[games_access] language thread, was The Human Controller

Barrie Ellis barrie.ellis at oneswitch.org.uk
Sat Jun 14 04:02:20 EDT 2008


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" <eelke.folmer at gmail.com>
To: "IGDA Games Accessibility SIG Mailing List" <games_access at igda.org>
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 <thomas at pininteractive.com> 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" <barrie.ellis at oneswitch.org.uk>

>> > To: "IGDA Games Accessibility SIG Mailing List" <games_access at igda.org>

>> > 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" <kestrell at panix.com>

>> > > To: "IGDA Games Accessibility SIG Mailing List"

>> > > <games_access at igda.org>

>> > > 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" <glinert at mit.edu>

>> > >> To: "IGDA Games Accessibility SIG Mailing List"

>> > >> <games_access at igda.org>

>> > >> 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

>> > >>> <barrie.ellis at oneswitch.org.uk> 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"

>> > >>>> <glinert at mit.edu>

>> > >>>> To: "IGDA Games Accessibility SIG Mailing List"

>> <games_access at igda.org>

>> > >>>> 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

>> > >>>>

>> > >>> _______________________________________________

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>> > >>>

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>> > >>

>> > >> _______________________________________________

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>> > >>

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>> > >

>> > >

>> > > _______________________________________________

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>

>

> --

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

> Eelke Folmer Assistant Professor

> Department of CS&E/171

> University of Nevada Reno, Nevada 89557

> Game interaction design www.eelke.com

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

> _______________________________________________

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