700 >> > From: eelke.folmer at gmail.com >> > To: games_access at igda.org >> > Subject: [games_access] Game Accessibility; the numbers >> >> > >> > Hi, >> > >> > A remember a discussion a while ago (I guess it was before E for All >> > or GDC) when we were making flyers that we couldn't specify how many >> > people are unable to play games because of a disability. Anyway i'm >> > hoping to shed some more light on these numbers. >> > >> > For an upcoming survey paper on Game Accessibility I sat down and >> > analyzed several statistics to come up with a more precise estimate >> > for the total number of people in the USA who's game playing abilities >> > are affected by a disability. I based these estimates primarily on >> > data from the American Community Survey (2002) which provides a >> > breakdown of each disability category into more specific categories >> > allowing us to more precisely identify whether that particular >> > disability affects someone's ability to play games. Unable to walk >> > does not have the same effect on being able to play games as arthritis >> > while both are considered a physical disability. Another problem with >> > trying to define estimates is that elderly are overly represented in >> > the total number of people with disabilities while at the same time it >> > is known that elderly don't play games as much as the younger >> > generations. The number of people in the baby boom generation is also >> > very large. I tried to pull this data apart based on estimates based >> > on some data I found on average number of people that play games and >> > console ownership broken down into different age categories. >> > Inevitably some extrapolations were made, I wish more accurate data >> > was available. I corresponded with the US census office briefly and >> > for future community surveys they told me they are considering >> > including ability to use computer in their questionnaires. This data >> > is currently not available in the 2002 survey. >> > >> > The statistics can be found here: >> http://www.eelke.com/files/ga_stats.pdf >> > >> > Let me know if you have any feedback or suggestions, any feedback is >> > appreciated. >> > >> > Cheers Eelke >> > >> > -- >> > >> ---------------------------------------------------------------------------- >> > Eelke Folmer Assistant Professor >> > Department of CS&E/171 >> > University of Nevada Reno, Nevada 89557 >> > Game interaction design www.eelke.com >> > >> ---------------------------------------------------------------------------- >> > _______________________________________________ >> > games_access mailing list >> > games_access at igda.org >> > http://seven.pairlist.net/mailman/listinfo/games_access >> >> >> ________________________________ >> Now you can invite friends from Facebook and other groups to join you on >> Windows Live? Messenger. Add them now! >> _______________________________________________ >> 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.eelke.com > ---------------------------------------------------------------------------- > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From arthit73 at cablespeed.com Wed Jun 11 19:55:33 2008 From: arthit73 at cablespeed.com (Robert Florio) Date: Wed, 11 Jun 2008 19:55:33 -0400 Subject: [games_access] Game Accessibility; the numbers In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIzERy8A References: <836db6300806111406x14e05245p521fa20a5af6c34a@mail.gmail.com><836db6300806111504wb841392oaaf2cd14b196718d@mail.gmail.com> AAAAADBf8GSYa4xDlD4sBa5lcIzERy8A Message-ID: <005601c8cc1e$a33d2e00$6601a8c0@Inspiron> Great point. How are we going to get that data? I'm not sure how to do that from here is someone here capable of that that would be awesome? Maybe finally I think we have been hinting toward meeting that the data for a long time in discussions. Great story Reid great example encourages me to want that data now as much as I can when working to present the accessible ideas. Thank you for sharing. Robert www.RobertFlorio.com -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Reid Kimball Sent: Wednesday, June 11, 2008 7:50 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Game Accessibility; the numbers > ...we identified > that it does pay off to make your game accessible, because you can > sell more games than it costs you to make it accessible. We have data > on profit per sold copy. This is exactly what publishers need. Please make this data available if not already. If it is, please point me to where it is. It's absolutely critical that publishers and developers get this info. When I was at LucasArts (no longer there now) I made the case for accessibility and the financial guys said they hadn't thought of how much accessibility would increase sales and assumed it would not be enough to justify the cost of development. Since I had no sales data... end of discussion. -Reid On Wed, Jun 11, 2008 at 3:04 PM, Eelke Folmer wrote: > Hi Matthias, > > Thanks for your feedback > > Sorry for the lack of context, it's just one excerpt of our paper that > I put online, a goal for this study is provided in a previous section > that I did not include. > > To summarize the goal: I'm trying to find a ballpark figure of the > total number of people that are affected. In a later part of the paper > we connect it to data we collected on implementing a number of > accessible solutions (such as closed captioning or one switch access > mechanism). Using this data game developers can make an informed > decision whether it pays off to make their games accessible. For a > number of disabilities (auditory/cognitive/physical) we identified > that it does pay off to make your game accessible, because you can > sell more games than it costs you to make it accessible. We have data > on profit per sold copy. > > There are plenty of more important reasons why game companies should > make their game accessible (ethical /legal). But sadly most game > companies are struggling in an ever competitive market, so providing > them with hard data on the potential payoff of making games accessible > is one viable strategy towards convincing them. > > Cheers Eelke > > > > > On 11/06/2008, Matthias Troup wrote: >> >> Hi Eelke, >> >> I didn't see an intended goal or purpose of the study. Is there one? As >> far as motivating developers to take accessible approaches I fear taking a >> broad stroke would scare developers away from taking on the problem as the >> numbers are so large and context specific (Dyslexia: Text heavy >> Adventure/RPGs and Scrabble) it may be too hard or irrelevant to calculate >> (disabled people that can't play games vs. disabled people that can't >> collect stamps), though I admire the amount of effort you put into data >> collecting. >> >> >> >> >> >> >> >> > Date: Wed, 11 Jun 2008 14:06:21 -0700 >> > From: eelke.folmer at gmail.com >> > To: games_access at igda.org >> > Subject: [games_access] Game Accessibility; the numbers >> >> > >> > Hi, >> > >> > A remember a discussion a while ago (I guess it was before E for All >> > or GDC) when we were making flyers that we couldn't specify how many >> > people are unable to play games because of a disability. Anyway i'm >> > hoping to shed some more light on these numbers. >> > >> > For an upcoming survey paper on Game Accessibility I sat down and >> > analyzed several statistics to come up with a more precise estimate >> > for the total number of people in the USA who's game playing abilities >> > are affected by a disability. I based these estimates primarily on >> > data from the American Community Survey (2002) which provides a >> > breakdown of each disability category into more specific categories >> > allowing us to more precisely identify whether that particular >> > disability affects someone's ability to play games. Unable to walk >> > does not have the same effect on being able to play games as arthritis >> > while both are considered a physical disability. Another problem with >> > trying to define estimates is that elderly are overly represented in >> > the total number of people with disabilities while at the same time it >> > is known that elderly don't play games as much as the younger >> > generations. The number of people in the baby boom generation is also >> > very large. I tried to pull this data apart based on estimates based >> > on some data I found on average number of people that play games and >> > console ownership broken down into different age categories. >> > Inevitably some extrapolations were made, I wish more accurate data >> > was available. I corresponded with the US census office briefly and >> > for future community surveys they told me they are considering >> > including ability to use computer in their questionnaires. This data >> > is currently not available in the 2002 survey. >> > >> > The statistics can be found here: >> http://www.eelke.com/files/ga_stats.pdf >> > >> > Let me know if you have any feedback or suggestions, any feedback is >> > appreciated. >> > >> > Cheers Eelke >> > >> > -- >> > >> ---------------------------------------------------------------------------- >> > Eelke Folmer Assistant Professor >> > Department of CS&E/171 >> > University of Nevada Reno, Nevada 89557 >> > Game interaction design www.eelke.com >> > >> ---------------------------------------------------------------------------- >> > _______________________________________________ >> > games_access mailing list >> > games_access at igda.org >> > http://seven.pairlist.net/mailman/listinfo/games_access >> >> >> ________________________________ >> Now you can invite friends from Facebook and other groups to join you on >> Windows LiveT Messenger. Add them now! >> _______________________________________________ >> 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.eelke.com > ---------------------------------------------------------------------------- > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From arthit73 at cablespeed.com Wed Jun 11 19:58:50 2008 From: arthit73 at cablespeed.com (Robert Florio) Date: Wed, 11 Jun 2008 19:58:50 -0400 Subject: [games_access] Game Accessibility; the numbers In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIzERy8A References: <836db6300806111406x14e05245p521fa20a5af6c34a@mail.gmail.com><836db6300806111504wb841392oaaf2cd14b196718d@mail.gmail.com> AAAAADBf8GSYa4xDlD4sBa5lcIzERy8A Message-ID: <005701c8cc1f$188067e0$6601a8c0@Inspiron> Does anyone know currently how a game company goes about the statistics for sales of target market that they plan for now? If they have a way that we collect data for their target market or do they just go by the most obvious sales of the hottest genre and copy and paste ideas when they think of what kind of idea will sell in games? If that's how they do it I am saddened. It seems really sad that the industry just won't risk innovation which is what I think I know about how the industry avoids too much risky innovation and then just taking the safest route for game companies. Is that true? Talking about all the cloned type genre games now.LOL. Is there any way to look at perhaps some of the top-selling accessible featured products out there and see if game genres on games in general would fit that same selling target people? Maybe that's a way to say a statistic for sales profit if games could target that group? What groups? Robert www.RobertFlorio.com -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Reid Kimball Sent: Wednesday, June 11, 2008 7:50 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Game Accessibility; the numbers > ...we identified > that it does pay off to make your game accessible, because you can > sell more games than it costs you to make it accessible. We have data > on profit per sold copy. This is exactly what publishers need. Please make this data available if not already. If it is, please point me to where it is. It's absolutely critical that publishers and developers get this info. When I was at LucasArts (no longer there now) I made the case for accessibility and the financial guys said they hadn't thought of how much accessibility would increase sales and assumed it would not be enough to justify the cost of development. Since I had no sales data... end of discussion. -Reid On Wed, Jun 11, 2008 at 3:04 PM, Eelke Folmer wrote: > Hi Matthias, > > Thanks for your feedback > > Sorry for the lack of context, it's just one excerpt of our paper that > I put online, a goal for this study is provided in a previous section > that I did not include. > > To summarize the goal: I'm trying to find a ballpark figure of the > total number of people that are affected. In a later part of the paper > we connect it to data we collected on implementing a number of > accessible solutions (such as closed captioning or one switch access > mechanism). Using this data game developers can make an informed > decision whether it pays off to make their games accessible. For a > number of disabilities (auditory/cognitive/physical) we identified > that it does pay off to make your game accessible, because you can > sell more games than it costs you to make it accessible. We have data > on profit per sold copy. > > There are plenty of more important reasons why game companies should > make their game accessible (ethical /legal). But sadly most game > companies are struggling in an ever competitive market, so providing > them with hard data on the potential payoff of making games accessible > is one viable strategy towards convincing them. > > Cheers Eelke > > > > > On 11/06/2008, Matthias Troup wrote: >> >> Hi Eelke, >> >> I didn't see an intended goal or purpose of the study. Is there one? As >> far as motivating developers to take accessible approaches I fear taking a >> broad stroke would scare developers away from taking on the problem as the >> numbers are so large and context specific (Dyslexia: Text heavy >> Adventure/RPGs and Scrabble) it may be too hard or irrelevant to calculate >> (disabled people that can't play games vs. disabled people that can't >> collect stamps), though I admire the amount of effort you put into data >> collecting. >> >> >> >> >> >> >> >> > Date: Wed, 11 Jun 2008 14:06:21 -0700 >> > From: eelke.folmer at gmail.com >> > To: games_access at igda.org >> > Subject: [games_access] Game Accessibility; the numbers >> >> > >> > Hi, >> > >> > A remember a discussion a while ago (I guess it was before E for All >> > or GDC) when we were making flyers that we couldn't specify how many >> > people are unable to play games because of a disability. Anyway i'm >> > hoping to shed some more light on these numbers. >> > >> > For an upcoming survey paper on Game Accessibility I sat down and >> > analyzed several statistics to come up with a more precise estimate >> > for the total number of people in the USA who's game playing abilities >> > are affected by a disability. I based these estimates primarily on >> > data from the American Community Survey (2002) which provides a >> > breakdown of each disability category into more specific categories >> > allowing us to more precisely identify whether that particular >> > disability affects someone's ability to play games. Unable to walk >> > does not have the same effect on being able to play games as arthritis >> > while both are considered a physical disability. Another problem with >> > trying to define estimates is that elderly are overly represented in >> > the total number of people with disabilities while at the same time it >> > is known that elderly don't play games as much as the younger >> > generations. The number of people in the baby boom generation is also >> > very large. I tried to pull this data apart based on estimates based >> > on some data I found on average number of people that play games and >> > console ownership broken down into different age categories. >> > Inevitably some extrapolations were made, I wish more accurate data >> > was available. I corresponded with the US census office briefly and >> > for future community surveys they told me they are considering >> > including ability to use computer in their questionnaires. This data >> > is currently not available in the 2002 survey. >> > >> > The statistics can be found here: >> http://www.eelke.com/files/ga_stats.pdf >> > >> > Let me know if you have any feedback or suggestions, any feedback is >> > appreciated. >> > >> > Cheers Eelke >> > >> > -- >> > >> ---------------------------------------------------------------------------- >> > Eelke Folmer Assistant Professor >> > Department of CS&E/171 >> > University of Nevada Reno, Nevada 89557 >> > Game interaction design www.eelke.com >> > >> ---------------------------------------------------------------------------- >> > _______________________________________________ >> > games_access mailing list >> > games_access at igda.org >> > http://seven.pairlist.net/mailman/listinfo/games_access >> >> >> ________________________________ >> Now you can invite friends from Facebook and other groups to join you on >> Windows LiveT Messenger. Add them now! >> _______________________________________________ >> 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.eelke.com > ---------------------------------------------------------------------------- > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From reid at rbkdesign.com Wed Jun 11 20:45:22 2008 From: reid at rbkdesign.com (Reid Kimball) Date: Wed, 11 Jun 2008 17:45:22 -0700 Subject: [games_access] Project Icecube: One Button Game A Potential Winnerin Game Design Competition! In-Reply-To: <002001c8cc16$0e46d8d0$6402a8c0@Delletje> References: <836db6300806111501w2e2cec00ra188d5e5d784d6c9@mail.gmail.com> <003601c8cc11$d8d46e50$6402a8c0@Delletje> <001901c8cc15$656422e0$6402a8c0@Delletje> <002001c8cc16$0e46d8d0$6402a8c0@Delletje> Message-ID: I really like it a lot. Seems like a great game for kids. The art style is awesome, it reminds me of Zelda: The Wind Waker. The only frustrating part is I have no way to turn around and head in the opposite direction if I want to. I feel like players could have more actions available with creative use of the one-button, such as double pressing it quickly to change direction. Taking this further, how would combat be implemented into a different one-button platformer? Morse code is a one-button coded language. That's really impressive isn't it? Why use a similar approach with a one-button game? A combo attack can be a combination of short and long one-button presses. -Reid On Wed, Jun 11, 2008 at 3:54 PM, AudioGames.net wrote: > Ps: > > Here's the control scheme: > > jump: press and/or hold space and let go (jump = on let go) > climb ladder: press space and let go (when over/under a ladder) > change direction on ladder: press space and let go (when on a ladder) > go through door: hold space when next to door > water seeds: hold space when next to seeds > > greets, > > Richard > > > > > > > ----- Original Message ----- From: "AudioGames.net" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Thursday, June 12, 2008 12:49 AM > Subject: [games_access] Project Icecube: One Button Game A Potential > Winnerin Game Design Competition! > > >> Hi, >> >> A short message concerning a cool one-button platform game by Michiel >> Krol: >> >> You may remember Michiel Krol's name from his work on the Audio Game Maker >> and project Game Accessibility at the Bartimeus Accessibility foundation. >> You may also remember his name from the game Submarine >> (http://www.spele.nl/game/submarine.html - currently unavailable at time of >> this post), which was nominated for the NLGD Game Design Rally 2006 and >> which featured an alternative, one-button control scheme. Michiel is >> currently finishing his Masters degree in Game Design. >> >> I'm happy to announce that for this years NLGD Game Rally, Michiel is once >> more nominated for a new game: Project Icecube! This free online Flash-game >> is specifically designed for children in the age of 8 to 12 who have to live >> with a chronical disease or a handicap. What makes Project Icecube special >> is that this is a one-button platform game. The game control automation is >> slightly inspired by that of a prototype for a one-button platform game that >> I once made. Check out Project Icecube here: >> >> http://www.uqudos.com/nl/portfolio/gameplayNLGD_3.html >> >> Currently the game only works with the spacebar (it was designed like this >> for the competition) but it is a very small effort to reprogram it so it >> works with every key or button or switch device. The game is only in Dutch >> for now. In the game, you are an icecube and you have to explore 4 worlds, >> finding fellow icecubes and water the seeds found in the world to progress. >> >> What do you think? >> >> Next week's the winner is selected, on thursday the 18th. Although the >> winner is selected via a child jury, you can let Michiel know what you think >> of the game by rating the game on the website. >> >> Greets, >> >> Richard >> >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From glinert at mit.edu Wed Jun 11 23:02:26 2008 From: glinert at mit.edu (Eitan Glinert) Date: Wed, 11 Jun 2008 23:02:26 -0400 Subject: [games_access] Game Accessibility; the numbers In-Reply-To: <005701c8cc1f$188067e0$6601a8c0@Inspiron> References: <836db6300806111406x14e05245p521fa20a5af6c34a@mail.gmail.com> <836db6300806111504wb841392oaaf2cd14b196718d@mail.gmail.com> <005701c8cc1f$188067e0$6601a8c0@Inspiron> Message-ID: <3dd2060e0806112002g5fb872f3w9d3f8a9e2a43a8f6@mail.gmail.com> As someone who is neck deep in starting up his own company I can say that it is not that simple. Generally when predicting how sales will fare you do several things: 1. Look at closest competitors in the game space, and check their numbers 2. Look at the most similar business models and check their numbers 3. Examine trends in the marketplace for the demographic(s) you are going after (i.e. how quickly is the market expanding) 4. State how you feel your innovation(s) will affect sales. Generally accessibility in games deals with points 3 and 4. The real trick to accessibility, in my opinion, is that making a game more accessible to one population makes it more usable to many, which in turn results in a better gaming experience for more people (and therefore will likely result in more copies sold). Eitan On Wed, Jun 11, 2008 at 7:58 PM, Robert Florio wrote: > Does anyone know currently how a game company goes about the statistics for > sales of target market that they plan for now? If they have a way that we > collect data for their target market or do they just go by the most obvious > sales of the hottest genre and copy and paste ideas when they think of what > kind of idea will sell in games? If that's how they do it I am saddened. > It seems really sad that the industry just won't risk innovation which is > what I think I know about how the industry avoids too much risky innovation > and then just taking the safest route for game companies. Is that true? > Talking about all the cloned type genre games now.LOL. > > Is there any way to look at perhaps some of the top-selling accessible > featured products out there and see if game genres on games in general would > fit that same selling target people? Maybe that's a way to say a statistic > for sales profit if games could target that group? What groups? > > > > Robert > www.RobertFlorio.com > > > -----Original Message----- > From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] > On Behalf Of Reid Kimball > Sent: Wednesday, June 11, 2008 7:50 PM > To: IGDA Games Accessibility SIG Mailing List > Subject: Re: [games_access] Game Accessibility; the numbers > >> ...we identified >> that it does pay off to make your game accessible, because you can >> sell more games than it costs you to make it accessible. We have data >> on profit per sold copy. > > This is exactly what publishers need. Please make this data available > if not already. If it is, please point me to where it is. It's > absolutely critical that publishers and developers get this info. When > I was at LucasArts (no longer there now) I made the case for > accessibility and the financial guys said they hadn't thought of how > much accessibility would increase sales and assumed it would not be > enough to justify the cost of development. Since I had no sales > data... end of discussion. > > -Reid > > On Wed, Jun 11, 2008 at 3:04 PM, Eelke Folmer > wrote: >> Hi Matthias, >> >> Thanks for your feedback >> >> Sorry for the lack of context, it's just one excerpt of our paper that >> I put online, a goal for this study is provided in a previous section >> that I did not include. >> >> To summarize the goal: I'm trying to find a ballpark figure of the >> total number of people that are affected. In a later part of the paper >> we connect it to data we collected on implementing a number of >> accessible solutions (such as closed captioning or one switch access >> mechanism). Using this data game developers can make an informed >> decision whether it pays off to make their games accessible. For a >> number of disabilities (auditory/cognitive/physical) we identified >> that it does pay off to make your game accessible, because you can >> sell more games than it costs you to make it accessible. We have data >> on profit per sold copy. >> >> There are plenty of more important reasons why game companies should >> make their game accessible (ethical /legal). But sadly most game >> companies are struggling in an ever competitive market, so providing >> them with hard data on the potential payoff of making games accessible >> is one viable strategy towards convincing them. >> >> Cheers Eelke >> >> >> >> >> On 11/06/2008, Matthias Troup wrote: >>> >>> Hi Eelke, >>> >>> I didn't see an intended goal or purpose of the study. Is there one? > As >>> far as motivating developers to take accessible approaches I fear taking > a >>> broad stroke would scare developers away from taking on the problem as > the >>> numbers are so large and context specific (Dyslexia: Text heavy >>> Adventure/RPGs and Scrabble) it may be too hard or irrelevant to > calculate >>> (disabled people that can't play games vs. disabled people that can't >>> collect stamps), though I admire the amount of effort you put into data >>> collecting. >>> >>> >>> >>> >>> >>> >>> >>> > Date: Wed, 11 Jun 2008 14:06:21 -0700 >>> > From: eelke.folmer at gmail.com >>> > To: games_access at igda.org >>> > Subject: [games_access] Game Accessibility; the numbers >>> >>> > >>> > Hi, >>> > >>> > A remember a discussion a while ago (I guess it was before E for All >>> > or GDC) when we were making flyers that we couldn't specify how many >>> > people are unable to play games because of a disability. Anyway i'm >>> > hoping to shed some more light on these numbers. >>> > >>> > For an upcoming survey paper on Game Accessibility I sat down and >>> > analyzed several statistics to come up with a more precise estimate >>> > for the total number of people in the USA who's game playing abilities >>> > are affected by a disability. I based these estimates primarily on >>> > data from the American Community Survey (2002) which provides a >>> > breakdown of each disability category into more specific categories >>> > allowing us to more precisely identify whether that particular >>> > disability affects someone's ability to play games. Unable to walk >>> > does not have the same effect on being able to play games as arthritis >>> > while both are considered a physical disability. Another problem with >>> > trying to define estimates is that elderly are overly represented in >>> > the total number of people with disabilities while at the same time it >>> > is known that elderly don't play games as much as the younger >>> > generations. The number of people in the baby boom generation is also >>> > very large. I tried to pull this data apart based on estimates based >>> > on some data I found on average number of people that play games and >>> > console ownership broken down into different age categories. >>> > Inevitably some extrapolations were made, I wish more accurate data >>> > was available. I corresponded with the US census office briefly and >>> > for future community surveys they told me they are considering >>> > including ability to use computer in their questionnaires. This data >>> > is currently not available in the 2002 survey. >>> > >>> > The statistics can be found here: >>> http://www.eelke.com/files/ga_stats.pdf >>> > >>> > Let me know if you have any feedback or suggestions, any feedback is >>> > appreciated. >>> > >>> > Cheers Eelke >>> > >>> > -- >>> > >>> > ---------------------------------------------------------------------------- >>> > Eelke Folmer Assistant Professor >>> > Department of CS&E/171 >>> > University of Nevada Reno, Nevada 89557 >>> > Game interaction design www.eelke.com >>> > >>> > ---------------------------------------------------------------------------- >>> > _______________________________________________ >>> > games_access mailing list >>> > games_access at igda.org >>> > http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>> ________________________________ >>> Now you can invite friends from Facebook and other groups to join you on >>> Windows LiveT Messenger. Add them now! >>> _______________________________________________ >>> 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.eelke.com >> > ---------------------------------------------------------------------------- >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From dis at d-gamer.com Thu Jun 12 01:12:15 2008 From: dis at d-gamer.com (Corey 'Dis' Krull - DGAMER) Date: Wed, 11 Jun 2008 22:12:15 -0700 Subject: [games_access] Survey: Casual gamers disproportionately disabled Message-ID: <20080612051217.07BFDAE36@mailwash7.pair.com> Hi Everyone, Did any of you read this article at GameSpot about a survey that PoPCap Games did? Here is the link: http://www.gamespot.com/news/6192402.html?tag=latestnews;title;2 . Corey "Dis" Krull DGAMER DGAMER Blog -------------- next part -------------- An HTML attachment was scrubbed... URL: From bsawyer at dmill.com Thu Jun 12 01:20:55 2008 From: bsawyer at dmill.com (Ben Sawyer) Date: Thu, 12 Jun 2008 01:20:55 -0400 Subject: [games_access] Survey: Casual gamers disproportionately disabled In-Reply-To: <20080612051217.07BFDAE36@mailwash7.pair.com> References: <20080612051217.07BFDAE36@mailwash7.pair.com> Message-ID: "11 percent of respondents said they had casual gaming recommended or prescribed to them by a physician, psychiatrist, physical therapist, or other medical professional." Wow that seems high and somewhat suspect. Anyone have any insight into this or other parts of the story...? - Ben On Jun 12, 2008, at 1:12 AM, Corey 'Dis' Krull - DGAMER wrote: > Hi Everyone, > > Did any of you read this article at GameSpot about a survey that > PoPCap Games did? Here is the link: http://www.gamespot.com/news/6192402.html?tag=latestnews;title;2 > . > > Corey ?Dis? Krull > DGAMER > DGAMER Blog > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From thomas at pininteractive.com Thu Jun 12 03:12:03 2008 From: thomas at pininteractive.com (Thomas Westin) Date: Thu, 12 Jun 2008 09:12:03 +0200 Subject: [games_access] Game Accessibility; the numbers In-Reply-To: <836db6300806111406x14e05245p521fa20a5af6c34a@mail.gmail.com> References: <836db6300806111406x14e05245p521fa20a5af6c34a@mail.gmail.com> Message-ID: <2CF3A7CE-C210-498D-8A53-FBDEB861B4B4@pininteractive.com> great stats Eelke, this really helps defining the field /Thomas On 11 jun 2008, at 23.06, Eelke Folmer wrote: > Hi, > > A remember a discussion a while ago (I guess it was before E for All > or GDC) when we were making flyers that we couldn't specify how many > people are unable to play games because of a disability. Anyway i'm > hoping to shed some more light on these numbers. > > For an upcoming survey paper on Game Accessibility I sat down and > analyzed several statistics to come up with a more precise estimate > for the total number of people in the USA who's game playing abilities > are affected by a disability. I based these estimates primarily on > data from the American Community Survey (2002) which provides a > breakdown of each disability category into more specific categories > allowing us to more precisely identify whether that particular > disability affects someone's ability to play games. Unable to walk > does not have the same effect on being able to play games as arthritis > while both are considered a physical disability. Another problem with > trying to define estimates is that elderly are overly represented in > the total number of people with disabilities while at the same time it > is known that elderly don't play games as much as the younger > generations. The number of people in the baby boom generation is also > very large. I tried to pull this data apart based on estimates based > on some data I found on average number of people that play games and > console ownership broken down into different age categories. > Inevitably some extrapolations were made, I wish more accurate data > was available. I corresponded with the US census office briefly and > for future community surveys they told me they are considering > including ability to use computer in their questionnaires. This data > is currently not available in the 2002 survey. > > The statistics can be found here: http://www.eelke.com/files/ga_stats.pdf > > Let me know if you have any feedback or suggestions, any feedback is > appreciated. > > Cheers Eelke > > -- > ---------------------------------------------------------------------------- > Eelke Folmer Assistant Professor > Department of CS&E/171 > University of Nevada Reno, Nevada 89557 > Game interaction design www.eelke.com > ---------------------------------------------------------------------------- > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From thomas at pininteractive.com Thu Jun 12 03:12:12 2008 From: thomas at pininteractive.com (Thomas Westin) Date: Thu, 12 Jun 2008 09:12:12 +0200 Subject: [games_access] language thread, was The Human Controller In-Reply-To: <011a01c8cbe4$798d3b20$9901a8c0@oneswitch> References: <3dd2060e0806051450y2c1490c0t8665a61b149682ad@mail.gmail.com><057601c8ca82$eb843b10$9901a8c0@oneswitch><3dd2060e0806101329u4dd004d9t6eca22c69150eade@mail.gmail.com><002001c8cb4b$55cea190$0601000a@Galatea><061e01c8cb90$011917d0$9901a8c0@oneswitch><002801c8cbdb$d12be3d0$0601000a@Galatea> <011a01c8cbe4$798d3b20$9901a8c0@oneswitch> Message-ID: <1A4F26BE-9216-4FCC-B6C0-E6F0CD82C231@pininteractive.com> Hi, The World Health Organization has a definition which makes a difference between disability and handicap, where disability is related to the individual, while handicap is related to the environment. In other words, if you're in a wheel chair, you are handicapped in a building with high thresholds. By removing the thresholds (read: making it accessible) you remove the handicap, but you are still disabled. I think that is a good distinction Kind regards Thomas On 11 jun 2008, at 18.59, Barrie Ellis wrote: > Language is a contentious issue and I respect that you have a > different opinion, Matthias. I just personally feel that certain > phrases don't particularly tie up with disability rights - which is > what the Game Accessibility movement is all about to my mind. I > still feel that you are approaching this field from a Medical > standpoint - rather that a Social rights stand point. > > Barrie > www.OneSwitch.org.uk > > > > ----- Original Message ----- > From: Matthias Troup > To: IGDA Games Accessibility SIG Mailing List > Sent: Wednesday, June 11, 2008 5:28 PM > Subject: Re: [games_access] language thread, was The Human Controller > > Kestrel, Perhaps I (and others) read it as this: If these are > people without disabilities in the offensive sense... who aren't > suffering in their environment... what would they need help with, > and why would anyone be helping? I think Eitans choice of words is > fine since his cause was a constructive effort for accessibility. > At least, I feel hints of emotion help make any thesis a little less > dry. > > > > > > > > > From: kestrell at panix.com > > To: games_access at igda.org > > Date: Wed, 11 Jun 2008 11:57:14 -0400 > > Subject: [games_access] language thread, was The Human Controller > > > > Regarding appropriate language, I'm not sure I see where you are > disagreeing > > with my original post. I used the word "disability," and the site > you linked > > to, which the wonderful BBC online disability magazine, Ouch!, > also uses the > > word "disability." I totally agree with the list provided in the > article as > > being offensive words, including the word "special." > > > > Granted the fifth day of ninety degree weather here in Boston is > melting my > > brain, but what did I miss? > > > > Kes > > > > ----- Original Message ----- > > From: "Barrie Ellis" > > To: "IGDA Games Accessibility SIG Mailing List" > > > Sent: Wednesday, June 11, 2008 2:54 AM > > Subject: Re: [games_access] The Human Controller > > > > > > > Hi Eitan, > > > > > > I actually disagree with Kestrell's "people first stand point" > with > > > "people with disabilities" (although I did used to use it > myself). I've > > > long since prefered "disabled people" linking to people being > disabled by > > > society / the inaccessibility of their environment. > > > > > > Take a look through this item: > > > http://news.bbc.co.uk/1/hi/magazine/3708576.stm. > > > Plus this on the Social Model and Medical Model of diability: > > > http://inclusion.uwe.ac.uk/inclusionweek/articles/socmod.htm > > > > > > Barrie > > > www.OneSwitch.org.uk > > > > > > > > > > > > > > > > > > > > > > > > > > > ----- Original Message ----- > > > From: "Kestrell" > > > To: "IGDA Games Accessibility SIG Mailing List" > > > > Sent: Tuesday, June 10, 2008 11:42 PM > > > Subject: Re: [games_access] The Human Controller > > > > > > > > >> Eitan, > > >> > > >> I seem to have missed your original post in which you posted > the link, > > >> but here are some thoughts on language and disability: > > >> > > >> Certain words and phrases tend to really be button words, as in > they will > > >> typically hit many readers' buttons, and the phrase "suffering > from" is > > >> definitely one of those phrases. Often the phrase can be deleted > > >> altogether, leaving the phrase "people with disabilities" or > "people with > > >> visual impairments" or "visually-impaired gamers," etc. The > informal rule > > >> is that the individuals you are discussing are "people first," as > > >> mentioned in this online article > > >> http://iod.unh.edu/press.html > > >> > > >> and here is a link which includes links to writing about > disability, > > >> language to use in interviewing people with disabilities, and > more > > >> resources > > >> http://ncdj.org/links.html > > >> > > >> Kes > > >> > > >> ---- Original Message ----- > > >> From: "Eitan Glinert" > > >> To: "IGDA Games Accessibility SIG Mailing List" > > > >> Sent: Tuesday, June 10, 2008 4:29 PM > > >> Subject: Re: [games_access] The Human Controller > > >> > > >> > > >>> Wow, awesome! Thanks for the feedback, I think you are the > only person > > >>> outside of MIT to have actually read this. Comments below. > > >>> Eitan > > >>> > > >>> On Mon, Jun 9, 2008 at 6:48 PM, Barrie Ellis > > >>> wrote: > > >>>> Hi Eitan, > > >>>> > > >>>> I've read through your thesis "The Human Controller"... > > >>>> > > >>>> Had these thoughts... > > >>>> > > >>>> Didn't like some of the language used. "Suffering from - > impaired > > >>>> people - > > >>>> handicapped". All pretty crusty old terms with negative > connotations. > > >>> > > >>>>>>EG: Point taken. Any suggestions for better terms?<<< > > >>> > > >>>> > > >>>> Not sure about the controller analysis in Chapter 1 - there's > been > > >>>> Driving > > >>>> controllers and light guns since the 70's for many games > consoles - > > >>>> which > > >>>> are fairly natural feeling interfaces and have been popular > in the > > >>>> past. > > >>>> > > >>> > > >>>>>>EG: I guess in chapter one I'm trying to draw general > strokes about > > >>>>>>UIs, saying that they generally weren't adopted by a > mainstream > > >>>>>>audience. Perhaps I should make this more explicit, though<<< > > >>> > > >>>> "Even if it is possible to remap controls it is not always > advisable to > > >>>> do > > >>>> so. Frequently part of the fun of a game is the interface, > and changing > > >>>> it > > >>>> without forethought is potentially detrimental. In the > pervious example > > >>>> of > > >>>> Wii Sports tennis part of the fun is actually swinging the > controller > > >>>> as if > > >>>> it were a racket. If this functionality were changed to > pressing a > > >>>> button > > >>>> then much of the game's charm and fun would be lost.". I'm > not happy > > >>>> with > > >>>> this statement personally - I'd like to see multiple-layers of > > >>>> accessibility > > >>>> (much like Dimitris "Parallel Universes" theory). Why can't a > four > > >>>> player > > >>>> game of Wii Sports allow player 1 to use the Wii-remote - > player 2 to > > >>>> use a > > >>>> standard JoyPad - player 3 to use a single button and player > 4 to use > > >>>> an > > >>>> adapted Wii-remote with blue-tooth stereo head-set to relay > > >>>> personalised > > >>>> timing sounds (think of live singers having a click track > that only > > >>>> they can > > >>>> hear) in an ideal world? You mention this type of thing later > as if > > >>>> it's a > > >>>> good thing - so I find this early statement a bit overly > negative. > > >>>> > > >>> > > >>>>>>EG: I agree with what you say, which is why I discuss such > themes in > > >>>>>>chapter 2. I guess the reason I have that negative statement > early on > > >>>>>>is because I wanted to acknowledge the tradeoff early on, > even before > > >>>>>>I get to the sections on tradeoffs. I also wanted to make it > clear > > >>>>>>that I don't feel accessibility is a magic bullet, even if > it is > > >>>>>>almost always applicable.<<< > > >>> > > >>>> "Games have evolved tremendously over the past few decades, as > > >>>> advancements > > >>>> in technology have led to amazingly realistic and engaging > offerings, > > >>>> while > > >>>> shifts in player demographics indicate the widespread > popularity of > > >>>> video > > >>>> games. Despite these changes many different disabled groups > are still > > >>>> unable > > >>>> to play most titles due to inaccessible UIs.." - Would argue > that too. > > >>>> I'd > > >>>> agree that most Blind gamers would be in that boat (those > with very > > >>>> little > > >>>> usable sight) - but a better statement might have been "many > different > > >>>> disabled groups are faced with deeply frustrating barriers > with many > > >>>> main-stream games". I know Deaf gamers might struggle at > certain points > > >>>> of > > >>>> certain games - and gamers using a single button frequently > have to > > >>>> rely > > >>>> upon a friend/helper to take on extra controls and so on - > but they can > > >>>> still play. > > >>>> > > >>> > > >>>>>>EG: Good suggestion, thanks! I might make a change to the > argument on > > >>>>>>the online version.<<< > > >>> > > >>>> > > >>>> Chaper 2 > > >>>> > > >>>> "Game controls should be as simple as possible, but no > simpler." - Not > > >>>> really sure what you're saying here. > > >>>> > > >>> > > >>>>>>EG: Simplicity is good, but you don't want to go overboard. > You don't > > >>>>>>want to cut out critical game elements or features in the > name of a > > >>>>>>"cleaner" UI. Maybe that's not clear? <<< > > >>> > > >>>> > > >>>> 2.5 "a rhythm title like Guitar Hero which focuses on music > will not > > >>>> work > > >>>> for the hearing impaired, and it is probably not possible to > make an > > >>>> accessible version." - I don't agree with this. Deaf gamers > as a whole > > >>>> covers a very broad range of hearing ability. There will be > many deaf > > >>>> gamers > > >>>> perfectly able to play Guitar Hero. Even those unable to hear > at all > > >>>> might > > >>>> enjoy such a game - did you see Deaf Gamers 8.5/10 review > score: > > >>>> http://www.deafgamers.com/07reviews_a/gh3_x360.html > > >>>> > > >>> > > >>>>>>EG: Wow, I flubbed this one. I'm going to have to change the > language > > >>>>>>on this. Good catch, thanks!<<< > > >>> > > >>>> But aside from this, I frequently found myself in full > agreement with > > >>>> the > > >>>> majority of your thesis - and did enjoy reading it. Thanks > for making > > >>>> it > > >>>> publicly available. > > >>>> > > >>> > > >>>>>>Great, thanks so much!<<< > > >>> > > >>>> Barrie > > >>>> > > >>>> > > >>>> ----- Original Message ----- From: "Eitan Glinert" > > > >>>> To: "IGDA Games Accessibility SIG Mailing List" > > > >>>> Sent: Thursday, June 05, 2008 10:50 PM > > >>>> Subject: [games_access] The Human Controller > > >>>> > > >>>> > > >>>>> Good news, everyone! In a surprise twist, I'm graduating! I > know a lot > > >>>>> of you are interested in my thesis, so you can check it out at > > >>>>> web.mit.edu/glinert/www/thesis . I'm happy to answer > questions about > > >>>>> it, and I welcome feedback (both positive and negative). > Special > > >>>>> thanks to Dimitris, Eelke, Michelle, and Reid for all their > help > > >>>>> answering my questions over the months. > > >>>>> > > >>>>> In case you're not sure whether it is worth reading, here's > some more > > >>>>> info: > > >>>>> > > >>>>> TITLE: The Human Controller: Usability and Accessibility in > Video Game > > >>>>> Interfaces > > >>>>> > > >>>>> ABSTRACT: > > >>>>> Despite the advances in user interfaces and the new gaming > genres, not > > >>>>> all people can play all games - disabled people are frequently > > >>>>> excluded from game play experiences. On the one hand this > adds to the > > >>>>> list of discriminations disabled people face in our society, > while on > > >>>>> the other hand actively including them potentially results > in games > > >>>>> that are better for everyone. The largest hurdle to > involvement is the > > >>>>> user interface, or how a player interacts with the game. > Analyzing > > >>>>> usability and adhering to accessibility design principles > makes it > > >>>>> both possible and practical to develop fun and engaging game > user > > >>>>> interfaces that a broader range of the population can play. To > > >>>>> demonstrate these principles we created AudiOdyssey, a PC > rhythm game > > >>>>> that is accessible to both sighted and non-sighted > audiences. By > > >>>>> following accessibility guidelines we incorporated a novel > combination > > >>>>> of features resulting in a similar play experience for both > groups. > > >>>>> Testing AudiOdyssey yielded useful insights into which > interface > > >>>>> elements work and which don't work for all users. Finally a > case is > > >>>>> made for considering accessibility when designing future > versions of > > >>>>> gaming user interfaces, and speculative scenarios are > presented for > > >>>>> what such interfaces might look like. > > >>>>> > > >>>>> Eitan > > >>>>> _______________________________________________ > > >>>>> games_access mailing list > > >>>>> games_access at igda.org > > >>>>> http://seven.pairlist.net/mailman/listinfo/games_access > > >>>> > > >>>> > > >>>> _______________________________________________ > > >>>> games_access mailing list > > >>>> games_access at igda.org > > >>>> http://seven.pairlist.net/mailman/listinfo/games_access > > >>>> > > >>> _______________________________________________ > > >>> games_access mailing list > > >>> games_access at igda.org > > >>> http://seven.pairlist.net/mailman/listinfo/games_access > > >> > > >> _______________________________________________ > > >> games_access mailing list > > >> games_access at igda.org > > >> http://seven.pairlist.net/mailman/listinfo/games_access > > > > > > > > > _______________________________________________ > > > games_access mailing list > > > games_access at igda.org > > > http://seven.pairlist.net/mailman/listinfo/games_access > > > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > Search that pays you back! Introducing Live Search cashback. Search > Now! > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at pininteractive.com Thu Jun 12 03:15:32 2008 From: thomas at pininteractive.com (Thomas Westin) Date: Thu, 12 Jun 2008 09:15:32 +0200 Subject: [games_access] Project Icecube: One Button Game A PotentialWinnerin Game Design Competition! In-Reply-To: <002001c8cc16$0e46d8d0$6402a8c0@Delletje> References: <836db6300806111501w2e2cec00ra188d5e5d784d6c9@mail.gmail.com><003601c8cc11$d8d46e50$6402a8c0@Delletje><001901c8cc15$656422e0$6402a8c0@Delletje> <002001c8cc16$0e46d8d0$6402a8c0@Delletje> Message-ID: <70ED963B-B146-44EE-A99B-2AB91E18EE83@pininteractive.com> cute game :) /thomas On 12 jun 2008, at 00.54, AudioGames.net wrote: > Ps: > > Here's the control scheme: > > jump: press and/or hold space and let go (jump = on let go) > climb ladder: press space and let go (when over/under a ladder) > change direction on ladder: press space and let go (when on a ladder) > go through door: hold space when next to door > water seeds: hold space when next to seeds > > greets, > > Richard > > > > > > > ----- Original Message ----- From: "AudioGames.net" > > To: "IGDA Games Accessibility SIG Mailing List" > > Sent: Thursday, June 12, 2008 12:49 AM > Subject: [games_access] Project Icecube: One Button Game A Potential > Winnerin Game Design Competition! > > >> Hi, >> >> A short message concerning a cool one-button platform game by >> Michiel Krol: >> >> You may remember Michiel Krol's name from his work on the Audio >> Game Maker and project Game Accessibility at the Bartimeus >> Accessibility foundation. You may also remember his name from the >> game Submarine (http://www.spele.nl/game/submarine.html - currently >> unavailable at time of this post), which was nominated for the NLGD >> Game Design Rally 2006 and which featured an alternative, one- >> button control scheme. Michiel is currently finishing his Masters >> degree in Game Design. >> >> I'm happy to announce that for this years NLGD Game Rally, Michiel >> is once more nominated for a new game: Project Icecube! This free >> online Flash-game is specifically designed for children in the age >> of 8 to 12 who have to live with a chronical disease or a handicap. >> What makes Project Icecube special is that this is a one-button >> platform game. The game control automation is slightly inspired by >> that of a prototype for a one-button platform game that I once >> made. Check out Project Icecube here: >> >> http://www.uqudos.com/nl/portfolio/gameplayNLGD_3.html >> >> Currently the game only works with the spacebar (it was designed >> like this for the competition) but it is a very small effort to >> reprogram it so it works with every key or button or switch device. >> The game is only in Dutch for now. In the game, you are an icecube >> and you have to explore 4 worlds, finding fellow icecubes and water >> the seeds found in the world to progress. >> >> What do you think? >> >> Next week's the winner is selected, on thursday the 18th. Although >> the winner is selected via a child jury, you can let Michiel know >> what you think of the game by rating the game on the website. >> >> Greets, >> >> Richard >> >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Thu Jun 12 03:17:16 2008 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Thu, 12 Jun 2008 08:17:16 +0100 Subject: [games_access] One button FPS design challenge Message-ID: <005701c8cc5c$5975a980$9901a8c0@oneswitch> Interesting little competition that a guy called Robert made me aware of - no need for programming skills either here: http://switchgaming.blogspot.com/2008/06/design-one-button-first-person-shooter.html http://switchgaming.blogspot.com/2008/01/gordons-trigger-finger.html - springs to mind as inspiration for some What about Quick Time Events too? Branching options at your own pace - etc.... Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From lynnvm at carolina.rr.com Thu Jun 12 09:21:32 2008 From: lynnvm at carolina.rr.com (lynnvm at carolina.rr.com) Date: Thu, 12 Jun 2008 9:21:32 -0400 Subject: [games_access] Disability Stats and TBI was: games_access Digest, Vol 49, Issue 19 Message-ID: <1393499.80321213276892224.JavaMail.root@cdptpa-web28-z02> Hi. I'm about to attend the first of three two-day institutes about the neuropsychological assessment and intervention of traumatic brain injuries. I'm sure I'll get up-to-date statistics about TBI and I'll share them with the group. I'm hoping to get some good ideas related to game accessibility for people with TBI, and also some ideas for therapeutic games that support cognitive rehabilitation. The institute I'll be attending is primarily for people who work with school-age popluations, PK-age 22. Apparently there a many young people who have TBI that do not get appropriate assessment or intervention services. Add the number of young people coming back from Iraq with TBI, and it isn't difficult to see that this is an area that needs attention. I don't post very often - for those of you who don't know me, I am a school psychologist who has taken some game courses as well as courses in HCI, Ubicomp, etc. My main blog is http://interactivemultimediatechnology.blogspot.com, and you can find me on facebook. Lynn Marentette ---- games_access-request at igda.org wrote: > Send games_access mailing list submissions to > games_access at igda.org > > To subscribe or unsubscribe via the World Wide Web, visit > http://seven.pairlist.net/mailman/listinfo/games_access > or, via email, send a message with subject or body 'help' to > games_access-request at igda.org > > You can reach the person managing the list at > games_access-owner at igda.org > > When replying, please edit your Subject line so it is more specific > than "Re: Contents of games_access digest..." > > > Today's Topics: > > 1. Re: Game Accessibility; the numbers (Robert Florio) > 2. Re: Project Icecube: One Button Game A Potential Winnerin > Game Design Competition! (Reid Kimball) > 3. Re: Game Accessibility; the numbers (Eitan Glinert) > 4. Survey: Casual gamers disproportionately disabled > (Corey 'Dis' Krull - DGAMER) > > > ---------------------------------------------------------------------- > > Message: 1 > Date: Wed, 11 Jun 2008 19:58:50 -0400 > From: "Robert Florio" > Subject: Re: [games_access] Game Accessibility; the numbers > To: "'IGDA Games Accessibility SIG Mailing List'" > > Message-ID: <005701c8cc1f$188067e0$6601a8c0 at Inspiron> > Content-Type: text/plain; charset="us-ascii" > > Does anyone know currently how a game company goes about the statistics for > sales of target market that they plan for now? If they have a way that we > collect data for their target market or do they just go by the most obvious > sales of the hottest genre and copy and paste ideas when they think of what > kind of idea will sell in games? If that's how they do it I am saddened. > It seems really sad that the industry just won't risk innovation which is > what I think I know about how the industry avoids too much risky innovation > and then just taking the safest route for game companies. Is that true? > Talking about all the cloned type genre games now.LOL. > > Is there any way to look at perhaps some of the top-selling accessible > featured products out there and see if game genres on games in general would > fit that same selling target people? Maybe that's a way to say a statistic > for sales profit if games could target that group? What groups? > > > > Robert > www.RobertFlorio.com > > > -----Original Message----- > From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] > On Behalf Of Reid Kimball > Sent: Wednesday, June 11, 2008 7:50 PM > To: IGDA Games Accessibility SIG Mailing List > Subject: Re: [games_access] Game Accessibility; the numbers > > > ...we identified > > that it does pay off to make your game accessible, because you can > > sell more games than it costs you to make it accessible. We have data > > on profit per sold copy. > > This is exactly what publishers need. Please make this data available > if not already. If it is, please point me to where it is. It's > absolutely critical that publishers and developers get this info. When > I was at LucasArts (no longer there now) I made the case for > accessibility and the financial guys said they hadn't thought of how > much accessibility would increase sales and assumed it would not be > enough to justify the cost of development. Since I had no sales > data... end of discussion. > > -Reid > > On Wed, Jun 11, 2008 at 3:04 PM, Eelke Folmer > wrote: > > Hi Matthias, > > > > Thanks for your feedback > > > > Sorry for the lack of context, it's just one excerpt of our paper that > > I put online, a goal for this study is provided in a previous section > > that I did not include. > > > > To summarize the goal: I'm trying to find a ballpark figure of the > > total number of people that are affected. In a later part of the paper > > we connect it to data we collected on implementing a number of > > accessible solutions (such as closed captioning or one switch access > > mechanism). Using this data game developers can make an informed > > decision whether it pays off to make their games accessible. For a > > number of disabilities (auditory/cognitive/physical) we identified > > that it does pay off to make your game accessible, because you can > > sell more games than it costs you to make it accessible. We have data > > on profit per sold copy. > > > > There are plenty of more important reasons why game companies should > > make their game accessible (ethical /legal). But sadly most game > > companies are struggling in an ever competitive market, so providing > > them with hard data on the potential payoff of making games accessible > > is one viable strategy towards convincing them. > > > > Cheers Eelke > > > > > > > > > > On 11/06/2008, Matthias Troup wrote: > >> > >> Hi Eelke, > >> > >> I didn't see an intended goal or purpose of the study. Is there one? > As > >> far as motivating developers to take accessible approaches I fear taking > a > >> broad stroke would scare developers away from taking on the problem as > the > >> numbers are so large and context specific (Dyslexia: Text heavy > >> Adventure/RPGs and Scrabble) it may be too hard or irrelevant to > calculate > >> (disabled people that can't play games vs. disabled people that can't > >> collect stamps), though I admire the amount of effort you put into data > >> collecting. > >> > >> > >> > >> > >> > >> > >> > >> > Date: Wed, 11 Jun 2008 14:06:21 -0700 > >> > From: eelke.folmer at gmail.com > >> > To: games_access at igda.org > >> > Subject: [games_access] Game Accessibility; the numbers > >> > >> > > >> > Hi, > >> > > >> > A remember a discussion a while ago (I guess it was before E for All > >> > or GDC) when we were making flyers that we couldn't specify how many > >> > people are unable to play games because of a disability. Anyway i'm > >> > hoping to shed some more light on these numbers. > >> > > >> > For an upcoming survey paper on Game Accessibility I sat down and > >> > analyzed several statistics to come up with a more precise estimate > >> > for the total number of people in the USA who's game playing abilities > >> > are affected by a disability. I based these estimates primarily on > >> > data from the American Community Survey (2002) which provides a > >> > breakdown of each disability category into more specific categories > >> > allowing us to more precisely identify whether that particular > >> > disability affects someone's ability to play games. Unable to walk > >> > does not have the same effect on being able to play games as arthritis > >> > while both are considered a physical disability. Another problem with > >> > trying to define estimates is that elderly are overly represented in > >> > the total number of people with disabilities while at the same time it > >> > is known that elderly don't play games as much as the younger > >> > generations. The number of people in the baby boom generation is also > >> > very large. I tried to pull this data apart based on estimates based > >> > on some data I found on average number of people that play games and > >> > console ownership broken down into different age categories. > >> > Inevitably some extrapolations were made, I wish more accurate data > >> > was available. I corresponded with the US census office briefly and > >> > for future community surveys they told me they are considering > >> > including ability to use computer in their questionnaires. This data > >> > is currently not available in the 2002 survey. > >> > > >> > The statistics can be found here: > >> http://www.eelke.com/files/ga_stats.pdf > >> > > >> > Let me know if you have any feedback or suggestions, any feedback is > >> > appreciated. > >> > > >> > Cheers Eelke > >> > > >> > -- > >> > > >> > ---------------------------------------------------------------------------- > >> > Eelke Folmer Assistant Professor > >> > Department of CS&E/171 > >> > University of Nevada Reno, Nevada 89557 > >> > Game interaction design www.eelke.com > >> > > >> > ---------------------------------------------------------------------------- > >> > _______________________________________________ > >> > games_access mailing list > >> > games_access at igda.org > >> > http://seven.pairlist.net/mailman/listinfo/games_access > >> > >> > >> ________________________________ > >> Now you can invite friends from Facebook and other groups to join you on > >> Windows LiveT Messenger. Add them now! > >> _______________________________________________ > >> 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.eelke.com > > > ---------------------------------------------------------------------------- > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > > > ------------------------------ > > Message: 2 > Date: Wed, 11 Jun 2008 17:45:22 -0700 > From: "Reid Kimball" > Subject: Re: [games_access] Project Icecube: One Button Game A > Potential Winnerin Game Design Competition! > To: "IGDA Games Accessibility SIG Mailing List" > > Message-ID: > > Content-Type: text/plain; charset=ISO-8859-1 > > I really like it a lot. Seems like a great game for kids. The art > style is awesome, it reminds me of Zelda: The Wind Waker. The only > frustrating part is I have no way to turn around and head in the > opposite direction if I want to. I feel like players could have more > actions available with creative use of the one-button, such as double > pressing it quickly to change direction. > > Taking this further, how would combat be implemented into a different > one-button platformer? Morse code is a one-button coded language. > That's really impressive isn't it? Why use a similar approach with a > one-button game? A combo attack can be a combination of short and long > one-button presses. > > -Reid > > On Wed, Jun 11, 2008 at 3:54 PM, AudioGames.net wrote: > > Ps: > > > > Here's the control scheme: > > > > jump: press and/or hold space and let go (jump = on let go) > > climb ladder: press space and let go (when over/under a ladder) > > change direction on ladder: press space and let go (when on a ladder) > > go through door: hold space when next to door > > water seeds: hold space when next to seeds > > > > greets, > > > > Richard > > > > > > > > > > > > > > ----- Original Message ----- From: "AudioGames.net" > > To: "IGDA Games Accessibility SIG Mailing List" > > Sent: Thursday, June 12, 2008 12:49 AM > > Subject: [games_access] Project Icecube: One Button Game A Potential > > Winnerin Game Design Competition! > > > > > >> Hi, > >> > >> A short message concerning a cool one-button platform game by Michiel > >> Krol: > >> > >> You may remember Michiel Krol's name from his work on the Audio Game Maker > >> and project Game Accessibility at the Bartimeus Accessibility foundation. > >> You may also remember his name from the game Submarine > >> (http://www.spele.nl/game/submarine.html - currently unavailable at time of > >> this post), which was nominated for the NLGD Game Design Rally 2006 and > >> which featured an alternative, one-button control scheme. Michiel is > >> currently finishing his Masters degree in Game Design. > >> > >> I'm happy to announce that for this years NLGD Game Rally, Michiel is once > >> more nominated for a new game: Project Icecube! This free online Flash-game > >> is specifically designed for children in the age of 8 to 12 who have to live > >> with a chronical disease or a handicap. What makes Project Icecube special > >> is that this is a one-button platform game. The game control automation is > >> slightly inspired by that of a prototype for a one-button platform game that > >> I once made. Check out Project Icecube here: > >> > >> http://www.uqudos.com/nl/portfolio/gameplayNLGD_3.html > >> > >> Currently the game only works with the spacebar (it was designed like this > >> for the competition) but it is a very small effort to reprogram it so it > >> works with every key or button or switch device. The game is only in Dutch > >> for now. In the game, you are an icecube and you have to explore 4 worlds, > >> finding fellow icecubes and water the seeds found in the world to progress. > >> > >> What do you think? > >> > >> Next week's the winner is selected, on thursday the 18th. Although the > >> winner is selected via a child jury, you can let Michiel know what you think > >> of the game by rating the game on the website. > >> > >> Greets, > >> > >> Richard > >> > >> > >> _______________________________________________ > >> games_access mailing list > >> games_access at igda.org > >> http://seven.pairlist.net/mailman/listinfo/games_access > > > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > > > > ------------------------------ > > Message: 3 > Date: Wed, 11 Jun 2008 23:02:26 -0400 > From: "Eitan Glinert" > Subject: Re: [games_access] Game Accessibility; the numbers > To: "IGDA Games Accessibility SIG Mailing List" > > Message-ID: > <3dd2060e0806112002g5fb872f3w9d3f8a9e2a43a8f6 at mail.gmail.com> > Content-Type: text/plain; charset=ISO-8859-1 > > As someone who is neck deep in starting up his own company I can say > that it is not that simple. Generally when predicting how sales will > fare you do several things: > 1. Look at closest competitors in the game space, and check their numbers > 2. Look at the most similar business models and check their numbers > 3. Examine trends in the marketplace for the demographic(s) you are > going after (i.e. how quickly is the market expanding) > 4. State how you feel your innovation(s) will affect sales. > > Generally accessibility in games deals with points 3 and 4. The real > trick to accessibility, in my opinion, is that making a game more > accessible to one population makes it more usable to many, which in > turn results in a better gaming experience for more people (and > therefore will likely result in more copies sold). > > Eitan > > On Wed, Jun 11, 2008 at 7:58 PM, Robert Florio wrote: > > Does anyone know currently how a game company goes about the statistics for > > sales of target market that they plan for now? If they have a way that we > > collect data for their target market or do they just go by the most obvious > > sales of the hottest genre and copy and paste ideas when they think of what > > kind of idea will sell in games? If that's how they do it I am saddened. > > It seems really sad that the industry just won't risk innovation which is > > what I think I know about how the industry avoids too much risky innovation > > and then just taking the safest route for game companies. Is that true? > > Talking about all the cloned type genre games now.LOL. > > > > Is there any way to look at perhaps some of the top-selling accessible > > featured products out there and see if game genres on games in general would > > fit that same selling target people? Maybe that's a way to say a statistic > > for sales profit if games could target that group? What groups? > > > > > > > > Robert > > www.RobertFlorio.com > > > > > > -----Original Message----- > > From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] > > On Behalf Of Reid Kimball > > Sent: Wednesday, June 11, 2008 7:50 PM > > To: IGDA Games Accessibility SIG Mailing List > > Subject: Re: [games_access] Game Accessibility; the numbers > > > >> ...we identified > >> that it does pay off to make your game accessible, because you can > >> sell more games than it costs you to make it accessible. We have data > >> on profit per sold copy. > > > > This is exactly what publishers need. Please make this data available > > if not already. If it is, please point me to where it is. It's > > absolutely critical that publishers and developers get this info. When > > I was at LucasArts (no longer there now) I made the case for > > accessibility and the financial guys said they hadn't thought of how > > much accessibility would increase sales and assumed it would not be > > enough to justify the cost of development. Since I had no sales > > data... end of discussion. > > > > -Reid > > > > On Wed, Jun 11, 2008 at 3:04 PM, Eelke Folmer > > wrote: > >> Hi Matthias, > >> > >> Thanks for your feedback > >> > >> Sorry for the lack of context, it's just one excerpt of our paper that > >> I put online, a goal for this study is provided in a previous section > >> that I did not include. > >> > >> To summarize the goal: I'm trying to find a ballpark figure of the > >> total number of people that are affected. In a later part of the paper > >> we connect it to data we collected on implementing a number of > >> accessible solutions (such as closed captioning or one switch access > >> mechanism). Using this data game developers can make an informed > >> decision whether it pays off to make their games accessible. For a > >> number of disabilities (auditory/cognitive/physical) we identified > >> that it does pay off to make your game accessible, because you can > >> sell more games than it costs you to make it accessible. We have data > >> on profit per sold copy. > >> > >> There are plenty of more important reasons why game companies should > >> make their game accessible (ethical /legal). But sadly most game > >> companies are struggling in an ever competitive market, so providing > >> them with hard data on the potential payoff of making games accessible > >> is one viable strategy towards convincing them. > >> > >> Cheers Eelke > >> > >> > >> > >> > >> On 11/06/2008, Matthias Troup wrote: > >>> > >>> Hi Eelke, > >>> > >>> I didn't see an intended goal or purpose of the study. Is there one? > > As > >>> far as motivating developers to take accessible approaches I fear taking > > a > >>> broad stroke would scare developers away from taking on the problem as > > the > >>> numbers are so large and context specific (Dyslexia: Text heavy > >>> Adventure/RPGs and Scrabble) it may be too hard or irrelevant to > > calculate > >>> (disabled people that can't play games vs. disabled people that can't > >>> collect stamps), though I admire the amount of effort you put into data > >>> collecting. > >>> > >>> > >>> > >>> > >>> > >>> > >>> > >>> > Date: Wed, 11 Jun 2008 14:06:21 -0700 > >>> > From: eelke.folmer at gmail.com > >>> > To: games_access at igda.org > >>> > Subject: [games_access] Game Accessibility; the numbers > >>> > >>> > > >>> > Hi, > >>> > > >>> > A remember a discussion a while ago (I guess it was before E for All > >>> > or GDC) when we were making flyers that we couldn't specify how many > >>> > people are unable to play games because of a disability. Anyway i'm > >>> > hoping to shed some more light on these numbers. > >>> > > >>> > For an upcoming survey paper on Game Accessibility I sat down and > >>> > analyzed several statistics to come up with a more precise estimate > >>> > for the total number of people in the USA who's game playing abilities > >>> > are affected by a disability. I based these estimates primarily on > >>> > data from the American Community Survey (2002) which provides a > >>> > breakdown of each disability category into more specific categories > >>> > allowing us to more precisely identify whether that particular > >>> > disability affects someone's ability to play games. Unable to walk > >>> > does not have the same effect on being able to play games as arthritis > >>> > while both are considered a physical disability. Another problem with > >>> > trying to define estimates is that elderly are overly represented in > >>> > the total number of people with disabilities while at the same time it > >>> > is known that elderly don't play games as much as the younger > >>> > generations. The number of people in the baby boom generation is also > >>> > very large. I tried to pull this data apart based on estimates based > >>> > on some data I found on average number of people that play games and > >>> > console ownership broken down into different age categories. > >>> > Inevitably some extrapolations were made, I wish more accurate data > >>> > was available. I corresponded with the US census office briefly and > >>> > for future community surveys they told me they are considering > >>> > including ability to use computer in their questionnaires. This data > >>> > is currently not available in the 2002 survey. > >>> > > >>> > The statistics can be found here: > >>> http://www.eelke.com/files/ga_stats.pdf > >>> > > >>> > Let me know if you have any feedback or suggestions, any feedback is > >>> > appreciated. > >>> > > >>> > Cheers Eelke > >>> > > >>> > -- > >>> > > >>> > > ---------------------------------------------------------------------------- > >>> > Eelke Folmer Assistant Professor > >>> > Department of CS&E/171 > >>> > University of Nevada Reno, Nevada 89557 > >>> > Game interaction design www.eelke.com > >>> > > >>> > > ---------------------------------------------------------------------------- > >>> > _______________________________________________ > >>> > games_access mailing list > >>> > games_access at igda.org > >>> > http://seven.pairlist.net/mailman/listinfo/games_access > >>> > >>> > >>> ________________________________ > >>> Now you can invite friends from Facebook and other groups to join you on > >>> Windows LiveT Messenger. Add them now! > >>> _______________________________________________ > >>> 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.eelke.com > >> > > ---------------------------------------------------------------------------- > >> _______________________________________________ > >> games_access mailing list > >> games_access at igda.org > >> http://seven.pairlist.net/mailman/listinfo/games_access > >> > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > > > > ------------------------------ > > Message: 4 > Date: Wed, 11 Jun 2008 22:12:15 -0700 > From: "Corey 'Dis' Krull - DGAMER" > Subject: [games_access] Survey: Casual gamers disproportionately > disabled > To: > Message-ID: <20080612051217.07BFDAE36 at mailwash7.pair.com> > Content-Type: text/plain; charset="us-ascii" > > Hi Everyone, > > > > Did any of you read this article at GameSpot about a survey that PoPCap > Games did? Here is the link: > http://www.gamespot.com/news/6192402.html?tag=latestnews;title;2 . > > > > Corey "Dis" Krull > > DGAMER > > DGAMER Blog > > > > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: > > ------------------------------ > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > > End of games_access Digest, Vol 49, Issue 19 > ******************************************** From hinn at uiuc.edu Thu Jun 12 19:39:37 2008 From: hinn at uiuc.edu (d. michelle hinn) Date: Thu, 12 Jun 2008 18:39:37 -0500 Subject: [games_access] Game Accessibility; the numbers In-Reply-To: References: <836db6300806111406x14e05245p521fa20a5af6c34a@mail.gmail.com> <836db6300806111504wb841392oaaf2cd14b196718d@mail.gmail.com> Message-ID: I 100% agree -- while we have been very successful convincing people of the social value of accessibility at the end of the day...it's numbers. And with the US economy (and other economies) in the toilet right now anything that adds cost without showing that the cost may be recoverable has to be recognized. Ps -- sorry I've been so absent lately -- I've had a few personal issues to take care of. Michelle > > ...we identified >> that it does pay off to make your game accessible, because you can >> sell more games than it costs you to make it accessible. We have data >> on profit per sold copy. > >This is exactly what publishers need. Please make this data available >if not already. If it is, please point me to where it is. It's >absolutely critical that publishers and developers get this info. When >I was at LucasArts (no longer there now) I made the case for >accessibility and the financial guys said they hadn't thought of how >much accessibility would increase sales and assumed it would not be >enough to justify the cost of development. Since I had no sales >data... end of discussion. > >-Reid > >On Wed, Jun 11, 2008 at 3:04 PM, Eelke Folmer wrote: >> Hi Matthias, >> >> Thanks for your feedback >> >> Sorry for the lack of context, it's just one excerpt of our paper that >> I put online, a goal for this study is provided in a previous section >> that I did not include. >> >> To summarize the goal: I'm trying to find a ballpark figure of the >> total number of people that are affected. In a later part of the paper >> we connect it to data we collected on implementing a number of >> accessible solutions (such as closed captioning or one switch access >> mechanism). Using this data game developers can make an informed >> decision whether it pays off to make their games accessible. For a >> number of disabilities (auditory/cognitive/physical) we identified >> that it does pay off to make your game accessible, because you can >> sell more games than it costs you to make it accessible. We have data >> on profit per sold copy. >> >> There are plenty of more important reasons why game companies should >> make their game accessible (ethical /legal). But sadly most game >> companies are struggling in an ever competitive market, so providing >> them with hard data on the potential payoff of making games accessible >> is one viable strategy towards convincing them. >> >> Cheers Eelke >> >> >> >> >> On 11/06/2008, Matthias Troup wrote: >>> >>> Hi Eelke, >>> >>> I didn't see an intended goal or purpose of the study. Is there one? As >>> far as motivating developers to take accessible approaches I fear taking a >>> broad stroke would scare developers away from taking on the problem as the >>> numbers are so large and context specific (Dyslexia: Text heavy >>> Adventure/RPGs and Scrabble) it may be too hard or irrelevant to calculate >>> (disabled people that can't play games vs. disabled people that can't >>> collect stamps), though I admire the amount of effort you put into data >>> collecting. >>> >>> >>> >>> >>> >>> >>> >>> > Date: Wed, 11 Jun 2008 14:06:21 -0700 >>> > From: eelke.folmer at gmail.com >>> > To: games_access at igda.org >>> > Subject: [games_access] Game Accessibility; the numbers >>> >>> > >>> > Hi, >>> > >>> > A remember a discussion a while ago (I guess it was before E for All >>> > or GDC) when we were making flyers that we couldn't specify how many >>> > people are unable to play games because of a disability. Anyway i'm >>> > hoping to shed some more light on these numbers. >>> > >>> > For an upcoming survey paper on Game Accessibility I sat down and >>> > analyzed several statistics to come up with a more precise estimate >>> > for the total number of people in the USA who's game playing abilities >>> > are affected by a disability. I based these estimates primarily on >>> > data from the American Community Survey (2002) which provides a >>> > breakdown of each disability category into more specific categories > >> > allowing us to more precisely identify whether that particular >>> > disability affects someone's ability to play games. Unable to walk >>> > does not have the same effect on being able to play games as arthritis >>> > while both are considered a physical disability. Another problem with >>> > trying to define estimates is that elderly are overly represented in >>> > the total number of people with disabilities while at the same time it >>> > is known that elderly don't play games as much as the younger >>> > generations. The number of people in the baby boom generation is also >>> > very large. I tried to pull this data apart based on estimates based >>> > on some data I found on average number of people that play games and >>> > console ownership broken down into different age categories. >>> > Inevitably some extrapolations were made, I wish more accurate data >>> > was available. I corresponded with the US census office briefly and >>> > for future community surveys they told me they are considering >>> > including ability to use computer in their questionnaires. This data >>> > is currently not available in the 2002 survey. >>> > >>> > The statistics can be found here: >>> http://www.eelke.com/files/ga_stats.pdf >>> > >>> > Let me know if you have any feedback or suggestions, any feedback is >>> > appreciated. >>> > >>> > Cheers Eelke >>> > >>> > -- >>> > >>> >>>---------------------------------------------------------------------------- >>> > Eelke Folmer Assistant Professor >>> > Department of CS&E/171 >>> > University of Nevada Reno, Nevada 89557 >>> > Game interaction design www.eelke.com >>> > >>> >>>---------------------------------------------------------------------------- >>> > _______________________________________________ >>> > games_access mailing list >>> > games_access at igda.org >>> > http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>> ________________________________ >>> Now you can invite friends from Facebook and other groups to join you on >>> Windows Live? Messenger. Add them now! >>> _______________________________________________ >>> 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.eelke.com >> ---------------------------------------------------------------------------- >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Thu Jun 12 22:05:47 2008 From: hinn at uiuc.edu (d. michelle hinn) Date: Thu, 12 Jun 2008 21:05:47 -0500 Subject: [games_access] Survey: Casual gamers disproportionately disabled In-Reply-To: References: <20080612051217.07BFDAE36@mailwash7.pair.com> Message-ID: I'm talking with them now to see if they would share their report with the SIG -- Ernest Adams sent a few of us an email to point out the article as well. Yes, some of the numbers are suspect but the important thing, in my mind, is that they are doing SOMETHING at least to help out the cause! So once we can go through their report then we can come up with plan for improving their survey or data conclusions. Anyway, the recent flurry of activity is great! Michelle >"11 percent of respondents said they had casual gaming recommended >or prescribed to them by a physician, psychiatrist, physical >therapist, or other medical professional." > >Wow that seems high and somewhat suspect. Anyone have any insight >into this or other parts of the story...? > >- Ben > >On Jun 12, 2008, at 1:12 AM, Corey 'Dis' Krull - DGAMER wrote: > >>Hi Everyone, >> >>Did any of you read this article at GameSpot about a survey that >>PoPCap Games did? Here is the link: >>http://www.gamespot.com/news/6192402.html?tag=latestnews;title;2 . >> >>Corey "Dis" Krull >>DGAMER >>DGAMER Blog >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From dis at d-gamer.com Fri Jun 13 00:49:40 2008 From: dis at d-gamer.com (Corey 'Dis' Krull - DGAMER) Date: Thu, 12 Jun 2008 21:49:40 -0700 Subject: [games_access] Survey: Casual gamers disproportionately disabled In-Reply-To: Message-ID: <20080613044944.EADBFAE58@mailwash7.pair.com> Yeah, I think it is great that they are doing something too. It at least helps out the cause and improving the survey is a good idea. BTW, I got the OCZ Neural Impulse Actuator last week and I will writing a review for it soon. I'm still getting used to using it but I must say that it's pretty cool. Corey DGAMER - http://d-gamer.com DGAMER BLOG - http://dgamerblog.wordpress.com -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Thursday, June 12, 2008 7:06 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Survey: Casual gamers disproportionately disabled I'm talking with them now to see if they would share their report with the SIG -- Ernest Adams sent a few of us an email to point out the article as well. Yes, some of the numbers are suspect but the important thing, in my mind, is that they are doing SOMETHING at least to help out the cause! So once we can go through their report then we can come up with plan for improving their survey or data conclusions. Anyway, the recent flurry of activity is great! Michelle >"11 percent of respondents said they had casual gaming recommended >or prescribed to them by a physician, psychiatrist, physical >therapist, or other medical professional." > >Wow that seems high and somewhat suspect. Anyone have any insight >into this or other parts of the story...? > >- Ben > >On Jun 12, 2008, at 1:12 AM, Corey 'Dis' Krull - DGAMER wrote: > >>Hi Everyone, >> >>Did any of you read this article at GameSpot about a survey that >>PoPCap Games did? Here is the link: >>http://www.gamespot.com/news/6192402.html?tag=latestnews;title;2 . >> >>Corey "Dis" Krull >>DGAMER >>DGAMER Blog >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Fri Jun 13 07:06:29 2008 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 13 Jun 2008 12:06:29 +0100 Subject: [games_access] Survey: Casual gamers disproportionately disabled References: <20080613044944.EADBFAE58@mailwash7.pair.com> Message-ID: <007201c8cd45$8991cb50$9901a8c0@oneswitch> Hi Corey, Please do let us know on the list when your review is up, and we'll get links to it at the OneSwitch and GASIG blogs. Cheers, Barrie www.OneSwitch.org.uk ----- Original Message ----- From: "Corey 'Dis' Krull - DGAMER" To: "'IGDA Games Accessibility SIG Mailing List'" Sent: Friday, June 13, 2008 5:49 AM Subject: Re: [games_access] Survey: Casual gamers disproportionately disabled > Yeah, I think it is great that they are doing something too. It at least > helps out the cause and improving the survey is a good idea. > > BTW, I got the OCZ Neural Impulse Actuator last week and I will writing a > review for it soon. I'm still getting used to using it but I must say that > it's pretty cool. > > Corey > DGAMER - http://d-gamer.com > DGAMER BLOG - http://dgamerblog.wordpress.com > > > -----Original Message----- > From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] > On Behalf Of d. michelle hinn > Sent: Thursday, June 12, 2008 7:06 PM > To: IGDA Games Accessibility SIG Mailing List > Subject: Re: [games_access] Survey: Casual gamers disproportionately > disabled > > I'm talking with them now to see if they would share their report > with the SIG -- Ernest Adams sent a few of us an email to point out > the article as well. > > Yes, some of the numbers are suspect but the important thing, in my > mind, is that they are doing SOMETHING at least to help out the > cause! So once we can go through their report then we can come up > with plan for improving their survey or data conclusions. > > Anyway, the recent flurry of activity is great! > > Michelle > >>"11 percent of respondents said they had casual gaming recommended >>or prescribed to them by a physician, psychiatrist, physical >>therapist, or other medical professional." >> >>Wow that seems high and somewhat suspect. Anyone have any insight >>into this or other parts of the story...? >> >>- Ben >> >>On Jun 12, 2008, at 1:12 AM, Corey 'Dis' Krull - DGAMER wrote: >> >>>Hi Everyone, >>> >>>Did any of you read this article at GameSpot about a survey that >>>PoPCap Games did? Here is the link: >>>http://www.gamespot.com/news/6192402.html?tag=latestnews;title;2 . >>> >>>Corey "Dis" Krull >>>DGAMER >>>DGAMER Blog >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From eelke.folmer at gmail.com Fri Jun 13 12:39:24 2008 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Fri, 13 Jun 2008 09:39:24 -0700 Subject: [games_access] language thread, was The Human Controller In-Reply-To: <1A4F26BE-9216-4FCC-B6C0-E6F0CD82C231@pininteractive.com> References: <3dd2060e0806051450y2c1490c0t8665a61b149682ad@mail.gmail.com> <057601c8ca82$eb843b10$9901a8c0@oneswitch> <3dd2060e0806101329u4dd004d9t6eca22c69150eade@mail.gmail.com> <002001c8cb4b$55cea190$0601000a@Galatea> <061e01c8cb90$011917d0$9901a8c0@oneswitch> <002801c8cbdb$d12be3d0$0601000a@Galatea> <011a01c8cbe4$798d3b20$9901a8c0@oneswitch> <1A4F26BE-9216-4FCC-B6C0-E6F0CD82C231@pininteractive.com> Message-ID: <836db6300806130939j6382da87m72122b459f0d94fd@mail.gmail.com> Hi Thomas, I never really thought about the difference but your taxonomy seems intuitive and straightforward. Cheers Eelke On 12/06/2008, Thomas Westin wrote: > Hi, > > The World Health Organization has a definition which makes a difference > between disability and handicap, where disability is related to the > individual, while handicap is related to the environment. In other words, if > you're in a wheel chair, you are handicapped in a building with high > thresholds. By removing the thresholds (read: making it accessible) you > remove the handicap, but you are still disabled. > > I think that is a good distinction > > Kind regards > Thomas > > > On 11 jun 2008, at 18.59, Barrie Ellis wrote: > > Language is a contentious issue and I respect that you have a different > opinion, Matthias. I just personally feel that certain phrases don't > particularly tie up with disability rights - which is what the Game > Accessibility movement is all about to my mind. I still feel that you are > approaching this field from a Medical standpoint - rather that a Social > rights stand point. > > Barrie > www.OneSwitch.org.uk > > > > ----- Original Message ----- > From: Matthias Troup > To: IGDA Games Accessibility SIG Mailing List > Sent: Wednesday, June 11, 2008 5:28 PM > Subject: Re: [games_access] language thread, was The Human Controller > > Kestrel, Perhaps I (and others) read it as this: If these are people > without disabilities in the offensive sense... who aren't suffering in their > environment... what would they need help with, and why would anyone be > helping? I think Eitans choice of words is fine since his cause was a > constructive effort for accessibility. At least, I feel hints of emotion > help make any thesis a little less dry. > > > > > > > > > From: kestrell at panix.com > > To: games_access at igda.org > > Date: Wed, 11 Jun 2008 11:57:14 -0400 > > Subject: [games_access] language thread, was The Human Controller > > > > Regarding appropriate language, I'm not sure I see where you are > disagreeing > > with my original post. I used the word "disability," and the site you > linked > > to, which the wonderful BBC online disability magazine, Ouch!, also uses > the > > word "disability." I totally agree with the list provided in the article > as > > being offensive words, including the word "special." > > > > Granted the fifth day of ninety degree weather here in Boston is melting > my > > brain, but what did I miss? > > > > Kes > > > > ----- Original Message ----- > > From: "Barrie Ellis" > > To: "IGDA Games Accessibility SIG Mailing List" > > Sent: Wednesday, June 11, 2008 2:54 AM > > Subject: Re: [games_access] The Human Controller > > > > > > > Hi Eitan, > > > > > > I actually disagree with Kestrell's "people first stand point" with > > > "people with disabilities" (although I did used to use it myself). I've > > > long since prefered "disabled people" linking to people being disabled > by > > > society / the inaccessibility of their environment. > > > > > > Take a look through this item: > > > http://news.bbc.co.uk/1/hi/magazine/3708576.stm. > > > Plus this on the Social Model and Medical Model of diability: > > > > http://inclusion.uwe.ac.uk/inclusionweek/articles/socmod.htm > > > > > > Barrie > > > www.OneSwitch.org.uk > > > > > > > > > > > > > > > > > > > > > > > > > > > ----- Original Message ----- > > > From: "Kestrell" > > > To: "IGDA Games Accessibility SIG Mailing List" > > > Sent: Tuesday, June 10, 2008 11:42 PM > > > Subject: Re: [games_access] The Human Controller > > > > > > > > >> Eitan, > > >> > > >> I seem to have missed your original post in which you posted the link, > > >> but here are some thoughts on language and disability: > > >> > > >> Certain words and phrases tend to really be button words, as in they > will > > >> typically hit many readers' buttons, and the phrase "suffering from" is > > >> definitely one of those phrases. Often the phrase can be deleted > > >> altogether, leaving the phrase "people with disabilities" or "people > with > > >> visual impairments" or "visually-impaired gamers," etc. The informal > rule > > >> is that the individuals you are discussing are "people first," as > > >> mentioned in this online article > > >> http://iod.unh.edu/press.html > > >> > > >> and here is a link which includes links to writing about disability, > > >> language to use in interviewing people with disabilities, and more > > >> resources > > >> http://ncdj.org/links.html > > >> > > >> Kes > > >> > > >> ---- Original Message ----- > > >> From: "Eitan Glinert" > > >> To: "IGDA Games Accessibility SIG Mailing List" > > >> Sent: Tuesday, June 10, 2008 4:29 PM > > >> Subject: Re: [games_access] The Human Controller > > >> > > >> > > >>> Wow, awesome! Thanks for the feedback, I think you are the only person > > >>> outside of MIT to have actually read this. Comments below. > > >>> Eitan > > >>> > > >>> On Mon, Jun 9, 2008 at 6:48 PM, Barrie Ellis > > >>> wrote: > > >>>> Hi Eitan, > > >>>> > > >>>> I've read through your thesis "The Human Controller"... > > >>>> > > >>>> Had these thoughts... > > >>>> > > >>>> Didn't like some of the language used. "Suffering from - impaired > > >>>> people - > > >>>> handicapped". All pretty crusty old terms with negative connotations. > > >>> > > >>>>>>EG: Point taken. Any suggestions for better terms?<<< > > >>> > > >>>> > > >>>> Not sure about the controller analysis in Chapter 1 - there's been > > >>>> Driving > > >>>> controllers and light guns since the 70's for many games consoles - > > >>>> which > > >>>> are fairly natural feeling interfaces and have been popular in the > > >>>> past. > > >>>> > > >>> > > >>>>>>EG: I guess in chapter one I'm trying to draw general strokes about > > >>>>>>UIs, saying that they generally weren't adopted by a mainstream > > >>>>>>audience. Perhaps I should make this more explicit, though<<< > > >>> > > >>>> "Even if it is possible to remap controls it is not always advisable > to > > >>>> do > > >>>> so. Frequently part of the fun of a game is the interface, and > changing > > >>>> it > > >>>> without forethought is potentially detrimental. In the pervious > example > > >>>> of > > >>>> Wii Sports tennis part of the fun is actually swinging the controller > > >>>> as if > > >>>> it were a racket. If this functionality were changed to pressing a > > >>>> button > > >>>> then much of the game's charm and fun would be lost.". I'm not happy > > >>>> with > > >>>> this statement personally - I'd like to see multiple-layers of > > >>>> accessibility > > >>>> (much like Dimitris "Parallel Universes" theory). Why can't a four > > >>>> player > > >>>> game of Wii Sports allow player 1 to use the Wii-remote - player 2 to > > >>>> use a > > >>>> standard JoyPad - player 3 to use a single button and player 4 to use > > >>>> an > > >>>> adapted Wii-remote with blue-tooth stereo head-set to relay > > >>>> personalised > > >>>> timing sounds (think of live singers having a click track that only > > >>>> they can > > >>>> hear) in an ideal world? You mention this type of thing later as if > > >>>> it's a > > >>>> good thing - so I find this early statement a bit overly negative. > > >>>> > > >>> > > >>>>>>EG: I agree with what you say, which is why I discuss such themes in > > >>>>>>chapter 2. I guess the reason I have that negative statement early > on > > >>>>>>is because I wanted to acknowledge the tradeoff early on, even > before > > >>>>>>I get to the sections on tradeoffs. I also wanted to make it clear > > >>>>>>that I don't feel accessibility is a magic bullet, even if it is > > >>>>>>almost always applicable.<<< > > >>> > > >>>> "Games have evolved tremendously over the past few decades, as > > >>>> advancements > > >>>> in technology have led to amazingly realistic and engaging offerings, > > >>>> while > > >>>> shifts in player demographics indicate the widespread popularity of > > >>>> video > > >>>> games. Despite these changes many different disabled groups are still > > >>>> unable > > >>>> to play most titles due to inaccessible UIs.." - Would argue that > too. > > >>>> I'd > > >>>> agree that most Blind gamers would be in that boat (those with very > > >>>> little > > >>>> usable sight) - but a better statement might have been "many > different > > >>>> disabled groups are faced with deeply frustrating barriers with many > > >>>> main-stream games". I know Deaf gamers might struggle at certain > points > > >>>> of > > >>>> certain games - and gamers using a single button frequently have to > > >>>> rely > > >>>> upon a friend/helper to take on extra controls and so on - but they > can > > >>>> still play. > > >>>> > > >>> > > >>>>>>EG: Good suggestion, thanks! I might make a change to the argument > on > > >>>>>>the online version.<<< > > >>> > > >>>> > > >>>> Chaper 2 > > >>>> > > >>>> "Game controls should be as simple as possible, but no simpler." - > Not > > >>>> really sure what you're saying here. > > >>>> > > >>> > > >>>>>>EG: Simplicity is good, but you don't want to go overboard. You > don't > > >>>>>>want to cut out critical game elements or features in the name of a > > >>>>>>"cleaner" UI. Maybe that's not clear? <<< > > >>> > > >>>> > > >>>> 2.5 "a rhythm title like Guitar Hero which focuses on music will not > > >>>> work > > >>>> for the hearing impaired, and it is probably not possible to make an > > >>>> accessible version." - I don't agree with this. Deaf gamers as a > whole > > >>>> covers a very broad range of hearing ability. There will be many deaf > > >>>> gamers > > >>>> perfectly able to play Guitar Hero. Even those unable to hear at all > > >>>> might > > >>>> enjoy such a game - did you see Deaf Gamers 8.5/10 review score: > > >>>> http://www.deafgamers.com/07reviews_a/gh3_x360.html > > >>>> > > >>> > > >>>>>>EG: Wow, I flubbed this one. I'm going to have to change the > language > > >>>>>>on this. Good catch, thanks!<<< > > >>> > > >>>> But aside from this, I frequently found myself in full agreement with > > >>>> the > > >>>> majority of your thesis - and did enjoy reading it. Thanks for making > > >>>> it > > >>>> publicly available. > > >>>> > > >>> > > >>>>>>Great, thanks so much!<<< > > >>> > > >>>> Barrie > > >>>> > > >>>> > > >>>> ----- Original Message ----- From: "Eitan Glinert" > > >>>> To: "IGDA Games Accessibility SIG Mailing List" > > > >>>> Sent: Thursday, June 05, 2008 10:50 PM > > >>>> Subject: [games_access] The Human Controller > > >>>> > > >>>> > > >>>>> Good news, everyone! In a surprise twist, I'm graduating! I know a > lot > > >>>>> of you are interested in my thesis, so you can check it out at > > >>>>> web.mit.edu/glinert/www/thesis . I'm happy to answer questions about > > >>>>> it, and I welcome feedback (both positive and negative). Special > > >>>>> thanks to Dimitris, Eelke, Michelle, and Reid for all their help > > >>>>> answering my questions over the months. > > >>>>> > > >>>>> In case you're not sure whether it is worth reading, here's some > more > > >>>>> info: > > >>>>> > > >>>>> TITLE: The Human Controller: Usability and Accessibility in Video > Game > > >>>>> Interfaces > > >>>>> > > >>>>> ABSTRACT: > > >>>>> Despite the advances in user interfaces and the new gaming genres, > not > > >>>>> all people can play all games - disabled people are frequently > > >>>>> excluded from game play experiences. On the one hand this adds to > the > > >>>>> list of discriminations disabled people face in our society, while > on > > >>>>> the other hand actively including them potentially results in games > > >>>>> that are better for everyone. The largest hurdle to involvement is > the > > >>>>> user interface, or how a player interacts with the game. Analyzing > > >>>>> usability and adhering to accessibility design principles makes it > > >>>>> both possible and practical to develop fun and engaging game user > > >>>>> interfaces that a broader range of the population can play. To > > >>>>> demonstrate these principles we created AudiOdyssey, a PC rhythm > game > > >>>>> that is accessible to both sighted and non-sighted audiences. By > > >>>>> following accessibility guidelines we incorporated a novel > combination > > >>>>> of features resulting in a similar play experience for both groups. > > >>>>> Testing AudiOdyssey yielded useful insights into which interface > > >>>>> elements work and which don't work for all users. Finally a case is > > >>>>> made for considering accessibility when designing future versions of > > >>>>> gaming user interfaces, and speculative scenarios are presented for > > >>>>> what such interfaces might look like. > > >>>>> > > >>>>> Eitan > > >>>>> _______________________________________________ > > >>>>> games_access mailing list > > >>>>> games_access at igda.org > > >>>>> > http://seven.pairlist.net/mailman/listinfo/games_access > > >>>> > > >>>> > > >>>> _______________________________________________ > > >>>> games_access mailing list > > >>>> games_access at igda.org > > >>>> > http://seven.pairlist.net/mailman/listinfo/games_access > > >>>> > > >>> _______________________________________________ > > >>> games_access mailing list > > >>> games_access at igda.org > > >>> > http://seven.pairlist.net/mailman/listinfo/games_access > > >> > > >> _______________________________________________ > > >> games_access mailing list > > >> games_access at igda.org > > >> > http://seven.pairlist.net/mailman/listinfo/games_access > > > > > > > > > _______________________________________________ > > > games_access mailing list > > > games_access at igda.org > > > http://seven.pairlist.net/mailman/listinfo/games_access > > > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > ________________________________ > Search that pays you back! Introducing Live Search cashback. Search Now! > > ________________________________ > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > > _______________________________________________ > 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.eelke.com ---------------------------------------------------------------------------- From eelke.folmer at gmail.com Fri Jun 13 12:40:33 2008 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Fri, 13 Jun 2008 09:40:33 -0700 Subject: [games_access] Project Icecube: One Button Game A PotentialWinnerin Game Design Competition! In-Reply-To: <70ED963B-B146-44EE-A99B-2AB91E18EE83@pininteractive.com> References: <836db6300806111501w2e2cec00ra188d5e5d784d6c9@mail.gmail.com> <003601c8cc11$d8d46e50$6402a8c0@Delletje> <001901c8cc15$656422e0$6402a8c0@Delletje> <002001c8cc16$0e46d8d0$6402a8c0@Delletje> <70ED963B-B146-44EE-A99B-2AB91E18EE83@pininteractive.com> Message-ID: <836db6300806130940j1871f2d3l2af970b4792a8758@mail.gmail.com> Pretty cool! I will probably be the only one .. and you ofcourse to be able to read it ;-) cheers Eelke On 12/06/2008, Thomas Westin wrote: > cute game :) > /thomas > > > On 12 jun 2008, at 00.54, AudioGames.net wrote: > > > > Ps: > > > > Here's the control scheme: > > > > jump: press and/or hold space and let go (jump = on let go) > > climb ladder: press space and let go (when over/under a ladder) > > change direction on ladder: press space and let go (when on a ladder) > > go through door: hold space when next to door > > water seeds: hold space when next to seeds > > > > greets, > > > > Richard > > > > > > > > > > > > > > ----- Original Message ----- From: "AudioGames.net" > > > To: "IGDA Games Accessibility SIG Mailing List" > > Sent: Thursday, June 12, 2008 12:49 AM > > Subject: [games_access] Project Icecube: One Button Game A Potential > Winnerin Game Design Competition! > > > > > > > > > Hi, > > > > > > A short message concerning a cool one-button platform game by Michiel > Krol: > > > > > > You may remember Michiel Krol's name from his work on the Audio Game > Maker and project Game Accessibility at the Bartimeus Accessibility > foundation. You may also remember his name from the game Submarine > (http://www.spele.nl/game/submarine.html - currently > unavailable at time of this post), which was nominated for the NLGD Game > Design Rally 2006 and which featured an alternative, one-button control > scheme. Michiel is currently finishing his Masters degree in Game Design. > > > > > > I'm happy to announce that for this years NLGD Game Rally, Michiel is > once more nominated for a new game: Project Icecube! This free online > Flash-game is specifically designed for children in the age of 8 to 12 who > have to live with a chronical disease or a handicap. What makes Project > Icecube special is that this is a one-button platform game. The game control > automation is slightly inspired by that of a prototype for a one-button > platform game that I once made. Check out Project Icecube here: > > > > > > http://www.uqudos.com/nl/portfolio/gameplayNLGD_3.html > > > > > > Currently the game only works with the spacebar (it was designed like > this for the competition) but it is a very small effort to reprogram it so > it works with every key or button or switch device. The game is only in > Dutch for now. In the game, you are an icecube and you have to explore 4 > worlds, finding fellow icecubes and water the seeds found in the world to > progress. > > > > > > What do you think? > > > > > > Next week's the winner is selected, on thursday the 18th. Although the > winner is selected via a child jury, you can let Michiel know what you think > of the game by rating the game on the website. > > > > > > Greets, > > > > > > Richard > > > > > > > > > _______________________________________________ > > > games_access mailing list > > > games_access at igda.org > > > http://seven.pairlist.net/mailman/listinfo/games_access > > > > > > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > > > _______________________________________________ > 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.eelke.com ---------------------------------------------------------------------------- From barrie.ellis at oneswitch.org.uk Sat Jun 14 04:02:20 2008 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sat, 14 Jun 2008 09:02:20 +0100 Subject: [games_access] language thread, was The Human Controller References: <3dd2060e0806051450y2c1490c0t8665a61b149682ad@mail.gmail.com><057601c8ca82$eb843b10$9901a8c0@oneswitch><3dd2060e0806101329u4dd004d9t6eca22c69150eade@mail.gmail.com><002001c8cb4b$55cea190$0601000a@Galatea><061e01c8cb90$011917d0$9901a8c0@oneswitch><002801c8cbdb$d12be3d0$0601000a@Galatea><011a01c8cbe4$798d3b20$9901a8c0@oneswitch><1A4F26BE-9216-4FCC-B6C0-E6F0CD82C231@pininteractive.com> <836db6300806130939j6382da87m72122b459f0d94fd@mail.gmail.com> Message-ID: <01cb01c8cdf4$f90de1d0$9901a8c0@oneswitch> Again - I would say that in the UK - the word Handicap is now generally tied up with a lot of negative baggage. Many believe (wrongly or rightly) that it's linked to "cap in hand" begging - others consider it an inherently negative word anyway. As Reid said - if you remove the barriers from a "disabled person" - in context - you'll just describe them as a person... That's what we're aiming at - smashing the barriers. Also - the W.H.O. is a medical based organisation. Accessible gaming to me will always be about social rights - and not about medical conditions. A gamer has these abilities - so how can they play game X,Y,Z? Am I repeating myself?! (I'll shut up after this for a bit I promise): The right to fun. Barrie www.OneSwitch.org.uk ----- Original Message ----- From: "Eelke Folmer" To: "IGDA Games Accessibility SIG Mailing List" Sent: Friday, June 13, 2008 5:39 PM Subject: Re: [games_access] language thread, was The Human Controller > Hi Thomas, > > I never really thought about the difference but your taxonomy seems > intuitive and straightforward. > > Cheers Eelke > > > On 12/06/2008, Thomas Westin wrote: >> Hi, >> >> The World Health Organization has a definition which makes a difference >> between disability and handicap, where disability is related to the >> individual, while handicap is related to the environment. In other words, >> if >> you're in a wheel chair, you are handicapped in a building with high >> thresholds. By removing the thresholds (read: making it accessible) you >> remove the handicap, but you are still disabled. >> >> I think that is a good distinction >> >> Kind regards >> Thomas >> >> >> On 11 jun 2008, at 18.59, Barrie Ellis wrote: >> >> Language is a contentious issue and I respect that you have a different >> opinion, Matthias. I just personally feel that certain phrases don't >> particularly tie up with disability rights - which is what the Game >> Accessibility movement is all about to my mind. I still feel that you are >> approaching this field from a Medical standpoint - rather that a Social >> rights stand point. >> >> Barrie >> www.OneSwitch.org.uk >> >> >> >> ----- Original Message ----- >> From: Matthias Troup >> To: IGDA Games Accessibility SIG Mailing List >> Sent: Wednesday, June 11, 2008 5:28 PM >> Subject: Re: [games_access] language thread, was The Human Controller >> >> Kestrel, Perhaps I (and others) read it as this: If these are people >> without disabilities in the offensive sense... who aren't suffering in >> their >> environment... what would they need help with, and why would anyone be >> helping? I think Eitans choice of words is fine since his cause was a >> constructive effort for accessibility. At least, I feel hints of emotion >> help make any thesis a little less dry. >> >> >> >> >> >> >> >> > From: kestrell at panix.com >> > To: games_access at igda.org >> > Date: Wed, 11 Jun 2008 11:57:14 -0400 >> > Subject: [games_access] language thread, was The Human Controller >> > >> > Regarding appropriate language, I'm not sure I see where you are >> disagreeing >> > with my original post. I used the word "disability," and the site you >> linked >> > to, which the wonderful BBC online disability magazine, Ouch!, also >> > uses >> the >> > word "disability." I totally agree with the list provided in the >> > article >> as >> > being offensive words, including the word "special." >> > >> > Granted the fifth day of ninety degree weather here in Boston is >> > melting >> my >> > brain, but what did I miss? >> > >> > Kes >> > >> > ----- Original Message ----- >> > From: "Barrie Ellis" >> > To: "IGDA Games Accessibility SIG Mailing List" >> > Sent: Wednesday, June 11, 2008 2:54 AM >> > Subject: Re: [games_access] The Human Controller >> > >> > >> > > Hi Eitan, >> > > >> > > I actually disagree with Kestrell's "people first stand point" with >> > > "people with disabilities" (although I did used to use it myself). >> > > I've >> > > long since prefered "disabled people" linking to people being >> > > disabled >> by >> > > society / the inaccessibility of their environment. >> > > >> > > Take a look through this item: >> > > http://news.bbc.co.uk/1/hi/magazine/3708576.stm. >> > > Plus this on the Social Model and Medical Model of diability: >> > > >> http://inclusion.uwe.ac.uk/inclusionweek/articles/socmod.htm >> > > >> > > Barrie >> > > www.OneSwitch.org.uk >> > > >> > > >> > > >> > > >> > > >> > > >> > > >> > > >> > > ----- Original Message ----- >> > > From: "Kestrell" >> > > To: "IGDA Games Accessibility SIG Mailing List" >> > > >> > > Sent: Tuesday, June 10, 2008 11:42 PM >> > > Subject: Re: [games_access] The Human Controller >> > > >> > > >> > >> Eitan, >> > >> >> > >> I seem to have missed your original post in which you posted the >> > >> link, >> > >> but here are some thoughts on language and disability: >> > >> >> > >> Certain words and phrases tend to really be button words, as in they >> will >> > >> typically hit many readers' buttons, and the phrase "suffering from" >> > >> is >> > >> definitely one of those phrases. Often the phrase can be deleted >> > >> altogether, leaving the phrase "people with disabilities" or "people >> with >> > >> visual impairments" or "visually-impaired gamers," etc. The informal >> rule >> > >> is that the individuals you are discussing are "people first," as >> > >> mentioned in this online article >> > >> http://iod.unh.edu/press.html >> > >> >> > >> and here is a link which includes links to writing about disability, >> > >> language to use in interviewing people with disabilities, and more >> > >> resources >> > >> http://ncdj.org/links.html >> > >> >> > >> Kes >> > >> >> > >> ---- Original Message ----- >> > >> From: "Eitan Glinert" >> > >> To: "IGDA Games Accessibility SIG Mailing List" >> > >> >> > >> Sent: Tuesday, June 10, 2008 4:29 PM >> > >> Subject: Re: [games_access] The Human Controller >> > >> >> > >> >> > >>> Wow, awesome! Thanks for the feedback, I think you are the only >> > >>> person >> > >>> outside of MIT to have actually read this. Comments below. >> > >>> Eitan >> > >>> >> > >>> On Mon, Jun 9, 2008 at 6:48 PM, Barrie Ellis >> > >>> wrote: >> > >>>> Hi Eitan, >> > >>>> >> > >>>> I've read through your thesis "The Human Controller"... >> > >>>> >> > >>>> Had these thoughts... >> > >>>> >> > >>>> Didn't like some of the language used. "Suffering from - impaired >> > >>>> people - >> > >>>> handicapped". All pretty crusty old terms with negative >> > >>>> connotations. >> > >>> >> > >>>>>>EG: Point taken. Any suggestions for better terms?<<< >> > >>> >> > >>>> >> > >>>> Not sure about the controller analysis in Chapter 1 - there's been >> > >>>> Driving >> > >>>> controllers and light guns since the 70's for many games >> > >>>> consoles - >> > >>>> which >> > >>>> are fairly natural feeling interfaces and have been popular in the >> > >>>> past. >> > >>>> >> > >>> >> > >>>>>>EG: I guess in chapter one I'm trying to draw general strokes >> > >>>>>>about >> > >>>>>>UIs, saying that they generally weren't adopted by a mainstream >> > >>>>>>audience. Perhaps I should make this more explicit, though<<< >> > >>> >> > >>>> "Even if it is possible to remap controls it is not always >> > >>>> advisable >> to >> > >>>> do >> > >>>> so. Frequently part of the fun of a game is the interface, and >> changing >> > >>>> it >> > >>>> without forethought is potentially detrimental. In the pervious >> example >> > >>>> of >> > >>>> Wii Sports tennis part of the fun is actually swinging the >> > >>>> controller >> > >>>> as if >> > >>>> it were a racket. If this functionality were changed to pressing a >> > >>>> button >> > >>>> then much of the game's charm and fun would be lost.". I'm not >> > >>>> happy >> > >>>> with >> > >>>> this statement personally - I'd like to see multiple-layers of >> > >>>> accessibility >> > >>>> (much like Dimitris "Parallel Universes" theory). Why can't a four >> > >>>> player >> > >>>> game of Wii Sports allow player 1 to use the Wii-remote - player 2 >> > >>>> to >> > >>>> use a >> > >>>> standard JoyPad - player 3 to use a single button and player 4 to >> > >>>> use >> > >>>> an >> > >>>> adapted Wii-remote with blue-tooth stereo head-set to relay >> > >>>> personalised >> > >>>> timing sounds (think of live singers having a click track that >> > >>>> only >> > >>>> they can >> > >>>> hear) in an ideal world? You mention this type of thing later as >> > >>>> if >> > >>>> it's a >> > >>>> good thing - so I find this early statement a bit overly negative. >> > >>>> >> > >>> >> > >>>>>>EG: I agree with what you say, which is why I discuss such themes >> > >>>>>>in >> > >>>>>>chapter 2. I guess the reason I have that negative statement >> > >>>>>>early >> on >> > >>>>>>is because I wanted to acknowledge the tradeoff early on, even >> before >> > >>>>>>I get to the sections on tradeoffs. I also wanted to make it >> > >>>>>>clear >> > >>>>>>that I don't feel accessibility is a magic bullet, even if it is >> > >>>>>>almost always applicable.<<< >> > >>> >> > >>>> "Games have evolved tremendously over the past few decades, as >> > >>>> advancements >> > >>>> in technology have led to amazingly realistic and engaging >> > >>>> offerings, >> > >>>> while >> > >>>> shifts in player demographics indicate the widespread popularity >> > >>>> of >> > >>>> video >> > >>>> games. Despite these changes many different disabled groups are >> > >>>> still >> > >>>> unable >> > >>>> to play most titles due to inaccessible UIs.." - Would argue that >> too. >> > >>>> I'd >> > >>>> agree that most Blind gamers would be in that boat (those with >> > >>>> very >> > >>>> little >> > >>>> usable sight) - but a better statement might have been "many >> different >> > >>>> disabled groups are faced with deeply frustrating barriers with >> > >>>> many >> > >>>> main-stream games". I know Deaf gamers might struggle at certain >> points >> > >>>> of >> > >>>> certain games - and gamers using a single button frequently have >> > >>>> to >> > >>>> rely >> > >>>> upon a friend/helper to take on extra controls and so on - but >> > >>>> they >> can >> > >>>> still play. >> > >>>> >> > >>> >> > >>>>>>EG: Good suggestion, thanks! I might make a change to the >> > >>>>>>argument >> on >> > >>>>>>the online version.<<< >> > >>> >> > >>>> >> > >>>> Chaper 2 >> > >>>> >> > >>>> "Game controls should be as simple as possible, but no simpler." - >> Not >> > >>>> really sure what you're saying here. >> > >>>> >> > >>> >> > >>>>>>EG: Simplicity is good, but you don't want to go overboard. You >> don't >> > >>>>>>want to cut out critical game elements or features in the name of >> > >>>>>>a >> > >>>>>>"cleaner" UI. Maybe that's not clear? <<< >> > >>> >> > >>>> >> > >>>> 2.5 "a rhythm title like Guitar Hero which focuses on music will >> > >>>> not >> > >>>> work >> > >>>> for the hearing impaired, and it is probably not possible to make >> > >>>> an >> > >>>> accessible version." - I don't agree with this. Deaf gamers as a >> whole >> > >>>> covers a very broad range of hearing ability. There will be many >> > >>>> deaf >> > >>>> gamers >> > >>>> perfectly able to play Guitar Hero. Even those unable to hear at >> > >>>> all >> > >>>> might >> > >>>> enjoy such a game - did you see Deaf Gamers 8.5/10 review score: >> > >>>> http://www.deafgamers.com/07reviews_a/gh3_x360.html >> > >>>> >> > >>> >> > >>>>>>EG: Wow, I flubbed this one. I'm going to have to change the >> language >> > >>>>>>on this. Good catch, thanks!<<< >> > >>> >> > >>>> But aside from this, I frequently found myself in full agreement >> > >>>> with >> > >>>> the >> > >>>> majority of your thesis - and did enjoy reading it. Thanks for >> > >>>> making >> > >>>> it >> > >>>> publicly available. >> > >>>> >> > >>> >> > >>>>>>Great, thanks so much!<<< >> > >>> >> > >>>> Barrie >> > >>>> >> > >>>> >> > >>>> ----- Original Message ----- From: "Eitan Glinert" >> > >>>> >> > >>>> To: "IGDA Games Accessibility SIG Mailing List" >> >> > >>>> Sent: Thursday, June 05, 2008 10:50 PM >> > >>>> Subject: [games_access] The Human Controller >> > >>>> >> > >>>> >> > >>>>> Good news, everyone! In a surprise twist, I'm graduating! I know >> > >>>>> a >> lot >> > >>>>> of you are interested in my thesis, so you can check it out at >> > >>>>> web.mit.edu/glinert/www/thesis . I'm happy to answer questions >> > >>>>> about >> > >>>>> it, and I welcome feedback (both positive and negative). Special >> > >>>>> thanks to Dimitris, Eelke, Michelle, and Reid for all their help >> > >>>>> answering my questions over the months. >> > >>>>> >> > >>>>> In case you're not sure whether it is worth reading, here's some >> more >> > >>>>> info: >> > >>>>> >> > >>>>> TITLE: The Human Controller: Usability and Accessibility in Video >> Game >> > >>>>> Interfaces >> > >>>>> >> > >>>>> ABSTRACT: >> > >>>>> Despite the advances in user interfaces and the new gaming >> > >>>>> genres, >> not >> > >>>>> all people can play all games - disabled people are frequently >> > >>>>> excluded from game play experiences. On the one hand this adds to >> the >> > >>>>> list of discriminations disabled people face in our society, >> > >>>>> while >> on >> > >>>>> the other hand actively including them potentially results in >> > >>>>> games >> > >>>>> that are better for everyone. The largest hurdle to involvement >> > >>>>> is >> the >> > >>>>> user interface, or how a player interacts with the game. >> > >>>>> Analyzing >> > >>>>> usability and adhering to accessibility design principles makes >> > >>>>> it >> > >>>>> both possible and practical to develop fun and engaging game user >> > >>>>> interfaces that a broader range of the population can play. To >> > >>>>> demonstrate these principles we created AudiOdyssey, a PC rhythm >> game >> > >>>>> that is accessible to both sighted and non-sighted audiences. By >> > >>>>> following accessibility guidelines we incorporated a novel >> combination >> > >>>>> of features resulting in a similar play experience for both >> > >>>>> groups. >> > >>>>> Testing AudiOdyssey yielded useful insights into which interface >> > >>>>> elements work and which don't work for all users. Finally a case >> > >>>>> is >> > >>>>> made for considering accessibility when designing future versions >> > >>>>> of >> > >>>>> gaming user interfaces, and speculative scenarios are presented >> > >>>>> for >> > >>>>> what such interfaces might look like. >> > >>>>> >> > >>>>> Eitan >> > >>>>> _______________________________________________ >> > >>>>> games_access mailing list >> > >>>>> games_access at igda.org >> > >>>>> >> http://seven.pairlist.net/mailman/listinfo/games_access >> > >>>> >> > >>>> >> > >>>> _______________________________________________ >> > >>>> games_access mailing list >> > >>>> games_access at igda.org >> > >>>> >> http://seven.pairlist.net/mailman/listinfo/games_access >> > >>>> >> > >>> _______________________________________________ >> > >>> games_access mailing list >> > >>> games_access at igda.org >> > >>> >> http://seven.pairlist.net/mailman/listinfo/games_access >> > >> >> > >> _______________________________________________ >> > >> games_access mailing list >> > >> games_access at igda.org >> > >> >> http://seven.pairlist.net/mailman/listinfo/games_access >> > > >> > > >> > > _______________________________________________ >> > > games_access mailing list >> > > games_access at igda.org >> > > http://seven.pairlist.net/mailman/listinfo/games_access >> > >> > _______________________________________________ >> > games_access mailing list >> > games_access at igda.org >> > http://seven.pairlist.net/mailman/listinfo/games_access >> >> ________________________________ >> Search that pays you back! Introducing Live Search cashback. Search Now! >> >> ________________________________ >> >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> >> _______________________________________________ >> 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.eelke.com > ---------------------------------------------------------------------------- > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From reid at rbkdesign.com Sat Jun 14 15:23:55 2008 From: reid at rbkdesign.com (Reid Kimball) Date: Sat, 14 Jun 2008 12:23:55 -0700 Subject: [games_access] language thread, was The Human Controller In-Reply-To: <01cb01c8cdf4$f90de1d0$9901a8c0@oneswitch> References: <3dd2060e0806051450y2c1490c0t8665a61b149682ad@mail.gmail.com> <3dd2060e0806101329u4dd004d9t6eca22c69150eade@mail.gmail.com> <002001c8cb4b$55cea190$0601000a@Galatea> <061e01c8cb90$011917d0$9901a8c0@oneswitch> <002801c8cbdb$d12be3d0$0601000a@Galatea> <011a01c8cbe4$798d3b20$9901a8c0@oneswitch> <1A4F26BE-9216-4FCC-B6C0-E6F0CD82C231@pininteractive.com> <836db6300806130939j6382da87m72122b459f0d94fd@mail.gmail.com> <01cb01c8cdf4$f90de1d0$9901a8c0@oneswitch> Message-ID: I agree with Barrie and I'd like to expand the idea of "right to fun" to something bigger. The right to fun is one part of a larger right to participate in society. As games become more culturally relevant to a society, they will help us examine and participate in the shaping of who we are as people. If we neglect to include everyone in this examination and participation, we won't become the kind of society we ought to become. -Reid On Sat, Jun 14, 2008 at 1:02 AM, Barrie Ellis wrote: > Again - I would say that in the UK - the word Handicap is now generally tied > up with a lot of negative baggage. Many believe (wrongly or rightly) that > it's linked to "cap in hand" begging - others consider it an inherently > negative word anyway. As Reid said - if you remove the barriers from a > "disabled person" - in context - you'll just describe them as a person... > That's what we're aiming at - smashing the barriers. > > Also - the W.H.O. is a medical based organisation. Accessible gaming to me > will always be about social rights - and not about medical conditions. A > gamer has these abilities - so how can they play game X,Y,Z? Am I repeating > myself?! (I'll shut up after this for a bit I promise): The right to fun. > > Barrie > www.OneSwitch.org.uk > > > ----- Original Message ----- From: "Eelke Folmer" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Friday, June 13, 2008 5:39 PM > Subject: Re: [games_access] language thread, was The Human Controller > > >> Hi Thomas, >> >> I never really thought about the difference but your taxonomy seems >> intuitive and straightforward. >> >> Cheers Eelke >> >> >> On 12/06/2008, Thomas Westin wrote: >>> >>> Hi, >>> >>> The World Health Organization has a definition which makes a difference >>> between disability and handicap, where disability is related to the >>> individual, while handicap is related to the environment. In other words, >>> if >>> you're in a wheel chair, you are handicapped in a building with high >>> thresholds. By removing the thresholds (read: making it accessible) you >>> remove the handicap, but you are still disabled. >>> >>> I think that is a good distinction >>> >>> Kind regards >>> Thomas >>> >>> >>> On 11 jun 2008, at 18.59, Barrie Ellis wrote: >>> >>> Language is a contentious issue and I respect that you have a different >>> opinion, Matthias. I just personally feel that certain phrases don't >>> particularly tie up with disability rights - which is what the Game >>> Accessibility movement is all about to my mind. I still feel that you are >>> approaching this field from a Medical standpoint - rather that a Social >>> rights stand point. >>> >>> Barrie >>> www.OneSwitch.org.uk >>> >>> >>> >>> ----- Original Message ----- >>> From: Matthias Troup >>> To: IGDA Games Accessibility SIG Mailing List >>> Sent: Wednesday, June 11, 2008 5:28 PM >>> Subject: Re: [games_access] language thread, was The Human Controller >>> >>> Kestrel, Perhaps I (and others) read it as this: If these are people >>> without disabilities in the offensive sense... who aren't suffering in >>> their >>> environment... what would they need help with, and why would anyone be >>> helping? I think Eitans choice of words is fine since his cause was a >>> constructive effort for accessibility. At least, I feel hints of emotion >>> help make any thesis a little less dry. >>> >>> >>> >>> >>> >>> >>> >>> > From: kestrell at panix.com >>> > To: games_access at igda.org >>> > Date: Wed, 11 Jun 2008 11:57:14 -0400 >>> > Subject: [games_access] language thread, was The Human Controller >>> > >>> > Regarding appropriate language, I'm not sure I see where you are >>> disagreeing >>> > with my original post. I used the word "disability," and the site you >>> linked >>> > to, which the wonderful BBC online disability magazine, Ouch!, also > >>> > uses >>> the >>> > word "disability." I totally agree with the list provided in the > >>> > article >>> as >>> > being offensive words, including the word "special." >>> > >>> > Granted the fifth day of ninety degree weather here in Boston is > >>> > melting >>> my >>> > brain, but what did I miss? >>> > >>> > Kes >>> > >>> > ----- Original Message ----- >>> > From: "Barrie Ellis" >>> > To: "IGDA Games Accessibility SIG Mailing List" >>> > Sent: Wednesday, June 11, 2008 2:54 AM >>> > Subject: Re: [games_access] The Human Controller >>> > >>> > >>> > > Hi Eitan, >>> > > >>> > > I actually disagree with Kestrell's "people first stand point" with >>> > > "people with disabilities" (although I did used to use it myself). > >>> > > > I've >>> > > long since prefered "disabled people" linking to people being > > >>> > > disabled >>> by >>> > > society / the inaccessibility of their environment. >>> > > >>> > > Take a look through this item: >>> > > http://news.bbc.co.uk/1/hi/magazine/3708576.stm. >>> > > Plus this on the Social Model and Medical Model of diability: >>> > > >>> http://inclusion.uwe.ac.uk/inclusionweek/articles/socmod.htm >>> > > >>> > > Barrie >>> > > www.OneSwitch.org.uk >>> > > >>> > > >>> > > >>> > > >>> > > >>> > > >>> > > >>> > > >>> > > ----- Original Message ----- >>> > > From: "Kestrell" >>> > > To: "IGDA Games Accessibility SIG Mailing List" > > >>> > > >>> > > Sent: Tuesday, June 10, 2008 11:42 PM >>> > > Subject: Re: [games_access] The Human Controller >>> > > >>> > > >>> > >> Eitan, >>> > >> >>> > >> I seem to have missed your original post in which you posted the > >>> > >> >> link, >>> > >> but here are some thoughts on language and disability: >>> > >> >>> > >> Certain words and phrases tend to really be button words, as in they >>> will >>> > >> typically hit many readers' buttons, and the phrase "suffering from" >>> > >> > >> is >>> > >> definitely one of those phrases. Often the phrase can be deleted >>> > >> altogether, leaving the phrase "people with disabilities" or "people >>> with >>> > >> visual impairments" or "visually-impaired gamers," etc. The informal >>> rule >>> > >> is that the individuals you are discussing are "people first," as >>> > >> mentioned in this online article >>> > >> http://iod.unh.edu/press.html >>> > >> >>> > >> and here is a link which includes links to writing about disability, >>> > >> language to use in interviewing people with disabilities, and more >>> > >> resources >>> > >> http://ncdj.org/links.html >>> > >> >>> > >> Kes >>> > >> >>> > >> ---- Original Message ----- >>> > >> From: "Eitan Glinert" >>> > >> To: "IGDA Games Accessibility SIG Mailing List" > >> >>> > >> >>> > >> Sent: Tuesday, June 10, 2008 4:29 PM >>> > >> Subject: Re: [games_access] The Human Controller >>> > >> >>> > >> >>> > >>> Wow, awesome! Thanks for the feedback, I think you are the only > >>> > >>> >>> person >>> > >>> outside of MIT to have actually read this. Comments below. >>> > >>> Eitan >>> > >>> >>> > >>> On Mon, Jun 9, 2008 at 6:48 PM, Barrie Ellis >>> > >>> wrote: >>> > >>>> Hi Eitan, >>> > >>>> >>> > >>>> I've read through your thesis "The Human Controller"... >>> > >>>> >>> > >>>> Had these thoughts... >>> > >>>> >>> > >>>> Didn't like some of the language used. "Suffering from - impaired >>> > >>>> people - >>> > >>>> handicapped". All pretty crusty old terms with negative > >>>> >>> > >>>> connotations. >>> > >>> >>> > >>>>>>EG: Point taken. Any suggestions for better terms?<<< >>> > >>> >>> > >>>> >>> > >>>> Not sure about the controller analysis in Chapter 1 - there's been >>> > >>>> Driving >>> > >>>> controllers and light guns since the 70's for many games > >>>> >>> > >>>> consoles - >>> > >>>> which >>> > >>>> are fairly natural feeling interfaces and have been popular in the >>> > >>>> past. >>> > >>>> >>> > >>> >>> > >>>>>>EG: I guess in chapter one I'm trying to draw general strokes > >>> > >>>>>> >>>>>>about >>> > >>>>>>UIs, saying that they generally weren't adopted by a mainstream >>> > >>>>>>audience. Perhaps I should make this more explicit, though<<< >>> > >>> >>> > >>>> "Even if it is possible to remap controls it is not always > >>>> >>> > >>>> advisable >>> to >>> > >>>> do >>> > >>>> so. Frequently part of the fun of a game is the interface, and >>> changing >>> > >>>> it >>> > >>>> without forethought is potentially detrimental. In the pervious >>> example >>> > >>>> of >>> > >>>> Wii Sports tennis part of the fun is actually swinging the > >>>> >>> > >>>> controller >>> > >>>> as if >>> > >>>> it were a racket. If this functionality were changed to pressing a >>> > >>>> button >>> > >>>> then much of the game's charm and fun would be lost.". I'm not > >>> > >>>> >>>> happy >>> > >>>> with >>> > >>>> this statement personally - I'd like to see multiple-layers of >>> > >>>> accessibility >>> > >>>> (much like Dimitris "Parallel Universes" theory). Why can't a four >>> > >>>> player >>> > >>>> game of Wii Sports allow player 1 to use the Wii-remote - player 2 >>> > >>>> > >>>> to >>> > >>>> use a >>> > >>>> standard JoyPad - player 3 to use a single button and player 4 to >>> > >>>> > >>>> use >>> > >>>> an >>> > >>>> adapted Wii-remote with blue-tooth stereo head-set to relay >>> > >>>> personalised >>> > >>>> timing sounds (think of live singers having a click track that > >>> > >>>> >>>> only >>> > >>>> they can >>> > >>>> hear) in an ideal world? You mention this type of thing later as > >>> > >>>> >>>> if >>> > >>>> it's a >>> > >>>> good thing - so I find this early statement a bit overly negative. >>> > >>>> >>> > >>> >>> > >>>>>>EG: I agree with what you say, which is why I discuss such themes >>> > >>>>>> > >>>>>>in >>> > >>>>>>chapter 2. I guess the reason I have that negative statement > >>> > >>>>>> >>>>>>early >>> on >>> > >>>>>>is because I wanted to acknowledge the tradeoff early on, even >>> before >>> > >>>>>>I get to the sections on tradeoffs. I also wanted to make it > >>> > >>>>>> >>>>>>clear >>> > >>>>>>that I don't feel accessibility is a magic bullet, even if it is >>> > >>>>>>almost always applicable.<<< >>> > >>> >>> > >>>> "Games have evolved tremendously over the past few decades, as >>> > >>>> advancements >>> > >>>> in technology have led to amazingly realistic and engaging > >>>> >>> > >>>> offerings, >>> > >>>> while >>> > >>>> shifts in player demographics indicate the widespread popularity > >>> > >>>> >>>> of >>> > >>>> video >>> > >>>> games. Despite these changes many different disabled groups are > >>> > >>>> >>>> still >>> > >>>> unable >>> > >>>> to play most titles due to inaccessible UIs.." - Would argue that >>> too. >>> > >>>> I'd >>> > >>>> agree that most Blind gamers would be in that boat (those with > >>> > >>>> >>>> very >>> > >>>> little >>> > >>>> usable sight) - but a better statement might have been "many >>> different >>> > >>>> disabled groups are faced with deeply frustrating barriers with > >>> > >>>> >>>> many >>> > >>>> main-stream games". I know Deaf gamers might struggle at certain >>> points >>> > >>>> of >>> > >>>> certain games - and gamers using a single button frequently have > >>> > >>>> >>>> to >>> > >>>> rely >>> > >>>> upon a friend/helper to take on extra controls and so on - but > >>> > >>>> >>>> they >>> can >>> > >>>> still play. >>> > >>>> >>> > >>> >>> > >>>>>>EG: Good suggestion, thanks! I might make a change to the > >>> > >>>>>> >>>>>>argument >>> on >>> > >>>>>>the online version.<<< >>> > >>> >>> > >>>> >>> > >>>> Chaper 2 >>> > >>>> >>> > >>>> "Game controls should be as simple as possible, but no simpler." - >>> Not >>> > >>>> really sure what you're saying here. >>> > >>>> >>> > >>> >>> > >>>>>>EG: Simplicity is good, but you don't want to go overboard. You >>> don't >>> > >>>>>>want to cut out critical game elements or features in the name of >>> > >>>>>> > >>>>>>a >>> > >>>>>>"cleaner" UI. Maybe that's not clear? <<< >>> > >>> >>> > >>>> >>> > >>>> 2.5 "a rhythm title like Guitar Hero which focuses on music will > >>> > >>>> >>>> not >>> > >>>> work >>> > >>>> for the hearing impaired, and it is probably not possible to make >>> > >>>> > >>>> an >>> > >>>> accessible version." - I don't agree with this. Deaf gamers as a >>> whole >>> > >>>> covers a very broad range of hearing ability. There will be many > >>> > >>>> >>>> deaf >>> > >>>> gamers >>> > >>>> perfectly able to play Guitar Hero. Even those unable to hear at > >>> > >>>> >>>> all >>> > >>>> might >>> > >>>> enjoy such a game - did you see Deaf Gamers 8.5/10 review score: >>> > >>>> http://www.deafgamers.com/07reviews_a/gh3_x360.html >>> > >>>> >>> > >>> >>> > >>>>>>EG: Wow, I flubbed this one. I'm going to have to change the >>> language >>> > >>>>>>on this. Good catch, thanks!<<< >>> > >>> >>> > >>>> But aside from this, I frequently found myself in full agreement > >>> > >>>> >>>> with >>> > >>>> the >>> > >>>> majority of your thesis - and did enjoy reading it. Thanks for > >>> > >>>> >>>> making >>> > >>>> it >>> > >>>> publicly available. >>> > >>>> >>> > >>> >>> > >>>>>>Great, thanks so much!<<< >>> > >>> >>> > >>>> Barrie >>> > >>>> >>> > >>>> >>> > >>>> ----- Original Message ----- From: "Eitan Glinert" > >>>> >>> > >>>> >>> > >>>> To: "IGDA Games Accessibility SIG Mailing List" >>> >>> > >>>> Sent: Thursday, June 05, 2008 10:50 PM >>> > >>>> Subject: [games_access] The Human Controller >>> > >>>> >>> > >>>> >>> > >>>>> Good news, everyone! In a surprise twist, I'm graduating! I know >>> > >>>>> > >>>>> a >>> lot >>> > >>>>> of you are interested in my thesis, so you can check it out at >>> > >>>>> web.mit.edu/glinert/www/thesis . I'm happy to answer questions > >>> > >>>>> >>>>> about >>> > >>>>> it, and I welcome feedback (both positive and negative). Special >>> > >>>>> thanks to Dimitris, Eelke, Michelle, and Reid for all their help >>> > >>>>> answering my questions over the months. >>> > >>>>> >>> > >>>>> In case you're not sure whether it is worth reading, here's some >>> more >>> > >>>>> info: >>> > >>>>> >>> > >>>>> TITLE: The Human Controller: Usability and Accessibility in Video >>> Game >>> > >>>>> Interfaces >>> > >>>>> >>> > >>>>> ABSTRACT: >>> > >>>>> Despite the advances in user interfaces and the new gaming > >>> > >>>>> >>>>> genres, >>> not >>> > >>>>> all people can play all games - disabled people are frequently >>> > >>>>> excluded from game play experiences. On the one hand this adds to >>> the >>> > >>>>> list of discriminations disabled people face in our society, > >>> > >>>>> >>>>> while >>> on >>> > >>>>> the other hand actively including them potentially results in > >>> > >>>>> >>>>> games >>> > >>>>> that are better for everyone. The largest hurdle to involvement > >>> > >>>>> >>>>> is >>> the >>> > >>>>> user interface, or how a player interacts with the game. > >>>>> >>> > >>>>> Analyzing >>> > >>>>> usability and adhering to accessibility design principles makes > >>> > >>>>> >>>>> it >>> > >>>>> both possible and practical to develop fun and engaging game user >>> > >>>>> interfaces that a broader range of the population can play. To >>> > >>>>> demonstrate these principles we created AudiOdyssey, a PC rhythm >>> game >>> > >>>>> that is accessible to both sighted and non-sighted audiences. By >>> > >>>>> following accessibility guidelines we incorporated a novel >>> combination >>> > >>>>> of features resulting in a similar play experience for both > >>> > >>>>> >>>>> groups. >>> > >>>>> Testing AudiOdyssey yielded useful insights into which interface >>> > >>>>> elements work and which don't work for all users. Finally a case >>> > >>>>> > >>>>> is >>> > >>>>> made for considering accessibility when designing future versions >>> > >>>>> > >>>>> of >>> > >>>>> gaming user interfaces, and speculative scenarios are presented > >>> > >>>>> >>>>> for >>> > >>>>> what such interfaces might look like. >>> > >>>>> >>> > >>>>> Eitan >>> > >>>>> _______________________________________________ >>> > >>>>> games_access mailing list >>> > >>>>> games_access at igda.org >>> > >>>>> >>> http://seven.pairlist.net/mailman/listinfo/games_access >>> > >>>> >>> > >>>> >>> > >>>> _______________________________________________ >>> > >>>> games_access mailing list >>> > >>>> games_access at igda.org >>> > >>>> >>> http://seven.pairlist.net/mailman/listinfo/games_access >>> > >>>> >>> > >>> _______________________________________________ >>> > >>> games_access mailing list >>> > >>> games_access at igda.org >>> > >>> >>> http://seven.pairlist.net/mailman/listinfo/games_access >>> > >> >>> > >> _______________________________________________ >>> > >> games_access mailing list >>> > >> games_access at igda.org >>> > >> >>> http://seven.pairlist.net/mailman/listinfo/games_access >>> > > >>> > > >>> > > _______________________________________________ >>> > > games_access mailing list >>> > > games_access at igda.org >>> > > http://seven.pairlist.net/mailman/listinfo/games_access >>> > >>> > _______________________________________________ >>> > games_access mailing list >>> > games_access at igda.org >>> > http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> ________________________________ >>> Search that pays you back! Introducing Live Search cashback. Search Now! >>> >>> ________________________________ >>> >>> >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>> _______________________________________________ >>> 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.eelke.com >> >> ---------------------------------------------------------------------------- >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From foreversublime at hotmail.com Sat Jun 14 22:34:57 2008 From: foreversublime at hotmail.com (Matt Troup) Date: 14 Jun 2008 19:34:57 -0700 Subject: [games_access] (no subject) Message-ID: a61b149682ad at mail.gmail.com><3dd2060e0806101329u4dd004d9t6eca22c69150eade at mail.gmail.com><002001c8cb4b$55cea190$0601000a at Galatea><061e01c8cb90$011917d0$9901a8c0 at oneswitch><002801c8cbdb$d12be3d0$0601000a at Galatea><011a01c8cbe4$798d3b20$9901a8c0 at oneswitch><1A4F26BE-9216-4FCC-B6C0-E6F0CD82C231 at pininteractive.com><836db6300806130939j6382da87m72122b459f0d94fd at mail.gmail.com><01cb01c8cdf4$f90de1d0$9901a8c0 at oneswitch> Bcc: "Matthew Grenier" References: <3dd2060e0806051450y2c1490c0t8665a61b149682ad at mail.gmail.com><3dd2060e0806101329u4dd004d9t6eca22c69150eade at mail.gmail.com><002001c8cb4b$55cea190$0601000a at Galatea><061e01c8cb90$011917d0$9901a8c0 at oneswitch><002801c8cbdb$d12be3d0$0601000a at Galatea><011a01c8cbe4$798d3b20$9901a8c0 at oneswitch><1A4F26BE-9216-4FCC-B6C0-E6F0CD82C231 at pininteractive.com><836db6300806130939j6382da87m72122b459f0d94fd at mail.gmail.com><01cb01c8cdf4$f90de1d0$9901a8c0 at oneswitch> Subject: Re: [games_access] language thread, was The Human Controller Date: Sat, 14 Jun 2008 19:34:56 -0700 MIME-Version: 1.0 X-Unsent: 1 Content-Type: text/plain; format=flowed; charset="iso-8859-1"; reply-type=original Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal Importance: Normal X-Mailer: Microsoft Windows Live Mail 12.0.1606 X-MimeOLE: Produced By Microsoft MimeOLE V12.0.1606 I feel like approaching this in a very practical way - Language barriers are the largest barrier between a game and the participant with the largest reward. If a person can't read the game or can't hear it they aren't likely to experience it. I'm not talking about blind and deafness - I'm talking about translations. Until you can convince a developer to translate a game for people living in China, India, Korea - and any other market that's larger than America's you're going to be hard-pressed to convince them to hit a microcap market. These types of language barriers are no different than any other that prevent the understanding of a game, and they are every bit as a "social rights" issue as stated earlier. Of course, then comes the question of editing content for different regions - this is a much greater discussion than can fit in this email at this time (because Reid could probably filibuster all of us on the topic of edited content right here and now). I believe the "for everyone" concept is completely western, and amazing backwards (in a good way, perhaps) to the rest of the way we typically live. Everyone can have fun, but no one should be forced to cater and pander to anyone else's wants and needs because they have a right to have fun. There's no reason to for a developer to apologize in this way for everyone being different, and we will have to accept these facts of life - unless, we want our entire lives edited to be "socially" acceptable to every demographic. The middle line I see is something akin to... well, what we have, but bigger and more accessible (meaning people needing accessible gaming need to know there's accessible community trying to meet their needs). The NBA is every bit as culturally relevant as games, but they shouldn't be forced to edit their content to allow someone in a wheelchair to play in the league. We can broaden that to "sports", and that's how we get the special olympics (I admit that sounds dated), and even the WNBA. There's a separation, but it's fair, and it's the best thing for everyone involved - participants and fans alike. Does that make any applicable sense? Immediately, the idea comes to mind for MMO games to have accessible "servers" (not sure what their called exactly - the area where you choose what table/map with everyone you want to play with before you enter the world). However, games already are separated based on skill. Is(n't) that enough? Would it be more beneficial for a company to set aside accessible servers so at the very least gamers with needs know they're welcome to play (a hospitable, inviting atmosphere where you don't have to "explain yourself")? -------------------------------------------------- From: "Reid Kimball" Sent: Saturday, June 14, 2008 12:23 PM To: "IGDA Games Accessibility SIG Mailing List" Subject: Re: [games_access] language thread, was The Human Controller > I agree with Barrie and I'd like to expand the idea of "right to fun" > to something bigger. The right to fun is one part of a larger right to > participate in society. As games become more culturally relevant to a > society, they will help us examine and participate in the shaping of > who we are as people. If we neglect to include everyone in this > examination and participation, we won't become the kind of society we > ought to become. > > -Reid > > On Sat, Jun 14, 2008 at 1:02 AM, Barrie Ellis > wrote: >> Again - I would say that in the UK - the word Handicap is now generally >> tied >> up with a lot of negative baggage. Many believe (wrongly or rightly) that >> it's linked to "cap in hand" begging - others consider it an inherently >> negative word anyway. As Reid said - if you remove the barriers from a >> "disabled person" - in context - you'll just describe them as a person... >> That's what we're aiming at - smashing the barriers. >> >> Also - the W.H.O. is a medical based organisation. Accessible gaming to >> me >> will always be about social rights - and not about medical conditions. A >> gamer has these abilities - so how can they play game X,Y,Z? Am I >> repeating >> myself?! (I'll shut up after this for a bit I promise): The right to fun. >> >> Barrie >> www.OneSwitch.org.uk >> >> >> ----- Original Message ----- From: "Eelke Folmer" >> >> To: "IGDA Games Accessibility SIG Mailing List" >> Sent: Friday, June 13, 2008 5:39 PM >> Subject: Re: [games_access] language thread, was The Human Controller >> >> >>> Hi Thomas, >>> >>> I never really thought about the difference but your taxonomy seems >>> intuitive and straightforward. >>> >>> Cheers Eelke >>> >>> >>> On 12/06/2008, Thomas Westin wrote: >>>> >>>> Hi, >>>> >>>> The World Health Organization has a definition which makes a difference >>>> between disability and handicap, where disability is related to the >>>> individual, while handicap is related to the environment. In other >>>> words, >>>> if >>>> you're in a wheel chair, you are handicapped in a building with high >>>> thresholds. By removing the thresholds (read: making it accessible) you >>>> remove the handicap, but you are still disabled. >>>> >>>> I think that is a good distinction >>>> >>>> Kind regards >>>> Thomas >>>> >>>> >>>> On 11 jun 2008, at 18.59, Barrie Ellis wrote: >>>> >>>> Language is a contentious issue and I respect that you have a different >>>> opinion, Matthias. I just personally feel that certain phrases don't >>>> particularly tie up with disability rights - which is what the Game >>>> Accessibility movement is all about to my mind. I still feel that you >>>> are >>>> approaching this field from a Medical standpoint - rather that a Social >>>> rights stand point. >>>> >>>> Barrie >>>> www.OneSwitch.org.uk >>>> >>>> >>>> >>>> ----- Original Message ----- >>>> From: Matthias Troup >>>> To: IGDA Games Accessibility SIG Mailing List >>>> Sent: Wednesday, June 11, 2008 5:28 PM >>>> Subject: Re: [games_access] language thread, was The Human Controller >>>> >>>> Kestrel, Perhaps I (and others) read it as this: If these are people >>>> without disabilities in the offensive sense... who aren't suffering in >>>> their >>>> environment... what would they need help with, and why would anyone be >>>> helping? I think Eitans choice of words is fine since his cause was a >>>> constructive effort for accessibility. At least, I feel hints of >>>> emotion >>>> help make any thesis a little less dry. >>>> >>>> >>>> >>>> >>>> >>>> >>>> >>>> > From: kestrell at panix.com >>>> > To: games_access at igda.org >>>> > Date: Wed, 11 Jun 2008 11:57:14 -0400 >>>> > Subject: [games_access] language thread, was The Human Controller >>>> > >>>> > Regarding appropriate language, I'm not sure I see where you are >>>> disagreeing >>>> > with my original post. I used the word "disability," and the site you >>>> linked >>>> > to, which the wonderful BBC online disability magazine, Ouch!, also > >>>> > uses >>>> the >>>> > word "disability." I totally agree with the list provided in the > >>>> > article >>>> as >>>> > being offensive words, including the word "special." >>>> > >>>> > Granted the fifth day of ninety degree weather here in Boston is > >>>> > melting >>>> my >>>> > brain, but what did I miss? >>>> > >>>> > Kes >>>> > >>>> > ----- Original Message ----- >>>> > From: "Barrie Ellis" >>>> > To: "IGDA Games Accessibility SIG Mailing List" >>>> > >>>> > Sent: Wednesday, June 11, 2008 2:54 AM >>>> > Subject: Re: [games_access] The Human Controller >>>> > >>>> > >>>> > > Hi Eitan, >>>> > > >>>> > > I actually disagree with Kestrell's "people first stand point" with >>>> > > "people with disabilities" (although I did used to use it myself). >>>> > > > >>>> > > > I've >>>> > > long since prefered "disabled people" linking to people being > > >>>> > > disabled >>>> by >>>> > > society / the inaccessibility of their environment. >>>> > > >>>> > > Take a look through this item: >>>> > > http://news.bbc.co.uk/1/hi/magazine/3708576.stm. >>>> > > Plus this on the Social Model and Medical Model of diability: >>>> > > >>>> http://inclusion.uwe.ac.uk/inclusionweek/articles/socmod.htm >>>> > > >>>> > > Barrie >>>> > > www.OneSwitch.org.uk >>>> > > >>>> > > >>>> > > >>>> > > >>>> > > >>>> > > >>>> > > >>>> > > >>>> > > ----- Original Message ----- >>>> > > From: "Kestrell" >>>> > > To: "IGDA Games Accessibility SIG Mailing List" > > >>>> > > >>>> > > Sent: Tuesday, June 10, 2008 11:42 PM >>>> > > Subject: Re: [games_access] The Human Controller >>>> > > >>>> > > >>>> > >> Eitan, >>>> > >> >>>> > >> I seem to have missed your original post in which you posted the > >>>> > >> >> link, >>>> > >> but here are some thoughts on language and disability: >>>> > >> >>>> > >> Certain words and phrases tend to really be button words, as in >>>> > >> they >>>> will >>>> > >> typically hit many readers' buttons, and the phrase "suffering >>>> > >> from" >>>> > >> > >> is >>>> > >> definitely one of those phrases. Often the phrase can be deleted >>>> > >> altogether, leaving the phrase "people with disabilities" or >>>> > >> "people >>>> with >>>> > >> visual impairments" or "visually-impaired gamers," etc. The >>>> > >> informal >>>> rule >>>> > >> is that the individuals you are discussing are "people first," as >>>> > >> mentioned in this online article >>>> > >> http://iod.unh.edu/press.html >>>> > >> >>>> > >> and here is a link which includes links to writing about >>>> > >> disability, >>>> > >> language to use in interviewing people with disabilities, and more >>>> > >> resources >>>> > >> http://ncdj.org/links.html >>>> > >> >>>> > >> Kes >>>> > >> >>>> > >> ---- Original Message ----- >>>> > >> From: "Eitan Glinert" >>>> > >> To: "IGDA Games Accessibility SIG Mailing List" > >> >>>> > >> >>>> > >> Sent: Tuesday, June 10, 2008 4:29 PM >>>> > >> Subject: Re: [games_access] The Human Controller >>>> > >> >>>> > >> >>>> > >>> Wow, awesome! Thanks for the feedback, I think you are the only > >>>> > >>> >>> person >>>> > >>> outside of MIT to have actually read this. Comments below. >>>> > >>> Eitan >>>> > >>> >>>> > >>> On Mon, Jun 9, 2008 at 6:48 PM, Barrie Ellis >>>> > >>> wrote: >>>> > >>>> Hi Eitan, >>>> > >>>> >>>> > >>>> I've read through your thesis "The Human Controller"... >>>> > >>>> >>>> > >>>> Had these thoughts... >>>> > >>>> >>>> > >>>> Didn't like some of the language used. "Suffering from - >>>> > >>>> impaired >>>> > >>>> people - >>>> > >>>> handicapped". All pretty crusty old terms with negative > >>>> >>>> > >>>> connotations. >>>> > >>> >>>> > >>>>>>EG: Point taken. Any suggestions for better terms?<<< >>>> > >>> >>>> > >>>> >>>> > >>>> Not sure about the controller analysis in Chapter 1 - there's >>>> > >>>> been >>>> > >>>> Driving >>>> > >>>> controllers and light guns since the 70's for many games > >>>> >>>> > >>>> consoles - >>>> > >>>> which >>>> > >>>> are fairly natural feeling interfaces and have been popular in >>>> > >>>> the >>>> > >>>> past. >>>> > >>>> >>>> > >>> >>>> > >>>>>>EG: I guess in chapter one I'm trying to draw general strokes > >>>> > >>>>>> >>>>>>about >>>> > >>>>>>UIs, saying that they generally weren't adopted by a mainstream >>>> > >>>>>>audience. Perhaps I should make this more explicit, though<<< >>>> > >>> >>>> > >>>> "Even if it is possible to remap controls it is not always > >>>> > >>>> >>>> >>>> > >>>> advisable >>>> to >>>> > >>>> do >>>> > >>>> so. Frequently part of the fun of a game is the interface, and >>>> changing >>>> > >>>> it >>>> > >>>> without forethought is potentially detrimental. In the pervious >>>> example >>>> > >>>> of >>>> > >>>> Wii Sports tennis part of the fun is actually swinging the > >>>> > >>>> >>>> >>>> > >>>> controller >>>> > >>>> as if >>>> > >>>> it were a racket. If this functionality were changed to pressing >>>> > >>>> a >>>> > >>>> button >>>> > >>>> then much of the game's charm and fun would be lost.". I'm not > >>>> > >>>> >>>> happy >>>> > >>>> with >>>> > >>>> this statement personally - I'd like to see multiple-layers of >>>> > >>>> accessibility >>>> > >>>> (much like Dimitris "Parallel Universes" theory). Why can't a >>>> > >>>> four >>>> > >>>> player >>>> > >>>> game of Wii Sports allow player 1 to use the Wii-remote - player >>>> > >>>> 2 >>>> > >>>> > >>>> to >>>> > >>>> use a >>>> > >>>> standard JoyPad - player 3 to use a single button and player 4 >>>> > >>>> to >>>> > >>>> > >>>> use >>>> > >>>> an >>>> > >>>> adapted Wii-remote with blue-tooth stereo head-set to relay >>>> > >>>> personalised >>>> > >>>> timing sounds (think of live singers having a click track that > >>>> > >>>> >>>> only >>>> > >>>> they can >>>> > >>>> hear) in an ideal world? You mention this type of thing later as >>>> > >>>> > >>>> > >>>> >>>> if >>>> > >>>> it's a >>>> > >>>> good thing - so I find this early statement a bit overly >>>> > >>>> negative. >>>> > >>>> >>>> > >>> >>>> > >>>>>>EG: I agree with what you say, which is why I discuss such >>>> > >>>>>>themes >>>> > >>>>>> > >>>>>>in >>>> > >>>>>>chapter 2. I guess the reason I have that negative statement > >>>> > >>>>>> >>>>>>early >>>> on >>>> > >>>>>>is because I wanted to acknowledge the tradeoff early on, even >>>> before >>>> > >>>>>>I get to the sections on tradeoffs. I also wanted to make it > >>>> > >>>>>> >>>>>>clear >>>> > >>>>>>that I don't feel accessibility is a magic bullet, even if it >>>> > >>>>>>is >>>> > >>>>>>almost always applicable.<<< >>>> > >>> >>>> > >>>> "Games have evolved tremendously over the past few decades, as >>>> > >>>> advancements >>>> > >>>> in technology have led to amazingly realistic and engaging > >>>> > >>>> >>>> >>>> > >>>> offerings, >>>> > >>>> while >>>> > >>>> shifts in player demographics indicate the widespread popularity >>>> > >>>> > >>>> > >>>> >>>> of >>>> > >>>> video >>>> > >>>> games. Despite these changes many different disabled groups are >>>> > >>>> > >>>> > >>>> >>>> still >>>> > >>>> unable >>>> > >>>> to play most titles due to inaccessible UIs.." - Would argue >>>> > >>>> that >>>> too. >>>> > >>>> I'd >>>> > >>>> agree that most Blind gamers would be in that boat (those with > >>>> > >>>> >>>> very >>>> > >>>> little >>>> > >>>> usable sight) - but a better statement might have been "many >>>> different >>>> > >>>> disabled groups are faced with deeply frustrating barriers with >>>> > >>>> > >>>> > >>>> >>>> many >>>> > >>>> main-stream games". I know Deaf gamers might struggle at certain >>>> points >>>> > >>>> of >>>> > >>>> certain games - and gamers using a single button frequently have >>>> > >>>> > >>>> > >>>> >>>> to >>>> > >>>> rely >>>> > >>>> upon a friend/helper to take on extra controls and so on - but > >>>> > >>>> >>>> they >>>> can >>>> > >>>> still play. >>>> > >>>> >>>> > >>> >>>> > >>>>>>EG: Good suggestion, thanks! I might make a change to the > >>>> > >>>>>> >>>>>>argument >>>> on >>>> > >>>>>>the online version.<<< >>>> > >>> >>>> > >>>> >>>> > >>>> Chaper 2 >>>> > >>>> >>>> > >>>> "Game controls should be as simple as possible, but no >>>> > >>>> simpler." - >>>> Not >>>> > >>>> really sure what you're saying here. >>>> > >>>> >>>> > >>> >>>> > >>>>>>EG: Simplicity is good, but you don't want to go overboard. You >>>> don't >>>> > >>>>>>want to cut out critical game elements or features in the name >>>> > >>>>>>of >>>> > >>>>>> > >>>>>>a >>>> > >>>>>>"cleaner" UI. Maybe that's not clear? <<< >>>> > >>> >>>> > >>>> >>>> > >>>> 2.5 "a rhythm title like Guitar Hero which focuses on music will >>>> > >>>> > >>>> > >>>> >>>> not >>>> > >>>> work >>>> > >>>> for the hearing impaired, and it is probably not possible to >>>> > >>>> make >>>> > >>>> > >>>> an >>>> > >>>> accessible version." - I don't agree with this. Deaf gamers as a >>>> whole >>>> > >>>> covers a very broad range of hearing ability. There will be many >>>> > >>>> > >>>> > >>>> >>>> deaf >>>> > >>>> gamers >>>> > >>>> perfectly able to play Guitar Hero. Even those unable to hear at >>>> > >>>> > >>>> > >>>> >>>> all >>>> > >>>> might >>>> > >>>> enjoy such a game - did you see Deaf Gamers 8.5/10 review score: >>>> > >>>> http://www.deafgamers.com/07reviews_a/gh3_x360.html >>>> > >>>> >>>> > >>> >>>> > >>>>>>EG: Wow, I flubbed this one. I'm going to have to change the >>>> language >>>> > >>>>>>on this. Good catch, thanks!<<< >>>> > >>> >>>> > >>>> But aside from this, I frequently found myself in full agreement >>>> > >>>> > >>>> > >>>> >>>> with >>>> > >>>> the >>>> > >>>> majority of your thesis - and did enjoy reading it. Thanks for > >>>> > >>>> >>>> making >>>> > >>>> it >>>> > >>>> publicly available. >>>> > >>>> >>>> > >>> >>>> > >>>>>>Great, thanks so much!<<< >>>> > >>> >>>> > >>>> Barrie >>>> > >>>> >>>> > >>>> >>>> > >>>> ----- Original Message ----- From: "Eitan Glinert" > >>>> >>>> > >>>> >>>> > >>>> To: "IGDA Games Accessibility SIG Mailing List" >>>> >>>> > >>>> Sent: Thursday, June 05, 2008 10:50 PM >>>> > >>>> Subject: [games_access] The Human Controller >>>> > >>>> >>>> > >>>> >>>> > >>>>> Good news, everyone! In a surprise twist, I'm graduating! I >>>> > >>>>> know >>>> > >>>>> > >>>>> a >>>> lot >>>> > >>>>> of you are interested in my thesis, so you can check it out at >>>> > >>>>> web.mit.edu/glinert/www/thesis . I'm happy to answer questions >>>> > >>>>> > >>>> > >>>>> >>>>> about >>>> > >>>>> it, and I welcome feedback (both positive and negative). >>>> > >>>>> Special >>>> > >>>>> thanks to Dimitris, Eelke, Michelle, and Reid for all their >>>> > >>>>> help >>>> > >>>>> answering my questions over the months. >>>> > >>>>> >>>> > >>>>> In case you're not sure whether it is worth reading, here's >>>> > >>>>> some >>>> more >>>> > >>>>> info: >>>> > >>>>> >>>> > >>>>> TITLE: The Human Controller: Usability and Accessibility in >>>> > >>>>> Video >>>> Game >>>> > >>>>> Interfaces >>>> > >>>>> >>>> > >>>>> ABSTRACT: >>>> > >>>>> Despite the advances in user interfaces and the new gaming > >>>> > >>>>> >>>>> genres, >>>> not >>>> > >>>>> all people can play all games - disabled people are frequently >>>> > >>>>> excluded from game play experiences. On the one hand this adds >>>> > >>>>> to >>>> the >>>> > >>>>> list of discriminations disabled people face in our society, > >>>> > >>>>> >>>>> while >>>> on >>>> > >>>>> the other hand actively including them potentially results in > >>>> > >>>>> >>>>> games >>>> > >>>>> that are better for everyone. The largest hurdle to involvement >>>> > >>>>> > >>>> > >>>>> >>>>> is >>>> the >>>> > >>>>> user interface, or how a player interacts with the game. > >>>> > >>>>> >>>>> >>>> > >>>>> Analyzing >>>> > >>>>> usability and adhering to accessibility design principles makes >>>> > >>>>> > >>>> > >>>>> >>>>> it >>>> > >>>>> both possible and practical to develop fun and engaging game >>>> > >>>>> user >>>> > >>>>> interfaces that a broader range of the population can play. To >>>> > >>>>> demonstrate these principles we created AudiOdyssey, a PC >>>> > >>>>> rhythm >>>> game >>>> > >>>>> that is accessible to both sighted and non-sighted audiences. >>>> > >>>>> By >>>> > >>>>> following accessibility guidelines we incorporated a novel >>>> combination >>>> > >>>>> of features resulting in a similar play experience for both > >>>> > >>>>> >>>>> groups. >>>> > >>>>> Testing AudiOdyssey yielded useful insights into which >>>> > >>>>> interface >>>> > >>>>> elements work and which don't work for all users. Finally a >>>> > >>>>> case >>>> > >>>>> > >>>>> is >>>> > >>>>> made for considering accessibility when designing future >>>> > >>>>> versions >>>> > >>>>> > >>>>> of >>>> > >>>>> gaming user interfaces, and speculative scenarios are presented >>>> > >>>>> > >>>> > >>>>> >>>>> for >>>> > >>>>> what such interfaces might look like. >>>> > >>>>> >>>> > >>>>> Eitan >>>> > >>>>> _______________________________________________ >>>> > >>>>> games_access mailing list >>>> > >>>>> games_access at igda.org >>>> > >>>>> >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>> > >>>> >>>> > >>>> >>>> > >>>> _______________________________________________ >>>> > >>>> games_access mailing list >>>> > >>>> games_access at igda.org >>>> > >>>> >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>> > >>>> >>>> > >>> _______________________________________________ >>>> > >>> games_access mailing list >>>> > >>> games_access at igda.org >>>> > >>> >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>> > >> >>>> > >> _______________________________________________ >>>> > >> games_access mailing list >>>> > >> games_access at igda.org >>>> > >> >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>> > > >>>> > > >>>> > > _______________________________________________ >>>> > > games_access mailing list >>>> > > games_access at igda.org >>>> > > http://seven.pairlist.net/mailman/listinfo/games_access >>>> > >>>> > _______________________________________________ >>>> > games_access mailing list >>>> > games_access at igda.org >>>> > http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>> ________________________________ >>>> Search that pays you back! Introducing Live Search cashback. Search >>>> Now! >>>> >>>> ________________________________ >>>> >>>> >>>> _______________________________________________ >>>> games_access mailing list >>>> games_access at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>> _______________________________________________ >>>> games_access mailing list >>>> games_access at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>> >>>> _______________________________________________ >>>> 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.eelke.com >>> >>> ---------------------------------------------------------------------------- >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >> >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From thomas at pininteractive.com Sun Jun 15 14:17:44 2008 From: thomas at pininteractive.com (Thomas Westin) Date: Sun, 15 Jun 2008 20:17:44 +0200 Subject: [games_access] language thread, was The Human Controller In-Reply-To: References: <3dd2060e0806051450y2c1490c0t8665a61b149682ad@mail.gmail.com><3dd2060e0806101329u4dd004d9t6eca22c69150eade@mail.gmail.com><002001c8cb4b$55cea190$0601000a@Galatea><061e01c8cb90$011917d0$9901a8c0@oneswitch><002801c8cbdb$d12be3d0$0601000a@Galatea><011a01c8cbe4$798d3b20$9901a8c0@oneswitch><1A4F26BE-9216-4FCC-B6C0-E6F0CD82C231@pininteractive.com><836db6300806130939j6382da87m72122b459f0d94fd@mail.gmail.com><01cb01c8cdf4$f90de1d0$9901a8c0@oneswitch> Message-ID: Yes I agree that WHO definition is a medical definition, and that from a social point of view, it may not work. I know (Reid may correct me) that deaf people prefer the term deaf, instead of hearing disabled; sight disabled though, prefer sight disabled rather than blind. So it seems different disability groups have different preferences about this too. Anyway, this is mostly an academic discussion, and it would be great to know how disabled gamers, from different groups would like to be referred. If the word handicap is wrongly percieved as Barrie says, then it definitely is not a term we should use. We must be aware though that different groups will have different perception about this. I.e when talking at a conference like Games for Health, were the audience is likely to include medical people, an explanation of this may be needed, i.e how "our" defintion differs from the WHO definition. In the same line of discussion, the former "Swedish Handicap Institute", is now called "Swedish Institute of Assistive Technology" In the end, we are all disabled, it's only a matter of context. Try scuba diving without scube equipment, or parachuting without a parachute :) /Thomas On 14 jun 2008, at 21.23, Reid Kimball wrote: > I agree with Barrie and I'd like to expand the idea of "right to fun" > to something bigger. The right to fun is one part of a larger right to > participate in society. As games become more culturally relevant to a > society, they will help us examine and participate in the shaping of > who we are as people. If we neglect to include everyone in this > examination and participation, we won't become the kind of society we > ought to become. > > -Reid > > On Sat, Jun 14, 2008 at 1:02 AM, Barrie Ellis > wrote: >> Again - I would say that in the UK - the word Handicap is now >> generally tied >> up with a lot of negative baggage. Many believe (wrongly or >> rightly) that >> it's linked to "cap in hand" begging - others consider it an >> inherently >> negative word anyway. As Reid said - if you remove the barriers >> from a >> "disabled person" - in context - you'll just describe them as a >> person... >> That's what we're aiming at - smashing the barriers. >> >> Also - the W.H.O. is a medical based organisation. Accessible >> gaming to me >> will always be about social rights - and not about medical >> conditions. A >> gamer has these abilities - so how can they play game X,Y,Z? Am I >> repeating >> myself?! (I'll shut up after this for a bit I promise): The right >> to fun. >> >> Barrie >> www.OneSwitch.org.uk >> >> >> ----- Original Message ----- From: "Eelke Folmer" > > >> To: "IGDA Games Accessibility SIG Mailing List" > > >> Sent: Friday, June 13, 2008 5:39 PM >> Subject: Re: [games_access] language thread, was The Human Controller >> >> >>> Hi Thomas, >>> >>> I never really thought about the difference but your taxonomy seems >>> intuitive and straightforward. >>> >>> Cheers Eelke >>> >>> >>> On 12/06/2008, Thomas Westin wrote: >>>> >>>> Hi, >>>> >>>> The World Health Organization has a definition which makes a >>>> difference >>>> between disability and handicap, where disability is related to the >>>> individual, while handicap is related to the environment. In >>>> other words, >>>> if >>>> you're in a wheel chair, you are handicapped in a building with >>>> high >>>> thresholds. By removing the thresholds (read: making it >>>> accessible) you >>>> remove the handicap, but you are still disabled. >>>> >>>> I think that is a good distinction >>>> >>>> Kind regards >>>> Thomas >>>> >>>> >>>> On 11 jun 2008, at 18.59, Barrie Ellis wrote: >>>> >>>> Language is a contentious issue and I respect that you have a >>>> different >>>> opinion, Matthias. I just personally feel that certain phrases >>>> don't >>>> particularly tie up with disability rights - which is what the Game >>>> Accessibility movement is all about to my mind. I still feel that >>>> you are >>>> approaching this field from a Medical standpoint - rather that a >>>> Social >>>> rights stand point. >>>> >>>> Barrie >>>> www.OneSwitch.org.uk >>>> >>>> >>>> >>>> ----- Original Message ----- >>>> From: Matthias Troup >>>> To: IGDA Games Accessibility SIG Mailing List >>>> Sent: Wednesday, June 11, 2008 5:28 PM >>>> Subject: Re: [games_access] language thread, was The Human >>>> Controller >>>> >>>> Kestrel, Perhaps I (and others) read it as this: If these are >>>> people >>>> without disabilities in the offensive sense... who aren't >>>> suffering in >>>> their >>>> environment... what would they need help with, and why would >>>> anyone be >>>> helping? I think Eitans choice of words is fine since his cause >>>> was a >>>> constructive effort for accessibility. At least, I feel hints of >>>> emotion >>>> help make any thesis a little less dry. >>>> >>>> >>>> >>>> >>>> >>>> >>>> >>>>> From: kestrell at panix.com >>>>> To: games_access at igda.org >>>>> Date: Wed, 11 Jun 2008 11:57:14 -0400 >>>>> Subject: [games_access] language thread, was The Human Controller >>>>> >>>>> Regarding appropriate language, I'm not sure I see where you are >>>> disagreeing >>>>> with my original post. I used the word "disability," and the >>>>> site you >>>> linked >>>>> to, which the wonderful BBC online disability magazine, Ouch!, >>>>> also > >>>>> uses >>>> the >>>>> word "disability." I totally agree with the list provided in the > >>>>> article >>>> as >>>>> being offensive words, including the word "special." >>>>> >>>>> Granted the fifth day of ninety degree weather here in Boston is > >>>>> melting >>>> my >>>>> brain, but what did I miss? >>>>> >>>>> Kes >>>>> >>>>> ----- Original Message ----- >>>>> From: "Barrie Ellis" >>>>> To: "IGDA Games Accessibility SIG Mailing List" >>>> > >>>>> Sent: Wednesday, June 11, 2008 2:54 AM >>>>> Subject: Re: [games_access] The Human Controller >>>>> >>>>> >>>>>> Hi Eitan, >>>>>> >>>>>> I actually disagree with Kestrell's "people first stand point" >>>>>> with >>>>>> "people with disabilities" (although I did used to use it >>>>>> myself). > >>>>>>> I've >>>>>> long since prefered "disabled people" linking to people being > > >>>>>> disabled >>>> by >>>>>> society / the inaccessibility of their environment. >>>>>> >>>>>> Take a look through this item: >>>>>> http://news.bbc.co.uk/1/hi/magazine/3708576.stm. >>>>>> Plus this on the Social Model and Medical Model of diability: >>>>>> >>>> http://inclusion.uwe.ac.uk/inclusionweek/articles/socmod.htm >>>>>> >>>>>> Barrie >>>>>> www.OneSwitch.org.uk >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> ----- Original Message ----- >>>>>> From: "Kestrell" >>>>>> To: "IGDA Games Accessibility SIG Mailing List" > > >>>>>> >>>>>> Sent: Tuesday, June 10, 2008 11:42 PM >>>>>> Subject: Re: [games_access] The Human Controller >>>>>> >>>>>> >>>>>>> Eitan, >>>>>>> >>>>>>> I seem to have missed your original post in which you posted >>>>>>> the > >>>>>>>>> link, >>>>>>> but here are some thoughts on language and disability: >>>>>>> >>>>>>> Certain words and phrases tend to really be button words, as >>>>>>> in they >>>> will >>>>>>> typically hit many readers' buttons, and the phrase "suffering >>>>>>> from" >>>>>>>>>> is >>>>>>> definitely one of those phrases. Often the phrase can be deleted >>>>>>> altogether, leaving the phrase "people with disabilities" or >>>>>>> "people >>>> with >>>>>>> visual impairments" or "visually-impaired gamers," etc. The >>>>>>> informal >>>> rule >>>>>>> is that the individuals you are discussing are "people first," >>>>>>> as >>>>>>> mentioned in this online article >>>>>>> http://iod.unh.edu/press.html >>>>>>> >>>>>>> and here is a link which includes links to writing about >>>>>>> disability, >>>>>>> language to use in interviewing people with disabilities, and >>>>>>> more >>>>>>> resources >>>>>>> http://ncdj.org/links.html >>>>>>> >>>>>>> Kes >>>>>>> >>>>>>> ---- Original Message ----- >>>>>>> From: "Eitan Glinert" >>>>>>> To: "IGDA Games Accessibility SIG Mailing List" > >> >>>>>>> >>>>>>> Sent: Tuesday, June 10, 2008 4:29 PM >>>>>>> Subject: Re: [games_access] The Human Controller >>>>>>> >>>>>>> >>>>>>>> Wow, awesome! Thanks for the feedback, I think you are the >>>>>>>> only > >>>>>>>>>>> person >>>>>>>> outside of MIT to have actually read this. Comments below. >>>>>>>> Eitan >>>>>>>> >>>>>>>> On Mon, Jun 9, 2008 at 6:48 PM, Barrie Ellis >>>>>>>> wrote: >>>>>>>>> Hi Eitan, >>>>>>>>> >>>>>>>>> I've read through your thesis "The Human Controller"... >>>>>>>>> >>>>>>>>> Had these thoughts... >>>>>>>>> >>>>>>>>> Didn't like some of the language used. "Suffering from - >>>>>>>>> impaired >>>>>>>>> people - >>>>>>>>> handicapped". All pretty crusty old terms with negative > >>>> >>>>>>>>> connotations. >>>>>>>> >>>>>>>>>>> EG: Point taken. Any suggestions for better terms?<<< >>>>>>>> >>>>>>>>> >>>>>>>>> Not sure about the controller analysis in Chapter 1 - >>>>>>>>> there's been >>>>>>>>> Driving >>>>>>>>> controllers and light guns since the 70's for many games > >>>>>>>>> >>>> >>>>>>>>> consoles - >>>>>>>>> which >>>>>>>>> are fairly natural feeling interfaces and have been popular >>>>>>>>> in the >>>>>>>>> past. >>>>>>>>> >>>>>>>> >>>>>>>>>>> EG: I guess in chapter one I'm trying to draw general >>>>>>>>>>> strokes > >>>>>>>>>>>>>>>>> about >>>>>>>>>>> UIs, saying that they generally weren't adopted by a >>>>>>>>>>> mainstream >>>>>>>>>>> audience. Perhaps I should make this more explicit, >>>>>>>>>>> though<<< >>>>>>>> >>>>>>>>> "Even if it is possible to remap controls it is not always > >>>>>>>>> >>>> >>>>>>>>> advisable >>>> to >>>>>>>>> do >>>>>>>>> so. Frequently part of the fun of a game is the interface, and >>>> changing >>>>>>>>> it >>>>>>>>> without forethought is potentially detrimental. In the >>>>>>>>> pervious >>>> example >>>>>>>>> of >>>>>>>>> Wii Sports tennis part of the fun is actually swinging the > >>>>>>>>> >>>> >>>>>>>>> controller >>>>>>>>> as if >>>>>>>>> it were a racket. If this functionality were changed to >>>>>>>>> pressing a >>>>>>>>> button >>>>>>>>> then much of the game's charm and fun would be lost.". I'm >>>>>>>>> not > >>>>>>>>>>>>> happy >>>>>>>>> with >>>>>>>>> this statement personally - I'd like to see multiple-layers of >>>>>>>>> accessibility >>>>>>>>> (much like Dimitris "Parallel Universes" theory). Why can't >>>>>>>>> a four >>>>>>>>> player >>>>>>>>> game of Wii Sports allow player 1 to use the Wii-remote - >>>>>>>>> player 2 >>>>>>>>>>>>>> to >>>>>>>>> use a >>>>>>>>> standard JoyPad - player 3 to use a single button and player >>>>>>>>> 4 to >>>>>>>>>>>>>> use >>>>>>>>> an >>>>>>>>> adapted Wii-remote with blue-tooth stereo head-set to relay >>>>>>>>> personalised >>>>>>>>> timing sounds (think of live singers having a click track >>>>>>>>> that > >>>>>>>>>>>>> only >>>>>>>>> they can >>>>>>>>> hear) in an ideal world? You mention this type of thing >>>>>>>>> later as > >>>>>>>>>>>>> if >>>>>>>>> it's a >>>>>>>>> good thing - so I find this early statement a bit overly >>>>>>>>> negative. >>>>>>>>> >>>>>>>> >>>>>>>>>>> EG: I agree with what you say, which is why I discuss such >>>>>>>>>>> themes >>>>>>>>>>>>>>>>>> in >>>>>>>>>>> chapter 2. I guess the reason I have that negative >>>>>>>>>>> statement > >>>>>>>>>>>>>>>>> early >>>> on >>>>>>>>>>> is because I wanted to acknowledge the tradeoff early on, >>>>>>>>>>> even >>>> before >>>>>>>>>>> I get to the sections on tradeoffs. I also wanted to make >>>>>>>>>>> it > >>>>>>>>>>>>>>>>> clear >>>>>>>>>>> that I don't feel accessibility is a magic bullet, even if >>>>>>>>>>> it is >>>>>>>>>>> almost always applicable.<<< >>>>>>>> >>>>>>>>> "Games have evolved tremendously over the past few decades, as >>>>>>>>> advancements >>>>>>>>> in technology have led to amazingly realistic and engaging > >>>>>>>>> >>>> >>>>>>>>> offerings, >>>>>>>>> while >>>>>>>>> shifts in player demographics indicate the widespread >>>>>>>>> popularity > >>>>>>>>>>>>> of >>>>>>>>> video >>>>>>>>> games. Despite these changes many different disabled groups >>>>>>>>> are > >>>>>>>>>>>>> still >>>>>>>>> unable >>>>>>>>> to play most titles due to inaccessible UIs.." - Would argue >>>>>>>>> that >>>> too. >>>>>>>>> I'd >>>>>>>>> agree that most Blind gamers would be in that boat (those >>>>>>>>> with > >>>>>>>>>>>>> very >>>>>>>>> little >>>>>>>>> usable sight) - but a better statement might have been "many >>>> different >>>>>>>>> disabled groups are faced with deeply frustrating barriers >>>>>>>>> with > >>>>>>>>>>>>> many >>>>>>>>> main-stream games". I know Deaf gamers might struggle at >>>>>>>>> certain >>>> points >>>>>>>>> of >>>>>>>>> certain games - and gamers using a single button frequently >>>>>>>>> have > >>>>>>>>>>>>> to >>>>>>>>> rely >>>>>>>>> upon a friend/helper to take on extra controls and so on - >>>>>>>>> but > >>>>>>>>>>>>> they >>>> can >>>>>>>>> still play. >>>>>>>>> >>>>>>>> >>>>>>>>>>> EG: Good suggestion, thanks! I might make a change to the > >>>>>>>>>>>>>>>>> argument >>>> on >>>>>>>>>>> the online version.<<< >>>>>>>> >>>>>>>>> >>>>>>>>> Chaper 2 >>>>>>>>> >>>>>>>>> "Game controls should be as simple as possible, but no >>>>>>>>> simpler." - >>>> Not >>>>>>>>> really sure what you're saying here. >>>>>>>>> >>>>>>>> >>>>>>>>>>> EG: Simplicity is good, but you don't want to go >>>>>>>>>>> overboard. You >>>> don't >>>>>>>>>>> want to cut out critical game elements or features in the >>>>>>>>>>> name of >>>>>>>>>>>>>>>>>> a >>>>>>>>>>> "cleaner" UI. Maybe that's not clear? <<< >>>>>>>> >>>>>>>>> >>>>>>>>> 2.5 "a rhythm title like Guitar Hero which focuses on music >>>>>>>>> will > >>>>>>>>>>>>> not >>>>>>>>> work >>>>>>>>> for the hearing impaired, and it is probably not possible to >>>>>>>>> make >>>>>>>>>>>>>> an >>>>>>>>> accessible version." - I don't agree with this. Deaf gamers >>>>>>>>> as a >>>> whole >>>>>>>>> covers a very broad range of hearing ability. There will be >>>>>>>>> many > >>>>>>>>>>>>> deaf >>>>>>>>> gamers >>>>>>>>> perfectly able to play Guitar Hero. Even those unable to >>>>>>>>> hear at > >>>>>>>>>>>>> all >>>>>>>>> might >>>>>>>>> enjoy such a game - did you see Deaf Gamers 8.5/10 review >>>>>>>>> score: >>>>>>>>> http://www.deafgamers.com/07reviews_a/gh3_x360.html >>>>>>>>> >>>>>>>> >>>>>>>>>>> EG: Wow, I flubbed this one. I'm going to have to change the >>>> language >>>>>>>>>>> on this. Good catch, thanks!<<< >>>>>>>> >>>>>>>>> But aside from this, I frequently found myself in full >>>>>>>>> agreement > >>>>>>>>>>>>> with >>>>>>>>> the >>>>>>>>> majority of your thesis - and did enjoy reading it. Thanks >>>>>>>>> for > >>>>>>>>>>>>> making >>>>>>>>> it >>>>>>>>> publicly available. >>>>>>>>> >>>>>>>> >>>>>>>>>>> Great, thanks so much!<<< >>>>>>>> >>>>>>>>> Barrie >>>>>>>>> >>>>>>>>> >>>>>>>>> ----- Original Message ----- From: "Eitan Glinert" > >>>> >>>>>>>>> >>>>>>>>> To: "IGDA Games Accessibility SIG Mailing List" >>>> >>>>>>>>> Sent: Thursday, June 05, 2008 10:50 PM >>>>>>>>> Subject: [games_access] The Human Controller >>>>>>>>> >>>>>>>>> >>>>>>>>>> Good news, everyone! In a surprise twist, I'm graduating! I >>>>>>>>>> know >>>>>>>>>>>>>>>> a >>>> lot >>>>>>>>>> of you are interested in my thesis, so you can check it out >>>>>>>>>> at >>>>>>>>>> web.mit.edu/glinert/www/thesis . I'm happy to answer >>>>>>>>>> questions > >>>>>>>>>>>>>>> about >>>>>>>>>> it, and I welcome feedback (both positive and negative). >>>>>>>>>> Special >>>>>>>>>> thanks to Dimitris, Eelke, Michelle, and Reid for all their >>>>>>>>>> help >>>>>>>>>> answering my questions over the months. >>>>>>>>>> >>>>>>>>>> In case you're not sure whether it is worth reading, here's >>>>>>>>>> some >>>> more >>>>>>>>>> info: >>>>>>>>>> >>>>>>>>>> TITLE: The Human Controller: Usability and Accessibility in >>>>>>>>>> Video >>>> Game >>>>>>>>>> Interfaces >>>>>>>>>> >>>>>>>>>> ABSTRACT: >>>>>>>>>> Despite the advances in user interfaces and the new gaming > >>>>>>>>>>>>>>> genres, >>>> not >>>>>>>>>> all people can play all games - disabled people are >>>>>>>>>> frequently >>>>>>>>>> excluded from game play experiences. On the one hand this >>>>>>>>>> adds to >>>> the >>>>>>>>>> list of discriminations disabled people face in our >>>>>>>>>> society, > >>>>>>>>>>>>>>> while >>>> on >>>>>>>>>> the other hand actively including them potentially results >>>>>>>>>> in > >>>>>>>>>>>>>>> games >>>>>>>>>> that are better for everyone. The largest hurdle to >>>>>>>>>> involvement > >>>>>>>>>>>>>>> is >>>> the >>>>>>>>>> user interface, or how a player interacts with the game. > >>>>>>>>>> >>>>> >>>>>>>>>> Analyzing >>>>>>>>>> usability and adhering to accessibility design principles >>>>>>>>>> makes > >>>>>>>>>>>>>>> it >>>>>>>>>> both possible and practical to develop fun and engaging >>>>>>>>>> game user >>>>>>>>>> interfaces that a broader range of the population can play. >>>>>>>>>> To >>>>>>>>>> demonstrate these principles we created AudiOdyssey, a PC >>>>>>>>>> rhythm >>>> game >>>>>>>>>> that is accessible to both sighted and non-sighted >>>>>>>>>> audiences. By >>>>>>>>>> following accessibility guidelines we incorporated a novel >>>> combination >>>>>>>>>> of features resulting in a similar play experience for both > >>>>>>>>>>>>>>> groups. >>>>>>>>>> Testing AudiOdyssey yielded useful insights into which >>>>>>>>>> interface >>>>>>>>>> elements work and which don't work for all users. Finally a >>>>>>>>>> case >>>>>>>>>>>>>>>> is >>>>>>>>>> made for considering accessibility when designing future >>>>>>>>>> versions >>>>>>>>>>>>>>>> of >>>>>>>>>> gaming user interfaces, and speculative scenarios are >>>>>>>>>> presented > >>>>>>>>>>>>>>> for >>>>>>>>>> what such interfaces might look like. >>>>>>>>>> >>>>>>>>>> Eitan >>>>>>>>>> _______________________________________________ >>>>>>>>>> games_access mailing list >>>>>>>>>> games_access at igda.org >>>>>>>>>> >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>>>> >>>>>>>>> >>>>>>>>> _______________________________________________ >>>>>>>>> games_access mailing list >>>>>>>>> games_access at igda.org >>>>>>>>> >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>>>> >>>>>>>> _______________________________________________ >>>>>>>> games_access mailing list >>>>>>>> games_access at igda.org >>>>>>>> >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>> >>>>>>> _______________________________________________ >>>>>>> games_access mailing list >>>>>>> games_access at igda.org >>>>>>> >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>> >>>>>> >>>>>> _______________________________________________ >>>>>> games_access mailing list >>>>>> games_access at igda.org >>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>> >>>>> _______________________________________________ >>>>> games_access mailing list >>>>> games_access at igda.org >>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>> ________________________________ >>>> Search that pays you back! Introducing Live Search cashback. >>>> Search Now! >>>> >>>> ________________________________ >>>> >>>> >>>> _______________________________________________ >>>> games_access mailing list >>>> games_access at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>> _______________________________________________ >>>> games_access mailing list >>>> games_access at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>> >>>> _______________________________________________ >>>> 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.eelke.com >>> >>> ---------------------------------------------------------------------------- >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >> >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From thomas at pininteractive.com Sun Jun 15 14:24:30 2008 From: thomas at pininteractive.com (Thomas Westin) Date: Sun, 15 Jun 2008 20:24:30 +0200 Subject: [games_access] language thread, was The Human Controller In-Reply-To: References: <3dd2060e0806051450y2c1490c0t8665a61b149682ad@mail.gmail.com><3dd2060e0806101329u4dd004d9t6eca22c69150eade@mail.gmail.com><002001c8cb4b$55cea190$0601000a@Galatea><061e01c8cb90$011917d0$9901a8c0@oneswitch><002801c8cbdb$d12be3d0$0601000a@Galatea><011a01c8cbe4$798d3b20$9901a8c0@oneswitch><1A4F26BE-9216-4FCC-B6C0-E6F0CD82C231@pininteractive.com><836db6300806130939j6382da87m72122b459f0d94fd@mail.gmail.com><01cb01c8cdf4$f90de1d0$9901a8c0@oneswitch> Message-ID: <0EBEA8CA-2619-4E52-BA41-938B74527D62@pininteractive.com> is there some article / web pag ge that describes this problem with the Handicap terminology? would be great to have as reference /thomas On 14 jun 2008, at 21.23, Reid Kimball wrote: > I agree with Barrie and I'd like to expand the idea of "right to fun" > to something bigger. The right to fun is one part of a larger right to > participate in society. As games become more culturally relevant to a > society, they will help us examine and participate in the shaping of > who we are as people. If we neglect to include everyone in this > examination and participation, we won't become the kind of society we > ought to become. > > -Reid > > On Sat, Jun 14, 2008 at 1:02 AM, Barrie Ellis > wrote: >> Again - I would say that in the UK - the word Handicap is now >> generally tied >> up with a lot of negative baggage. Many believe (wrongly or >> rightly) that >> it's linked to "cap in hand" begging - others consider it an >> inherently >> negative word anyway. As Reid said - if you remove the barriers >> from a >> "disabled person" - in context - you'll just describe them as a >> person... >> That's what we're aiming at - smashing the barriers. >> >> Also - the W.H.O. is a medical based organisation. Accessible >> gaming to me >> will always be about social rights - and not about medical >> conditions. A >> gamer has these abilities - so how can they play game X,Y,Z? Am I >> repeating >> myself?! (I'll shut up after this for a bit I promise): The right >> to fun. >> >> Barrie >> www.OneSwitch.org.uk >> >> >> ----- Original Message ----- From: "Eelke Folmer" > > >> To: "IGDA Games Accessibility SIG Mailing List" > > >> Sent: Friday, June 13, 2008 5:39 PM >> Subject: Re: [games_access] language thread, was The Human Controller >> >> >>> Hi Thomas, >>> >>> I never really thought about the difference but your taxonomy seems >>> intuitive and straightforward. >>> >>> Cheers Eelke >>> >>> >>> On 12/06/2008, Thomas Westin wrote: >>>> >>>> Hi, >>>> >>>> The World Health Organization has a definition which makes a >>>> difference >>>> between disability and handicap, where disability is related to the >>>> individual, while handicap is related to the environment. In >>>> other words, >>>> if >>>> you're in a wheel chair, you are handicapped in a building with >>>> high >>>> thresholds. By removing the thresholds (read: making it >>>> accessible) you >>>> remove the handicap, but you are still disabled. >>>> >>>> I think that is a good distinction >>>> >>>> Kind regards >>>> Thomas >>>> >>>> >>>> On 11 jun 2008, at 18.59, Barrie Ellis wrote: >>>> >>>> Language is a contentious issue and I respect that you have a >>>> different >>>> opinion, Matthias. I just personally feel that certain phrases >>>> don't >>>> particularly tie up with disability rights - which is what the Game >>>> Accessibility movement is all about to my mind. I still feel that >>>> you are >>>> approaching this field from a Medical standpoint - rather that a >>>> Social >>>> rights stand point. >>>> >>>> Barrie >>>> www.OneSwitch.org.uk >>>> >>>> >>>> >>>> ----- Original Message ----- >>>> From: Matthias Troup >>>> To: IGDA Games Accessibility SIG Mailing List >>>> Sent: Wednesday, June 11, 2008 5:28 PM >>>> Subject: Re: [games_access] language thread, was The Human >>>> Controller >>>> >>>> Kestrel, Perhaps I (and others) read it as this: If these are >>>> people >>>> without disabilities in the offensive sense... who aren't >>>> suffering in >>>> their >>>> environment... what would they need help with, and why would >>>> anyone be >>>> helping? I think Eitans choice of words is fine since his cause >>>> was a >>>> constructive effort for accessibility. At least, I feel hints of >>>> emotion >>>> help make any thesis a little less dry. >>>> >>>> >>>> >>>> >>>> >>>> >>>> >>>>> From: kestrell at panix.com >>>>> To: games_access at igda.org >>>>> Date: Wed, 11 Jun 2008 11:57:14 -0400 >>>>> Subject: [games_access] language thread, was The Human Controller >>>>> >>>>> Regarding appropriate language, I'm not sure I see where you are >>>> disagreeing >>>>> with my original post. I used the word "disability," and the >>>>> site you >>>> linked >>>>> to, which the wonderful BBC online disability magazine, Ouch!, >>>>> also > >>>>> uses >>>> the >>>>> word "disability." I totally agree with the list provided in the > >>>>> article >>>> as >>>>> being offensive words, including the word "special." >>>>> >>>>> Granted the fifth day of ninety degree weather here in Boston is > >>>>> melting >>>> my >>>>> brain, but what did I miss? >>>>> >>>>> Kes >>>>> >>>>> ----- Original Message ----- >>>>> From: "Barrie Ellis" >>>>> To: "IGDA Games Accessibility SIG Mailing List" >>>> > >>>>> Sent: Wednesday, June 11, 2008 2:54 AM >>>>> Subject: Re: [games_access] The Human Controller >>>>> >>>>> >>>>>> Hi Eitan, >>>>>> >>>>>> I actually disagree with Kestrell's "people first stand point" >>>>>> with >>>>>> "people with disabilities" (although I did used to use it >>>>>> myself). > >>>>>>> I've >>>>>> long since prefered "disabled people" linking to people being > > >>>>>> disabled >>>> by >>>>>> society / the inaccessibility of their environment. >>>>>> >>>>>> Take a look through this item: >>>>>> http://news.bbc.co.uk/1/hi/magazine/3708576.stm. >>>>>> Plus this on the Social Model and Medical Model of diability: >>>>>> >>>> http://inclusion.uwe.ac.uk/inclusionweek/articles/socmod.htm >>>>>> >>>>>> Barrie >>>>>> www.OneSwitch.org.uk >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> ----- Original Message ----- >>>>>> From: "Kestrell" >>>>>> To: "IGDA Games Accessibility SIG Mailing List" > > >>>>>> >>>>>> Sent: Tuesday, June 10, 2008 11:42 PM >>>>>> Subject: Re: [games_access] The Human Controller >>>>>> >>>>>> >>>>>>> Eitan, >>>>>>> >>>>>>> I seem to have missed your original post in which you posted >>>>>>> the > >>>>>>>>> link, >>>>>>> but here are some thoughts on language and disability: >>>>>>> >>>>>>> Certain words and phrases tend to really be button words, as >>>>>>> in they >>>> will >>>>>>> typically hit many readers' buttons, and the phrase "suffering >>>>>>> from" >>>>>>>>>> is >>>>>>> definitely one of those phrases. Often the phrase can be deleted >>>>>>> altogether, leaving the phrase "people with disabilities" or >>>>>>> "people >>>> with >>>>>>> visual impairments" or "visually-impaired gamers," etc. The >>>>>>> informal >>>> rule >>>>>>> is that the individuals you are discussing are "people first," >>>>>>> as >>>>>>> mentioned in this online article >>>>>>> http://iod.unh.edu/press.html >>>>>>> >>>>>>> and here is a link which includes links to writing about >>>>>>> disability, >>>>>>> language to use in interviewing people with disabilities, and >>>>>>> more >>>>>>> resources >>>>>>> http://ncdj.org/links.html >>>>>>> >>>>>>> Kes >>>>>>> >>>>>>> ---- Original Message ----- >>>>>>> From: "Eitan Glinert" >>>>>>> To: "IGDA Games Accessibility SIG Mailing List" > >> >>>>>>> >>>>>>> Sent: Tuesday, June 10, 2008 4:29 PM >>>>>>> Subject: Re: [games_access] The Human Controller >>>>>>> >>>>>>> >>>>>>>> Wow, awesome! Thanks for the feedback, I think you are the >>>>>>>> only > >>>>>>>>>>> person >>>>>>>> outside of MIT to have actually read this. Comments below. >>>>>>>> Eitan >>>>>>>> >>>>>>>> On Mon, Jun 9, 2008 at 6:48 PM, Barrie Ellis >>>>>>>> wrote: >>>>>>>>> Hi Eitan, >>>>>>>>> >>>>>>>>> I've read through your thesis "The Human Controller"... >>>>>>>>> >>>>>>>>> Had these thoughts... >>>>>>>>> >>>>>>>>> Didn't like some of the language used. "Suffering from - >>>>>>>>> impaired >>>>>>>>> people - >>>>>>>>> handicapped". All pretty crusty old terms with negative > >>>> >>>>>>>>> connotations. >>>>>>>> >>>>>>>>>>> EG: Point taken. Any suggestions for better terms?<<< >>>>>>>> >>>>>>>>> >>>>>>>>> Not sure about the controller analysis in Chapter 1 - >>>>>>>>> there's been >>>>>>>>> Driving >>>>>>>>> controllers and light guns since the 70's for many games > >>>>>>>>> >>>> >>>>>>>>> consoles - >>>>>>>>> which >>>>>>>>> are fairly natural feeling interfaces and have been popular >>>>>>>>> in the >>>>>>>>> past. >>>>>>>>> >>>>>>>> >>>>>>>>>>> EG: I guess in chapter one I'm trying to draw general >>>>>>>>>>> strokes > >>>>>>>>>>>>>>>>> about >>>>>>>>>>> UIs, saying that they generally weren't adopted by a >>>>>>>>>>> mainstream >>>>>>>>>>> audience. Perhaps I should make this more explicit, >>>>>>>>>>> though<<< >>>>>>>> >>>>>>>>> "Even if it is possible to remap controls it is not always > >>>>>>>>> >>>> >>>>>>>>> advisable >>>> to >>>>>>>>> do >>>>>>>>> so. Frequently part of the fun of a game is the interface, and >>>> changing >>>>>>>>> it >>>>>>>>> without forethought is potentially detrimental. In the >>>>>>>>> pervious >>>> example >>>>>>>>> of >>>>>>>>> Wii Sports tennis part of the fun is actually swinging the > >>>>>>>>> >>>> >>>>>>>>> controller >>>>>>>>> as if >>>>>>>>> it were a racket. If this functionality were changed to >>>>>>>>> pressing a >>>>>>>>> button >>>>>>>>> then much of the game's charm and fun would be lost.". I'm >>>>>>>>> not > >>>>>>>>>>>>> happy >>>>>>>>> with >>>>>>>>> this statement personally - I'd like to see multiple-layers of >>>>>>>>> accessibility >>>>>>>>> (much like Dimitris "Parallel Universes" theory). Why can't >>>>>>>>> a four >>>>>>>>> player >>>>>>>>> game of Wii Sports allow player 1 to use the Wii-remote - >>>>>>>>> player 2 >>>>>>>>>>>>>> to >>>>>>>>> use a >>>>>>>>> standard JoyPad - player 3 to use a single button and player >>>>>>>>> 4 to >>>>>>>>>>>>>> use >>>>>>>>> an >>>>>>>>> adapted Wii-remote with blue-tooth stereo head-set to relay >>>>>>>>> personalised >>>>>>>>> timing sounds (think of live singers having a click track >>>>>>>>> that > >>>>>>>>>>>>> only >>>>>>>>> they can >>>>>>>>> hear) in an ideal world? You mention this type of thing >>>>>>>>> later as > >>>>>>>>>>>>> if >>>>>>>>> it's a >>>>>>>>> good thing - so I find this early statement a bit overly >>>>>>>>> negative. >>>>>>>>> >>>>>>>> >>>>>>>>>>> EG: I agree with what you say, which is why I discuss such >>>>>>>>>>> themes >>>>>>>>>>>>>>>>>> in >>>>>>>>>>> chapter 2. I guess the reason I have that negative >>>>>>>>>>> statement > >>>>>>>>>>>>>>>>> early >>>> on >>>>>>>>>>> is because I wanted to acknowledge the tradeoff early on, >>>>>>>>>>> even >>>> before >>>>>>>>>>> I get to the sections on tradeoffs. I also wanted to make >>>>>>>>>>> it > >>>>>>>>>>>>>>>>> clear >>>>>>>>>>> that I don't feel accessibility is a magic bullet, even if >>>>>>>>>>> it is >>>>>>>>>>> almost always applicable.<<< >>>>>>>> >>>>>>>>> "Games have evolved tremendously over the past few decades, as >>>>>>>>> advancements >>>>>>>>> in technology have led to amazingly realistic and engaging > >>>>>>>>> >>>> >>>>>>>>> offerings, >>>>>>>>> while >>>>>>>>> shifts in player demographics indicate the widespread >>>>>>>>> popularity > >>>>>>>>>>>>> of >>>>>>>>> video >>>>>>>>> games. Despite these changes many different disabled groups >>>>>>>>> are > >>>>>>>>>>>>> still >>>>>>>>> unable >>>>>>>>> to play most titles due to inaccessible UIs.." - Would argue >>>>>>>>> that >>>> too. >>>>>>>>> I'd >>>>>>>>> agree that most Blind gamers would be in that boat (those >>>>>>>>> with > >>>>>>>>>>>>> very >>>>>>>>> little >>>>>>>>> usable sight) - but a better statement might have been "many >>>> different >>>>>>>>> disabled groups are faced with deeply frustrating barriers >>>>>>>>> with > >>>>>>>>>>>>> many >>>>>>>>> main-stream games". I know Deaf gamers might struggle at >>>>>>>>> certain >>>> points >>>>>>>>> of >>>>>>>>> certain games - and gamers using a single button frequently >>>>>>>>> have > >>>>>>>>>>>>> to >>>>>>>>> rely >>>>>>>>> upon a friend/helper to take on extra controls and so on - >>>>>>>>> but > >>>>>>>>>>>>> they >>>> can >>>>>>>>> still play. >>>>>>>>> >>>>>>>> >>>>>>>>>>> EG: Good suggestion, thanks! I might make a change to the > >>>>>>>>>>>>>>>>> argument >>>> on >>>>>>>>>>> the online version.<<< >>>>>>>> >>>>>>>>> >>>>>>>>> Chaper 2 >>>>>>>>> >>>>>>>>> "Game controls should be as simple as possible, but no >>>>>>>>> simpler." - >>>> Not >>>>>>>>> really sure what you're saying here. >>>>>>>>> >>>>>>>> >>>>>>>>>>> EG: Simplicity is good, but you don't want to go >>>>>>>>>>> overboard. You >>>> don't >>>>>>>>>>> want to cut out critical game elements or features in the >>>>>>>>>>> name of >>>>>>>>>>>>>>>>>> a >>>>>>>>>>> "cleaner" UI. Maybe that's not clear? <<< >>>>>>>> >>>>>>>>> >>>>>>>>> 2.5 "a rhythm title like Guitar Hero which focuses on music >>>>>>>>> will > >>>>>>>>>>>>> not >>>>>>>>> work >>>>>>>>> for the hearing impaired, and it is probably not possible to >>>>>>>>> make >>>>>>>>>>>>>> an >>>>>>>>> accessible version." - I don't agree with this. Deaf gamers >>>>>>>>> as a >>>> whole >>>>>>>>> covers a very broad range of hearing ability. There will be >>>>>>>>> many > >>>>>>>>>>>>> deaf >>>>>>>>> gamers >>>>>>>>> perfectly able to play Guitar Hero. Even those unable to >>>>>>>>> hear at > >>>>>>>>>>>>> all >>>>>>>>> might >>>>>>>>> enjoy such a game - did you see Deaf Gamers 8.5/10 review >>>>>>>>> score: >>>>>>>>> http://www.deafgamers.com/07reviews_a/gh3_x360.html >>>>>>>>> >>>>>>>> >>>>>>>>>>> EG: Wow, I flubbed this one. I'm going to have to change the >>>> language >>>>>>>>>>> on this. Good catch, thanks!<<< >>>>>>>> >>>>>>>>> But aside from this, I frequently found myself in full >>>>>>>>> agreement > >>>>>>>>>>>>> with >>>>>>>>> the >>>>>>>>> majority of your thesis - and did enjoy reading it. Thanks >>>>>>>>> for > >>>>>>>>>>>>> making >>>>>>>>> it >>>>>>>>> publicly available. >>>>>>>>> >>>>>>>> >>>>>>>>>>> Great, thanks so much!<<< >>>>>>>> >>>>>>>>> Barrie >>>>>>>>> >>>>>>>>> >>>>>>>>> ----- Original Message ----- From: "Eitan Glinert" > >>>> >>>>>>>>> >>>>>>>>> To: "IGDA Games Accessibility SIG Mailing List" >>>> >>>>>>>>> Sent: Thursday, June 05, 2008 10:50 PM >>>>>>>>> Subject: [games_access] The Human Controller >>>>>>>>> >>>>>>>>> >>>>>>>>>> Good news, everyone! In a surprise twist, I'm graduating! I >>>>>>>>>> know >>>>>>>>>>>>>>>> a >>>> lot >>>>>>>>>> of you are interested in my thesis, so you can check it out >>>>>>>>>> at >>>>>>>>>> web.mit.edu/glinert/www/thesis . I'm happy to answer >>>>>>>>>> questions > >>>>>>>>>>>>>>> about >>>>>>>>>> it, and I welcome feedback (both positive and negative). >>>>>>>>>> Special >>>>>>>>>> thanks to Dimitris, Eelke, Michelle, and Reid for all their >>>>>>>>>> help >>>>>>>>>> answering my questions over the months. >>>>>>>>>> >>>>>>>>>> In case you're not sure whether it is worth reading, here's >>>>>>>>>> some >>>> more >>>>>>>>>> info: >>>>>>>>>> >>>>>>>>>> TITLE: The Human Controller: Usability and Accessibility in >>>>>>>>>> Video >>>> Game >>>>>>>>>> Interfaces >>>>>>>>>> >>>>>>>>>> ABSTRACT: >>>>>>>>>> Despite the advances in user interfaces and the new gaming > >>>>>>>>>>>>>>> genres, >>>> not >>>>>>>>>> all people can play all games - disabled people are >>>>>>>>>> frequently >>>>>>>>>> excluded from game play experiences. On the one hand this >>>>>>>>>> adds to >>>> the >>>>>>>>>> list of discriminations disabled people face in our >>>>>>>>>> society, > >>>>>>>>>>>>>>> while >>>> on >>>>>>>>>> the other hand actively including them potentially results >>>>>>>>>> in > >>>>>>>>>>>>>>> games >>>>>>>>>> that are better for everyone. The largest hurdle to >>>>>>>>>> involvement > >>>>>>>>>>>>>>> is >>>> the >>>>>>>>>> user interface, or how a player interacts with the game. > >>>>>>>>>> >>>>> >>>>>>>>>> Analyzing >>>>>>>>>> usability and adhering to accessibility design principles >>>>>>>>>> makes > >>>>>>>>>>>>>>> it >>>>>>>>>> both possible and practical to develop fun and engaging >>>>>>>>>> game user >>>>>>>>>> interfaces that a broader range of the population can play. >>>>>>>>>> To >>>>>>>>>> demonstrate these principles we created AudiOdyssey, a PC >>>>>>>>>> rhythm >>>> game >>>>>>>>>> that is accessible to both sighted and non-sighted >>>>>>>>>> audiences. By >>>>>>>>>> following accessibility guidelines we incorporated a novel >>>> combination >>>>>>>>>> of features resulting in a similar play experience for both > >>>>>>>>>>>>>>> groups. >>>>>>>>>> Testing AudiOdyssey yielded useful insights into which >>>>>>>>>> interface >>>>>>>>>> elements work and which don't work for all users. Finally a >>>>>>>>>> case >>>>>>>>>>>>>>>> is >>>>>>>>>> made for considering accessibility when designing future >>>>>>>>>> versions >>>>>>>>>>>>>>>> of >>>>>>>>>> gaming user interfaces, and speculative scenarios are >>>>>>>>>> presented > >>>>>>>>>>>>>>> for >>>>>>>>>> what such interfaces might look like. >>>>>>>>>> >>>>>>>>>> Eitan >>>>>>>>>> _______________________________________________ >>>>>>>>>> games_access mailing list >>>>>>>>>> games_access at igda.org >>>>>>>>>> >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>>>> >>>>>>>>> >>>>>>>>> _______________________________________________ >>>>>>>>> games_access mailing list >>>>>>>>> games_access at igda.org >>>>>>>>> >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>>>> >>>>>>>> _______________________________________________ >>>>>>>> games_access mailing list >>>>>>>> games_access at igda.org >>>>>>>> >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>> >>>>>>> _______________________________________________ >>>>>>> games_access mailing list >>>>>>> games_access at igda.org >>>>>>> >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>> >>>>>> >>>>>> _______________________________________________ >>>>>> games_access mailing list >>>>>> games_access at igda.org >>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>> >>>>> _______________________________________________ >>>>> games_access mailing list >>>>> games_access at igda.org >>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>> ________________________________ >>>> Search that pays you back! Introducing Live Search cashback. >>>> Search Now! >>>> >>>> ________________________________ >>>> >>>> >>>> _______________________________________________ >>>> games_access mailing list >>>> games_access at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>> _______________________________________________ >>>> games_access mailing list >>>> games_access at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>> >>>> _______________________________________________ >>>> 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.eelke.com >>> >>> ---------------------------------------------------------------------------- >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >> >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From kestrell at panix.com Sun Jun 15 14:42:28 2008 From: kestrell at panix.com (Kestrell) Date: Sun, 15 Jun 2008 14:42:28 -0400 Subject: [games_access] language thread, was The Human Controller References: <3dd2060e0806051450y2c1490c0t8665a61b149682ad@mail.gmail.com><3dd2060e0806101329u4dd004d9t6eca22c69150eade@mail.gmail.com><002001c8cb4b$55cea190$0601000a@Galatea><061e01c8cb90$011917d0$9901a8c0@oneswitch><002801c8cbdb$d12be3d0$0601000a@Galatea><011a01c8cbe4$798d3b20$9901a8c0@oneswitch><1A4F26BE-9216-4FCC-B6C0-E6F0CD82C231@pininteractive.com><836db6300806130939j6382da87m72122b459f0d94fd@mail.gmail.com><01cb01c8cdf4$f90de1d0$9901a8c0@oneswitch> Message-ID: <001601c8cf1e$26754fd0$0701000a@Galatea> Thomas, I'm a blind media scholar and technology advocate, and I actually prefer the term "blind" as it seems to me the most descriptive term for the complete lack of eyesight that I have (I have two prosthetic eyes, so I am, as I sometimes end up saying, "really blind" (this after the argument I have every so often with people who say, "But you're not *really* blind, right? You have some vision, right? I mean, you look at me when I'm talking..."). I don't find the word "blind" an offensive word; it is the assumptions people make about the effects of blindness that sometimes make me boggle. Kes Reading in the Dark http://kestrell.livejournal.com ----- Original Message ----- From: "Thomas Westin" To: "IGDA Games Accessibility SIG Mailing List" Sent: Sunday, June 15, 2008 2:17 PM Subject: Re: [games_access] language thread, was The Human Controller > Yes I agree that WHO definition is a medical definition, and that from a > social point of view, it may not work. I know (Reid may correct me) that > deaf people prefer the term deaf, instead of hearing disabled; sight > disabled though, prefer sight disabled rather than blind. So it seems > different disability groups have different preferences about this too. > > Anyway, this is mostly an academic discussion, and it would be great to > know how disabled gamers, from different groups would like to be > referred. If the word handicap is wrongly percieved as Barrie says, then > it definitely is not a term we should use. We must be aware though that > different groups will have different perception about this. I.e when > talking at a conference like Games for Health, were the audience is > likely to include medical people, an explanation of this may be needed, > i.e how "our" defintion differs from the WHO definition. > > In the same line of discussion, the former "Swedish Handicap Institute", > is now called "Swedish Institute of Assistive Technology" > > In the end, we are all disabled, it's only a matter of context. Try scuba > diving without scube equipment, or parachuting without a parachute :) > > /Thomas > > > On 14 jun 2008, at 21.23, Reid Kimball wrote: > >> I agree with Barrie and I'd like to expand the idea of "right to fun" >> to something bigger. The right to fun is one part of a larger right to >> participate in society. As games become more culturally relevant to a >> society, they will help us examine and participate in the shaping of >> who we are as people. If we neglect to include everyone in this >> examination and participation, we won't become the kind of society we >> ought to become. >> >> -Reid >> >> On Sat, Jun 14, 2008 at 1:02 AM, Barrie Ellis >> wrote: >>> Again - I would say that in the UK - the word Handicap is now generally >>> tied >>> up with a lot of negative baggage. Many believe (wrongly or rightly) >>> that >>> it's linked to "cap in hand" begging - others consider it an inherently >>> negative word anyway. As Reid said - if you remove the barriers from a >>> "disabled person" - in context - you'll just describe them as a >>> person... >>> That's what we're aiming at - smashing the barriers. >>> >>> Also - the W.H.O. is a medical based organisation. Accessible gaming to >>> me >>> will always be about social rights - and not about medical conditions. >>> A >>> gamer has these abilities - so how can they play game X,Y,Z? Am I >>> repeating >>> myself?! (I'll shut up after this for a bit I promise): The right to >>> fun. >>> >>> Barrie >>> www.OneSwitch.org.uk >>> >>> >>> ----- Original Message ----- From: "Eelke Folmer" >>> >> > >>> To: "IGDA Games Accessibility SIG Mailing List" >> > >>> Sent: Friday, June 13, 2008 5:39 PM >>> Subject: Re: [games_access] language thread, was The Human Controller >>> >>> >>>> Hi Thomas, >>>> >>>> I never really thought about the difference but your taxonomy seems >>>> intuitive and straightforward. >>>> >>>> Cheers Eelke >>>> >>>> >>>> On 12/06/2008, Thomas Westin wrote: >>>>> >>>>> Hi, >>>>> >>>>> The World Health Organization has a definition which makes a >>>>> difference >>>>> between disability and handicap, where disability is related to the >>>>> individual, while handicap is related to the environment. In other >>>>> words, >>>>> if >>>>> you're in a wheel chair, you are handicapped in a building with high >>>>> thresholds. By removing the thresholds (read: making it accessible) >>>>> you >>>>> remove the handicap, but you are still disabled. >>>>> >>>>> I think that is a good distinction >>>>> >>>>> Kind regards >>>>> Thomas >>>>> >>>>> >>>>> On 11 jun 2008, at 18.59, Barrie Ellis wrote: >>>>> >>>>> Language is a contentious issue and I respect that you have a >>>>> different >>>>> opinion, Matthias. I just personally feel that certain phrases don't >>>>> particularly tie up with disability rights - which is what the Game >>>>> Accessibility movement is all about to my mind. I still feel that you >>>>> are >>>>> approaching this field from a Medical standpoint - rather that a >>>>> Social >>>>> rights stand point. >>>>> >>>>> Barrie >>>>> www.OneSwitch.org.uk >>>>> >>>>> >>>>> >>>>> ----- Original Message ----- >>>>> From: Matthias Troup >>>>> To: IGDA Games Accessibility SIG Mailing List >>>>> Sent: Wednesday, June 11, 2008 5:28 PM >>>>> Subject: Re: [games_access] language thread, was The Human Controller >>>>> >>>>> Kestrel, Perhaps I (and others) read it as this: If these are people >>>>> without disabilities in the offensive sense... who aren't suffering >>>>> in >>>>> their >>>>> environment... what would they need help with, and why would anyone >>>>> be >>>>> helping? I think Eitans choice of words is fine since his cause was >>>>> a >>>>> constructive effort for accessibility. At least, I feel hints of >>>>> emotion >>>>> help make any thesis a little less dry. >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> >>>>>> From: kestrell at panix.com >>>>>> To: games_access at igda.org >>>>>> Date: Wed, 11 Jun 2008 11:57:14 -0400 >>>>>> Subject: [games_access] language thread, was The Human Controller >>>>>> >>>>>> Regarding appropriate language, I'm not sure I see where you are >>>>> disagreeing >>>>>> with my original post. I used the word "disability," and the site >>>>>> you >>>>> linked >>>>>> to, which the wonderful BBC online disability magazine, Ouch!, also >>>>>> > >>>>>> uses >>>>> the >>>>>> word "disability." I totally agree with the list provided in the > >>>>>> article >>>>> as >>>>>> being offensive words, including the word "special." >>>>>> >>>>>> Granted the fifth day of ninety degree weather here in Boston is > >>>>>> melting >>>>> my >>>>>> brain, but what did I miss? >>>>>> >>>>>> Kes >>>>>> >>>>>> ----- Original Message ----- >>>>>> From: "Barrie Ellis" >>>>>> To: "IGDA Games Accessibility SIG Mailing List" >>>>>> >>>>> > >>>>>> Sent: Wednesday, June 11, 2008 2:54 AM >>>>>> Subject: Re: [games_access] The Human Controller >>>>>> >>>>>> >>>>>>> Hi Eitan, >>>>>>> >>>>>>> I actually disagree with Kestrell's "people first stand point" with >>>>>>> "people with disabilities" (although I did used to use it myself). >>>>>>> > >>>>>>>> I've >>>>>>> long since prefered "disabled people" linking to people being > > >>>>>>> disabled >>>>> by >>>>>>> society / the inaccessibility of their environment. >>>>>>> >>>>>>> Take a look through this item: >>>>>>> http://news.bbc.co.uk/1/hi/magazine/3708576.stm. >>>>>>> Plus this on the Social Model and Medical Model of diability: >>>>>>> >>>>> http://inclusion.uwe.ac.uk/inclusionweek/articles/socmod.htm >>>>>>> >>>>>>> Barrie >>>>>>> www.OneSwitch.org.uk >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> ----- Original Message ----- >>>>>>> From: "Kestrell" >>>>>>> To: "IGDA Games Accessibility SIG Mailing List" > > >>>>>>> >>>>>>> Sent: Tuesday, June 10, 2008 11:42 PM >>>>>>> Subject: Re: [games_access] The Human Controller >>>>>>> >>>>>>> >>>>>>>> Eitan, >>>>>>>> >>>>>>>> I seem to have missed your original post in which you posted the > >>>>>>>>>> link, >>>>>>>> but here are some thoughts on language and disability: >>>>>>>> >>>>>>>> Certain words and phrases tend to really be button words, as in >>>>>>>> they >>>>> will >>>>>>>> typically hit many readers' buttons, and the phrase "suffering >>>>>>>> from" >>>>>>>>>>> is >>>>>>>> definitely one of those phrases. Often the phrase can be deleted >>>>>>>> altogether, leaving the phrase "people with disabilities" or >>>>>>>> "people >>>>> with >>>>>>>> visual impairments" or "visually-impaired gamers," etc. The >>>>>>>> informal >>>>> rule >>>>>>>> is that the individuals you are discussing are "people first," as >>>>>>>> mentioned in this online article >>>>>>>> http://iod.unh.edu/press.html >>>>>>>> >>>>>>>> and here is a link which includes links to writing about >>>>>>>> disability, >>>>>>>> language to use in interviewing people with disabilities, and more >>>>>>>> resources >>>>>>>> http://ncdj.org/links.html >>>>>>>> >>>>>>>> Kes >>>>>>>> >>>>>>>> ---- Original Message ----- >>>>>>>> From: "Eitan Glinert" >>>>>>>> To: "IGDA Games Accessibility SIG Mailing List" > >> >>>>>>>> >>>>>>>> Sent: Tuesday, June 10, 2008 4:29 PM >>>>>>>> Subject: Re: [games_access] The Human Controller >>>>>>>> >>>>>>>> >>>>>>>>> Wow, awesome! Thanks for the feedback, I think you are the only > >>>>>>>>>>>> person >>>>>>>>> outside of MIT to have actually read this. Comments below. >>>>>>>>> Eitan >>>>>>>>> >>>>>>>>> On Mon, Jun 9, 2008 at 6:48 PM, Barrie Ellis >>>>>>>>> wrote: >>>>>>>>>> Hi Eitan, >>>>>>>>>> >>>>>>>>>> I've read through your thesis "The Human Controller"... >>>>>>>>>> >>>>>>>>>> Had these thoughts... >>>>>>>>>> >>>>>>>>>> Didn't like some of the language used. "Suffering from - >>>>>>>>>> impaired >>>>>>>>>> people - >>>>>>>>>> handicapped". All pretty crusty old terms with negative > >>>> >>>>>>>>>> connotations. >>>>>>>>> >>>>>>>>>>>> EG: Point taken. Any suggestions for better terms?<<< >>>>>>>>> >>>>>>>>>> >>>>>>>>>> Not sure about the controller analysis in Chapter 1 - there's >>>>>>>>>> been >>>>>>>>>> Driving >>>>>>>>>> controllers and light guns since the 70's for many games > >>>>>>>>>> >>>> >>>>>>>>>> consoles - >>>>>>>>>> which >>>>>>>>>> are fairly natural feeling interfaces and have been popular in >>>>>>>>>> the >>>>>>>>>> past. >>>>>>>>>> >>>>>>>>> >>>>>>>>>>>> EG: I guess in chapter one I'm trying to draw general strokes >>>>>>>>>>>> > >>>>>>>>>>>>>>>>>> about >>>>>>>>>>>> UIs, saying that they generally weren't adopted by a >>>>>>>>>>>> mainstream >>>>>>>>>>>> audience. Perhaps I should make this more explicit, though<<< >>>>>>>>> >>>>>>>>>> "Even if it is possible to remap controls it is not always > >>>>>>>>>> >>>> >>>>>>>>>> advisable >>>>> to >>>>>>>>>> do >>>>>>>>>> so. Frequently part of the fun of a game is the interface, and >>>>> changing >>>>>>>>>> it >>>>>>>>>> without forethought is potentially detrimental. In the pervious >>>>> example >>>>>>>>>> of >>>>>>>>>> Wii Sports tennis part of the fun is actually swinging the > >>>>>>>>>> >>>> >>>>>>>>>> controller >>>>>>>>>> as if >>>>>>>>>> it were a racket. If this functionality were changed to pressing >>>>>>>>>> a >>>>>>>>>> button >>>>>>>>>> then much of the game's charm and fun would be lost.". I'm not > >>>>>>>>>>>>>> happy >>>>>>>>>> with >>>>>>>>>> this statement personally - I'd like to see multiple-layers of >>>>>>>>>> accessibility >>>>>>>>>> (much like Dimitris "Parallel Universes" theory). Why can't a >>>>>>>>>> four >>>>>>>>>> player >>>>>>>>>> game of Wii Sports allow player 1 to use the Wii-remote - player >>>>>>>>>> 2 >>>>>>>>>>>>>>> to >>>>>>>>>> use a >>>>>>>>>> standard JoyPad - player 3 to use a single button and player 4 >>>>>>>>>> to >>>>>>>>>>>>>>> use >>>>>>>>>> an >>>>>>>>>> adapted Wii-remote with blue-tooth stereo head-set to relay >>>>>>>>>> personalised >>>>>>>>>> timing sounds (think of live singers having a click track that > >>>>>>>>>>>>>> only >>>>>>>>>> they can >>>>>>>>>> hear) in an ideal world? You mention this type of thing later as >>>>>>>>>> > >>>>>>>>>>>>>> if >>>>>>>>>> it's a >>>>>>>>>> good thing - so I find this early statement a bit overly >>>>>>>>>> negative. >>>>>>>>>> >>>>>>>>> >>>>>>>>>>>> EG: I agree with what you say, which is why I discuss such >>>>>>>>>>>> themes >>>>>>>>>>>>>>>>>>> in >>>>>>>>>>>> chapter 2. I guess the reason I have that negative statement > >>>>>>>>>>>>>>>>>> early >>>>> on >>>>>>>>>>>> is because I wanted to acknowledge the tradeoff early on, even >>>>> before >>>>>>>>>>>> I get to the sections on tradeoffs. I also wanted to make it > >>>>>>>>>>>>>>>>>> clear >>>>>>>>>>>> that I don't feel accessibility is a magic bullet, even if it >>>>>>>>>>>> is >>>>>>>>>>>> almost always applicable.<<< >>>>>>>>> >>>>>>>>>> "Games have evolved tremendously over the past few decades, as >>>>>>>>>> advancements >>>>>>>>>> in technology have led to amazingly realistic and engaging > >>>>>>>>>> >>>> >>>>>>>>>> offerings, >>>>>>>>>> while >>>>>>>>>> shifts in player demographics indicate the widespread popularity >>>>>>>>>> > >>>>>>>>>>>>>> of >>>>>>>>>> video >>>>>>>>>> games. Despite these changes many different disabled groups are >>>>>>>>>> > >>>>>>>>>>>>>> still >>>>>>>>>> unable >>>>>>>>>> to play most titles due to inaccessible UIs.." - Would argue >>>>>>>>>> that >>>>> too. >>>>>>>>>> I'd >>>>>>>>>> agree that most Blind gamers would be in that boat (those with > >>>>>>>>>>>>>> very >>>>>>>>>> little >>>>>>>>>> usable sight) - but a better statement might have been "many >>>>> different >>>>>>>>>> disabled groups are faced with deeply frustrating barriers with >>>>>>>>>> > >>>>>>>>>>>>>> many >>>>>>>>>> main-stream games". I know Deaf gamers might struggle at certain >>>>> points >>>>>>>>>> of >>>>>>>>>> certain games - and gamers using a single button frequently have >>>>>>>>>> > >>>>>>>>>>>>>> to >>>>>>>>>> rely >>>>>>>>>> upon a friend/helper to take on extra controls and so on - but > >>>>>>>>>>>>>> they >>>>> can >>>>>>>>>> still play. >>>>>>>>>> >>>>>>>>> >>>>>>>>>>>> EG: Good suggestion, thanks! I might make a change to the > >>>>>>>>>>>>>>>>>> argument >>>>> on >>>>>>>>>>>> the online version.<<< >>>>>>>>> >>>>>>>>>> >>>>>>>>>> Chaper 2 >>>>>>>>>> >>>>>>>>>> "Game controls should be as simple as possible, but no >>>>>>>>>> simpler." - >>>>> Not >>>>>>>>>> really sure what you're saying here. >>>>>>>>>> >>>>>>>>> >>>>>>>>>>>> EG: Simplicity is good, but you don't want to go overboard. >>>>>>>>>>>> You >>>>> don't >>>>>>>>>>>> want to cut out critical game elements or features in the name >>>>>>>>>>>> of >>>>>>>>>>>>>>>>>>> a >>>>>>>>>>>> "cleaner" UI. Maybe that's not clear? <<< >>>>>>>>> >>>>>>>>>> >>>>>>>>>> 2.5 "a rhythm title like Guitar Hero which focuses on music will >>>>>>>>>> > >>>>>>>>>>>>>> not >>>>>>>>>> work >>>>>>>>>> for the hearing impaired, and it is probably not possible to >>>>>>>>>> make >>>>>>>>>>>>>>> an >>>>>>>>>> accessible version." - I don't agree with this. Deaf gamers as a >>>>> whole >>>>>>>>>> covers a very broad range of hearing ability. There will be many >>>>>>>>>> > >>>>>>>>>>>>>> deaf >>>>>>>>>> gamers >>>>>>>>>> perfectly able to play Guitar Hero. Even those unable to hear at >>>>>>>>>> > >>>>>>>>>>>>>> all >>>>>>>>>> might >>>>>>>>>> enjoy such a game - did you see Deaf Gamers 8.5/10 review score: >>>>>>>>>> http://www.deafgamers.com/07reviews_a/gh3_x360.html >>>>>>>>>> >>>>>>>>> >>>>>>>>>>>> EG: Wow, I flubbed this one. I'm going to have to change the >>>>> language >>>>>>>>>>>> on this. Good catch, thanks!<<< >>>>>>>>> >>>>>>>>>> But aside from this, I frequently found myself in full agreement >>>>>>>>>> > >>>>>>>>>>>>>> with >>>>>>>>>> the >>>>>>>>>> majority of your thesis - and did enjoy reading it. Thanks for > >>>>>>>>>>>>>> making >>>>>>>>>> it >>>>>>>>>> publicly available. >>>>>>>>>> >>>>>>>>> >>>>>>>>>>>> Great, thanks so much!<<< >>>>>>>>> >>>>>>>>>> Barrie >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> ----- Original Message ----- From: "Eitan Glinert" > >>>> >>>>>>>>>> >>>>>>>>>> To: "IGDA Games Accessibility SIG Mailing List" >>>>> >>>>>>>>>> Sent: Thursday, June 05, 2008 10:50 PM >>>>>>>>>> Subject: [games_access] The Human Controller >>>>>>>>>> >>>>>>>>>> >>>>>>>>>>> Good news, everyone! In a surprise twist, I'm graduating! I >>>>>>>>>>> know >>>>>>>>>>>>>>>>> a >>>>> lot >>>>>>>>>>> of you are interested in my thesis, so you can check it out at >>>>>>>>>>> web.mit.edu/glinert/www/thesis . I'm happy to answer questions >>>>>>>>>>> > >>>>>>>>>>>>>>>> about >>>>>>>>>>> it, and I welcome feedback (both positive and negative). >>>>>>>>>>> Special >>>>>>>>>>> thanks to Dimitris, Eelke, Michelle, and Reid for all their >>>>>>>>>>> help >>>>>>>>>>> answering my questions over the months. >>>>>>>>>>> >>>>>>>>>>> In case you're not sure whether it is worth reading, here's >>>>>>>>>>> some >>>>> more >>>>>>>>>>> info: >>>>>>>>>>> >>>>>>>>>>> TITLE: The Human Controller: Usability and Accessibility in >>>>>>>>>>> Video >>>>> Game >>>>>>>>>>> Interfaces >>>>>>>>>>> >>>>>>>>>>> ABSTRACT: >>>>>>>>>>> Despite the advances in user interfaces and the new gaming > >>>>>>>>>>>>>>>> genres, >>>>> not >>>>>>>>>>> all people can play all games - disabled people are frequently >>>>>>>>>>> excluded from game play experiences. On the one hand this adds >>>>>>>>>>> to >>>>> the >>>>>>>>>>> list of discriminations disabled people face in our society, > >>>>>>>>>>>>>>>> while >>>>> on >>>>>>>>>>> the other hand actively including them potentially results in > >>>>>>>>>>>>>>>> games >>>>>>>>>>> that are better for everyone. The largest hurdle to involvement >>>>>>>>>>> > >>>>>>>>>>>>>>>> is >>>>> the >>>>>>>>>>> user interface, or how a player interacts with the game. > >>>>>>>>>>> >>>>> >>>>>>>>>>> Analyzing >>>>>>>>>>> usability and adhering to accessibility design principles makes >>>>>>>>>>> > >>>>>>>>>>>>>>>> it >>>>>>>>>>> both possible and practical to develop fun and engaging game >>>>>>>>>>> user >>>>>>>>>>> interfaces that a broader range of the population can play. To >>>>>>>>>>> demonstrate these principles we created AudiOdyssey, a PC >>>>>>>>>>> rhythm >>>>> game >>>>>>>>>>> that is accessible to both sighted and non-sighted audiences. >>>>>>>>>>> By >>>>>>>>>>> following accessibility guidelines we incorporated a novel >>>>> combination >>>>>>>>>>> of features resulting in a similar play experience for both > >>>>>>>>>>>>>>>> groups. >>>>>>>>>>> Testing AudiOdyssey yielded useful insights into which >>>>>>>>>>> interface >>>>>>>>>>> elements work and which don't work for all users. Finally a >>>>>>>>>>> case >>>>>>>>>>>>>>>>> is >>>>>>>>>>> made for considering accessibility when designing future >>>>>>>>>>> versions >>>>>>>>>>>>>>>>> of >>>>>>>>>>> gaming user interfaces, and speculative scenarios are presented >>>>>>>>>>> > >>>>>>>>>>>>>>>> for >>>>>>>>>>> what such interfaces might look like. >>>>>>>>>>> >>>>>>>>>>> Eitan >>>>>>>>>>> _______________________________________________ >>>>>>>>>>> games_access mailing list >>>>>>>>>>> games_access at igda.org >>>>>>>>>>> >>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> _______________________________________________ >>>>>>>>>> games_access mailing list >>>>>>>>>> games_access at igda.org >>>>>>>>>> >>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>>>>> >>>>>>>>> _______________________________________________ >>>>>>>>> games_access mailing list >>>>>>>>> games_access at igda.org >>>>>>>>> >>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>>> >>>>>>>> _______________________________________________ >>>>>>>> games_access mailing list >>>>>>>> games_access at igda.org >>>>>>>> >>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>> >>>>>>> >>>>>>> _______________________________________________ >>>>>>> games_access mailing list >>>>>>> games_access at igda.org >>>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>> >>>>>> _______________________________________________ >>>>>> games_access mailing list >>>>>> games_access at igda.org >>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>> >>>>> ________________________________ >>>>> Search that pays you back! Introducing Live Search cashback. Search >>>>> Now! >>>>> >>>>> ________________________________ >>>>> >>>>> >>>>> _______________________________________________ >>>>> games_access mailing list >>>>> games_access at igda.org >>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>> _______________________________________________ >>>>> games_access mailing list >>>>> games_access at igda.org >>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>> >>>>> >>>>> _______________________________________________ >>>>> 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.eelke.com >>>> >>>> ---------------------------------------------------------------------------- >>>> _______________________________________________ >>>> games_access mailing list >>>> games_access at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >>> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From thomas at pininteractive.com Sun Jun 15 16:53:01 2008 From: thomas at pininteractive.com (Thomas Westin) Date: Sun, 15 Jun 2008 22:53:01 +0200 Subject: [games_access] language thread, was The Human Controller In-Reply-To: <001601c8cf1e$26754fd0$0701000a@Galatea> References: <3dd2060e0806051450y2c1490c0t8665a61b149682ad@mail.gmail.com><3dd2060e0806101329u4dd004d9t6eca22c69150eade@mail.gmail.com><002001c8cb4b$55cea190$0601000a@Galatea><061e01c8cb90$011917d0$9901a8c0@oneswitch><002801c8cbdb$d12be3d0$0601000a@Galatea><011a01c8cbe4$798d3b20$9901a8c0@oneswitch><1A4F26BE-9216-4FCC-B6C0-E6F0CD82C231@pininteractive.com><836db6300806130939j6382da87m72122b459f0d94fd@mail.gmail.com><01cb01c8cdf4$f90de1d0$9901a8c0@oneswitch> <001601c8cf1e$26754fd0$0701000a@Galatea> Message-ID: Hi Kes, OK that is interesting, as I have heard the opposite before about blind prefering the sight disabled term, but perhaps this has changed over the years? Or perhaps something only in Sweden :) However, hen talking about both blind and low-vision, would you prefer saying "blind and low-vision" rather than sight disabled? Kind regards Thomas On 15 jun 2008, at 20.42, Kestrell wrote: > Thomas, > > I'm a blind media scholar and technology advocate, and I actually > prefer the term "blind" as it seems to me the most descriptive term > for the complete lack of eyesight that I have (I have two prosthetic > eyes, so I am, as I sometimes end up saying, "really blind" (this > after the argument I have every so often with people who say, "But > you're not *really* blind, right? You have some vision, right? I > mean, you look at me when I'm talking..."). > > I don't find the word "blind" an offensive word; it is the > assumptions people make about the effects of blindness that > sometimes make me boggle. > > Kes > Reading in the Dark > http://kestrell.livejournal.com > > ----- Original Message ----- From: "Thomas Westin" > > To: "IGDA Games Accessibility SIG Mailing List" > > Sent: Sunday, June 15, 2008 2:17 PM > Subject: Re: [games_access] language thread, was The Human Controller > > >> Yes I agree that WHO definition is a medical definition, and that >> from a social point of view, it may not work. I know (Reid may >> correct me) that deaf people prefer the term deaf, instead of >> hearing disabled; sight disabled though, prefer sight disabled >> rather than blind. So it seems different disability groups have >> different preferences about this too. >> >> Anyway, this is mostly an academic discussion, and it would be >> great to know how disabled gamers, from different groups would >> like to be referred. If the word handicap is wrongly percieved as >> Barrie says, then it definitely is not a term we should use. We >> must be aware though that different groups will have different >> perception about this. I.e when talking at a conference like Games >> for Health, were the audience is likely to include medical people, >> an explanation of this may be needed, i.e how "our" defintion >> differs from the WHO definition. >> >> In the same line of discussion, the former "Swedish Handicap >> Institute", is now called "Swedish Institute of Assistive Technology" >> >> In the end, we are all disabled, it's only a matter of context. >> Try scuba diving without scube equipment, or parachuting without >> a parachute :) >> >> /Thomas >> >> >> On 14 jun 2008, at 21.23, Reid Kimball wrote: >> >>> I agree with Barrie and I'd like to expand the idea of "right to >>> fun" >>> to something bigger. The right to fun is one part of a larger >>> right to >>> participate in society. As games become more culturally relevant >>> to a >>> society, they will help us examine and participate in the shaping of >>> who we are as people. If we neglect to include everyone in this >>> examination and participation, we won't become the kind of society >>> we >>> ought to become. >>> >>> -Reid >>> >>> On Sat, Jun 14, 2008 at 1:02 AM, Barrie Ellis >>> wrote: >>>> Again - I would say that in the UK - the word Handicap is now >>>> generally tied >>>> up with a lot of negative baggage. Many believe (wrongly or >>>> rightly) that >>>> it's linked to "cap in hand" begging - others consider it an >>>> inherently >>>> negative word anyway. As Reid said - if you remove the barriers >>>> from a >>>> "disabled person" - in context - you'll just describe them as a >>>> person... >>>> That's what we're aiming at - smashing the barriers. >>>> >>>> Also - the W.H.O. is a medical based organisation. Accessible >>>> gaming to me >>>> will always be about social rights - and not about medical >>>> conditions. A >>>> gamer has these abilities - so how can they play game X,Y,Z? Am I >>>> repeating >>>> myself?! (I'll shut up after this for a bit I promise): The >>>> right to fun. >>>> >>>> Barrie >>>> www.OneSwitch.org.uk >>>> >>>> >>>> ----- Original Message ----- From: "Eelke Folmer" >>> > >>>> To: "IGDA Games Accessibility SIG Mailing List" >>> > >>>> Sent: Friday, June 13, 2008 5:39 PM >>>> Subject: Re: [games_access] language thread, was The Human >>>> Controller >>>> >>>> >>>>> Hi Thomas, >>>>> >>>>> I never really thought about the difference but your taxonomy >>>>> seems >>>>> intuitive and straightforward. >>>>> >>>>> Cheers Eelke >>>>> >>>>> >>>>> On 12/06/2008, Thomas Westin wrote: >>>>>> >>>>>> Hi, >>>>>> >>>>>> The World Health Organization has a definition which makes a >>>>>> difference >>>>>> between disability and handicap, where disability is related to >>>>>> the >>>>>> individual, while handicap is related to the environment. In >>>>>> other words, >>>>>> if >>>>>> you're in a wheel chair, you are handicapped in a building >>>>>> with high >>>>>> thresholds. By removing the thresholds (read: making it >>>>>> accessible) you >>>>>> remove the handicap, but you are still disabled. >>>>>> >>>>>> I think that is a good distinction >>>>>> >>>>>> Kind regards >>>>>> Thomas >>>>>> >>>>>> >>>>>> On 11 jun 2008, at 18.59, Barrie Ellis wrote: >>>>>> >>>>>> Language is a contentious issue and I respect that you have a >>>>>> different >>>>>> opinion, Matthias. I just personally feel that certain phrases >>>>>> don't >>>>>> particularly tie up with disability rights - which is what the >>>>>> Game >>>>>> Accessibility movement is all about to my mind. I still feel >>>>>> that you are >>>>>> approaching this field from a Medical standpoint - rather that >>>>>> a Social >>>>>> rights stand point. >>>>>> >>>>>> Barrie >>>>>> www.OneSwitch.org.uk >>>>>> >>>>>> >>>>>> >>>>>> ----- Original Message ----- >>>>>> From: Matthias Troup >>>>>> To: IGDA Games Accessibility SIG Mailing List >>>>>> Sent: Wednesday, June 11, 2008 5:28 PM >>>>>> Subject: Re: [games_access] language thread, was The Human >>>>>> Controller >>>>>> >>>>>> Kestrel, Perhaps I (and others) read it as this: If these are >>>>>> people >>>>>> without disabilities in the offensive sense... who aren't >>>>>> suffering in >>>>>> their >>>>>> environment... what would they need help with, and why would >>>>>> anyone be >>>>>> helping? I think Eitans choice of words is fine since his >>>>>> cause was a >>>>>> constructive effort for accessibility. At least, I feel hints >>>>>> of emotion >>>>>> help make any thesis a little less dry. >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>>> From: kestrell at panix.com >>>>>>> To: games_access at igda.org >>>>>>> Date: Wed, 11 Jun 2008 11:57:14 -0400 >>>>>>> Subject: [games_access] language thread, was The Human >>>>>>> Controller >>>>>>> >>>>>>> Regarding appropriate language, I'm not sure I see where you are >>>>>> disagreeing >>>>>>> with my original post. I used the word "disability," and the >>>>>>> site you >>>>>> linked >>>>>>> to, which the wonderful BBC online disability magazine, >>>>>>> Ouch!, also > >>>>>>> uses >>>>>> the >>>>>>> word "disability." I totally agree with the list provided in >>>>>>> the > >>>>>>> article >>>>>> as >>>>>>> being offensive words, including the word "special." >>>>>>> >>>>>>> Granted the fifth day of ninety degree weather here in Boston >>>>>>> is > >>>>>>> melting >>>>>> my >>>>>>> brain, but what did I miss? >>>>>>> >>>>>>> Kes >>>>>>> >>>>>>> ----- Original Message ----- >>>>>>> From: "Barrie Ellis" >>>>>>> To: "IGDA Games Accessibility SIG Mailing List" >>>>>> > >>>>>>> Sent: Wednesday, June 11, 2008 2:54 AM >>>>>>> Subject: Re: [games_access] The Human Controller >>>>>>> >>>>>>> >>>>>>>> Hi Eitan, >>>>>>>> >>>>>>>> I actually disagree with Kestrell's "people first stand >>>>>>>> point" with >>>>>>>> "people with disabilities" (although I did used to use it >>>>>>>> myself). > >>>>>>>>> I've >>>>>>>> long since prefered "disabled people" linking to people being >>>>>>>> > > >>>>>>>> disabled >>>>>> by >>>>>>>> society / the inaccessibility of their environment. >>>>>>>> >>>>>>>> Take a look through this item: >>>>>>>> http://news.bbc.co.uk/1/hi/magazine/3708576.stm. >>>>>>>> Plus this on the Social Model and Medical Model of diability: >>>>>>>> >>>>>> http://inclusion.uwe.ac.uk/inclusionweek/articles/socmod.htm >>>>>>>> >>>>>>>> Barrie >>>>>>>> www.OneSwitch.org.uk >>>>>>>> >>>>>>>> >>>>>>>> >>>>>>>> >>>>>>>> >>>>>>>> >>>>>>>> >>>>>>>> >>>>>>>> ----- Original Message ----- >>>>>>>> From: "Kestrell" >>>>>>>> To: "IGDA Games Accessibility SIG Mailing List" > > >>>>>>>> >>>>>>>> Sent: Tuesday, June 10, 2008 11:42 PM >>>>>>>> Subject: Re: [games_access] The Human Controller >>>>>>>> >>>>>>>> >>>>>>>>> Eitan, >>>>>>>>> >>>>>>>>> I seem to have missed your original post in which you >>>>>>>>> posted the > >>>>>>>>>>> link, >>>>>>>>> but here are some thoughts on language and disability: >>>>>>>>> >>>>>>>>> Certain words and phrases tend to really be button words, >>>>>>>>> as in they >>>>>> will >>>>>>>>> typically hit many readers' buttons, and the phrase >>>>>>>>> "suffering from" >>>>>>>>>>>> is >>>>>>>>> definitely one of those phrases. Often the phrase can be >>>>>>>>> deleted >>>>>>>>> altogether, leaving the phrase "people with disabilities" or >>>>>>>>> "people >>>>>> with >>>>>>>>> visual impairments" or "visually-impaired gamers," etc. The >>>>>>>>> informal >>>>>> rule >>>>>>>>> is that the individuals you are discussing are "people >>>>>>>>> first," as >>>>>>>>> mentioned in this online article >>>>>>>>> http://iod.unh.edu/press.html >>>>>>>>> >>>>>>>>> and here is a link which includes links to writing about >>>>>>>>> disability, >>>>>>>>> language to use in interviewing people with disabilities, >>>>>>>>> and more >>>>>>>>> resources >>>>>>>>> http://ncdj.org/links.html >>>>>>>>> >>>>>>>>> Kes >>>>>>>>> >>>>>>>>> ---- Original Message ----- >>>>>>>>> From: "Eitan Glinert" >>>>>>>>> To: "IGDA Games Accessibility SIG Mailing List" > >> >>>>>>>>> >>>>>>>>> Sent: Tuesday, June 10, 2008 4:29 PM >>>>>>>>> Subject: Re: [games_access] The Human Controller >>>>>>>>> >>>>>>>>> >>>>>>>>>> Wow, awesome! Thanks for the feedback, I think you are the >>>>>>>>>> only > >>>>>>>>>>>>> person >>>>>>>>>> outside of MIT to have actually read this. Comments below. >>>>>>>>>> Eitan >>>>>>>>>> >>>>>>>>>> On Mon, Jun 9, 2008 at 6:48 PM, Barrie Ellis >>>>>>>>>> wrote: >>>>>>>>>>> Hi Eitan, >>>>>>>>>>> >>>>>>>>>>> I've read through your thesis "The Human Controller"... >>>>>>>>>>> >>>>>>>>>>> Had these thoughts... >>>>>>>>>>> >>>>>>>>>>> Didn't like some of the language used. "Suffering from - >>>>>>>>>>> impaired >>>>>>>>>>> people - >>>>>>>>>>> handicapped". All pretty crusty old terms with negative > >>>>>>>>>>> >>>> >>>>>>>>>>> connotations. >>>>>>>>>> >>>>>>>>>>>>> EG: Point taken. Any suggestions for better terms?<<< >>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> Not sure about the controller analysis in Chapter 1 - >>>>>>>>>>> there's been >>>>>>>>>>> Driving >>>>>>>>>>> controllers and light guns since the 70's for many games > >>>>>>>>>>> >>>> >>>>>>>>>>> consoles - >>>>>>>>>>> which >>>>>>>>>>> are fairly natural feeling interfaces and have been >>>>>>>>>>> popular in the >>>>>>>>>>> past. >>>>>>>>>>> >>>>>>>>>> >>>>>>>>>>>>> EG: I guess in chapter one I'm trying to draw general >>>>>>>>>>>>> strokes > >>>>>>>>>>>>>>>>>>> about >>>>>>>>>>>>> UIs, saying that they generally weren't adopted by a >>>>>>>>>>>>> mainstream >>>>>>>>>>>>> audience. Perhaps I should make this more explicit, >>>>>>>>>>>>> though<<< >>>>>>>>>> >>>>>>>>>>> "Even if it is possible to remap controls it is not always > >>>>>>>>>>> >>>> >>>>>>>>>>> advisable >>>>>> to >>>>>>>>>>> do >>>>>>>>>>> so. Frequently part of the fun of a game is the interface, >>>>>>>>>>> and >>>>>> changing >>>>>>>>>>> it >>>>>>>>>>> without forethought is potentially detrimental. In the >>>>>>>>>>> pervious >>>>>> example >>>>>>>>>>> of >>>>>>>>>>> Wii Sports tennis part of the fun is actually swinging the > >>>>>>>>>>> >>>> >>>>>>>>>>> controller >>>>>>>>>>> as if >>>>>>>>>>> it were a racket. If this functionality were changed to >>>>>>>>>>> pressing a >>>>>>>>>>> button >>>>>>>>>>> then much of the game's charm and fun would be lost.". >>>>>>>>>>> I'm not > >>>>>>>>>>>>>>> happy >>>>>>>>>>> with >>>>>>>>>>> this statement personally - I'd like to see multiple- >>>>>>>>>>> layers of >>>>>>>>>>> accessibility >>>>>>>>>>> (much like Dimitris "Parallel Universes" theory). Why >>>>>>>>>>> can't a four >>>>>>>>>>> player >>>>>>>>>>> game of Wii Sports allow player 1 to use the Wii-remote - >>>>>>>>>>> player 2 >>>>>>>>>>>>>>>> to >>>>>>>>>>> use a >>>>>>>>>>> standard JoyPad - player 3 to use a single button and >>>>>>>>>>> player 4 to >>>>>>>>>>>>>>>> use >>>>>>>>>>> an >>>>>>>>>>> adapted Wii-remote with blue-tooth stereo head-set to relay >>>>>>>>>>> personalised >>>>>>>>>>> timing sounds (think of live singers having a click track >>>>>>>>>>> that > >>>>>>>>>>>>>>> only >>>>>>>>>>> they can >>>>>>>>>>> hear) in an ideal world? You mention this type of thing >>>>>>>>>>> later as > >>>>>>>>>>>>>>> if >>>>>>>>>>> it's a >>>>>>>>>>> good thing - so I find this early statement a bit overly >>>>>>>>>>> negative. >>>>>>>>>>> >>>>>>>>>> >>>>>>>>>>>>> EG: I agree with what you say, which is why I discuss >>>>>>>>>>>>> such themes >>>>>>>>>>>>>>>>>>>> in >>>>>>>>>>>>> chapter 2. I guess the reason I have that negative >>>>>>>>>>>>> statement > >>>>>>>>>>>>>>>>>>> early >>>>>> on >>>>>>>>>>>>> is because I wanted to acknowledge the tradeoff early >>>>>>>>>>>>> on, even >>>>>> before >>>>>>>>>>>>> I get to the sections on tradeoffs. I also wanted to >>>>>>>>>>>>> make it > >>>>>>>>>>>>>>>>>>> clear >>>>>>>>>>>>> that I don't feel accessibility is a magic bullet, even >>>>>>>>>>>>> if it is >>>>>>>>>>>>> almost always applicable.<<< >>>>>>>>>> >>>>>>>>>>> "Games have evolved tremendously over the past few >>>>>>>>>>> decades, as >>>>>>>>>>> advancements >>>>>>>>>>> in technology have led to amazingly realistic and engaging > >>>>>>>>>>> >>>> >>>>>>>>>>> offerings, >>>>>>>>>>> while >>>>>>>>>>> shifts in player demographics indicate the widespread >>>>>>>>>>> popularity > >>>>>>>>>>>>>>> of >>>>>>>>>>> video >>>>>>>>>>> games. Despite these changes many different disabled >>>>>>>>>>> groups are > >>>>>>>>>>>>>>> still >>>>>>>>>>> unable >>>>>>>>>>> to play most titles due to inaccessible UIs.." - Would >>>>>>>>>>> argue that >>>>>> too. >>>>>>>>>>> I'd >>>>>>>>>>> agree that most Blind gamers would be in that boat (those >>>>>>>>>>> with > >>>>>>>>>>>>>>> very >>>>>>>>>>> little >>>>>>>>>>> usable sight) - but a better statement might have been "many >>>>>> different >>>>>>>>>>> disabled groups are faced with deeply frustrating >>>>>>>>>>> barriers with > >>>>>>>>>>>>>>> many >>>>>>>>>>> main-stream games". I know Deaf gamers might struggle at >>>>>>>>>>> certain >>>>>> points >>>>>>>>>>> of >>>>>>>>>>> certain games - and gamers using a single button >>>>>>>>>>> frequently have > >>>>>>>>>>>>>>> to >>>>>>>>>>> rely >>>>>>>>>>> upon a friend/helper to take on extra controls and so on >>>>>>>>>>> - but > >>>>>>>>>>>>>>> they >>>>>> can >>>>>>>>>>> still play. >>>>>>>>>>> >>>>>>>>>> >>>>>>>>>>>>> EG: Good suggestion, thanks! I might make a change to >>>>>>>>>>>>> the > >>>>>>>>>>>>>>>>>>> argument >>>>>> on >>>>>>>>>>>>> the online version.<<< >>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> Chaper 2 >>>>>>>>>>> >>>>>>>>>>> "Game controls should be as simple as possible, but no >>>>>>>>>>> simpler." - >>>>>> Not >>>>>>>>>>> really sure what you're saying here. >>>>>>>>>>> >>>>>>>>>> >>>>>>>>>>>>> EG: Simplicity is good, but you don't want to go >>>>>>>>>>>>> overboard. You >>>>>> don't >>>>>>>>>>>>> want to cut out critical game elements or features in >>>>>>>>>>>>> the name of >>>>>>>>>>>>>>>>>>>> a >>>>>>>>>>>>> "cleaner" UI. Maybe that's not clear? <<< >>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> 2.5 "a rhythm title like Guitar Hero which focuses on >>>>>>>>>>> music will > >>>>>>>>>>>>>>> not >>>>>>>>>>> work >>>>>>>>>>> for the hearing impaired, and it is probably not possible >>>>>>>>>>> to make >>>>>>>>>>>>>>>> an >>>>>>>>>>> accessible version." - I don't agree with this. Deaf >>>>>>>>>>> gamers as a >>>>>> whole >>>>>>>>>>> covers a very broad range of hearing ability. There will >>>>>>>>>>> be many > >>>>>>>>>>>>>>> deaf >>>>>>>>>>> gamers >>>>>>>>>>> perfectly able to play Guitar Hero. Even those unable to >>>>>>>>>>> hear at > >>>>>>>>>>>>>>> all >>>>>>>>>>> might >>>>>>>>>>> enjoy such a game - did you see Deaf Gamers 8.5/10 review >>>>>>>>>>> score: >>>>>>>>>>> http://www.deafgamers.com/07reviews_a/gh3_x360.html >>>>>>>>>>> >>>>>>>>>> >>>>>>>>>>>>> EG: Wow, I flubbed this one. I'm going to have to change >>>>>>>>>>>>> the >>>>>> language >>>>>>>>>>>>> on this. Good catch, thanks!<<< >>>>>>>>>> >>>>>>>>>>> But aside from this, I frequently found myself in full >>>>>>>>>>> agreement > >>>>>>>>>>>>>>> with >>>>>>>>>>> the >>>>>>>>>>> majority of your thesis - and did enjoy reading it. >>>>>>>>>>> Thanks for > >>>>>>>>>>>>>>> making >>>>>>>>>>> it >>>>>>>>>>> publicly available. >>>>>>>>>>> >>>>>>>>>> >>>>>>>>>>>>> Great, thanks so much!<<< >>>>>>>>>> >>>>>>>>>>> Barrie >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> ----- Original Message ----- From: "Eitan Glinert" > >>>> >>>>>>>>>>> >>>>>>>>>>> To: "IGDA Games Accessibility SIG Mailing List" >>>>>> >>>>>>>>>>> Sent: Thursday, June 05, 2008 10:50 PM >>>>>>>>>>> Subject: [games_access] The Human Controller >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>>> Good news, everyone! In a surprise twist, I'm graduating! >>>>>>>>>>>> I know >>>>>>>>>>>>>>>>>> a >>>>>> lot >>>>>>>>>>>> of you are interested in my thesis, so you can check it >>>>>>>>>>>> out at >>>>>>>>>>>> web.mit.edu/glinert/www/thesis . I'm happy to answer >>>>>>>>>>>> questions > >>>>>>>>>>>>>>>>> about >>>>>>>>>>>> it, and I welcome feedback (both positive and negative). >>>>>>>>>>>> Special >>>>>>>>>>>> thanks to Dimitris, Eelke, Michelle, and Reid for all >>>>>>>>>>>> their help >>>>>>>>>>>> answering my questions over the months. >>>>>>>>>>>> >>>>>>>>>>>> In case you're not sure whether it is worth reading, >>>>>>>>>>>> here's some >>>>>> more >>>>>>>>>>>> info: >>>>>>>>>>>> >>>>>>>>>>>> TITLE: The Human Controller: Usability and Accessibility >>>>>>>>>>>> in Video >>>>>> Game >>>>>>>>>>>> Interfaces >>>>>>>>>>>> >>>>>>>>>>>> ABSTRACT: >>>>>>>>>>>> Despite the advances in user interfaces and the new >>>>>>>>>>>> gaming > >>>>>>>>>>>>>>>>> genres, >>>>>> not >>>>>>>>>>>> all people can play all games - disabled people are >>>>>>>>>>>> frequently >>>>>>>>>>>> excluded from game play experiences. On the one hand >>>>>>>>>>>> this adds to >>>>>> the >>>>>>>>>>>> list of discriminations disabled people face in our >>>>>>>>>>>> society, > >>>>>>>>>>>>>>>>> while >>>>>> on >>>>>>>>>>>> the other hand actively including them potentially >>>>>>>>>>>> results in > >>>>>>>>>>>>>>>>> games >>>>>>>>>>>> that are better for everyone. The largest hurdle to >>>>>>>>>>>> involvement > >>>>>>>>>>>>>>>>> is >>>>>> the >>>>>>>>>>>> user interface, or how a player interacts with the game. > >>>>>>>>>>>> >>>>> >>>>>>>>>>>> Analyzing >>>>>>>>>>>> usability and adhering to accessibility design >>>>>>>>>>>> principles makes > >>>>>>>>>>>>>>>>> it >>>>>>>>>>>> both possible and practical to develop fun and engaging >>>>>>>>>>>> game user >>>>>>>>>>>> interfaces that a broader range of the population can >>>>>>>>>>>> play. To >>>>>>>>>>>> demonstrate these principles we created AudiOdyssey, a PC >>>>>>>>>>>> rhythm >>>>>> game >>>>>>>>>>>> that is accessible to both sighted and non-sighted >>>>>>>>>>>> audiences. By >>>>>>>>>>>> following accessibility guidelines we incorporated a novel >>>>>> combination >>>>>>>>>>>> of features resulting in a similar play experience for >>>>>>>>>>>> both > >>>>>>>>>>>>>>>>> groups. >>>>>>>>>>>> Testing AudiOdyssey yielded useful insights into which >>>>>>>>>>>> interface >>>>>>>>>>>> elements work and which don't work for all users. Finally >>>>>>>>>>>> a case >>>>>>>>>>>>>>>>>> is >>>>>>>>>>>> made for considering accessibility when designing future >>>>>>>>>>>> versions >>>>>>>>>>>>>>>>>> of >>>>>>>>>>>> gaming user interfaces, and speculative scenarios are >>>>>>>>>>>> presented > >>>>>>>>>>>>>>>>> for >>>>>>>>>>>> what such interfaces might look like. >>>>>>>>>>>> >>>>>>>>>>>> Eitan >>>>>>>>>>>> _______________________________________________ >>>>>>>>>>>> games_access mailing list >>>>>>>>>>>> games_access at igda.org >>>>>>>>>>>> >>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> _______________________________________________ >>>>>>>>>>> games_access mailing list >>>>>>>>>>> games_access at igda.org >>>>>>>>>>> >>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>>>>>> >>>>>>>>>> _______________________________________________ >>>>>>>>>> games_access mailing list >>>>>>>>>> games_access at igda.org >>>>>>>>>> >>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>>>> >>>>>>>>> _______________________________________________ >>>>>>>>> games_access mailing list >>>>>>>>> games_access at igda.org >>>>>>>>> >>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>>> >>>>>>>> >>>>>>>> _______________________________________________ >>>>>>>> games_access mailing list >>>>>>>> games_access at igda.org >>>>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>> >>>>>>> _______________________________________________ >>>>>>> games_access mailing list >>>>>>> games_access at igda.org >>>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>> >>>>>> ________________________________ >>>>>> Search that pays you back! Introducing Live Search cashback. >>>>>> Search Now! >>>>>> >>>>>> ________________________________ >>>>>> >>>>>> >>>>>> _______________________________________________ >>>>>> games_access mailing list >>>>>> games_access at igda.org >>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>> _______________________________________________ >>>>>> games_access mailing list >>>>>> games_access at igda.org >>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>> >>>>>> >>>>>> _______________________________________________ >>>>>> 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.eelke.com >>>>> >>>>> ---------------------------------------------------------------------------- >>>>> _______________________________________________ >>>>> games_access mailing list >>>>> games_access at igda.org >>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>> >>>> _______________________________________________ >>>> games_access mailing list >>>> games_access at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From kestrell at panix.com Sun Jun 15 17:20:13 2008 From: kestrell at panix.com (Kestrell) Date: Sun, 15 Jun 2008 17:20:13 -0400 Subject: [games_access] language thread, was The Human Controller References: <3dd2060e0806051450y2c1490c0t8665a61b149682ad@mail.gmail.com><3dd2060e0806101329u4dd004d9t6eca22c69150eade@mail.gmail.com><002001c8cb4b$55cea190$0601000a@Galatea><061e01c8cb90$011917d0$9901a8c0@oneswitch><002801c8cbdb$d12be3d0$0601000a@Galatea><011a01c8cbe4$798d3b20$9901a8c0@oneswitch><1A4F26BE-9216-4FCC-B6C0-E6F0CD82C231@pininteractive.com><836db6300806130939j6382da87m72122b459f0d94fd@mail.gmail.com><01cb01c8cdf4$f90de1d0$9901a8c0@oneswitch><001601c8cf1e$26754fd0$0701000a@Galatea> Message-ID: <000601c8cf2d$996721d0$0701000a@Galatea> Thomas, As has already been demonstrated on this list, people don't always agree with each other about which is the most proper term to use, and people have sometimes disagreed with me about the terms I use. That being said, I use the phrase "blind or visually-impaired" BVI as an acronym. Low-vision is another term I have often heard used, and the term I use to refer to the level of vision I had before I became blind. Kes Reading in the Dark http://kestrell.livejournal.com ----- Original Message ----- From: "Thomas Westin" To: "IGDA Games Accessibility SIG Mailing List" Sent: Sunday, June 15, 2008 4:53 PM Subject: Re: [games_access] language thread, was The Human Controller > Hi Kes, > > OK that is interesting, as I have heard the opposite before about blind > prefering the sight disabled term, but perhaps this has changed over the > years? Or perhaps something only in Sweden :) > > However, hen talking about both blind and low-vision, would you prefer > saying "blind and low-vision" rather than sight disabled? > > Kind regards > Thomas > > > > On 15 jun 2008, at 20.42, Kestrell wrote: > >> Thomas, >> >> I'm a blind media scholar and technology advocate, and I actually prefer >> the term "blind" as it seems to me the most descriptive term for the >> complete lack of eyesight that I have (I have two prosthetic eyes, so I >> am, as I sometimes end up saying, "really blind" (this after the >> argument I have every so often with people who say, "But you're not >> *really* blind, right? You have some vision, right? I mean, you look at >> me when I'm talking..."). >> >> I don't find the word "blind" an offensive word; it is the assumptions >> people make about the effects of blindness that sometimes make me >> boggle. >> >> Kes >> Reading in the Dark >> http://kestrell.livejournal.com >> >> ----- Original Message ----- From: "Thomas Westin" >> > > >> To: "IGDA Games Accessibility SIG Mailing List" >> Sent: Sunday, June 15, 2008 2:17 PM >> Subject: Re: [games_access] language thread, was The Human Controller >> >> >>> Yes I agree that WHO definition is a medical definition, and that from >>> a social point of view, it may not work. I know (Reid may correct me) >>> that deaf people prefer the term deaf, instead of hearing disabled; >>> sight disabled though, prefer sight disabled rather than blind. So it >>> seems different disability groups have different preferences about >>> this too. >>> >>> Anyway, this is mostly an academic discussion, and it would be great >>> to know how disabled gamers, from different groups would like to be >>> referred. If the word handicap is wrongly percieved as Barrie says, >>> then it definitely is not a term we should use. We must be aware >>> though that different groups will have different perception about >>> this. I.e when talking at a conference like Games for Health, were the >>> audience is likely to include medical people, an explanation of this >>> may be needed, i.e how "our" defintion differs from the WHO definition. >>> >>> In the same line of discussion, the former "Swedish Handicap >>> Institute", is now called "Swedish Institute of Assistive Technology" >>> >>> In the end, we are all disabled, it's only a matter of context. Try >>> scuba diving without scube equipment, or parachuting without a >>> parachute :) >>> >>> /Thomas >>> >>> >>> On 14 jun 2008, at 21.23, Reid Kimball wrote: >>> >>>> I agree with Barrie and I'd like to expand the idea of "right to fun" >>>> to something bigger. The right to fun is one part of a larger right to >>>> participate in society. As games become more culturally relevant to a >>>> society, they will help us examine and participate in the shaping of >>>> who we are as people. If we neglect to include everyone in this >>>> examination and participation, we won't become the kind of society we >>>> ought to become. >>>> >>>> -Reid >>>> >>>> On Sat, Jun 14, 2008 at 1:02 AM, Barrie Ellis >>>> wrote: >>>>> Again - I would say that in the UK - the word Handicap is now >>>>> generally tied >>>>> up with a lot of negative baggage. Many believe (wrongly or rightly) >>>>> that >>>>> it's linked to "cap in hand" begging - others consider it an >>>>> inherently >>>>> negative word anyway. As Reid said - if you remove the barriers from >>>>> a >>>>> "disabled person" - in context - you'll just describe them as a >>>>> person... >>>>> That's what we're aiming at - smashing the barriers. >>>>> >>>>> Also - the W.H.O. is a medical based organisation. Accessible gaming >>>>> to me >>>>> will always be about social rights - and not about medical >>>>> conditions. A >>>>> gamer has these abilities - so how can they play game X,Y,Z? Am I >>>>> repeating >>>>> myself?! (I'll shut up after this for a bit I promise): The right to >>>>> fun. >>>>> >>>>> Barrie >>>>> www.OneSwitch.org.uk >>>>> >>>>> >>>>> ----- Original Message ----- From: "Eelke Folmer" >>>>> >>>> > >>>>> To: "IGDA Games Accessibility SIG Mailing List" >>>> > >>>>> Sent: Friday, June 13, 2008 5:39 PM >>>>> Subject: Re: [games_access] language thread, was The Human Controller >>>>> >>>>> >>>>>> Hi Thomas, >>>>>> >>>>>> I never really thought about the difference but your taxonomy seems >>>>>> intuitive and straightforward. >>>>>> >>>>>> Cheers Eelke >>>>>> >>>>>> >>>>>> On 12/06/2008, Thomas Westin wrote: >>>>>>> >>>>>>> Hi, >>>>>>> >>>>>>> The World Health Organization has a definition which makes a >>>>>>> difference >>>>>>> between disability and handicap, where disability is related to the >>>>>>> individual, while handicap is related to the environment. In other >>>>>>> words, >>>>>>> if >>>>>>> you're in a wheel chair, you are handicapped in a building with >>>>>>> high >>>>>>> thresholds. By removing the thresholds (read: making it >>>>>>> accessible) you >>>>>>> remove the handicap, but you are still disabled. >>>>>>> >>>>>>> I think that is a good distinction >>>>>>> >>>>>>> Kind regards >>>>>>> Thomas >>>>>>> >>>>>>> >>>>>>> On 11 jun 2008, at 18.59, Barrie Ellis wrote: >>>>>>> >>>>>>> Language is a contentious issue and I respect that you have a >>>>>>> different >>>>>>> opinion, Matthias. I just personally feel that certain phrases >>>>>>> don't >>>>>>> particularly tie up with disability rights - which is what the Game >>>>>>> Accessibility movement is all about to my mind. I still feel that >>>>>>> you are >>>>>>> approaching this field from a Medical standpoint - rather that a >>>>>>> Social >>>>>>> rights stand point. >>>>>>> >>>>>>> Barrie >>>>>>> www.OneSwitch.org.uk >>>>>>> >>>>>>> >>>>>>> >>>>>>> ----- Original Message ----- >>>>>>> From: Matthias Troup >>>>>>> To: IGDA Games Accessibility SIG Mailing List >>>>>>> Sent: Wednesday, June 11, 2008 5:28 PM >>>>>>> Subject: Re: [games_access] language thread, was The Human >>>>>>> Controller >>>>>>> >>>>>>> Kestrel, Perhaps I (and others) read it as this: If these are >>>>>>> people >>>>>>> without disabilities in the offensive sense... who aren't >>>>>>> suffering in >>>>>>> their >>>>>>> environment... what would they need help with, and why would >>>>>>> anyone be >>>>>>> helping? I think Eitans choice of words is fine since his cause >>>>>>> was a >>>>>>> constructive effort for accessibility. At least, I feel hints of >>>>>>> emotion >>>>>>> help make any thesis a little less dry. >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>>> From: kestrell at panix.com >>>>>>>> To: games_access at igda.org >>>>>>>> Date: Wed, 11 Jun 2008 11:57:14 -0400 >>>>>>>> Subject: [games_access] language thread, was The Human Controller >>>>>>>> >>>>>>>> Regarding appropriate language, I'm not sure I see where you are >>>>>>> disagreeing >>>>>>>> with my original post. I used the word "disability," and the site >>>>>>>> you >>>>>>> linked >>>>>>>> to, which the wonderful BBC online disability magazine, Ouch!, >>>>>>>> also > >>>>>>>> uses >>>>>>> the >>>>>>>> word "disability." I totally agree with the list provided in the > >>>>>>>> article >>>>>>> as >>>>>>>> being offensive words, including the word "special." >>>>>>>> >>>>>>>> Granted the fifth day of ninety degree weather here in Boston is > >>>>>>>> melting >>>>>>> my >>>>>>>> brain, but what did I miss? >>>>>>>> >>>>>>>> Kes >>>>>>>> >>>>>>>> ----- Original Message ----- >>>>>>>> From: "Barrie Ellis" >>>>>>>> To: "IGDA Games Accessibility SIG Mailing List" >>>>>>>> >>>>>>> > >>>>>>>> Sent: Wednesday, June 11, 2008 2:54 AM >>>>>>>> Subject: Re: [games_access] The Human Controller >>>>>>>> >>>>>>>> >>>>>>>>> Hi Eitan, >>>>>>>>> >>>>>>>>> I actually disagree with Kestrell's "people first stand point" >>>>>>>>> with >>>>>>>>> "people with disabilities" (although I did used to use it >>>>>>>>> myself). > >>>>>>>>>> I've >>>>>>>>> long since prefered "disabled people" linking to people being >>>>>>>>> > > >>>>>>>>> disabled >>>>>>> by >>>>>>>>> society / the inaccessibility of their environment. >>>>>>>>> >>>>>>>>> Take a look through this item: >>>>>>>>> http://news.bbc.co.uk/1/hi/magazine/3708576.stm. >>>>>>>>> Plus this on the Social Model and Medical Model of diability: >>>>>>>>> >>>>>>> http://inclusion.uwe.ac.uk/inclusionweek/articles/socmod.htm >>>>>>>>> >>>>>>>>> Barrie >>>>>>>>> www.OneSwitch.org.uk >>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>>> ----- Original Message ----- >>>>>>>>> From: "Kestrell" >>>>>>>>> To: "IGDA Games Accessibility SIG Mailing List" > > >>>>>>>>> >>>>>>>>> Sent: Tuesday, June 10, 2008 11:42 PM >>>>>>>>> Subject: Re: [games_access] The Human Controller >>>>>>>>> >>>>>>>>> >>>>>>>>>> Eitan, >>>>>>>>>> >>>>>>>>>> I seem to have missed your original post in which you posted >>>>>>>>>> the > >>>>>>>>>>>> link, >>>>>>>>>> but here are some thoughts on language and disability: >>>>>>>>>> >>>>>>>>>> Certain words and phrases tend to really be button words, as in >>>>>>>>>> they >>>>>>> will >>>>>>>>>> typically hit many readers' buttons, and the phrase "suffering >>>>>>>>>> from" >>>>>>>>>>>>> is >>>>>>>>>> definitely one of those phrases. Often the phrase can be deleted >>>>>>>>>> altogether, leaving the phrase "people with disabilities" or >>>>>>>>>> "people >>>>>>> with >>>>>>>>>> visual impairments" or "visually-impaired gamers," etc. The >>>>>>>>>> informal >>>>>>> rule >>>>>>>>>> is that the individuals you are discussing are "people first," >>>>>>>>>> as >>>>>>>>>> mentioned in this online article >>>>>>>>>> http://iod.unh.edu/press.html >>>>>>>>>> >>>>>>>>>> and here is a link which includes links to writing about >>>>>>>>>> disability, >>>>>>>>>> language to use in interviewing people with disabilities, and >>>>>>>>>> more >>>>>>>>>> resources >>>>>>>>>> http://ncdj.org/links.html >>>>>>>>>> >>>>>>>>>> Kes >>>>>>>>>> >>>>>>>>>> ---- Original Message ----- >>>>>>>>>> From: "Eitan Glinert" >>>>>>>>>> To: "IGDA Games Accessibility SIG Mailing List" > >> >>>>>>>>>> >>>>>>>>>> Sent: Tuesday, June 10, 2008 4:29 PM >>>>>>>>>> Subject: Re: [games_access] The Human Controller >>>>>>>>>> >>>>>>>>>> >>>>>>>>>>> Wow, awesome! Thanks for the feedback, I think you are the >>>>>>>>>>> only > >>>>>>>>>>>>>> person >>>>>>>>>>> outside of MIT to have actually read this. Comments below. >>>>>>>>>>> Eitan >>>>>>>>>>> >>>>>>>>>>> On Mon, Jun 9, 2008 at 6:48 PM, Barrie Ellis >>>>>>>>>>> wrote: >>>>>>>>>>>> Hi Eitan, >>>>>>>>>>>> >>>>>>>>>>>> I've read through your thesis "The Human Controller"... >>>>>>>>>>>> >>>>>>>>>>>> Had these thoughts... >>>>>>>>>>>> >>>>>>>>>>>> Didn't like some of the language used. "Suffering from - >>>>>>>>>>>> impaired >>>>>>>>>>>> people - >>>>>>>>>>>> handicapped". All pretty crusty old terms with negative > >>>>>>>>>>>> >>>> >>>>>>>>>>>> connotations. >>>>>>>>>>> >>>>>>>>>>>>>> EG: Point taken. Any suggestions for better terms?<<< >>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> Not sure about the controller analysis in Chapter 1 - there's >>>>>>>>>>>> been >>>>>>>>>>>> Driving >>>>>>>>>>>> controllers and light guns since the 70's for many games > >>>>>>>>>>>> >>>> >>>>>>>>>>>> consoles - >>>>>>>>>>>> which >>>>>>>>>>>> are fairly natural feeling interfaces and have been popular >>>>>>>>>>>> in the >>>>>>>>>>>> past. >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>>>>> EG: I guess in chapter one I'm trying to draw general >>>>>>>>>>>>>> strokes > >>>>>>>>>>>>>>>>>>>> about >>>>>>>>>>>>>> UIs, saying that they generally weren't adopted by a >>>>>>>>>>>>>> mainstream >>>>>>>>>>>>>> audience. Perhaps I should make this more explicit, >>>>>>>>>>>>>> though<<< >>>>>>>>>>> >>>>>>>>>>>> "Even if it is possible to remap controls it is not always > >>>>>>>>>>>> >>>> >>>>>>>>>>>> advisable >>>>>>> to >>>>>>>>>>>> do >>>>>>>>>>>> so. Frequently part of the fun of a game is the interface, and >>>>>>> changing >>>>>>>>>>>> it >>>>>>>>>>>> without forethought is potentially detrimental. In the >>>>>>>>>>>> pervious >>>>>>> example >>>>>>>>>>>> of >>>>>>>>>>>> Wii Sports tennis part of the fun is actually swinging the > >>>>>>>>>>>> >>>> >>>>>>>>>>>> controller >>>>>>>>>>>> as if >>>>>>>>>>>> it were a racket. If this functionality were changed to >>>>>>>>>>>> pressing a >>>>>>>>>>>> button >>>>>>>>>>>> then much of the game's charm and fun would be lost.". I'm >>>>>>>>>>>> not > >>>>>>>>>>>>>>>> happy >>>>>>>>>>>> with >>>>>>>>>>>> this statement personally - I'd like to see multiple- layers of >>>>>>>>>>>> accessibility >>>>>>>>>>>> (much like Dimitris "Parallel Universes" theory). Why can't a >>>>>>>>>>>> four >>>>>>>>>>>> player >>>>>>>>>>>> game of Wii Sports allow player 1 to use the Wii-remote - >>>>>>>>>>>> player 2 >>>>>>>>>>>>>>>>> to >>>>>>>>>>>> use a >>>>>>>>>>>> standard JoyPad - player 3 to use a single button and player >>>>>>>>>>>> 4 to >>>>>>>>>>>>>>>>> use >>>>>>>>>>>> an >>>>>>>>>>>> adapted Wii-remote with blue-tooth stereo head-set to relay >>>>>>>>>>>> personalised >>>>>>>>>>>> timing sounds (think of live singers having a click track >>>>>>>>>>>> that > >>>>>>>>>>>>>>>> only >>>>>>>>>>>> they can >>>>>>>>>>>> hear) in an ideal world? You mention this type of thing later >>>>>>>>>>>> as > >>>>>>>>>>>>>>>> if >>>>>>>>>>>> it's a >>>>>>>>>>>> good thing - so I find this early statement a bit overly >>>>>>>>>>>> negative. >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>>>>> EG: I agree with what you say, which is why I discuss such >>>>>>>>>>>>>> themes >>>>>>>>>>>>>>>>>>>>> in >>>>>>>>>>>>>> chapter 2. I guess the reason I have that negative >>>>>>>>>>>>>> statement > >>>>>>>>>>>>>>>>>>>> early >>>>>>> on >>>>>>>>>>>>>> is because I wanted to acknowledge the tradeoff early on, >>>>>>>>>>>>>> even >>>>>>> before >>>>>>>>>>>>>> I get to the sections on tradeoffs. I also wanted to make >>>>>>>>>>>>>> it > >>>>>>>>>>>>>>>>>>>> clear >>>>>>>>>>>>>> that I don't feel accessibility is a magic bullet, even if >>>>>>>>>>>>>> it is >>>>>>>>>>>>>> almost always applicable.<<< >>>>>>>>>>> >>>>>>>>>>>> "Games have evolved tremendously over the past few decades, as >>>>>>>>>>>> advancements >>>>>>>>>>>> in technology have led to amazingly realistic and engaging > >>>>>>>>>>>> >>>> >>>>>>>>>>>> offerings, >>>>>>>>>>>> while >>>>>>>>>>>> shifts in player demographics indicate the widespread >>>>>>>>>>>> popularity > >>>>>>>>>>>>>>>> of >>>>>>>>>>>> video >>>>>>>>>>>> games. Despite these changes many different disabled groups >>>>>>>>>>>> are > >>>>>>>>>>>>>>>> still >>>>>>>>>>>> unable >>>>>>>>>>>> to play most titles due to inaccessible UIs.." - Would argue >>>>>>>>>>>> that >>>>>>> too. >>>>>>>>>>>> I'd >>>>>>>>>>>> agree that most Blind gamers would be in that boat (those >>>>>>>>>>>> with > >>>>>>>>>>>>>>>> very >>>>>>>>>>>> little >>>>>>>>>>>> usable sight) - but a better statement might have been "many >>>>>>> different >>>>>>>>>>>> disabled groups are faced with deeply frustrating barriers >>>>>>>>>>>> with > >>>>>>>>>>>>>>>> many >>>>>>>>>>>> main-stream games". I know Deaf gamers might struggle at >>>>>>>>>>>> certain >>>>>>> points >>>>>>>>>>>> of >>>>>>>>>>>> certain games - and gamers using a single button frequently >>>>>>>>>>>> have > >>>>>>>>>>>>>>>> to >>>>>>>>>>>> rely >>>>>>>>>>>> upon a friend/helper to take on extra controls and so on - >>>>>>>>>>>> but > >>>>>>>>>>>>>>>> they >>>>>>> can >>>>>>>>>>>> still play. >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>>>>> EG: Good suggestion, thanks! I might make a change to the > >>>>>>>>>>>>>>>>>>>> argument >>>>>>> on >>>>>>>>>>>>>> the online version.<<< >>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> Chaper 2 >>>>>>>>>>>> >>>>>>>>>>>> "Game controls should be as simple as possible, but no >>>>>>>>>>>> simpler." - >>>>>>> Not >>>>>>>>>>>> really sure what you're saying here. >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>>>>> EG: Simplicity is good, but you don't want to go overboard. >>>>>>>>>>>>>> You >>>>>>> don't >>>>>>>>>>>>>> want to cut out critical game elements or features in the >>>>>>>>>>>>>> name of >>>>>>>>>>>>>>>>>>>>> a >>>>>>>>>>>>>> "cleaner" UI. Maybe that's not clear? <<< >>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> 2.5 "a rhythm title like Guitar Hero which focuses on music >>>>>>>>>>>> will > >>>>>>>>>>>>>>>> not >>>>>>>>>>>> work >>>>>>>>>>>> for the hearing impaired, and it is probably not possible to >>>>>>>>>>>> make >>>>>>>>>>>>>>>>> an >>>>>>>>>>>> accessible version." - I don't agree with this. Deaf gamers >>>>>>>>>>>> as a >>>>>>> whole >>>>>>>>>>>> covers a very broad range of hearing ability. There will be >>>>>>>>>>>> many > >>>>>>>>>>>>>>>> deaf >>>>>>>>>>>> gamers >>>>>>>>>>>> perfectly able to play Guitar Hero. Even those unable to hear >>>>>>>>>>>> at > >>>>>>>>>>>>>>>> all >>>>>>>>>>>> might >>>>>>>>>>>> enjoy such a game - did you see Deaf Gamers 8.5/10 review >>>>>>>>>>>> score: >>>>>>>>>>>> http://www.deafgamers.com/07reviews_a/gh3_x360.html >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>>>>> EG: Wow, I flubbed this one. I'm going to have to change the >>>>>>> language >>>>>>>>>>>>>> on this. Good catch, thanks!<<< >>>>>>>>>>> >>>>>>>>>>>> But aside from this, I frequently found myself in full >>>>>>>>>>>> agreement > >>>>>>>>>>>>>>>> with >>>>>>>>>>>> the >>>>>>>>>>>> majority of your thesis - and did enjoy reading it. Thanks >>>>>>>>>>>> for > >>>>>>>>>>>>>>>> making >>>>>>>>>>>> it >>>>>>>>>>>> publicly available. >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>>>>> Great, thanks so much!<<< >>>>>>>>>>> >>>>>>>>>>>> Barrie >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> ----- Original Message ----- From: "Eitan Glinert" > >>>> >>>>>>>>>>>> >>>>>>>>>>>> To: "IGDA Games Accessibility SIG Mailing List" >>>>>>> >>>>>>>>>>>> Sent: Thursday, June 05, 2008 10:50 PM >>>>>>>>>>>> Subject: [games_access] The Human Controller >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>>> Good news, everyone! In a surprise twist, I'm graduating! I >>>>>>>>>>>>> know >>>>>>>>>>>>>>>>>>> a >>>>>>> lot >>>>>>>>>>>>> of you are interested in my thesis, so you can check it out >>>>>>>>>>>>> at >>>>>>>>>>>>> web.mit.edu/glinert/www/thesis . I'm happy to answer >>>>>>>>>>>>> questions > >>>>>>>>>>>>>>>>>> about >>>>>>>>>>>>> it, and I welcome feedback (both positive and negative). >>>>>>>>>>>>> Special >>>>>>>>>>>>> thanks to Dimitris, Eelke, Michelle, and Reid for all their >>>>>>>>>>>>> help >>>>>>>>>>>>> answering my questions over the months. >>>>>>>>>>>>> >>>>>>>>>>>>> In case you're not sure whether it is worth reading, here's >>>>>>>>>>>>> some >>>>>>> more >>>>>>>>>>>>> info: >>>>>>>>>>>>> >>>>>>>>>>>>> TITLE: The Human Controller: Usability and Accessibility in >>>>>>>>>>>>> Video >>>>>>> Game >>>>>>>>>>>>> Interfaces >>>>>>>>>>>>> >>>>>>>>>>>>> ABSTRACT: >>>>>>>>>>>>> Despite the advances in user interfaces and the new gaming > >>>>>>>>>>>>>>>>>> genres, >>>>>>> not >>>>>>>>>>>>> all people can play all games - disabled people are >>>>>>>>>>>>> frequently >>>>>>>>>>>>> excluded from game play experiences. On the one hand this >>>>>>>>>>>>> adds to >>>>>>> the >>>>>>>>>>>>> list of discriminations disabled people face in our society, >>>>>>>>>>>>> > >>>>>>>>>>>>>>>>>> while >>>>>>> on >>>>>>>>>>>>> the other hand actively including them potentially results >>>>>>>>>>>>> in > >>>>>>>>>>>>>>>>>> games >>>>>>>>>>>>> that are better for everyone. The largest hurdle to >>>>>>>>>>>>> involvement > >>>>>>>>>>>>>>>>>> is >>>>>>> the >>>>>>>>>>>>> user interface, or how a player interacts with the game. > >>>>>>>>>>>>> >>>>> >>>>>>>>>>>>> Analyzing >>>>>>>>>>>>> usability and adhering to accessibility design principles >>>>>>>>>>>>> makes > >>>>>>>>>>>>>>>>>> it >>>>>>>>>>>>> both possible and practical to develop fun and engaging game >>>>>>>>>>>>> user >>>>>>>>>>>>> interfaces that a broader range of the population can play. >>>>>>>>>>>>> To >>>>>>>>>>>>> demonstrate these principles we created AudiOdyssey, a PC >>>>>>>>>>>>> rhythm >>>>>>> game >>>>>>>>>>>>> that is accessible to both sighted and non-sighted >>>>>>>>>>>>> audiences. By >>>>>>>>>>>>> following accessibility guidelines we incorporated a novel >>>>>>> combination >>>>>>>>>>>>> of features resulting in a similar play experience for both > >>>>>>>>>>>>>>>>>> groups. >>>>>>>>>>>>> Testing AudiOdyssey yielded useful insights into which >>>>>>>>>>>>> interface >>>>>>>>>>>>> elements work and which don't work for all users. Finally a >>>>>>>>>>>>> case >>>>>>>>>>>>>>>>>>> is >>>>>>>>>>>>> made for considering accessibility when designing future >>>>>>>>>>>>> versions >>>>>>>>>>>>>>>>>>> of >>>>>>>>>>>>> gaming user interfaces, and speculative scenarios are >>>>>>>>>>>>> presented > >>>>>>>>>>>>>>>>>> for >>>>>>>>>>>>> what such interfaces might look like. >>>>>>>>>>>>> >>>>>>>>>>>>> Eitan >>>>>>>>>>>>> _______________________________________________ >>>>>>>>>>>>> games_access mailing list >>>>>>>>>>>>> games_access at igda.org >>>>>>>>>>>>> >>>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> _______________________________________________ >>>>>>>>>>>> games_access mailing list >>>>>>>>>>>> games_access at igda.org >>>>>>>>>>>> >>>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>>>>>>> >>>>>>>>>>> _______________________________________________ >>>>>>>>>>> games_access mailing list >>>>>>>>>>> games_access at igda.org >>>>>>>>>>> >>>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>>>>> >>>>>>>>>> _______________________________________________ >>>>>>>>>> games_access mailing list >>>>>>>>>> games_access at igda.org >>>>>>>>>> >>>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>>>> >>>>>>>>> >>>>>>>>> _______________________________________________ >>>>>>>>> games_access mailing list >>>>>>>>> games_access at igda.org >>>>>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>>> >>>>>>>> _______________________________________________ >>>>>>>> games_access mailing list >>>>>>>> games_access at igda.org >>>>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>> >>>>>>> ________________________________ >>>>>>> Search that pays you back! Introducing Live Search cashback. >>>>>>> Search Now! >>>>>>> >>>>>>> ________________________________ >>>>>>> >>>>>>> >>>>>>> _______________________________________________ >>>>>>> games_access mailing list >>>>>>> games_access at igda.org >>>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>> _______________________________________________ >>>>>>> games_access mailing list >>>>>>> games_access at igda.org >>>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>> >>>>>>> >>>>>>> _______________________________________________ >>>>>>> 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.eelke.com >>>>>> >>>>>> ---------------------------------------------------------------------------- >>>>>> _______________________________________________ >>>>>> games_access mailing list >>>>>> games_access at igda.org >>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>> >>>>> >>>>> _______________________________________________ >>>>> games_access mailing list >>>>> games_access at igda.org >>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>> >>>> _______________________________________________ >>>> games_access mailing list >>>> games_access at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Sun Jun 15 18:10:39 2008 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sun, 15 Jun 2008 23:10:39 +0100 Subject: [games_access] Project Icecube: One Button Game A Potential Winnerin Game Design Competition! References: <836db6300806111501w2e2cec00ra188d5e5d784d6c9@mail.gmail.com><003601c8cc11$d8d46e50$6402a8c0@Delletje> <001901c8cc15$656422e0$6402a8c0@Delletje> Message-ID: <005501c8cf34$a735a960$9901a8c0@oneswitch> I found Project Icecube to be a nice little game - a little reminiscent of the old Retro Remakes 2005 competition one-switch winner - Manic Miner (http://www.greatgamesexperiment.com/game/oneswitchmanicminer). On a downer - I think something a lot of one switch games don't take into account is that many one switch gamers also don't have the fastest reaction times in the world. Like Manic Miner, this game requires pretty spot on reactions - although this is a bit more forgiving. Perhaps a cut down super easy version (less things to achieve - very easy layout) would help here? On the up side - it's got a nice polished look and feel and I rarely felt too frustrated playing. Not the most exciting game ever obviously - but a nice mellow distraction. Good luck to Michiel for the competition. Barrie www.OneSwitch.org.uk ----- Original Message ----- From: "AudioGames.net" To: "IGDA Games Accessibility SIG Mailing List" Sent: Wednesday, June 11, 2008 11:49 PM Subject: [games_access] Project Icecube: One Button Game A Potential Winnerin Game Design Competition! > Hi, > > A short message concerning a cool one-button platform game by Michiel > Krol: > > You may remember Michiel Krol's name from his work on the Audio Game Maker > and project Game Accessibility at the Bartimeus Accessibility foundation. > You may also remember his name from the game Submarine > (http://www.spele.nl/game/submarine.html - currently unavailable at time > of this post), which was nominated for the NLGD Game Design Rally 2006 and > which featured an alternative, one-button control scheme. Michiel is > currently finishing his Masters degree in Game Design. > > I'm happy to announce that for this years NLGD Game Rally, Michiel is once > more nominated for a new game: Project Icecube! This free online > Flash-game is specifically designed for children in the age of 8 to 12 who > have to live with a chronical disease or a handicap. What makes Project > Icecube special is that this is a one-button platform game. The game > control automation is slightly inspired by that of a prototype for a > one-button platform game that I once made. Check out Project Icecube here: > > http://www.uqudos.com/nl/portfolio/gameplayNLGD_3.html > > Currently the game only works with the spacebar (it was designed like this > for the competition) but it is a very small effort to reprogram it so it > works with every key or button or switch device. The game is only in Dutch > for now. In the game, you are an icecube and you have to explore 4 worlds, > finding fellow icecubes and water the seeds found in the world to > progress. > > What do you think? > > Next week's the winner is selected, on thursday the 18th. Although the > winner is selected via a child jury, you can let Michiel know what you > think of the game by rating the game on the website. > > Greets, > > Richard > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Mon Jun 16 03:52:10 2008 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Mon, 16 Jun 2008 08:52:10 +0100 Subject: [games_access] Project Icecube: One Button Game A PotentialWinnerin Game Design Competition! References: <836db6300806111501w2e2cec00ra188d5e5d784d6c9@mail.gmail.com><003601c8cc11$d8d46e50$6402a8c0@Delletje><001901c8cc15$656422e0$6402a8c0@Delletje><002001c8cc16$0e46d8d0$6402a8c0@Delletje> Message-ID: <00a401c8cf85$e21b2950$9901a8c0@oneswitch> Subject: Re: [games_access] Project Icecube: One Button Game A PotentialWinnerin Game Design Competition! >I really like it a lot. Seems like a great game for kids. The art > style is awesome, it reminds me of Zelda: The Wind Waker. The only > frustrating part is I have no way to turn around and head in the > opposite direction if I want to. I feel like players could have more > actions available with creative use of the one-button, such as double > pressing it quickly to change direction. > > Taking this further, how would combat be implemented into a different > one-button platformer? Morse code is a one-button coded language. > That's really impressive isn't it? Why use a similar approach with a > one-button game? A combo attack can be a combination of short and long > one-button presses. > > -Reid There are at least a couple of combat based one-switch games that allow for multiple attacks / blocks with a single button: Ninja Academy: http://hamumu.com/game.php?game=NINJA TIG Duels for Extraordinary Gentlemen: http://switchgaming.blogspot.com/2008/04/tig-duels-for-extraordinary-gentlemen.html From barrie.ellis at oneswitch.org.uk Mon Jun 16 03:59:04 2008 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Mon, 16 Jun 2008 08:59:04 +0100 Subject: [games_access] language thread, was The Human Controller References: <3dd2060e0806051450y2c1490c0t8665a61b149682ad@mail.gmail.com><3dd2060e0806101329u4dd004d9t6eca22c69150eade@mail.gmail.com><002001c8cb4b$55cea190$0601000a@Galatea><061e01c8cb90$011917d0$9901a8c0@oneswitch><002801c8cbdb$d12be3d0$0601000a@Galatea><011a01c8cbe4$798d3b20$9901a8c0@oneswitch><1A4F26BE-9216-4FCC-B6C0-E6F0CD82C231@pininteractive.com><836db6300806130939j6382da87m72122b459f0d94fd@mail.gmail.com><01cb01c8cdf4$f90de1d0$9901a8c0@oneswitch> <0EBEA8CA-2619-4E52-BA41-938B74527D62@pininteractive.com> Message-ID: <00b601c8cf86$d8cb7980$9901a8c0@oneswitch> No problem, Thomas... A pretty exhaustive forum post here on handicapped/disabled: http://www.bbc.co.uk/dna/mbouch/F2322273?thread=3651003&skip=0&show=20 And some evidence against the definition as being linked to "cap in hand" begging. http://www.snopes.com/language/offense/handicap.asp Best to refer to people as people I guess (cue Depeche Mode: http://www.youtube.com/watch?v=pNaZDVHmums and a big grin)... Barrie www.OneSwitch.org.uk ----- Original Message ----- From: "Thomas Westin" To: "IGDA Games Accessibility SIG Mailing List" Sent: Sunday, June 15, 2008 7:24 PM Subject: Re: [games_access] language thread, was The Human Controller > is there some article / web pag ge that describes this problem with the > Handicap terminology? > > would be great to have as reference > > /thomas > > On 14 jun 2008, at 21.23, Reid Kimball wrote: > >> I agree with Barrie and I'd like to expand the idea of "right to fun" >> to something bigger. The right to fun is one part of a larger right to >> participate in society. As games become more culturally relevant to a >> society, they will help us examine and participate in the shaping of >> who we are as people. If we neglect to include everyone in this >> examination and participation, we won't become the kind of society we >> ought to become. >> >> -Reid >> >> On Sat, Jun 14, 2008 at 1:02 AM, Barrie Ellis >> wrote: >>> Again - I would say that in the UK - the word Handicap is now generally >>> tied >>> up with a lot of negative baggage. Many believe (wrongly or rightly) >>> that >>> it's linked to "cap in hand" begging - others consider it an inherently >>> negative word anyway. As Reid said - if you remove the barriers from a >>> "disabled person" - in context - you'll just describe them as a >>> person... >>> That's what we're aiming at - smashing the barriers. >>> >>> Also - the W.H.O. is a medical based organisation. Accessible gaming to >>> me >>> will always be about social rights - and not about medical conditions. >>> A >>> gamer has these abilities - so how can they play game X,Y,Z? Am I >>> repeating >>> myself?! (I'll shut up after this for a bit I promise): The right to >>> fun. >>> >>> Barrie >>> www.OneSwitch.org.uk >>> >>> >>> ----- Original Message ----- From: "Eelke Folmer" >>> >> > >>> To: "IGDA Games Accessibility SIG Mailing List" >> > >>> Sent: Friday, June 13, 2008 5:39 PM >>> Subject: Re: [games_access] language thread, was The Human Controller >>> >>> >>>> Hi Thomas, >>>> >>>> I never really thought about the difference but your taxonomy seems >>>> intuitive and straightforward. >>>> >>>> Cheers Eelke >>>> >>>> >>>> On 12/06/2008, Thomas Westin wrote: >>>>> >>>>> Hi, >>>>> >>>>> The World Health Organization has a definition which makes a >>>>> difference >>>>> between disability and handicap, where disability is related to the >>>>> individual, while handicap is related to the environment. In other >>>>> words, >>>>> if >>>>> you're in a wheel chair, you are handicapped in a building with high >>>>> thresholds. By removing the thresholds (read: making it accessible) >>>>> you >>>>> remove the handicap, but you are still disabled. >>>>> >>>>> I think that is a good distinction >>>>> >>>>> Kind regards >>>>> Thomas >>>>> >>>>> >>>>> On 11 jun 2008, at 18.59, Barrie Ellis wrote: >>>>> >>>>> Language is a contentious issue and I respect that you have a >>>>> different >>>>> opinion, Matthias. I just personally feel that certain phrases don't >>>>> particularly tie up with disability rights - which is what the Game >>>>> Accessibility movement is all about to my mind. I still feel that you >>>>> are >>>>> approaching this field from a Medical standpoint - rather that a >>>>> Social >>>>> rights stand point. >>>>> >>>>> Barrie >>>>> www.OneSwitch.org.uk >>>>> >>>>> >>>>> >>>>> ----- Original Message ----- >>>>> From: Matthias Troup >>>>> To: IGDA Games Accessibility SIG Mailing List >>>>> Sent: Wednesday, June 11, 2008 5:28 PM >>>>> Subject: Re: [games_access] language thread, was The Human Controller >>>>> >>>>> Kestrel, Perhaps I (and others) read it as this: If these are people >>>>> without disabilities in the offensive sense... who aren't suffering >>>>> in >>>>> their >>>>> environment... what would they need help with, and why would anyone >>>>> be >>>>> helping? I think Eitans choice of words is fine since his cause was >>>>> a >>>>> constructive effort for accessibility. At least, I feel hints of >>>>> emotion >>>>> help make any thesis a little less dry. >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> >>>>>> From: kestrell at panix.com >>>>>> To: games_access at igda.org >>>>>> Date: Wed, 11 Jun 2008 11:57:14 -0400 >>>>>> Subject: [games_access] language thread, was The Human Controller >>>>>> >>>>>> Regarding appropriate language, I'm not sure I see where you are >>>>> disagreeing >>>>>> with my original post. I used the word "disability," and the site >>>>>> you >>>>> linked >>>>>> to, which the wonderful BBC online disability magazine, Ouch!, also >>>>>> > >>>>>> uses >>>>> the >>>>>> word "disability." I totally agree with the list provided in the > >>>>>> article >>>>> as >>>>>> being offensive words, including the word "special." >>>>>> >>>>>> Granted the fifth day of ninety degree weather here in Boston is > >>>>>> melting >>>>> my >>>>>> brain, but what did I miss? >>>>>> >>>>>> Kes >>>>>> >>>>>> ----- Original Message ----- >>>>>> From: "Barrie Ellis" >>>>>> To: "IGDA Games Accessibility SIG Mailing List" >>>>>> >>>>> > >>>>>> Sent: Wednesday, June 11, 2008 2:54 AM >>>>>> Subject: Re: [games_access] The Human Controller >>>>>> >>>>>> >>>>>>> Hi Eitan, >>>>>>> >>>>>>> I actually disagree with Kestrell's "people first stand point" with >>>>>>> "people with disabilities" (although I did used to use it myself). >>>>>>> > >>>>>>>> I've >>>>>>> long since prefered "disabled people" linking to people being > > >>>>>>> disabled >>>>> by >>>>>>> society / the inaccessibility of their environment. >>>>>>> >>>>>>> Take a look through this item: >>>>>>> http://news.bbc.co.uk/1/hi/magazine/3708576.stm. >>>>>>> Plus this on the Social Model and Medical Model of diability: >>>>>>> >>>>> http://inclusion.uwe.ac.uk/inclusionweek/articles/socmod.htm >>>>>>> >>>>>>> Barrie >>>>>>> www.OneSwitch.org.uk >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> ----- Original Message ----- >>>>>>> From: "Kestrell" >>>>>>> To: "IGDA Games Accessibility SIG Mailing List" > > >>>>>>> >>>>>>> Sent: Tuesday, June 10, 2008 11:42 PM >>>>>>> Subject: Re: [games_access] The Human Controller >>>>>>> >>>>>>> >>>>>>>> Eitan, >>>>>>>> >>>>>>>> I seem to have missed your original post in which you posted the > >>>>>>>>>> link, >>>>>>>> but here are some thoughts on language and disability: >>>>>>>> >>>>>>>> Certain words and phrases tend to really be button words, as in >>>>>>>> they >>>>> will >>>>>>>> typically hit many readers' buttons, and the phrase "suffering >>>>>>>> from" >>>>>>>>>>> is >>>>>>>> definitely one of those phrases. Often the phrase can be deleted >>>>>>>> altogether, leaving the phrase "people with disabilities" or >>>>>>>> "people >>>>> with >>>>>>>> visual impairments" or "visually-impaired gamers," etc. The >>>>>>>> informal >>>>> rule >>>>>>>> is that the individuals you are discussing are "people first," as >>>>>>>> mentioned in this online article >>>>>>>> http://iod.unh.edu/press.html >>>>>>>> >>>>>>>> and here is a link which includes links to writing about >>>>>>>> disability, >>>>>>>> language to use in interviewing people with disabilities, and more >>>>>>>> resources >>>>>>>> http://ncdj.org/links.html >>>>>>>> >>>>>>>> Kes >>>>>>>> >>>>>>>> ---- Original Message ----- >>>>>>>> From: "Eitan Glinert" >>>>>>>> To: "IGDA Games Accessibility SIG Mailing List" > >> >>>>>>>> >>>>>>>> Sent: Tuesday, June 10, 2008 4:29 PM >>>>>>>> Subject: Re: [games_access] The Human Controller >>>>>>>> >>>>>>>> >>>>>>>>> Wow, awesome! Thanks for the feedback, I think you are the only > >>>>>>>>>>>> person >>>>>>>>> outside of MIT to have actually read this. Comments below. >>>>>>>>> Eitan >>>>>>>>> >>>>>>>>> On Mon, Jun 9, 2008 at 6:48 PM, Barrie Ellis >>>>>>>>> wrote: >>>>>>>>>> Hi Eitan, >>>>>>>>>> >>>>>>>>>> I've read through your thesis "The Human Controller"... >>>>>>>>>> >>>>>>>>>> Had these thoughts... >>>>>>>>>> >>>>>>>>>> Didn't like some of the language used. "Suffering from - >>>>>>>>>> impaired >>>>>>>>>> people - >>>>>>>>>> handicapped". All pretty crusty old terms with negative > >>>> >>>>>>>>>> connotations. >>>>>>>>> >>>>>>>>>>>> EG: Point taken. Any suggestions for better terms?<<< >>>>>>>>> >>>>>>>>>> >>>>>>>>>> Not sure about the controller analysis in Chapter 1 - there's >>>>>>>>>> been >>>>>>>>>> Driving >>>>>>>>>> controllers and light guns since the 70's for many games > >>>>>>>>>> >>>> >>>>>>>>>> consoles - >>>>>>>>>> which >>>>>>>>>> are fairly natural feeling interfaces and have been popular in >>>>>>>>>> the >>>>>>>>>> past. >>>>>>>>>> >>>>>>>>> >>>>>>>>>>>> EG: I guess in chapter one I'm trying to draw general strokes >>>>>>>>>>>> > >>>>>>>>>>>>>>>>>> about >>>>>>>>>>>> UIs, saying that they generally weren't adopted by a >>>>>>>>>>>> mainstream >>>>>>>>>>>> audience. Perhaps I should make this more explicit, though<<< >>>>>>>>> >>>>>>>>>> "Even if it is possible to remap controls it is not always > >>>>>>>>>> >>>> >>>>>>>>>> advisable >>>>> to >>>>>>>>>> do >>>>>>>>>> so. Frequently part of the fun of a game is the interface, and >>>>> changing >>>>>>>>>> it >>>>>>>>>> without forethought is potentially detrimental. In the pervious >>>>> example >>>>>>>>>> of >>>>>>>>>> Wii Sports tennis part of the fun is actually swinging the > >>>>>>>>>> >>>> >>>>>>>>>> controller >>>>>>>>>> as if >>>>>>>>>> it were a racket. If this functionality were changed to pressing >>>>>>>>>> a >>>>>>>>>> button >>>>>>>>>> then much of the game's charm and fun would be lost.". I'm not > >>>>>>>>>>>>>> happy >>>>>>>>>> with >>>>>>>>>> this statement personally - I'd like to see multiple-layers of >>>>>>>>>> accessibility >>>>>>>>>> (much like Dimitris "Parallel Universes" theory). Why can't a >>>>>>>>>> four >>>>>>>>>> player >>>>>>>>>> game of Wii Sports allow player 1 to use the Wii-remote - player >>>>>>>>>> 2 >>>>>>>>>>>>>>> to >>>>>>>>>> use a >>>>>>>>>> standard JoyPad - player 3 to use a single button and player 4 >>>>>>>>>> to >>>>>>>>>>>>>>> use >>>>>>>>>> an >>>>>>>>>> adapted Wii-remote with blue-tooth stereo head-set to relay >>>>>>>>>> personalised >>>>>>>>>> timing sounds (think of live singers having a click track that > >>>>>>>>>>>>>> only >>>>>>>>>> they can >>>>>>>>>> hear) in an ideal world? You mention this type of thing later as >>>>>>>>>> > >>>>>>>>>>>>>> if >>>>>>>>>> it's a >>>>>>>>>> good thing - so I find this early statement a bit overly >>>>>>>>>> negative. >>>>>>>>>> >>>>>>>>> >>>>>>>>>>>> EG: I agree with what you say, which is why I discuss such >>>>>>>>>>>> themes >>>>>>>>>>>>>>>>>>> in >>>>>>>>>>>> chapter 2. I guess the reason I have that negative statement > >>>>>>>>>>>>>>>>>> early >>>>> on >>>>>>>>>>>> is because I wanted to acknowledge the tradeoff early on, even >>>>> before >>>>>>>>>>>> I get to the sections on tradeoffs. I also wanted to make it > >>>>>>>>>>>>>>>>>> clear >>>>>>>>>>>> that I don't feel accessibility is a magic bullet, even if it >>>>>>>>>>>> is >>>>>>>>>>>> almost always applicable.<<< >>>>>>>>> >>>>>>>>>> "Games have evolved tremendously over the past few decades, as >>>>>>>>>> advancements >>>>>>>>>> in technology have led to amazingly realistic and engaging > >>>>>>>>>> >>>> >>>>>>>>>> offerings, >>>>>>>>>> while >>>>>>>>>> shifts in player demographics indicate the widespread popularity >>>>>>>>>> > >>>>>>>>>>>>>> of >>>>>>>>>> video >>>>>>>>>> games. Despite these changes many different disabled groups are >>>>>>>>>> > >>>>>>>>>>>>>> still >>>>>>>>>> unable >>>>>>>>>> to play most titles due to inaccessible UIs.." - Would argue >>>>>>>>>> that >>>>> too. >>>>>>>>>> I'd >>>>>>>>>> agree that most Blind gamers would be in that boat (those with > >>>>>>>>>>>>>> very >>>>>>>>>> little >>>>>>>>>> usable sight) - but a better statement might have been "many >>>>> different >>>>>>>>>> disabled groups are faced with deeply frustrating barriers with >>>>>>>>>> > >>>>>>>>>>>>>> many >>>>>>>>>> main-stream games". I know Deaf gamers might struggle at certain >>>>> points >>>>>>>>>> of >>>>>>>>>> certain games - and gamers using a single button frequently have >>>>>>>>>> > >>>>>>>>>>>>>> to >>>>>>>>>> rely >>>>>>>>>> upon a friend/helper to take on extra controls and so on - but > >>>>>>>>>>>>>> they >>>>> can >>>>>>>>>> still play. >>>>>>>>>> >>>>>>>>> >>>>>>>>>>>> EG: Good suggestion, thanks! I might make a change to the > >>>>>>>>>>>>>>>>>> argument >>>>> on >>>>>>>>>>>> the online version.<<< >>>>>>>>> >>>>>>>>>> >>>>>>>>>> Chaper 2 >>>>>>>>>> >>>>>>>>>> "Game controls should be as simple as possible, but no >>>>>>>>>> simpler." - >>>>> Not >>>>>>>>>> really sure what you're saying here. >>>>>>>>>> >>>>>>>>> >>>>>>>>>>>> EG: Simplicity is good, but you don't want to go overboard. >>>>>>>>>>>> You >>>>> don't >>>>>>>>>>>> want to cut out critical game elements or features in the name >>>>>>>>>>>> of >>>>>>>>>>>>>>>>>>> a >>>>>>>>>>>> "cleaner" UI. Maybe that's not clear? <<< >>>>>>>>> >>>>>>>>>> >>>>>>>>>> 2.5 "a rhythm title like Guitar Hero which focuses on music will >>>>>>>>>> > >>>>>>>>>>>>>> not >>>>>>>>>> work >>>>>>>>>> for the hearing impaired, and it is probably not possible to >>>>>>>>>> make >>>>>>>>>>>>>>> an >>>>>>>>>> accessible version." - I don't agree with this. Deaf gamers as a >>>>> whole >>>>>>>>>> covers a very broad range of hearing ability. There will be many >>>>>>>>>> > >>>>>>>>>>>>>> deaf >>>>>>>>>> gamers >>>>>>>>>> perfectly able to play Guitar Hero. Even those unable to hear at >>>>>>>>>> > >>>>>>>>>>>>>> all >>>>>>>>>> might >>>>>>>>>> enjoy such a game - did you see Deaf Gamers 8.5/10 review score: >>>>>>>>>> http://www.deafgamers.com/07reviews_a/gh3_x360.html >>>>>>>>>> >>>>>>>>> >>>>>>>>>>>> EG: Wow, I flubbed this one. I'm going to have to change the >>>>> language >>>>>>>>>>>> on this. Good catch, thanks!<<< >>>>>>>>> >>>>>>>>>> But aside from this, I frequently found myself in full agreement >>>>>>>>>> > >>>>>>>>>>>>>> with >>>>>>>>>> the >>>>>>>>>> majority of your thesis - and did enjoy reading it. Thanks for > >>>>>>>>>>>>>> making >>>>>>>>>> it >>>>>>>>>> publicly available. >>>>>>>>>> >>>>>>>>> >>>>>>>>>>>> Great, thanks so much!<<< >>>>>>>>> >>>>>>>>>> Barrie >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> ----- Original Message ----- From: "Eitan Glinert" > >>>> >>>>>>>>>> >>>>>>>>>> To: "IGDA Games Accessibility SIG Mailing List" >>>>> >>>>>>>>>> Sent: Thursday, June 05, 2008 10:50 PM >>>>>>>>>> Subject: [games_access] The Human Controller >>>>>>>>>> >>>>>>>>>> >>>>>>>>>>> Good news, everyone! In a surprise twist, I'm graduating! I >>>>>>>>>>> know >>>>>>>>>>>>>>>>> a >>>>> lot >>>>>>>>>>> of you are interested in my thesis, so you can check it out at >>>>>>>>>>> web.mit.edu/glinert/www/thesis . I'm happy to answer questions >>>>>>>>>>> > >>>>>>>>>>>>>>>> about >>>>>>>>>>> it, and I welcome feedback (both positive and negative). >>>>>>>>>>> Special >>>>>>>>>>> thanks to Dimitris, Eelke, Michelle, and Reid for all their >>>>>>>>>>> help >>>>>>>>>>> answering my questions over the months. >>>>>>>>>>> >>>>>>>>>>> In case you're not sure whether it is worth reading, here's >>>>>>>>>>> some >>>>> more >>>>>>>>>>> info: >>>>>>>>>>> >>>>>>>>>>> TITLE: The Human Controller: Usability and Accessibility in >>>>>>>>>>> Video >>>>> Game >>>>>>>>>>> Interfaces >>>>>>>>>>> >>>>>>>>>>> ABSTRACT: >>>>>>>>>>> Despite the advances in user interfaces and the new gaming > >>>>>>>>>>>>>>>> genres, >>>>> not >>>>>>>>>>> all people can play all games - disabled people are frequently >>>>>>>>>>> excluded from game play experiences. On the one hand this adds >>>>>>>>>>> to >>>>> the >>>>>>>>>>> list of discriminations disabled people face in our society, > >>>>>>>>>>>>>>>> while >>>>> on >>>>>>>>>>> the other hand actively including them potentially results in > >>>>>>>>>>>>>>>> games >>>>>>>>>>> that are better for everyone. The largest hurdle to involvement >>>>>>>>>>> > >>>>>>>>>>>>>>>> is >>>>> the >>>>>>>>>>> user interface, or how a player interacts with the game. > >>>>>>>>>>> >>>>> >>>>>>>>>>> Analyzing >>>>>>>>>>> usability and adhering to accessibility design principles makes >>>>>>>>>>> > >>>>>>>>>>>>>>>> it >>>>>>>>>>> both possible and practical to develop fun and engaging game >>>>>>>>>>> user >>>>>>>>>>> interfaces that a broader range of the population can play. To >>>>>>>>>>> demonstrate these principles we created AudiOdyssey, a PC >>>>>>>>>>> rhythm >>>>> game >>>>>>>>>>> that is accessible to both sighted and non-sighted audiences. >>>>>>>>>>> By >>>>>>>>>>> following accessibility guidelines we incorporated a novel >>>>> combination >>>>>>>>>>> of features resulting in a similar play experience for both > >>>>>>>>>>>>>>>> groups. >>>>>>>>>>> Testing AudiOdyssey yielded useful insights into which >>>>>>>>>>> interface >>>>>>>>>>> elements work and which don't work for all users. Finally a >>>>>>>>>>> case >>>>>>>>>>>>>>>>> is >>>>>>>>>>> made for considering accessibility when designing future >>>>>>>>>>> versions >>>>>>>>>>>>>>>>> of >>>>>>>>>>> gaming user interfaces, and speculative scenarios are presented >>>>>>>>>>> > >>>>>>>>>>>>>>>> for >>>>>>>>>>> what such interfaces might look like. >>>>>>>>>>> >>>>>>>>>>> Eitan >>>>>>>>>>> _______________________________________________ >>>>>>>>>>> games_access mailing list >>>>>>>>>>> games_access at igda.org >>>>>>>>>>> >>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> _______________________________________________ >>>>>>>>>> games_access mailing list >>>>>>>>>> games_access at igda.org >>>>>>>>>> >>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>>>>> >>>>>>>>> _______________________________________________ >>>>>>>>> games_access mailing list >>>>>>>>> games_access at igda.org >>>>>>>>> >>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>>> >>>>>>>> _______________________________________________ >>>>>>>> games_access mailing list >>>>>>>> games_access at igda.org >>>>>>>> >>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>> >>>>>>> >>>>>>> _______________________________________________ >>>>>>> games_access mailing list >>>>>>> games_access at igda.org >>>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>> >>>>>> _______________________________________________ >>>>>> games_access mailing list >>>>>> games_access at igda.org >>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>> >>>>> ________________________________ >>>>> Search that pays you back! Introducing Live Search cashback. Search >>>>> Now! >>>>> >>>>> ________________________________ >>>>> >>>>> >>>>> _______________________________________________ >>>>> games_access mailing list >>>>> games_access at igda.org >>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>> _______________________________________________ >>>>> games_access mailing list >>>>> games_access at igda.org >>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>> >>>>> >>>>> _______________________________________________ >>>>> 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.eelke.com >>>> >>>> ---------------------------------------------------------------------------- >>>> _______________________________________________ >>>> games_access mailing list >>>> games_access at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >>> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From thomas at pininteractive.com Mon Jun 16 17:22:39 2008 From: thomas at pininteractive.com (Thomas Westin) Date: Mon, 16 Jun 2008 23:22:39 +0200 Subject: [games_access] language thread, was The Human Controller In-Reply-To: <00b601c8cf86$d8cb7980$9901a8c0@oneswitch> References: <3dd2060e0806051450y2c1490c0t8665a61b149682ad@mail.gmail.com><3dd2060e0806101329u4dd004d9t6eca22c69150eade@mail.gmail.com><002001c8cb4b$55cea190$0601000a@Galatea><061e01c8cb90$011917d0$9901a8c0@oneswitch><002801c8cbdb$d12be3d0$0601000a@Galatea><011a01c8cbe4$798d3b20$9901a8c0@oneswitch><1A4F26BE-9216-4FCC-B6C0-E6F0CD82C231@pininteractive.com><836db6300806130939j6382da87m72122b459f0d94fd@mail.gmail.com><01cb01c8cdf4$f90de1d0$9901a8c0@oneswitch><0EBEA8CA-2619-4E52-BA41-938B74527D62@pininteractive.com> <00b601c8cf86$d8cb7980$9901a8c0@oneswitch> Message-ID: Hi, hey, Depeche Mode, now I got into nostalgic mode :) Thanks for the links. I talked to Stig Becker who is Head of the International Secretariat at SIAT (http://www.hi.se/templates/Page____132.aspx ) who agreed that the Handicap term is dated. He recommended the UN site for definitions. When googling I recalled the Convention on the Rights of Persons with Disabilities, where the term handicap is not even mentioned http://www.un.org/disabilities/default.asp?navid=12&pid=150 but at another page, the WHO definition is present: http://www.un.org/esa/socdev/enable/diswpa01.htm I also read at Wikipeda about accessibility, a good page, which describes it as medical versus social contexts http://en.wikipedia.org/wiki/Accessibility OK, anyways, lucky me that I haven't used the handicap terminology in my thesis, except for in the definition of terms part. So I'll just insert a short description of this different definitions. Good to have this sorted out, I thought I had it all worked out with the WHO definition. /Thomas On 16 jun 2008, at 09.59, Barrie Ellis wrote: > No problem, Thomas... > > A pretty exhaustive forum post here on handicapped/disabled: > > http://www.bbc.co.uk/dna/mbouch/F2322273?thread=3651003&skip=0&show=20 > > And some evidence against the definition as being linked to "cap in > hand" begging. > > http://www.snopes.com/language/offense/handicap.asp > > Best to refer to people as people I guess (cue Depeche Mode: http://www.youtube.com/watch?v=pNaZDVHmums > and a big grin)... > > Barrie > www.OneSwitch.org.uk > > > > > ----- Original Message ----- From: "Thomas Westin" > > To: "IGDA Games Accessibility SIG Mailing List" > > Sent: Sunday, June 15, 2008 7:24 PM > Subject: Re: [games_access] language thread, was The Human Controller > > >> is there some article / web pag ge that describes this problem >> with the Handicap terminology? >> >> would be great to have as reference >> >> /thomas >> >> On 14 jun 2008, at 21.23, Reid Kimball wrote: >> >>> I agree with Barrie and I'd like to expand the idea of "right to >>> fun" >>> to something bigger. The right to fun is one part of a larger >>> right to >>> participate in society. As games become more culturally relevant >>> to a >>> society, they will help us examine and participate in the shaping of >>> who we are as people. If we neglect to include everyone in this >>> examination and participation, we won't become the kind of society >>> we >>> ought to become. >>> >>> -Reid >>> >>> On Sat, Jun 14, 2008 at 1:02 AM, Barrie Ellis >>> wrote: >>>> Again - I would say that in the UK - the word Handicap is now >>>> generally tied >>>> up with a lot of negative baggage. Many believe (wrongly or >>>> rightly) that >>>> it's linked to "cap in hand" begging - others consider it an >>>> inherently >>>> negative word anyway. As Reid said - if you remove the barriers >>>> from a >>>> "disabled person" - in context - you'll just describe them as a >>>> person... >>>> That's what we're aiming at - smashing the barriers. >>>> >>>> Also - the W.H.O. is a medical based organisation. Accessible >>>> gaming to me >>>> will always be about social rights - and not about medical >>>> conditions. A >>>> gamer has these abilities - so how can they play game X,Y,Z? Am I >>>> repeating >>>> myself?! (I'll shut up after this for a bit I promise): The >>>> right to fun. >>>> >>>> Barrie >>>> www.OneSwitch.org.uk >>>> >>>> >>>> ----- Original Message ----- From: "Eelke Folmer" >>> > >>>> To: "IGDA Games Accessibility SIG Mailing List" >>> > >>>> Sent: Friday, June 13, 2008 5:39 PM >>>> Subject: Re: [games_access] language thread, was The Human >>>> Controller >>>> >>>> >>>>> Hi Thomas, >>>>> >>>>> I never really thought about the difference but your taxonomy >>>>> seems >>>>> intuitive and straightforward. >>>>> >>>>> Cheers Eelke >>>>> >>>>> >>>>> On 12/06/2008, Thomas Westin wrote: >>>>>> >>>>>> Hi, >>>>>> >>>>>> The World Health Organization has a definition which makes a >>>>>> difference >>>>>> between disability and handicap, where disability is related to >>>>>> the >>>>>> individual, while handicap is related to the environment. In >>>>>> other words, >>>>>> if >>>>>> you're in a wheel chair, you are handicapped in a building >>>>>> with high >>>>>> thresholds. By removing the thresholds (read: making it >>>>>> accessible) you >>>>>> remove the handicap, but you are still disabled. >>>>>> >>>>>> I think that is a good distinction >>>>>> >>>>>> Kind regards >>>>>> Thomas >>>>>> >>>>>> >>>>>> On 11 jun 2008, at 18.59, Barrie Ellis wrote: >>>>>> >>>>>> Language is a contentious issue and I respect that you have a >>>>>> different >>>>>> opinion, Matthias. I just personally feel that certain phrases >>>>>> don't >>>>>> particularly tie up with disability rights - which is what the >>>>>> Game >>>>>> Accessibility movement is all about to my mind. I still feel >>>>>> that you are >>>>>> approaching this field from a Medical standpoint - rather that >>>>>> a Social >>>>>> rights stand point. >>>>>> >>>>>> Barrie >>>>>> www.OneSwitch.org.uk >>>>>> >>>>>> >>>>>> >>>>>> ----- Original Message ----- >>>>>> From: Matthias Troup >>>>>> To: IGDA Games Accessibility SIG Mailing List >>>>>> Sent: Wednesday, June 11, 2008 5:28 PM >>>>>> Subject: Re: [games_access] language thread, was The Human >>>>>> Controller >>>>>> >>>>>> Kestrel, Perhaps I (and others) read it as this: If these are >>>>>> people >>>>>> without disabilities in the offensive sense... who aren't >>>>>> suffering in >>>>>> their >>>>>> environment... what would they need help with, and why would >>>>>> anyone be >>>>>> helping? I think Eitans choice of words is fine since his >>>>>> cause was a >>>>>> constructive effort for accessibility. At least, I feel hints >>>>>> of emotion >>>>>> help make any thesis a little less dry. >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>>> From: kestrell at panix.com >>>>>>> To: games_access at igda.org >>>>>>> Date: Wed, 11 Jun 2008 11:57:14 -0400 >>>>>>> Subject: [games_access] language thread, was The Human >>>>>>> Controller >>>>>>> >>>>>>> Regarding appropriate language, I'm not sure I see where you are >>>>>> disagreeing >>>>>>> with my original post. I used the word "disability," and the >>>>>>> site you >>>>>> linked >>>>>>> to, which the wonderful BBC online disability magazine, >>>>>>> Ouch!, also > >>>>>>> uses >>>>>> the >>>>>>> word "disability." I totally agree with the list provided in >>>>>>> the > >>>>>>> article >>>>>> as >>>>>>> being offensive words, including the word "special." >>>>>>> >>>>>>> Granted the fifth day of ninety degree weather here in Boston >>>>>>> is > >>>>>>> melting >>>>>> my >>>>>>> brain, but what did I miss? >>>>>>> >>>>>>> Kes >>>>>>> >>>>>>> ----- Original Message ----- >>>>>>> From: "Barrie Ellis" >>>>>>> To: "IGDA Games Accessibility SIG Mailing List" >>>>>> > >>>>>>> Sent: Wednesday, June 11, 2008 2:54 AM >>>>>>> Subject: Re: [games_access] The Human Controller >>>>>>> >>>>>>> >>>>>>>> Hi Eitan, >>>>>>>> >>>>>>>> I actually disagree with Kestrell's "people first stand >>>>>>>> point" with >>>>>>>> "people with disabilities" (although I did used to use it >>>>>>>> myself). > >>>>>>>>> I've >>>>>>>> long since prefered "disabled people" linking to people being >>>>>>>> > > >>>>>>>> disabled >>>>>> by >>>>>>>> society / the inaccessibility of their environment. >>>>>>>> >>>>>>>> Take a look through this item: >>>>>>>> http://news.bbc.co.uk/1/hi/magazine/3708576.stm. >>>>>>>> Plus this on the Social Model and Medical Model of diability: >>>>>>>> >>>>>> http://inclusion.uwe.ac.uk/inclusionweek/articles/socmod.htm >>>>>>>> >>>>>>>> Barrie >>>>>>>> www.OneSwitch.org.uk >>>>>>>> >>>>>>>> >>>>>>>> >>>>>>>> >>>>>>>> >>>>>>>> >>>>>>>> >>>>>>>> >>>>>>>> ----- Original Message ----- >>>>>>>> From: "Kestrell" >>>>>>>> To: "IGDA Games Accessibility SIG Mailing List" > > >>>>>>>> >>>>>>>> Sent: Tuesday, June 10, 2008 11:42 PM >>>>>>>> Subject: Re: [games_access] The Human Controller >>>>>>>> >>>>>>>> >>>>>>>>> Eitan, >>>>>>>>> >>>>>>>>> I seem to have missed your original post in which you >>>>>>>>> posted the > >>>>>>>>>>> link, >>>>>>>>> but here are some thoughts on language and disability: >>>>>>>>> >>>>>>>>> Certain words and phrases tend to really be button words, >>>>>>>>> as in they >>>>>> will >>>>>>>>> typically hit many readers' buttons, and the phrase >>>>>>>>> "suffering from" >>>>>>>>>>>> is >>>>>>>>> definitely one of those phrases. Often the phrase can be >>>>>>>>> deleted >>>>>>>>> altogether, leaving the phrase "people with disabilities" or >>>>>>>>> "people >>>>>> with >>>>>>>>> visual impairments" or "visually-impaired gamers," etc. The >>>>>>>>> informal >>>>>> rule >>>>>>>>> is that the individuals you are discussing are "people >>>>>>>>> first," as >>>>>>>>> mentioned in this online article >>>>>>>>> http://iod.unh.edu/press.html >>>>>>>>> >>>>>>>>> and here is a link which includes links to writing about >>>>>>>>> disability, >>>>>>>>> language to use in interviewing people with disabilities, >>>>>>>>> and more >>>>>>>>> resources >>>>>>>>> http://ncdj.org/links.html >>>>>>>>> >>>>>>>>> Kes >>>>>>>>> >>>>>>>>> ---- Original Message ----- >>>>>>>>> From: "Eitan Glinert" >>>>>>>>> To: "IGDA Games Accessibility SIG Mailing List" > >> >>>>>>>>> >>>>>>>>> Sent: Tuesday, June 10, 2008 4:29 PM >>>>>>>>> Subject: Re: [games_access] The Human Controller >>>>>>>>> >>>>>>>>> >>>>>>>>>> Wow, awesome! Thanks for the feedback, I think you are the >>>>>>>>>> only > >>>>>>>>>>>>> person >>>>>>>>>> outside of MIT to have actually read this. Comments below. >>>>>>>>>> Eitan >>>>>>>>>> >>>>>>>>>> On Mon, Jun 9, 2008 at 6:48 PM, Barrie Ellis >>>>>>>>>> wrote: >>>>>>>>>>> Hi Eitan, >>>>>>>>>>> >>>>>>>>>>> I've read through your thesis "The Human Controller"... >>>>>>>>>>> >>>>>>>>>>> Had these thoughts... >>>>>>>>>>> >>>>>>>>>>> Didn't like some of the language used. "Suffering from - >>>>>>>>>>> impaired >>>>>>>>>>> people - >>>>>>>>>>> handicapped". All pretty crusty old terms with negative > >>>>>>>>>>> >>>> >>>>>>>>>>> connotations. >>>>>>>>>> >>>>>>>>>>>>> EG: Point taken. Any suggestions for better terms?<<< >>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> Not sure about the controller analysis in Chapter 1 - >>>>>>>>>>> there's been >>>>>>>>>>> Driving >>>>>>>>>>> controllers and light guns since the 70's for many games > >>>>>>>>>>> >>>> >>>>>>>>>>> consoles - >>>>>>>>>>> which >>>>>>>>>>> are fairly natural feeling interfaces and have been >>>>>>>>>>> popular in the >>>>>>>>>>> past. >>>>>>>>>>> >>>>>>>>>> >>>>>>>>>>>>> EG: I guess in chapter one I'm trying to draw general >>>>>>>>>>>>> strokes > >>>>>>>>>>>>>>>>>>> about >>>>>>>>>>>>> UIs, saying that they generally weren't adopted by a >>>>>>>>>>>>> mainstream >>>>>>>>>>>>> audience. Perhaps I should make this more explicit, >>>>>>>>>>>>> though<<< >>>>>>>>>> >>>>>>>>>>> "Even if it is possible to remap controls it is not always > >>>>>>>>>>> >>>> >>>>>>>>>>> advisable >>>>>> to >>>>>>>>>>> do >>>>>>>>>>> so. Frequently part of the fun of a game is the interface, >>>>>>>>>>> and >>>>>> changing >>>>>>>>>>> it >>>>>>>>>>> without forethought is potentially detrimental. In the >>>>>>>>>>> pervious >>>>>> example >>>>>>>>>>> of >>>>>>>>>>> Wii Sports tennis part of the fun is actually swinging the > >>>>>>>>>>> >>>> >>>>>>>>>>> controller >>>>>>>>>>> as if >>>>>>>>>>> it were a racket. If this functionality were changed to >>>>>>>>>>> pressing a >>>>>>>>>>> button >>>>>>>>>>> then much of the game's charm and fun would be lost.". >>>>>>>>>>> I'm not > >>>>>>>>>>>>>>> happy >>>>>>>>>>> with >>>>>>>>>>> this statement personally - I'd like to see multiple- >>>>>>>>>>> layers of >>>>>>>>>>> accessibility >>>>>>>>>>> (much like Dimitris "Parallel Universes" theory). Why >>>>>>>>>>> can't a four >>>>>>>>>>> player >>>>>>>>>>> game of Wii Sports allow player 1 to use the Wii-remote - >>>>>>>>>>> player 2 >>>>>>>>>>>>>>>> to >>>>>>>>>>> use a >>>>>>>>>>> standard JoyPad - player 3 to use a single button and >>>>>>>>>>> player 4 to >>>>>>>>>>>>>>>> use >>>>>>>>>>> an >>>>>>>>>>> adapted Wii-remote with blue-tooth stereo head-set to relay >>>>>>>>>>> personalised >>>>>>>>>>> timing sounds (think of live singers having a click track >>>>>>>>>>> that > >>>>>>>>>>>>>>> only >>>>>>>>>>> they can >>>>>>>>>>> hear) in an ideal world? You mention this type of thing >>>>>>>>>>> later as > >>>>>>>>>>>>>>> if >>>>>>>>>>> it's a >>>>>>>>>>> good thing - so I find this early statement a bit overly >>>>>>>>>>> negative. >>>>>>>>>>> >>>>>>>>>> >>>>>>>>>>>>> EG: I agree with what you say, which is why I discuss >>>>>>>>>>>>> such themes >>>>>>>>>>>>>>>>>>>> in >>>>>>>>>>>>> chapter 2. I guess the reason I have that negative >>>>>>>>>>>>> statement > >>>>>>>>>>>>>>>>>>> early >>>>>> on >>>>>>>>>>>>> is because I wanted to acknowledge the tradeoff early >>>>>>>>>>>>> on, even >>>>>> before >>>>>>>>>>>>> I get to the sections on tradeoffs. I also wanted to >>>>>>>>>>>>> make it > >>>>>>>>>>>>>>>>>>> clear >>>>>>>>>>>>> that I don't feel accessibility is a magic bullet, even >>>>>>>>>>>>> if it is >>>>>>>>>>>>> almost always applicable.<<< >>>>>>>>>> >>>>>>>>>>> "Games have evolved tremendously over the past few >>>>>>>>>>> decades, as >>>>>>>>>>> advancements >>>>>>>>>>> in technology have led to amazingly realistic and engaging > >>>>>>>>>>> >>>> >>>>>>>>>>> offerings, >>>>>>>>>>> while >>>>>>>>>>> shifts in player demographics indicate the widespread >>>>>>>>>>> popularity > >>>>>>>>>>>>>>> of >>>>>>>>>>> video >>>>>>>>>>> games. Despite these changes many different disabled >>>>>>>>>>> groups are > >>>>>>>>>>>>>>> still >>>>>>>>>>> unable >>>>>>>>>>> to play most titles due to inaccessible UIs.." - Would >>>>>>>>>>> argue that >>>>>> too. >>>>>>>>>>> I'd >>>>>>>>>>> agree that most Blind gamers would be in that boat (those >>>>>>>>>>> with > >>>>>>>>>>>>>>> very >>>>>>>>>>> little >>>>>>>>>>> usable sight) - but a better statement might have been "many >>>>>> different >>>>>>>>>>> disabled groups are faced with deeply frustrating >>>>>>>>>>> barriers with > >>>>>>>>>>>>>>> many >>>>>>>>>>> main-stream games". I know Deaf gamers might struggle at >>>>>>>>>>> certain >>>>>> points >>>>>>>>>>> of >>>>>>>>>>> certain games - and gamers using a single button >>>>>>>>>>> frequently have > >>>>>>>>>>>>>>> to >>>>>>>>>>> rely >>>>>>>>>>> upon a friend/helper to take on extra controls and so on >>>>>>>>>>> - but > >>>>>>>>>>>>>>> they >>>>>> can >>>>>>>>>>> still play. >>>>>>>>>>> >>>>>>>>>> >>>>>>>>>>>>> EG: Good suggestion, thanks! I might make a change to >>>>>>>>>>>>> the > >>>>>>>>>>>>>>>>>>> argument >>>>>> on >>>>>>>>>>>>> the online version.<<< >>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> Chaper 2 >>>>>>>>>>> >>>>>>>>>>> "Game controls should be as simple as possible, but no >>>>>>>>>>> simpler." - >>>>>> Not >>>>>>>>>>> really sure what you're saying here. >>>>>>>>>>> >>>>>>>>>> >>>>>>>>>>>>> EG: Simplicity is good, but you don't want to go >>>>>>>>>>>>> overboard. You >>>>>> don't >>>>>>>>>>>>> want to cut out critical game elements or features in >>>>>>>>>>>>> the name of >>>>>>>>>>>>>>>>>>>> a >>>>>>>>>>>>> "cleaner" UI. Maybe that's not clear? <<< >>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> 2.5 "a rhythm title like Guitar Hero which focuses on >>>>>>>>>>> music will > >>>>>>>>>>>>>>> not >>>>>>>>>>> work >>>>>>>>>>> for the hearing impaired, and it is probably not possible >>>>>>>>>>> to make >>>>>>>>>>>>>>>> an >>>>>>>>>>> accessible version." - I don't agree with this. Deaf >>>>>>>>>>> gamers as a >>>>>> whole >>>>>>>>>>> covers a very broad range of hearing ability. There will >>>>>>>>>>> be many > >>>>>>>>>>>>>>> deaf >>>>>>>>>>> gamers >>>>>>>>>>> perfectly able to play Guitar Hero. Even those unable to >>>>>>>>>>> hear at > >>>>>>>>>>>>>>> all >>>>>>>>>>> might >>>>>>>>>>> enjoy such a game - did you see Deaf Gamers 8.5/10 review >>>>>>>>>>> score: >>>>>>>>>>> http://www.deafgamers.com/07reviews_a/gh3_x360.html >>>>>>>>>>> >>>>>>>>>> >>>>>>>>>>>>> EG: Wow, I flubbed this one. I'm going to have to change >>>>>>>>>>>>> the >>>>>> language >>>>>>>>>>>>> on this. Good catch, thanks!<<< >>>>>>>>>> >>>>>>>>>>> But aside from this, I frequently found myself in full >>>>>>>>>>> agreement > >>>>>>>>>>>>>>> with >>>>>>>>>>> the >>>>>>>>>>> majority of your thesis - and did enjoy reading it. >>>>>>>>>>> Thanks for > >>>>>>>>>>>>>>> making >>>>>>>>>>> it >>>>>>>>>>> publicly available. >>>>>>>>>>> >>>>>>>>>> >>>>>>>>>>>>> Great, thanks so much!<<< >>>>>>>>>> >>>>>>>>>>> Barrie >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> ----- Original Message ----- From: "Eitan Glinert" > >>>> >>>>>>>>>>> >>>>>>>>>>> To: "IGDA Games Accessibility SIG Mailing List" >>>>>> >>>>>>>>>>> Sent: Thursday, June 05, 2008 10:50 PM >>>>>>>>>>> Subject: [games_access] The Human Controller >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>>> Good news, everyone! In a surprise twist, I'm graduating! >>>>>>>>>>>> I know >>>>>>>>>>>>>>>>>> a >>>>>> lot >>>>>>>>>>>> of you are interested in my thesis, so you can check it >>>>>>>>>>>> out at >>>>>>>>>>>> web.mit.edu/glinert/www/thesis . I'm happy to answer >>>>>>>>>>>> questions > >>>>>>>>>>>>>>>>> about >>>>>>>>>>>> it, and I welcome feedback (both positive and negative). >>>>>>>>>>>> Special >>>>>>>>>>>> thanks to Dimitris, Eelke, Michelle, and Reid for all >>>>>>>>>>>> their help >>>>>>>>>>>> answering my questions over the months. >>>>>>>>>>>> >>>>>>>>>>>> In case you're not sure whether it is worth reading, >>>>>>>>>>>> here's some >>>>>> more >>>>>>>>>>>> info: >>>>>>>>>>>> >>>>>>>>>>>> TITLE: The Human Controller: Usability and Accessibility >>>>>>>>>>>> in Video >>>>>> Game >>>>>>>>>>>> Interfaces >>>>>>>>>>>> >>>>>>>>>>>> ABSTRACT: >>>>>>>>>>>> Despite the advances in user interfaces and the new >>>>>>>>>>>> gaming > >>>>>>>>>>>>>>>>> genres, >>>>>> not >>>>>>>>>>>> all people can play all games - disabled people are >>>>>>>>>>>> frequently >>>>>>>>>>>> excluded from game play experiences. On the one hand >>>>>>>>>>>> this adds to >>>>>> the >>>>>>>>>>>> list of discriminations disabled people face in our >>>>>>>>>>>> society, > >>>>>>>>>>>>>>>>> while >>>>>> on >>>>>>>>>>>> the other hand actively including them potentially >>>>>>>>>>>> results in > >>>>>>>>>>>>>>>>> games >>>>>>>>>>>> that are better for everyone. The largest hurdle to >>>>>>>>>>>> involvement > >>>>>>>>>>>>>>>>> is >>>>>> the >>>>>>>>>>>> user interface, or how a player interacts with the game. > >>>>>>>>>>>> >>>>> >>>>>>>>>>>> Analyzing >>>>>>>>>>>> usability and adhering to accessibility design >>>>>>>>>>>> principles makes > >>>>>>>>>>>>>>>>> it >>>>>>>>>>>> both possible and practical to develop fun and engaging >>>>>>>>>>>> game user >>>>>>>>>>>> interfaces that a broader range of the population can >>>>>>>>>>>> play. To >>>>>>>>>>>> demonstrate these principles we created AudiOdyssey, a PC >>>>>>>>>>>> rhythm >>>>>> game >>>>>>>>>>>> that is accessible to both sighted and non-sighted >>>>>>>>>>>> audiences. By >>>>>>>>>>>> following accessibility guidelines we incorporated a novel >>>>>> combination >>>>>>>>>>>> of features resulting in a similar play experience for >>>>>>>>>>>> both > >>>>>>>>>>>>>>>>> groups. >>>>>>>>>>>> Testing AudiOdyssey yielded useful insights into which >>>>>>>>>>>> interface >>>>>>>>>>>> elements work and which don't work for all users. Finally >>>>>>>>>>>> a case >>>>>>>>>>>>>>>>>> is >>>>>>>>>>>> made for considering accessibility when designing future >>>>>>>>>>>> versions >>>>>>>>>>>>>>>>>> of >>>>>>>>>>>> gaming user interfaces, and speculative scenarios are >>>>>>>>>>>> presented > >>>>>>>>>>>>>>>>> for >>>>>>>>>>>> what such interfaces might look like. >>>>>>>>>>>> >>>>>>>>>>>> Eitan >>>>>>>>>>>> _______________________________________________ >>>>>>>>>>>> games_access mailing list >>>>>>>>>>>> games_access at igda.org >>>>>>>>>>>> >>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> _______________________________________________ >>>>>>>>>>> games_access mailing list >>>>>>>>>>> games_access at igda.org >>>>>>>>>>> >>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>>>>>> >>>>>>>>>> _______________________________________________ >>>>>>>>>> games_access mailing list >>>>>>>>>> games_access at igda.org >>>>>>>>>> >>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>>>> >>>>>>>>> _______________________________________________ >>>>>>>>> games_access mailing list >>>>>>>>> games_access at igda.org >>>>>>>>> >>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>>> >>>>>>>> >>>>>>>> _______________________________________________ >>>>>>>> games_access mailing list >>>>>>>> games_access at igda.org >>>>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>>> >>>>>>> _______________________________________________ >>>>>>> games_access mailing list >>>>>>> games_access at igda.org >>>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>> >>>>>> ________________________________ >>>>>> Search that pays you back! Introducing Live Search cashback. >>>>>> Search Now! >>>>>> >>>>>> ________________________________ >>>>>> >>>>>> >>>>>> _______________________________________________ >>>>>> games_access mailing list >>>>>> games_access at igda.org >>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>> _______________________________________________ >>>>>> games_access mailing list >>>>>> games_access at igda.org >>>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>>>> >>>>>> >>>>>> _______________________________________________ >>>>>> 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.eelke.com >>>>> >>>>> ---------------------------------------------------------------------------- >>>>> _______________________________________________ >>>>> games_access mailing list >>>>> games_access at igda.org >>>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>> >>>> _______________________________________________ >>>> games_access mailing list >>>> games_access at igda.org >>>> http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From foreversublime at hotmail.com Mon Jun 16 19:01:04 2008 From: foreversublime at hotmail.com (Matthias Troup) Date: Mon, 16 Jun 2008 19:01:04 -0400 Subject: [games_access] language thread, was The Human Controller In-Reply-To: References: <3dd2060e0806051450y2c1490c0t8665a61b149682ad@mail.gmail.com><3dd2060e0806101329u4dd004d9t6eca22c69150eade@mail.gmail.com><002001c8cb4b$55cea190$0601000a@Galatea><061e01c8cb90$011917d0$9901a8c0@oneswitch><002801c8cbdb$d12be3d0$0601000a@Galatea><011a01c8cbe4$798d3b20$9901a8c0@oneswitch><1A4F26BE-9216-4FCC-B6C0-E6F0CD82C231@pininteractive.com><836db6300806130939j6382da87m72122b459f0d94fd@mail.gmail.com><01cb01c8cdf4$f90de1d0$9901a8c0@oneswitch><0EBEA8CA-2619-4E52-BA41-938B74527D62@pininteractive.com> <00b601c8cf86$d8cb7980$9901a8c0@oneswitch> Message-ID: >From the wiki: "Most existing and new housing, even in the wealthiest nations, lack basic accessibility features unless the designated, immediate occupant of a home currently has a disability. However, there are some initiatives to change typical residential practices so that new homes incorporate basic access features such as zero-step entries and door widths adequate for wheelchairs to pass through." I feel I'm in disagreement with what the wiki is illustrating of the current progression of accessibility. I don't see the good in forced compliance of accessibility (whether I'm designing a building or videogame), and in fairness I'm standoffish when it comes to goverments telling people what to do when it comes to "unique" situations. Part of this is that I see how irrelevant the vocabulary of the initiatives is. "Wheelchair sized" anything is asking for a disruptive product to come in a change the world. I can only imagine how different things will be when products like Asimo are made practical. Will it evolve into a robot companion? How about a robotic set of legs? Then what good was changing an architect's design to fit a small portion of the public for something "wheelchair sized"? I'm being skiddish about the topic, but there is at least one very positive takeaways thus far. 1) There is plenty of room for growth in the accessible industry for new products to help assist people. There are private companies making such disruptive inventions - Nuance Communications in Boston - and they are filling in the blanks in areas where accessible initiatives can't make full strides, at the cost of the user that needs them. To me, I believe the individual should be responsible for purchasing products that make their life accessible. I drove my Thai friend's car yesterday and my head was nudging the roof. I'm 6'0" - 6'1" on a very good day. Granted, there's the possibility of a serious safety issue here, but also a usability issue. Now, if I were looking to buy a car I wouldn't buy that one. I wouldn't lobby for the car company to change their design, and I especially wouldn't lobby short people to pay for the redesign - and I have a real hard time believing building owners have to pay out-of-pocket to make their businesses and homes more accessible... stick with me. Read below. After my second (completely logical - ha!) tyrade, I see a second silver lining. 2) There's plenty of room for progressive initiatives - especially revising the ones we already have (already on the books = lower entry point). Please read the following link: http://www.nfib.com/object/IO_33417.html If the ADA tax break guidelines don't already extend to game companies making their products more accessible what can be done to reform the guidelines? We've had mixed responses in the few opportunities there have been to get developers to add accessible features in their games but if we used the two most powerful words in the english language I believe we could get a much more enthusiastic reponse. "Tax Deductable" > From: thomas at pininteractive.com> To: games_access at igda.org> Date: Mon, 16 Jun 2008 23:22:39 +0200> Subject: Re: [games_access] language thread, was The Human Controller> > Hi,> > hey, Depeche Mode, now I got into nostalgic mode :)> > Thanks for the links. I talked to Stig Becker who is Head of the > International Secretariat at SIAT (http://www.hi.se/templates/Page____132.aspx > ) who agreed that the Handicap term is dated. He recommended the UN > site for definitions.> > When googling I recalled the Convention on the Rights of Persons with > Disabilities, where the term handicap is not even mentioned> http://www.un.org/disabilities/default.asp?navid=12&pid=150> > but at another page, the WHO definition is present:> http://www.un.org/esa/socdev/enable/diswpa01.htm> > I also read at Wikipeda about accessibility, a good page, which > describes it as medical versus social contexts> http://en.wikipedia.org/wiki/Accessibility> > OK, anyways, lucky me that I haven't used the handicap terminology in > my thesis, except for in the definition of terms part. So I'll just > insert a short description of this different definitions. Good to have > this sorted out, I thought I had it all worked out with the WHO > definition.> > /Thomas> > On 16 jun 2008, at 09.59, Barrie Ellis wrote:> > > No problem, Thomas...> >> > A pretty exhaustive forum post here on handicapped/disabled:> >> > http://www.bbc.co.uk/dna/mbouch/F2322273?thread=3651003&skip=0&show=20> >> > And some evidence against the definition as being linked to "cap in > > hand" begging.> >> > http://www.snopes.com/language/offense/handicap.asp> >> > Best to refer to people as people I guess (cue Depeche Mode: http://www.youtube.com/watch?v=pNaZDVHmums > > and a big grin)...> >> > Barrie> > www.OneSwitch.org.uk> >> >> >> >> > ----- Original Message ----- From: "Thomas Westin" > >> > To: "IGDA Games Accessibility SIG Mailing List" > > > > Sent: Sunday, June 15, 2008 7:24 PM> > Subject: Re: [games_access] language thread, was The Human Controller> >> >> >> is there some article / web pag ge that describes this problem > >> with the Handicap terminology?> >>> >> would be great to have as reference> >>> >> /thomas> >>> >> On 14 jun 2008, at 21.23, Reid Kimball wrote:> >>> >>> I agree with Barrie and I'd like to expand the idea of "right to > >>> fun"> >>> to something bigger. The right to fun is one part of a larger > >>> right to> >>> participate in society. As games become more culturally relevant > >>> to a> >>> society, they will help us examine and participate in the shaping of> >>> who we are as people. If we neglect to include everyone in this> >>> examination and participation, we won't become the kind of society > >>> we> >>> ought to become.> >>>> >>> -Reid> >>>> >>> On Sat, Jun 14, 2008 at 1:02 AM, Barrie Ellis> >>> wrote:> >>>> Again - I would say that in the UK - the word Handicap is now > >>>> generally tied> >>>> up with a lot of negative baggage. Many believe (wrongly or > >>>> rightly) that> >>>> it's linked to "cap in hand" begging - others consider it an > >>>> inherently> >>>> negative word anyway. As Reid said - if you remove the barriers > >>>> from a> >>>> "disabled person" - in context - you'll just describe them as a > >>>> person...> >>>> That's what we're aiming at - smashing the barriers.> >>>>> >>>> Also - the W.H.O. is a medical based organisation. Accessible > >>>> gaming to me> >>>> will always be about social rights - and not about medical > >>>> conditions. A> >>>> gamer has these abilities - so how can they play game X,Y,Z? Am I > >>>> repeating> >>>> myself?! (I'll shut up after this for a bit I promise): The > >>>> right to fun.> >>>>> >>>> Barrie> >>>> www.OneSwitch.org.uk> >>>>> >>>>> >>>> ----- Original Message ----- From: "Eelke Folmer" >>>> >> >>>> To: "IGDA Games Accessibility SIG Mailing List" >>>> >> >>>> Sent: Friday, June 13, 2008 5:39 PM> >>>> Subject: Re: [games_access] language thread, was The Human > >>>> Controller> >>>>> >>>>> >>>>> Hi Thomas,> >>>>>> >>>>> I never really thought about the difference but your taxonomy > >>>>> seems> >>>>> intuitive and straightforward.> >>>>>> >>>>> Cheers Eelke> >>>>>> >>>>>> >>>>> On 12/06/2008, Thomas Westin wrote:> >>>>>>> >>>>>> Hi,> >>>>>>> >>>>>> The World Health Organization has a definition which makes a > >>>>>> difference> >>>>>> between disability and handicap, where disability is related to > >>>>>> the> >>>>>> individual, while handicap is related to the environment. In > >>>>>> other words,> >>>>>> if> >>>>>> you're in a wheel chair, you are handicapped in a building > >>>>>> with high> >>>>>> thresholds. By removing the thresholds (read: making it > >>>>>> accessible) you> >>>>>> remove the handicap, but you are still disabled.> >>>>>>> >>>>>> I think that is a good distinction> >>>>>>> >>>>>> Kind regards> >>>>>> Thomas> >>>>>>> >>>>>>> >>>>>> On 11 jun 2008, at 18.59, Barrie Ellis wrote:> >>>>>>> >>>>>> Language is a contentious issue and I respect that you have a > >>>>>> different> >>>>>> opinion, Matthias. I just personally feel that certain phrases > >>>>>> don't> >>>>>> particularly tie up with disability rights - which is what the > >>>>>> Game> >>>>>> Accessibility movement is all about to my mind. I still feel > >>>>>> that you are> >>>>>> approaching this field from a Medical standpoint - rather that > >>>>>> a Social> >>>>>> rights stand point.> >>>>>>> >>>>>> Barrie> >>>>>> www.OneSwitch.org.uk> >>>>>>> >>>>>>> >>>>>>> >>>>>> ----- Original Message -----> >>>>>> From: Matthias Troup> >>>>>> To: IGDA Games Accessibility SIG Mailing List> >>>>>> Sent: Wednesday, June 11, 2008 5:28 PM> >>>>>> Subject: Re: [games_access] language thread, was The Human > >>>>>> Controller> >>>>>>> >>>>>> Kestrel, Perhaps I (and others) read it as this: If these are > >>>>>> people> >>>>>> without disabilities in the offensive sense... who aren't > >>>>>> suffering in> >>>>>> their> >>>>>> environment... what would they need help with, and why would > >>>>>> anyone be> >>>>>> helping? I think Eitans choice of words is fine since his > >>>>>> cause was a> >>>>>> constructive effort for accessibility. At least, I feel hints > >>>>>> of emotion> >>>>>> help make any thesis a little less dry.> >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> From: kestrell at panix.com> >>>>>>> To: games_access at igda.org> >>>>>>> Date: Wed, 11 Jun 2008 11:57:14 -0400> >>>>>>> Subject: [games_access] language thread, was The Human > >>>>>>> Controller> >>>>>>>> >>>>>>> Regarding appropriate language, I'm not sure I see where you are> >>>>>> disagreeing> >>>>>>> with my original post. I used the word "disability," and the > >>>>>>> site you> >>>>>> linked> >>>>>>> to, which the wonderful BBC online disability magazine, > >>>>>>> Ouch!, also >> >>>>>>> uses> >>>>>> the> >>>>>>> word "disability." I totally agree with the list provided in > >>>>>>> the >> >>>>>>> article> >>>>>> as> >>>>>>> being offensive words, including the word "special."> >>>>>>>> >>>>>>> Granted the fifth day of ninety degree weather here in Boston > >>>>>>> is >> >>>>>>> melting> >>>>>> my> >>>>>>> brain, but what did I miss?> >>>>>>>> >>>>>>> Kes> >>>>>>>> >>>>>>> ----- Original Message -----> >>>>>>> From: "Barrie Ellis" > >>>>>>> To: "IGDA Games Accessibility SIG Mailing List" >>>>>>> >> >>>>>>> Sent: Wednesday, June 11, 2008 2:54 AM> >>>>>>> Subject: Re: [games_access] The Human Controller> >>>>>>>> >>>>>>>> >>>>>>>> Hi Eitan,> >>>>>>>>> >>>>>>>> I actually disagree with Kestrell's "people first stand > >>>>>>>> point" with> >>>>>>>> "people with disabilities" (although I did used to use it > >>>>>>>> myself). >> >>>>>>>>> I've> >>>>>>>> long since prefered "disabled people" linking to people being > >>>>>>>> > >> >>>>>>>> disabled> >>>>>> by> >>>>>>>> society / the inaccessibility of their environment.> >>>>>>>>> >>>>>>>> Take a look through this item:> >>>>>>>> http://news.bbc.co.uk/1/hi/magazine/3708576.stm.> >>>>>>>> Plus this on the Social Model and Medical Model of diability:> >>>>>>>>> >>>>>> http://inclusion.uwe.ac.uk/inclusionweek/articles/socmod.htm> >>>>>>>>> >>>>>>>> Barrie> >>>>>>>> www.OneSwitch.org.uk> >>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>> ----- Original Message -----> >>>>>>>> From: "Kestrell" > >>>>>>>> To: "IGDA Games Accessibility SIG Mailing List" > >> >>>>>>>> > >>>>>>>> Sent: Tuesday, June 10, 2008 11:42 PM> >>>>>>>> Subject: Re: [games_access] The Human Controller> >>>>>>>>> >>>>>>>>> >>>>>>>>> Eitan,> >>>>>>>>>> >>>>>>>>> I seem to have missed your original post in which you > >>>>>>>>> posted the >> >>>>>>>>>>> link,> >>>>>>>>> but here are some thoughts on language and disability:> >>>>>>>>>> >>>>>>>>> Certain words and phrases tend to really be button words, > >>>>>>>>> as in they> >>>>>> will> >>>>>>>>> typically hit many readers' buttons, and the phrase > >>>>>>>>> "suffering from"> >>>>>>>>>>>> is> >>>>>>>>> definitely one of those phrases. Often the phrase can be > >>>>>>>>> deleted> >>>>>>>>> altogether, leaving the phrase "people with disabilities" or > >>>>>>>>> "people> >>>>>> with> >>>>>>>>> visual impairments" or "visually-impaired gamers," etc. The > >>>>>>>>> informal> >>>>>> rule> >>>>>>>>> is that the individuals you are discussing are "people > >>>>>>>>> first," as> >>>>>>>>> mentioned in this online article> >>>>>>>>> http://iod.unh.edu/press.html> >>>>>>>>>> >>>>>>>>> and here is a link which includes links to writing about > >>>>>>>>> disability,> >>>>>>>>> language to use in interviewing people with disabilities, > >>>>>>>>> and more> >>>>>>>>> resources> >>>>>>>>> http://ncdj.org/links.html> >>>>>>>>>> >>>>>>>>> Kes> >>>>>>>>>> >>>>>>>>> ---- Original Message -----> >>>>>>>>> From: "Eitan Glinert" > >>>>>>>>> To: "IGDA Games Accessibility SIG Mailing List" > >>> >>>>>>>>> > >>>>>>>>> Sent: Tuesday, June 10, 2008 4:29 PM> >>>>>>>>> Subject: Re: [games_access] The Human Controller> >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> Wow, awesome! Thanks for the feedback, I think you are the > >>>>>>>>>> only >> >>>>>>>>>>>>> person> >>>>>>>>>> outside of MIT to have actually read this. Comments below.> >>>>>>>>>> Eitan> >>>>>>>>>>> >>>>>>>>>> On Mon, Jun 9, 2008 at 6:48 PM, Barrie Ellis> >>>>>>>>>> wrote:> >>>>>>>>>>> Hi Eitan,> >>>>>>>>>>>> >>>>>>>>>>> I've read through your thesis "The Human Controller"...> >>>>>>>>>>>> >>>>>>>>>>> Had these thoughts...> >>>>>>>>>>>> >>>>>>>>>>> Didn't like some of the language used. "Suffering from - > >>>>>>>>>>> impaired> >>>>>>>>>>> people -> >>>>>>>>>>> handicapped". All pretty crusty old terms with negative > > >>>>>>>>>>> >>>>> >>>>>>>>>>> connotations.> >>>>>>>>>>> >>>>>>>>>>>>> EG: Point taken. Any suggestions for better terms?<<<> >>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> Not sure about the controller analysis in Chapter 1 - > >>>>>>>>>>> there's been> >>>>>>>>>>> Driving> >>>>>>>>>>> controllers and light guns since the 70's for many games >> >>>>>>>>>>> >>>>> >>>>>>>>>>> consoles -> >>>>>>>>>>> which> >>>>>>>>>>> are fairly natural feeling interfaces and have been > >>>>>>>>>>> popular in the> >>>>>>>>>>> past.> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>>>> EG: I guess in chapter one I'm trying to draw general > >>>>>>>>>>>>> strokes >> >>>>>>>>>>>>>>>>>>> about> >>>>>>>>>>>>> UIs, saying that they generally weren't adopted by a > >>>>>>>>>>>>> mainstream> >>>>>>>>>>>>> audience. Perhaps I should make this more explicit, > >>>>>>>>>>>>> though<<<> >>>>>>>>>>> >>>>>>>>>>> "Even if it is possible to remap controls it is not always >> >>>>>>>>>>> >>>>> >>>>>>>>>>> advisable> >>>>>> to> >>>>>>>>>>> do> >>>>>>>>>>> so. Frequently part of the fun of a game is the interface, > >>>>>>>>>>> and> >>>>>> changing> >>>>>>>>>>> it> >>>>>>>>>>> without forethought is potentially detrimental. In the > >>>>>>>>>>> pervious> >>>>>> example> >>>>>>>>>>> of> >>>>>>>>>>> Wii Sports tennis part of the fun is actually swinging the >> >>>>>>>>>>> >>>>> >>>>>>>>>>> controller> >>>>>>>>>>> as if> >>>>>>>>>>> it were a racket. If this functionality were changed to > >>>>>>>>>>> pressing a> >>>>>>>>>>> button> >>>>>>>>>>> then much of the game's charm and fun would be lost.". > >>>>>>>>>>> I'm not >> >>>>>>>>>>>>>>> happy> >>>>>>>>>>> with> >>>>>>>>>>> this statement personally - I'd like to see multiple- > >>>>>>>>>>> layers of> >>>>>>>>>>> accessibility> >>>>>>>>>>> (much like Dimitris "Parallel Universes" theory). Why > >>>>>>>>>>> can't a four> >>>>>>>>>>> player> >>>>>>>>>>> game of Wii Sports allow player 1 to use the Wii-remote - > >>>>>>>>>>> player 2> >>>>>>>>>>>>>>>> to> >>>>>>>>>>> use a> >>>>>>>>>>> standard JoyPad - player 3 to use a single button and > >>>>>>>>>>> player 4 to> >>>>>>>>>>>>>>>> use> >>>>>>>>>>> an> >>>>>>>>>>> adapted Wii-remote with blue-tooth stereo head-set to relay> >>>>>>>>>>> personalised> >>>>>>>>>>> timing sounds (think of live singers having a click track > >>>>>>>>>>> that >> >>>>>>>>>>>>>>> only> >>>>>>>>>>> they can> >>>>>>>>>>> hear) in an ideal world? You mention this type of thing > >>>>>>>>>>> later as >> >>>>>>>>>>>>>>> if> >>>>>>>>>>> it's a> >>>>>>>>>>> good thing - so I find this early statement a bit overly > >>>>>>>>>>> negative.> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>>>> EG: I agree with what you say, which is why I discuss > >>>>>>>>>>>>> such themes> >>>>>>>>>>>>>>>>>>>> in> >>>>>>>>>>>>> chapter 2. I guess the reason I have that negative > >>>>>>>>>>>>> statement >> >>>>>>>>>>>>>>>>>>> early> >>>>>> on> >>>>>>>>>>>>> is because I wanted to acknowledge the tradeoff early > >>>>>>>>>>>>> on, even> >>>>>> before> >>>>>>>>>>>>> I get to the sections on tradeoffs. I also wanted to > >>>>>>>>>>>>> make it >> >>>>>>>>>>>>>>>>>>> clear> >>>>>>>>>>>>> that I don't feel accessibility is a magic bullet, even > >>>>>>>>>>>>> if it is> >>>>>>>>>>>>> almost always applicable.<<<> >>>>>>>>>>> >>>>>>>>>>> "Games have evolved tremendously over the past few > >>>>>>>>>>> decades, as> >>>>>>>>>>> advancements> >>>>>>>>>>> in technology have led to amazingly realistic and engaging >> >>>>>>>>>>> >>>>> >>>>>>>>>>> offerings,> >>>>>>>>>>> while> >>>>>>>>>>> shifts in player demographics indicate the widespread > >>>>>>>>>>> popularity >> >>>>>>>>>>>>>>> of> >>>>>>>>>>> video> >>>>>>>>>>> games. Despite these changes many different disabled > >>>>>>>>>>> groups are >> >>>>>>>>>>>>>>> still> >>>>>>>>>>> unable> >>>>>>>>>>> to play most titles due to inaccessible UIs.." - Would > >>>>>>>>>>> argue that> >>>>>> too.> >>>>>>>>>>> I'd> >>>>>>>>>>> agree that most Blind gamers would be in that boat (those > >>>>>>>>>>> with >> >>>>>>>>>>>>>>> very> >>>>>>>>>>> little> >>>>>>>>>>> usable sight) - but a better statement might have been "many> >>>>>> different> >>>>>>>>>>> disabled groups are faced with deeply frustrating > >>>>>>>>>>> barriers with >> >>>>>>>>>>>>>>> many> >>>>>>>>>>> main-stream games". I know Deaf gamers might struggle at > >>>>>>>>>>> certain> >>>>>> points> >>>>>>>>>>> of> >>>>>>>>>>> certain games - and gamers using a single button > >>>>>>>>>>> frequently have >> >>>>>>>>>>>>>>> to> >>>>>>>>>>> rely> >>>>>>>>>>> upon a friend/helper to take on extra controls and so on > >>>>>>>>>>> - but >> >>>>>>>>>>>>>>> they> >>>>>> can> >>>>>>>>>>> still play.> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>>>> EG: Good suggestion, thanks! I might make a change to > >>>>>>>>>>>>> the >> >>>>>>>>>>>>>>>>>>> argument> >>>>>> on> >>>>>>>>>>>>> the online version.<<<> >>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> Chaper 2> >>>>>>>>>>>> >>>>>>>>>>> "Game controls should be as simple as possible, but no > >>>>>>>>>>> simpler." -> >>>>>> Not> >>>>>>>>>>> really sure what you're saying here.> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>>>> EG: Simplicity is good, but you don't want to go > >>>>>>>>>>>>> overboard. You> >>>>>> don't> >>>>>>>>>>>>> want to cut out critical game elements or features in > >>>>>>>>>>>>> the name of> >>>>>>>>>>>>>>>>>>>> a> >>>>>>>>>>>>> "cleaner" UI. Maybe that's not clear? <<<> >>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> 2.5 "a rhythm title like Guitar Hero which focuses on > >>>>>>>>>>> music will >> >>>>>>>>>>>>>>> not> >>>>>>>>>>> work> >>>>>>>>>>> for the hearing impaired, and it is probably not possible > >>>>>>>>>>> to make> >>>>>>>>>>>>>>>> an> >>>>>>>>>>> accessible version." - I don't agree with this. Deaf > >>>>>>>>>>> gamers as a> >>>>>> whole> >>>>>>>>>>> covers a very broad range of hearing ability. There will > >>>>>>>>>>> be many >> >>>>>>>>>>>>>>> deaf> >>>>>>>>>>> gamers> >>>>>>>>>>> perfectly able to play Guitar Hero. Even those unable to > >>>>>>>>>>> hear at >> >>>>>>>>>>>>>>> all> >>>>>>>>>>> might> >>>>>>>>>>> enjoy such a game - did you see Deaf Gamers 8.5/10 review > >>>>>>>>>>> score:> >>>>>>>>>>> http://www.deafgamers.com/07reviews_a/gh3_x360.html> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>>>> EG: Wow, I flubbed this one. I'm going to have to change > >>>>>>>>>>>>> the> >>>>>> language> >>>>>>>>>>>>> on this. Good catch, thanks!<<<> >>>>>>>>>>> >>>>>>>>>>> But aside from this, I frequently found myself in full > >>>>>>>>>>> agreement >> >>>>>>>>>>>>>>> with> >>>>>>>>>>> the> >>>>>>>>>>> majority of your thesis - and did enjoy reading it. > >>>>>>>>>>> Thanks for >> >>>>>>>>>>>>>>> making> >>>>>>>>>>> it> >>>>>>>>>>> publicly available.> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>>>> Great, thanks so much!<<<> >>>>>>>>>>> >>>>>>>>>>> Barrie> >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> ----- Original Message ----- From: "Eitan Glinert" > >>>>> >>>>>>>>>>> > >>>>>>>>>>> To: "IGDA Games Accessibility SIG Mailing List"> >>>>>> > >>>>>>>>>>> Sent: Thursday, June 05, 2008 10:50 PM> >>>>>>>>>>> Subject: [games_access] The Human Controller> >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> Good news, everyone! In a surprise twist, I'm graduating! > >>>>>>>>>>>> I know> >>>>>>>>>>>>>>>>>> a> >>>>>> lot> >>>>>>>>>>>> of you are interested in my thesis, so you can check it > >>>>>>>>>>>> out at> >>>>>>>>>>>> web.mit.edu/glinert/www/thesis . I'm happy to answer > >>>>>>>>>>>> questions >> >>>>>>>>>>>>>>>>> about> >>>>>>>>>>>> it, and I welcome feedback (both positive and negative). > >>>>>>>>>>>> Special> >>>>>>>>>>>> thanks to Dimitris, Eelke, Michelle, and Reid for all > >>>>>>>>>>>> their help> >>>>>>>>>>>> answering my questions over the months.> >>>>>>>>>>>>> >>>>>>>>>>>> In case you're not sure whether it is worth reading, > >>>>>>>>>>>> here's some> >>>>>> more> >>>>>>>>>>>> info:> >>>>>>>>>>>>> >>>>>>>>>>>> TITLE: The Human Controller: Usability and Accessibility > >>>>>>>>>>>> in Video> >>>>>> Game> >>>>>>>>>>>> Interfaces> >>>>>>>>>>>>> >>>>>>>>>>>> ABSTRACT:> >>>>>>>>>>>> Despite the advances in user interfaces and the new > >>>>>>>>>>>> gaming >> >>>>>>>>>>>>>>>>> genres,> >>>>>> not> >>>>>>>>>>>> all people can play all games - disabled people are > >>>>>>>>>>>> frequently> >>>>>>>>>>>> excluded from game play experiences. On the one hand > >>>>>>>>>>>> this adds to> >>>>>> the> >>>>>>>>>>>> list of discriminations disabled people face in our > >>>>>>>>>>>> society, >> >>>>>>>>>>>>>>>>> while> >>>>>> on> >>>>>>>>>>>> the other hand actively including them potentially > >>>>>>>>>>>> results in >> >>>>>>>>>>>>>>>>> games> >>>>>>>>>>>> that are better for everyone. The largest hurdle to > >>>>>>>>>>>> involvement >> >>>>>>>>>>>>>>>>> is> >>>>>> the> >>>>>>>>>>>> user interface, or how a player interacts with the game. >> >>>>>>>>>>>> >>>>>> >>>>>>>>>>>> Analyzing> >>>>>>>>>>>> usability and adhering to accessibility design > >>>>>>>>>>>> principles makes >> >>>>>>>>>>>>>>>>> it> >>>>>>>>>>>> both possible and practical to develop fun and engaging > >>>>>>>>>>>> game user> >>>>>>>>>>>> interfaces that a broader range of the population can > >>>>>>>>>>>> play. To> >>>>>>>>>>>> demonstrate these principles we created AudiOdyssey, a PC > >>>>>>>>>>>> rhythm> >>>>>> game> >>>>>>>>>>>> that is accessible to both sighted and non-sighted > >>>>>>>>>>>> audiences. By> >>>>>>>>>>>> following accessibility guidelines we incorporated a novel> >>>>>> combination> >>>>>>>>>>>> of features resulting in a similar play experience for > >>>>>>>>>>>> both >> >>>>>>>>>>>>>>>>> groups.> >>>>>>>>>>>> Testing AudiOdyssey yielded useful insights into which > >>>>>>>>>>>> interface> >>>>>>>>>>>> elements work and which don't work for all users. Finally > >>>>>>>>>>>> a case> >>>>>>>>>>>>>>>>>> is> >>>>>>>>>>>> made for considering accessibility when designing future > >>>>>>>>>>>> versions> >>>>>>>>>>>>>>>>>> of> >>>>>>>>>>>> gaming user interfaces, and speculative scenarios are > >>>>>>>>>>>> presented >> >>>>>>>>>>>>>>>>> for> >>>>>>>>>>>> what such interfaces might look like.> >>>>>>>>>>>>> >>>>>>>>>>>> Eitan> >>>>>>>>>>>> _______________________________________________> >>>>>>>>>>>> games_access mailing list> >>>>>>>>>>>> games_access at igda.org> >>>>>>>>>>>>> >>>>>> http://seven.pairlist.net/mailman/listinfo/games_access> >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> _______________________________________________> >>>>>>>>>>> games_access mailing list> >>>>>>>>>>> games_access at igda.org> >>>>>>>>>>>> >>>>>> http://seven.pairlist.net/mailman/listinfo/games_access> >>>>>>>>>>>> >>>>>>>>>> _______________________________________________> >>>>>>>>>> games_access mailing list> >>>>>>>>>> games_access at igda.org> >>>>>>>>>>> >>>>>> http://seven.pairlist.net/mailman/listinfo/games_access> >>>>>>>>>> >>>>>>>>> _______________________________________________> >>>>>>>>> games_access mailing list> >>>>>>>>> games_access at igda.org> >>>>>>>>>> >>>>>> http://seven.pairlist.net/mailman/listinfo/games_access> >>>>>>>>> >>>>>>>>> >>>>>>>> _______________________________________________> >>>>>>>> games_access mailing list> >>>>>>>> games_access at igda.org> >>>>>>>> http://seven.pairlist.net/mailman/listinfo/games_access> >>>>>>>> >>>>>>> _______________________________________________> >>>>>>> games_access mailing list> >>>>>>> games_access at igda.org> >>>>>>> http://seven.pairlist.net/mailman/listinfo/games_access> >>>>>>> >>>>>> ________________________________> >>>>>> Search that pays you back! Introducing Live Search cashback. > >>>>>> Search Now!> >>>>>>> >>>>>> ________________________________> >>>>>>> >>>>>>> >>>>>> _______________________________________________> >>>>>> games_access mailing list> >>>>>> games_access at igda.org> >>>>>> http://seven.pairlist.net/mailman/listinfo/games_access> >>>>>> _______________________________________________> >>>>>> games_access mailing list> >>>>>> games_access at igda.org> >>>>>> http://seven.pairlist.net/mailman/listinfo/games_access> >>>>>>> >>>>>>> >>>>>> _______________________________________________> >>>>>> 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.eelke.com> >>>>>> >>>>> ----------------------------------------------------------------------------> >>>>> _______________________________________________> >>>>> games_access mailing list> >>>>> games_access at igda.org> >>>>> http://seven.pairlist.net/mailman/listinfo/games_access> >>>>> >>>>> >>>> _______________________________________________> >>>> games_access mailing list> >>>> games_access at igda.org> >>>> http://seven.pairlist.net/mailman/listinfo/games_access> >>>>> >>> _______________________________________________> >>> games_access mailing list> >>> games_access at igda.org> >>> http://seven.pairlist.net/mailman/listinfo/games_access> >>> >> _______________________________________________> >> games_access mailing list> >> games_access at igda.org> >> http://seven.pairlist.net/mailman/listinfo/games_access> >> >> > _______________________________________________> > games_access mailing list> > games_access at igda.org> > http://seven.pairlist.net/mailman/listinfo/games_access> > _______________________________________________> games_access mailing list> games_access at igda.org> http://seven.pairlist.net/mailman/listinfo/games_access _________________________________________________________________ Instantly invite friends from Facebook and other social networks to join you on Windows Live? 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URL: From colven at ace-centre.org.uk Tue Jun 17 05:04:59 2008 From: colven at ace-centre.org.uk (David Colven) Date: Tue, 17 Jun 2008 10:04:59 +0100 Subject: [games_access] More evidence of the importance of games a cessibiliity In-Reply-To: References: <3dd2060e0806051450y2c1490c0t8665a61b149682ad@mail.gmail.com><3dd2060e0806101329u4dd004d9t6eca22c69150eade@mail.gmail.com><002001c8cb4b$55cea190$0601000a@Galatea><061e01c8cb90$011917d0$9901a8c0@oneswitch><002801c8cbdb$d12be3d0$0601000a@Galatea><011a01c8cbe4$798d3b20$9901a8c0@oneswitch><1A4F26BE-9216-4FCC-B6C0-E6F0CD82C231@pininteractive.com><836db6300806130939j6382da87m72122b459f0d94fd@mail.gmail.com><01cb01c8cdf4$f90de1d0$9901a8c0@oneswitch><0EBEA8CA-2619-4E52-BA41-938B74527D62@pininteractive.com><00b601c8cf86$d8cb7980$9901a8c0@oneswitch> Message-ID: <00d201c8d059$3a12da80$bf64a8c0@acecent2.acecentre.org.uk> http://www.computershopper.co.uk/news/205203/disabled-people-prescribed-gami ng.html David Colven Technical Advisor 01865 759813 077121 68901 Why not visit our website: www.ace-centre.org.uk The ACE Centre is a registered charity (no 1040868). 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From eelke.folmer at gmail.com Thu Jun 19 19:43:51 2008 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Thu, 19 Jun 2008 16:43:51 -0700 Subject: [games_access] Rock Star Games and GTA IV: Pressing for greater accessibility In-Reply-To: <02e401c8aaa8$04698130$9901a8c0@oneswitch> References: <02e401c8aaa8$04698130$9901a8c0@oneswitch> Message-ID: <836db6300806191643y58a1dca6i308808bd68cfcb83@mail.gmail.com> Hi, Despite GTA IV not having closed captioning, when you watch TV in GTA (which is very funny) there is a spoof commercial between tv shows, that says "commercials brought to you by ........ " and then "....closed captioning brought to you by Burger Shot......" So they do know what closed captioning is. Cheers Eelke 2008/4/30 Barrie Ellis : > GTA IV inaccessibilityFor those wishing to contact Rock Star directly - > pressing them to consider greater accessibility in future games try the > following links: > > For all non technical related information and questions, please email > mouthoff at rockstargames.com > > For more in-depth contact, please use the contact addresses at > http://www.take2games.com/index.php?p=global_contacts > > Good luck! > > Barrie > www.OneSwitch.org.uk > www.igda.org/accessibility > > > _______________________________________________ > 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.eelke.com ---------------------------------------------------------------------------- From reid at rbkdesign.com Thu Jun 19 20:03:58 2008 From: reid at rbkdesign.com (Reid Kimball) Date: Thu, 19 Jun 2008 17:03:58 -0700 Subject: [games_access] Rock Star Games and GTA IV: Pressing for greater accessibility In-Reply-To: <836db6300806191643y58a1dca6i308808bd68cfcb83@mail.gmail.com> References: <02e401c8aaa8$04698130$9901a8c0@oneswitch> <836db6300806191643y58a1dca6i308808bd68cfcb83@mail.gmail.com> Message-ID: Excellent, the first step for developers to overcome the devastating effects of Closed-Captioning Absenteeism is to poke fun at themselves. Bravo. In all seriousness, it is kind of funny. -Reid On Thu, Jun 19, 2008 at 4:43 PM, Eelke Folmer wrote: > Hi, > > Despite GTA IV not having closed captioning, when you watch TV in GTA > (which is very funny) there is a spoof commercial between tv shows, > that says "commercials brought to you by ........ " and then > "....closed captioning brought to you by Burger Shot......" So they do > know what closed captioning is. > > Cheers Eelke > > > > 2008/4/30 Barrie Ellis : >> GTA IV inaccessibilityFor those wishing to contact Rock Star directly - >> pressing them to consider greater accessibility in future games try the >> following links: >> >> For all non technical related information and questions, please email >> mouthoff at rockstargames.com >> >> For more in-depth contact, please use the contact addresses at >> http://www.take2games.com/index.php?p=global_contacts >> >> Good luck! >> >> Barrie >> www.OneSwitch.org.uk >> www.igda.org/accessibility >> >> >> _______________________________________________ >> 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.eelke.com > ---------------------------------------------------------------------------- > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From bsawyer at dmill.com Fri Jun 20 08:12:41 2008 From: bsawyer at dmill.com (Ben Sawyer) Date: Fri, 20 Jun 2008 08:12:41 -0400 Subject: [games_access] Interesting... In-Reply-To: References: <00ed01c856b4$2c3daa80$0202a8c0@oneswitch> Message-ID: There may be some people in the Virtual Abilities community in SL that might have work that crosses over to work done here so I'm forwarding this to the list... Regardless of the fact that Second Life isn't a game there are certainly many shared technical challenges and other similarities to games given that 2nd Life is a 3D graphics based application. Begin forwarded message: > From: "Anderson, Patricia" > Date: June 20, 2008 6:57:03 AM EDT > To: "SL Educators" , "SL Educators" > > Subject: [SLED] VOTE - Annenberg will fund 3 of 5 community projects > in SL > Reply-To: SL Educators > > Terry mentioned the RL Native American community in Second Life, > which reminded me of another project. > > Annenberg will be funding 3 out of 5 semi-final projects in their > Community Challenge in their Network Culture Project Competition. > They are asking Second Life avatars to go to a survey and vote for > which they want to see funded. I am working with one, so I have my > own preference, but they are all good projects. The way the voting > works, you actually have to choose three. Three are health related, > one is connected to the Native American community. The five are > (briefly): > > - Ability Commons, a collaboration between Healthinfo Island > (medical librarians), and Virtual Abilities and the Health Support > Coalition (organizations that provide education, support and > transition guidance in Second Life for persons with disabilities, > health care consumer support groups, and support group leaders. > (This is the one I'm working with.) > > - Interactive Accessible Home - a virtual model of a home embedded > with accessiblity examples, suggestions and tips for modifying your > own home to make it more accessible. > > - Mauerkrankheit/Wallsickness - an art installation exploring the > concept of boundaries and divisions, such as the US-Mexico border or > Berlin Wall. > > - Native Lands Culture Outreach - bringing together the RL Native > American community in Second Life and providing information, > education and resources about their culture from the truly informed. > > - Texas Obesity Research Center - To extend the offerings of this > University of Houston based organization into Second Life with > information, education, and resources. > > There is more information about all of these at: > > > > Please bote. If you are on Twitter or other email groups, please > pass along the word. Feel free to forward this message. On Twitter, > this is what I've been sending: > > Annenberg will fund 3 of 5 Second Life community projects. > Read here: http://tinyurl.com/5c4vam Vote here: http://tinyurl.com/4olwah > > An early draft of the notecard from Ability Commons is given below. > > Let's us, as educators in Second Life, support the development of > richer educational resources and projects in Second Life by voting. > Thank you! > > - Patricia Anderson (RL), Perplexity "Lexi" Peccable (SL) > > ========== > > Something wonderful is happening and with one small action you can > be part of it. Our friends in the Health Support Coalition have a > chance to win 300,000 Lindens from the Annenberg School to create a > SL home for a wide range of peer support groups. > > "Ability Commons" is the work of Gentle Heron, Carolina Keats and > many of the 41 members of the Health Support Coalition, including > "MDSLA," "Crohn's and Colitis Support, " "Open Gates Peer Support," > and "Agoraphobia Support Group." > > We need your help, right now. Please take 20 seconds to go to this > website "http://tinyurl.com/4olwah" and vote for "Ability Commons." > Rank them "1) Favored" and do your part to help us create an > incubator for small and emerging groups. > > Your vote will allow more people with disabilities and health issues > to share our pleasure and purposefulness in Second Life. > > Will you do more? Please forward this note to your friends - voting > is open until June 30, and your help will make all the difference. > > Thank you! > > Our proposal is here: > http://secondlife.wikia.com/wiki/Ability_Commons > The Annenberg/USC site is here: > http://tinyurl.com/5mawlm > > > _______________________________________________ > Educators mailing list > To unsubscribe > https://lists.secondlife.com/cgi-bin/mailman/listinfo/educators From hinn at uiuc.edu Wed Jun 25 01:42:24 2008 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 25 Jun 2008 00:42:24 -0500 Subject: [games_access] Guitar Hero for the Blind in Wired In-Reply-To: <00a401c8cf85$e21b2950$9901a8c0@oneswitch> References: <836db6300806111501w2e2cec00ra188d5e5d784d6c9@mail.gmail.com><003601c8cc11 $d8d46e50$6402a8c0@Delletje><001901c8cc15$656422e0$6402a8c0@Delletje><0020 01c8cc16$0e46d8d0$6402a8c0@Delletje> <00a401c8cf85$e21b2950$9901a8c0@oneswitch> Message-ID: Guitar Hero for the Blind (A.K.A. The work of Eelke and his lab!): http://blog.wired.com/games/2008/06/gamelife-the--2.html -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Wed Jun 25 18:50:10 2008 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Wed, 25 Jun 2008 23:50:10 +0100 Subject: [games_access] Survey: 'Disabled Gamers' Comprise 20% of CasualVideo Games Audience References: <836db6300806111501w2e2cec00ra188d5e5d784d6c9@mail.gmail.com> Message-ID: <00c201c8d715$d40dfa30$9901a8c0@oneswitch> I've blogged a little on statistics that people have been recently posting on: http://gameaccessibility.blogspot.com/2008/06/statistics.html Must say that I was really pleased to find a Colour Blind option within PopCap's game Peggle Deluxe. Maybe they'll consider a one-button version or at least a much easier version - perhaps with many more balls. I've also posted a little on Special Effect: http://switchgaming.blogspot.com/2008/06/special-effect-roadshow.html http://switchgaming.blogspot.com/2008/06/game-for-helen-special-effect.html And I've yet to get around to posting anything on this: http://kotaku.com/5019333/nintendo-hooks-up-hospitalized-kids-with-wii-fun-centers Barrie ----- Original Message ----- From: "Eelke Folmer" To: "IGDA Games Accessibility SIG Mailing List" Sent: Wednesday, June 11, 2008 11:01 PM Subject: [games_access] Survey: 'Disabled Gamers' Comprise 20% of CasualVideo Games Audience > Coincidentally this just came by, it's a real study focusing on casual > games and the relationship with disabled gamers. > http://www.breitbart.com/article.php?id=prnw.20080611.AQW016&show_article=1 > > With bejewelled as their flagship, maybe they can implement our rotate > and extend mechanism to make it accessible to physically disabled? > > http://www.youtube.com/watch?v=cdwZiQsbrck > http://gem.eelke.com > > > Cheers Eelke > > > -- > ---------------------------------------------------------------------------- > Eelke Folmer Assistant Professor > Department of CS&E/171 > University of Nevada Reno, Nevada 89557 > Game interaction design www.eelke.com > ---------------------------------------------------------------------------- > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Mon Jun 30 19:06:09 2008 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Tue, 1 Jul 2008 00:06:09 +0100 Subject: [games_access] Fw: Eye Tracker Gaming Message-ID: <33f701c8db05$e3b5a1b0$9901a8c0@oneswitch> Some great links here: http://www.youtube.com/watch?v=NBIjWA8CHls - Eye Tracker to play World of Warcraft "The video shows eye gaze interaction with World of Warcraft using our "Snap Clutch" software; developed at De Montfort University, UK in collaboration with University of Tampere, Finland. The software allows us to change quickly between interaction modes to allow for a more real-time gaming experience. This research will be presented at ETRA 2008, US. For more information on the project please visit: http://www.cse.dmu.ac.uk/~svickers/ and http://www.cogain.org/" http://www.youtube.com/watch?v=K-_ybvhfIDg - Eye Tracking on the Wii (experiment): "We do some eyetracking using the RIT Portable Eyetracker [Babcock & Pelz, ETRA 2004] while playing the Nintendo Wii visual search game. This was conducted in the Multidisciplinary Vision Research Lab. The three interns, and a PhD student ran this experiment when the two professors were gone for the day. " http://www.youtube.com/watch?v=lGehsY7pcrc&NR=1 - Eye Tracking for aiming in Sega's House of the Dead. Clicking the mouse used for fire (obviously auto-fire needed here - and a way to slow the game down. Many people in need of an eye-tracker would not have the reactions to keep up with this high speed game). http://www.youtube.com/watch?v=yerNYpd_2_A&NR=1 - Short news clip on Eye Tracker technology. Many eye tracker users I've been made aware of lately use Sensory Software's "The Grid" as a way of access. http://www.youtube.com/watch?v=SXqHR_s3T74 - Shows just how limited some control is... but... how flexible is The Grid I wonder. Can this overlay existing games? Games that allow you to take as long as you like to aim, then have a single click to select might be ideal with the right sort of Grid overlay. Games such as Everybody's Golf, Super Monkey Ball Deluxe - mini-game Pool and Peggle might work really well with such an interface with a little tweaking. Does anyone out there have much experience of using the Grid with PC games? I understand that the likes of Sensory Software's "Switch Friendly Games" can work very well for some eye-tracker users: http://www.sensorysoftware.com/switchfriendlygames.html - but I'd love to learn what else works... Especially after speaking to a member of the COGAIN team saying that many head-tracker/mouse based games that need very precise control can be quite fun to play for her with an Eye-tracker - but those with less accurate control will find near impossible... Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Mon Jun 30 19:11:13 2008 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Tue, 1 Jul 2008 00:11:13 +0100 Subject: [games_access] Future Making Serious Games - blog Message-ID: <340501c8db06$97febd00$9901a8c0@oneswitch> Interesting blog that's well worth a peek: http://elianealhadeff.blogspot.com/ -------------- next part -------------- An HTML attachment was scrubbed... URL: From arthit73 at cablespeed.com Mon Jun 30 19:39:46 2008 From: arthit73 at cablespeed.com (Robert Florio) Date: Mon, 30 Jun 2008 19:39:46 -0400 Subject: [games_access] Fw: Eye Tracker Gaming In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIykly8A References: AAAAADBf8GSYa4xDlD4sBa5lcIykly8A Message-ID: <018d01c8db0a$948e9fb0$6501a8c0@Inspiron> COOOOOL FINALLY !!!!!! :-) I HOPE THIS COULD WORK 4 PROJECT TOPCECRET! _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: Monday, June 30, 2008 7:06 PM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] Fw: Eye Tracker Gaming Some great links here: http://www.youtube.com/watch?v=NBIjWA8CHls - Eye Tracker to play World of Warcraft "The video shows eye gaze interaction with World of Warcraft using our "Snap Clutch" software; developed at De Montfort University, UK in collaboration with University of Tampere, Finland. The software allows us to change quickly between interaction modes to allow for a more real-time gaming experience. This research will be presented at ETRA 2008, US. For more information on the project please visit: http://www.cse.dmu.ac.uk/~svickers/ and http://www.cogain.org/" http://www.youtube.com/watch?v=K-_ybvhfIDg - Eye Tracking on the Wii (experiment): "We do some eyetracking using the RIT Portable Eyetracker [Babcock & Pelz, ETRA 2004] while playing the Nintendo Wii visual search game. This was conducted in the Multidisciplinary Vision Research Lab. The three interns, and a PhD student ran this experiment when the two professors were gone for the day. " http://www.youtube.com/watch?v=lGehsY7pcrc &NR=1 - Eye Tracking for aiming in Sega's House of the Dead. Clicking the mouse used for fire (obviously auto-fire needed here - and a way to slow the game down. Many people in need of an eye-tracker would not have the reactions to keep up with this high speed game). http://www.youtube.com/watch?v=yerNYpd_2_A &NR=1 - Short news clip on Eye Tracker technology. Many eye tracker users I've been made aware of lately use Sensory Software's "The Grid" as a way of access. http://www.youtube.com/watch?v=SXqHR_s3T74 - Shows just how limited some control is... but... how flexible is The Grid I wonder. Can this overlay existing games? Games that allow you to take as long as you like to aim, then have a single click to select might be ideal with the right sort of Grid overlay. Games such as Everybody's Golf, Super Monkey Ball Deluxe - mini-game Pool and Peggle might work really well with such an interface with a little tweaking. Does anyone out there have much experience of using the Grid with PC games? I understand that the likes of Sensory Software's "Switch Friendly Games" can work very well for some eye-tracker users: http://www.sensorysoftware.com/switchfriendlygames.html - but I'd love to learn what else works... Especially after speaking to a member of the COGAIN team saying that many head-tracker/mouse based games that need very precise control can be quite fun to play for her with an Eye-tracker - but those with less accurate control will find near impossible... Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: