[games_access] language thread, was The Human Controller

Eelke Folmer eelke.folmer at gmail.com
Fri Jun 13 12:39:24 EDT 2008


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
> > >>>>
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> > >>>>
> > >>> _______________________________________________
> > >>> games_access mailing list
> > >>> games_access at igda.org
> > >>>
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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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