From thomas.roome at student.utdallas.edu Sat Mar 1 04:12:32 2008 From: thomas.roome at student.utdallas.edu (Roome, Thomas C) Date: Sat, 1 Mar 2008 03:12:32 -0600 Subject: [games_access] I need copies of any game Accessibility Syllabus References: <6.1.0.6.2.20080227170049.01e2c608@enigami.com> Message-ID: Hi everyone, I am Tom Roome and I a have been assigned to develop an education game Accessibility web site. I need some examples of course syllabus for game accessibility. Yes, I know all about the game Accessibility web site already, but my boss wants something for the University. Please, send me whatever you have. So far, me and my department keep going around in circles try to figure out the best way to teach this information to our students. I was in SL with a island that I was developing as a education space, but never could get the University to support me fully, and they took to island a way. I would be open to all ideas to teach this subject. ---------------------------------------------------------------- Thank You, Tom Roome ATEC Teacher Assistant The University of Texas at Dallas E-mail: thomas.roome at student.utdallas.edu ________________________________ From: games_access-bounces at igda.org on behalf of John Bannick Sent: Wed 2/27/2008 4:06 PM To: games_access at igda.org Subject: [games_access] The ALERT Project is Finally Out Folks, Our company just released the Accessible Learning through Entertainment and Recreation Tools (ALERT) project. It's a free on-line service for people searching for free or low-cost accessible computer games suitable for learning or rehabilitative environments. It provides the following: 1. Where to get those accessible games 2. What to look for in selecting those games 3.How to apply those games to learning objectives 4. Who to go to for help The accessibility accommodations include blindness, low vision, color blindness, deafness, motion impairment, and cognitive impairment. The ALERT project is being publicized to school psychologists, special education teachers, geriatric care managers, the early stage Alzheimer's community, and the brain training market. Hopefully it'll get some accessible games into the hands of people who can use them. And yes, the free ALERT Game Book that is part of the project is indeed very similar to the one I sent to Thomas for the GDC DVD. However, the text in this ALERT Game Book is focused on educators and caregivers rather than developers. BTW. Some of you may know that it was a school psychologist's request for information on this site that prompted the ALERT project. If anyone here knows an educator or caregiver who might want to use accessible computer games for their work, its a good resource, totally free, and doesn't ask for an email address or require registration. The ALERT project is at www.7128.com (And I am soooo glad that's finally done. So I can get back to actually coding.) John Bannick CTO 7-128 Software _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- A non-text attachment was scrubbed... Name: winmail.dat Type: application/ms-tnef Size: 5878 bytes Desc: not available URL: From richard at audiogames.net Sat Mar 1 05:41:11 2008 From: richard at audiogames.net (AudioGames.net) Date: Sat, 1 Mar 2008 11:41:11 +0100 Subject: [games_access] one switch bejewelled References: <836db6300802281308p62c68dccx4f451de868c65d48@mail.gmail.com> Message-ID: <001701c87b88$c5b9dc80$6402a8c0@Delletje> Hi Eelke, Great experiment and glad to see the differences (in selecting the gem to move - phase 1) and the similarities (in selecting the gem to both the initially selected gem to - phase 2) of both solutions. Will send you the statistics file later on. In short: I immediately liked the second one better, because it felt more natural and seemed to be a bit quicker (?). Also, I found the blue arrow more clearer than the red selection bars in solution one (although this can be fixed with graphic design of course). I could easily play the game with both solutions, so both work very well in that respect. One suggestion you might want toy around with: I find Bejewelled a simple kind of Puzzle Game in which players (well, at least I) don't make many mistakes - you basically scan where you see a possible move and when spotted, you execute that move. So as long as you don't spot a possible move, you won't make a move. So with the thought in mind that when the player finally makes a move he or she already knows it CAN be made, you might want to add the option/feature that the computer only selects those gems to move to (so phase 2) that are possible. This will speed up the gameplay a lot I think and will not interfere much with the game's challenge. One other thing I just thought of: there is no solution yet for deselcting a gem during phase 1 when you accidentally select the wrong gem. In the original game, you simple click the gem again (I had it once while trying you demo). You could try adding some kind of solution for this, for instance a timer during phase 2 that deselects the gem after x amount of non-activity. Since I have some one-switch experiments laying around here as well (one-switch tetris (two different interaction mechanisms), one switch arkenoid (two different interaction mechanisms) and a one switch platform game (only one interaction mechanisms)), maybe we can set up a spot somewhere as a IGDA GASIG One Button Experiment Lab where we can add more stuff like this and maybe get more people inspired? Greets, Richard ps: sorry for never answering your Guitar Hero question related to our IEZA article. I started a reply but never finished it. We will try to answer it in full length in a follow-up article. But in short: the framework features 2 dimensions, from which 4 categories arise. But this is not the same as a cross-table. So a sound could very well border on two categories, a bit like so: There is more to this than I'll write now (like how can one sound be "more diegetic" than another), but expect our thoughts on this in a follow-up :) ----- Original Message ----- From: "Eelke Folmer" To: "IGDA Games Accessibility SIG Mailing List" Sent: Thursday, February 28, 2008 10:08 PM Subject: [games_access] one switch bejewelled > hi, > > My student Tyler made a simple one switch bejewelled with two > different interaction mechanisms (scan & select / rotate & extend), > http://www.eelke.com/files/GEM.exe which you can download here. If > you'd like to help us with some research on which mechanism is better > please play the game using both mechanisms for a bit and mail us back > the file: statisticOutput.txt (please mail to oneswitch at eelke.com). > > Disclaimer: this is not a fully fledged game since we are only > interested in finding out which mechanism works best. > > Thanks Eelke > > > -- > ---------------------------------------------------------------------------- > Eelke Folmer Assistant Professor > Department of CS&E/171 > University of Nevada Reno, Nevada 89557 > Game interaction design www.helpyouplay.com > ---------------------------------------------------------------------------- > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: iezadimensions.jpg Type: image/jpeg Size: 22205 bytes Desc: not available URL: From barrie.ellis at oneswitch.org.uk Sat Mar 1 13:11:25 2008 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sat, 1 Mar 2008 18:11:25 -0000 Subject: [games_access] Fun user interface video References: <3dd2060e0802261801g319f612aye758583fbbbbeec9@mail.gmail.com> Message-ID: <002001c87bc7$a9ed7900$0202a8c0@oneswitch> Lovely gadget - I guess inspired by the Reactable?: http://switchgaming.blogspot.com/2007/01/reactable-synthesiser.html The origins of Nintendo's ElectroPlankton came from something like this too. Really nice way to interact with sounds. Barrie ----- Original Message ----- From: Eitan Glinert To: games_access at igda.org Sent: Wednesday, February 27, 2008 2:01 AM Subject: [games_access] Fun user interface video Hey guys, I just got a video up of a small side project I've been working on. It's not designed to be accessible, but the UI is simple enough that many groups can use it. I'm going to try to apply some of the lessons I learned making this to games. http://video.google.com/videoplay?docid=-8238548103802052558&hl=en Cheers, Eitan ------------------------------------------------------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Sat Mar 1 13:55:32 2008 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sat, 1 Mar 2008 18:55:32 -0000 Subject: [games_access] one switch bejewelled References: <836db6300802291621g2bc735efjb5afe1e58770317f@mail.gmail.com> Message-ID: <010901c87bcd$d3b0ca70$0202a8c0@oneswitch> Hello Eelke, I'll second a lot of what Richard said. The "Rotate and Extend" method feels much easier to play with, and is visually much clearer too. I would say that the reactions speed required to stop the sweeping radar-like arm is faster than the arrow speed. It would be great to have this evened out a little - and of course to have the option via the menu to adjust the overall speed of the game. I liked it a lot - please send on my congratulations to your student. Be great to see it turn into a finished game! (you knew I was going to say that didn't you?). Barrie www.OneSwitch.org.uk Hi Eelke, Great experiment and glad to see the differences (in selecting the gem to move - phase 1) and the similarities (in selecting the gem to both the initially selected gem to - phase 2) of both solutions. Will send you the statistics file later on. In short: I immediately liked the second one better, because it felt more natural and seemed to be a bit quicker (?). Also, I found the blue arrow more clearer than the red selection bars in solution one (although this can be fixed with graphic design of course). I could easily play the game with both solutions, so both work very well in that respect. One suggestion you might want toy around with: I find Bejewelled a simple kind of Puzzle Game in which players (well, at least I) don't make many mistakes - you basically scan where you see a possible move and when spotted, you execute that move. So as long as you don't spot a possible move, you won't make a move. So with the thought in mind that when the player finally makes a move he or she already knows it CAN be made, you might want to add the option/feature that the computer only selects those gems to move to (so phase 2) that are possible. This will speed up the gameplay a lot I think and will not interfere much with the game's challenge. One other thing I just thought of: there is no solution yet for deselcting a gem during phase 1 when you accidentally select the wrong gem. In the original game, you simple click the gem again (I had it once while trying you demo). You could try adding some kind of solution for this, for instance a timer during phase 2 that deselects the gem after x amount of non-activity. Since I have some one-switch experiments laying around here as well (one-switch tetris (two different interaction mechanisms), one switch arkenoid (two different interaction mechanisms) and a one switch platform game (only one interaction mechanisms)), maybe we can set up a spot somewhere as a IGDA GASIG One Button Experiment Lab where we can add more stuff like this and maybe get more people inspired? Greets, Richard From jbannick at 7128.com Sat Mar 1 14:45:52 2008 From: jbannick at 7128.com (John Bannick) Date: Sat, 01 Mar 2008 14:45:52 -0500 Subject: [games_access] I need copies of any game Accessibility Syllabus Message-ID: <6.1.0.6.2.20080301144336.01e70a18@enigami.com> Tom, You've come to the right place for game accessibilty information. Michell and other SIG members just returned from the Game Developers Conference, where they had the attention of a lot of developers, including some major CEOs. They also got personal demos of some of the latest AT gaming stuff. So just about any question you could ask about AT and games you can get the latest and best answers from these folks. As far as your "education game accessibility web site" goes: with the help of those same folks here, my company, 7-128 Software, just released the Accessible Learning through Entertainment and Recreation Tools (ALERT) project. I.e., accessible games in education and rehabilitation. It's a bunch of free information on: - Where to get accessible games that are suitable for education and rehab - What features to look for in those games, with examples - How to apply those games, from a former college instructor who now develops games - Who to go to for help with accessible games for education It's at www.7128.com. ALERT has no specific course syllabus for accessible games, though the How To articles might help you. I'd suggest you contact Michelle Hinn, Chairperson of this SIG, who is more than a little knowledgeable on that particular subject. You might also ask another SIG member, Eelke Folmer, who is an Assistant Professor of Computer Science and Engineering at the University of Nevada, Reno, and specializes in accessible games. Also, if you don't already know about it, check out Indiana University's ATC site: http://www.indiana.edu/~iuadapts/ It's not specifically about gaming, but it's a well laid-out site for AT for students. You'll probably have to develop any syllabus yourself, unless Michelle or Eelke has one to give you. But all the pieces you could want are right here. Any specific questions, ask away. John Bannick CTO 7-128 Software -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Sat Mar 1 15:31:49 2008 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 1 Mar 2008 14:31:49 -0600 Subject: [games_access] Color Blindness and Gaming Article In-Reply-To: <002001c87bc7$a9ed7900$0202a8c0@oneswitch> References: <3dd2060e0802261801g319f612aye758583fbbbbeec9@mail.gmail.com> <002001c87bc7$a9ed7900$0202a8c0@oneswitch> Message-ID: From Destructoid Ramblings of a Color Blind Gamer: http://www.destructoid.com/ramblings-of-a-colorblind-gamer-72229.phtml It's gotten a lot of comments! It's a great personal story but with VERY specific examples of how his colorblindness affects what games he can play. Michelle -------------- next part -------------- An HTML attachment was scrubbed... URL: From glinert at mit.edu Sat Mar 1 16:30:19 2008 From: glinert at mit.edu (Eitan Glinert) Date: Sat, 1 Mar 2008 16:30:19 -0500 Subject: [games_access] Fun user interface video In-Reply-To: <002001c87bc7$a9ed7900$0202a8c0@oneswitch> References: <3dd2060e0802261801g319f612aye758583fbbbbeec9@mail.gmail.com> <002001c87bc7$a9ed7900$0202a8c0@oneswitch> Message-ID: <3dd2060e0803011330i228b7812n169252e7dd6fd08e@mail.gmail.com> Yes - our work was heavily influenced by Toshio Iwai (Electroplankton, Musical Insects, etc.) and Hiroshi Ishii (Sensetable). There's actually a fun version of the reactable a few feet away from our project, but I don't know if it's still running. Eitan On Sat, Mar 1, 2008 at 1:11 PM, Barrie Ellis wrote: > Lovely gadget - I guess inspired by the Reactable?: > http://switchgaming.blogspot.com/2007/01/reactable-synthesiser.html > > The origins of Nintendo's ElectroPlankton came from something like this > too. Really nice way to interact with sounds. > > Barrie > > > ----- Original Message ----- > *From:* Eitan Glinert > *To:* games_access at igda.org > *Sent:* Wednesday, February 27, 2008 2:01 AM > *Subject:* [games_access] Fun user interface video > > Hey guys, > > I just got a video up of a small side project I've been working on. It's > not designed to be accessible, but the UI is simple enough that many groups > can use it. I'm going to try to apply some of the lessons I learned making > this to games. > > http://video.google.com/videoplay?docid=-8238548103802052558&hl=en > > Cheers, > 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 > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From jbannick at 7128.com Sat Mar 1 18:11:50 2008 From: jbannick at 7128.com (John Bannick) Date: Sat, 01 Mar 2008 18:11:50 -0500 Subject: [games_access] Color Blindness and Gaming Article Message-ID: <6.1.0.6.2.20080301180052.01e4b6f0@enigami.com> A consulting client just had me make a color-blind accessible interface. Seems that a Very Important User, i.e., someone with $$, is color blind. What I found out after some research is that from a UI perspective, it's an issue of spectrum. Each of the 3 color blind types has a much more limited color spectrum available. This makes it harder for the UI designer to assign colors, because there are fewer colors to assign. To some degree this can be mitigated by labels, fonts, patterns, shape, brightness, and motion. However, Iin the case of pie charts, where the items are not necessarily ordinal and there may not be room for labels or patterns, this is particularly difficult. What you end up doing is picking judiciously from the very limited set of colors available. British Telcom has some immediately useful stuff on this at: http://www.btplc.com/age_disability/technology/RandD/colours/palfiles.htm John Bannick CTO 7-128 Software From hinn at uiuc.edu Sat Mar 1 18:23:05 2008 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 1 Mar 2008 17:23:05 -0600 Subject: [games_access] I need copies of any game Accessibility Syllabus In-Reply-To: References: <6.1.0.6.2.20080227170049.01e2c608@enigami.com> Message-ID: Hi Tom, I taught a game design course last semester where accessibility was one of the major points within each "talk" (I say this versus "lecture" because due to the academic diversity (comp sci, history, journalism, psychology, marketing, etc) of the class, we re-created the course on the fly to be a "class as game studio" instead of a traditional lecture-based class) and class meeting. But because it was a class that was being created as we went through the semester, I only have a syllabus that I thought might work but did not and isn't very helpful as a class syllabus for others to follow. So I had a syllabus that I completely threw out the window after the first class meeting. That being said...I'm working on getting the course better laid out on paper for next year (I'm not teaching this semester). It's not a class entirely on game accessibility but, rather, a class in game design that includes accessibility throughout the course. How this was done was through the limited (so far) readings on game accessibility and then my engaging them in design discussions about "ok, but what if your player had ______ " (fill in a disability type), how would we re-work this and so let's assume 50% of our audience will have XYZ, how do we take our game idea and make it work (and make sure it's fun) for those with and without XYZ as an issue that keeps them from gaming? Anyway, it's not something that "reads well" on a syllabus (ie, it's hard to convey how I brought it into the course on paper) -- it's more of a way of teaching/talking about design that considers all kinds of gamers and gaming equipment that someone might be using. I had over 200 people on the waiting list for the course, as it was simply called "video game design" and mentioned that accessibility would be covered in the course timetable "blurb." But the cynic in me wonders how many students would have taken the course and/or would there have been a waiting list if I called it "video game accessibility" instead? Sigh. So I'm wondering if the way to teach it at your University would be to integrate it into all/some courses instead of covering it as a semester-long course that only talked about accessibility? I don't know -- I can see it working both ways but it depends on your students and what they are hoping to get out of game design courses. Keep in mind, that we offer VERY few courses in video game ANYTHING at University of Illinois -- sad, but true. So my course was one of two classes on the topic at this 40,000 person university and the other was pure theory. Maybe I still would have had a large waiting list because the students want to take courses on the topic and it's just not covered. But because my class was the only other class and was designed to be practical, teaching game design fundamentals were necessary and then using accessibility as a "design application" in every assignment and talk worked out the best for my class. Had I only talked about game accessibility, I would have left a lot of students confused because they wouldn't have the background into what goes into making a game in general. So that was my particular situation. I'm not sure if that helps you or not -- I'd certainly be willing to work on something more formalized than what I wrote. Also, Kevin Bierre at RIT is also on this list and I think he'll have a lot to say about how he's integrated game accessibility into his classes. Does your department focus entirely on disability studies and therefore this class would be a "disability applied to video games" or is it a game design curriculum (not necessarily a department on game accessibility) and this course would be an elective class in that setting? At the Game Developers Conference I met the leaders of the Game Curriculum SIG and I'm wondering if we could get a cross-SIG project going? That SIG has made lots of curriculum guides (in fact, most of their members are curriculum design experts) but, as they admit, game accessibility isn't yet a major part (any part?) of them. So they are interested in how to include accessibility -- we are the ones who can help guide them. If you (or anyone else on this list) are interested in this, let me know and I'll do a round of e-introductions off-list to start the ball rolling. That might be the best way to get a lot of ideas about how to include accessibility in game design programs and it would be getting to people who can really make change happen at many universities. I know you are just trying to find out ways right now for your own program but I think that these people could help all of us who try to teach about game accessibility at different universities. Sound interesting? It would be something to tell your boss that you are involved with in order to help provide content for your web site for your university. Michelle >Hi everyone, I am Tom Roome and I a have been assigned to develop an >education game Accessibility web site. I need some examples of >course syllabus for game accessibility. Yes, I know all about the >game Accessibility web site already, but my boss wants something for >the University. Please, send me whatever you have. So far, me and >my department keep going around in circles try to figure out the >best way to teach this information to our students. I was in SL >with a island that I was developing as a education space, but never >could get the University to support me fully, and they took to >island a way. > >I would be open to all ideas to teach this subject. > >---------------------------------------------------------------- >Thank You, >Tom Roome >ATEC Teacher Assistant >The University of Texas at Dallas >E-mail: thomas.roome at student.utdallas.edu > > > >________________________________ > >From: games_access-bounces at igda.org on behalf of John Bannick >Sent: Wed 2/27/2008 4:06 PM >To: games_access at igda.org >Subject: [games_access] The ALERT Project is Finally Out > > > >Folks, > >Our company just released the Accessible Learning through Entertainment and >Recreation Tools (ALERT) project. > >It's a free on-line service for people searching for free or low-cost >accessible computer games suitable for learning or rehabilitative >environments. > >It provides the following: > >1. Where to get those accessible games >2. What to look for in selecting those games >3.How to apply those games to learning objectives >4. Who to go to for help > >The accessibility accommodations include blindness, low vision, color >blindness, deafness, motion impairment, and cognitive impairment. > >The ALERT project is being publicized to school psychologists, special >education teachers, geriatric care managers, the early stage Alzheimer's >community, and the brain training market. Hopefully it'll get some >accessible games into the hands of people who can use them. > >And yes, the free ALERT Game Book that is part of the project is indeed >very similar to the one I sent to Thomas for the GDC DVD. However, the >text in this ALERT Game Book is focused on educators and caregivers rather >than developers. > >BTW. Some of you may know that it was a school psychologist's request for >information on this site that prompted the ALERT project. > >If anyone here knows an educator or caregiver who might want to use >accessible computer games for their work, its a good resource, totally >free, and doesn't ask for an email address or require registration. > >The ALERT project is at www.7128.com > >(And I am soooo glad that's finally done. So I can get back to actually >coding.) > >John Bannick >CTO >7-128 Software > >_______________________________________________ >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 Sat Mar 1 18:29:11 2008 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 1 Mar 2008 17:29:11 -0600 Subject: [games_access] Color Blindness and Gaming Article In-Reply-To: <6.1.0.6.2.20080301180052.01e4b6f0@enigami.com> References: <6.1.0.6.2.20080301180052.01e4b6f0@enigami.com> Message-ID: Yes, color blindness is more complex than the writer of that article might suggest but, to me, it was nice to see someone say "hey, this is what sucks about games because I can't tell the colors apart" on a popular site. I know that after talking with Mark and Stephanie at AbleGamers that they want to help collect these stories too so that we can start getting these to the CEOs, etc. It was actually my boss who works in computational medicine that found the article (and he said he wasn't a gamer...hmmm...). :) Nice link to the British Telecom stuff! Michelle >A consulting client just had me make a color-blind accessible interface. >Seems that a Very Important User, i.e., someone with $$, is color blind. > >What I found out after some research is that from a UI perspective, >it's an issue of spectrum. > >Each of the 3 color blind types has a much more limited color >spectrum available. >This makes it harder for the UI designer to assign colors, because >there are fewer colors to assign. > >To some degree this can be mitigated by labels, fonts, patterns, >shape, brightness, and motion. > >However, Iin the case of pie charts, where the items are not >necessarily ordinal and there may not be room for labels or >patterns, this is particularly difficult. What you end up doing is >picking judiciously from the very limited set of colors available. > >British Telcom has some immediately useful stuff on this at: >http://www.btplc.com/age_disability/technology/RandD/colours/palfiles.htm > >John Bannick >CTO >7-128 Software > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From b-peterson at hotmail.com Sat Mar 1 19:00:07 2008 From: b-peterson at hotmail.com (Bryan) Date: Sat, 1 Mar 2008 17:00:07 -0700 Subject: [games_access] A quick introduction Message-ID: Hi, Well some of you probably know me if you're subscribed to the Audyssey list. But for those who aren't, my name's Brya Peterson. I'm not currently an accessible game dev, but since it's an interest that's slowly grabbed my attention over the years and still refuses to let go of it again, I thought this would be a good place to come. As I've said before, though I'm not a developer I would like to try at some point to learn to develop games that are accessible at least to the blind, being a member of that community myself. Unfortunately, the kinds of games I'd like to see developed seem to be quite beyond the scope of our urrent list of devs. Not necessarily in terms of their skills but certainly beyond what any of them seems to be willing to attempt. My problem though is finding materials that can even begin to make the concepts of programing begin to make sense to me. Sure I wouldn't be developing a truly accessible audio RPG anytime soon, but that's one of my goals. But anyway, I thought I'd write and introduce myself since I just joined the list not long ago. Time is an illusion, lunchtime doubly so. -------------- next part -------------- An HTML attachment was scrubbed... URL: From jbannick at 7128.com Sun Mar 2 08:47:29 2008 From: jbannick at 7128.com (John Bannick) Date: Sun, 02 Mar 2008 08:47:29 -0500 Subject: [games_access] A quick introduction Message-ID: <6.1.0.6.2.20080302084621.01de3ae0@enigami.com> Bryan, What specific accessible game type do you first want to develop? John Bannick CTO 7-128 Software From b-peterson at hotmail.com Sun Mar 2 13:48:03 2008 From: b-peterson at hotmail.com (Bryan) Date: Sun, 2 Mar 2008 11:48:03 -0700 Subject: [games_access] A quick introduction References: <6.1.0.6.2.20080302084621.01de3ae0@enigami.com> Message-ID: I haven't really decided what I'd want to attempt first. Obviously it'd be smart to start with something simple. Actually I'm toying with the idea of developing a game in the style of the older Prince of Persia games, but I realize that at my current skill level it would be nearly impossible. Time is an illusion, lunchtime doubly so. ----- Original Message ----- From: "John Bannick" To: Sent: Sunday, March 02, 2008 6:47 AM Subject: [games_access] A quick introduction > Bryan, > > What specific accessible game type do you first want to develop? > > John Bannick > CTO > 7-128 Software > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From eelke.folmer at gmail.com Sun Mar 2 20:56:42 2008 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Sun, 2 Mar 2008 17:56:42 -0800 Subject: [games_access] A quick introduction In-Reply-To: References: Message-ID: <836db6300803021756i7d92b7acv867b9c93bf582148@mail.gmail.com> Hi Bryan, I read your post on the games access mailinglist. Would you be willing to participate in evaluation our blind accessible client for secondlife? Cheers Eelke On 01/03/2008, Bryan wrote: > > > Hi, > Well some of you probably know me if you're subscribed to the Audyssey > list. But for those who aren't, my name's Brya Peterson. I'm not currently > an accessible game dev, but since it's an interest that's slowly grabbed my > attention over the years and still refuses to let go of it again, I thought > this would be a good place to come. As I've said before, though I'm not a > developer I would like to try at some point to learn to develop games that > are accessible at least to the blind, being a member of that community > myself. Unfortunately, the kinds of games I'd like to see developed seem to > be quite beyond the scope of our urrent list of devs. Not necessarily in > terms of their skills but certainly beyond what any of them seems to be > willing to attempt. My problem though is finding materials that can even > begin to make the concepts of programing begin to make sense to me. Sure I > wouldn't be developing a truly accessible audio RPG anytime soon, but that's > one of my goals. But anyway, I thought I'd write and introduce myself since > I just joined the list not long ago. > Time is an illusion, lunchtime doubly so. > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- From b-peterson at hotmail.com Sun Mar 2 21:01:05 2008 From: b-peterson at hotmail.com (Bryan) Date: Sun, 2 Mar 2008 19:01:05 -0700 Subject: [games_access] A quick introduction References: <836db6300803021756i7d92b7acv867b9c93bf582148@mail.gmail.com> Message-ID: I've never even heard of that to be honest. I probably wouldn't even know where to begin. Time is an illusion, lunchtime doubly so. ----- Original Message ----- From: "Eelke Folmer" To: "IGDA Games Accessibility SIG Mailing List" Sent: Sunday, March 02, 2008 6:56 PM Subject: Re: [games_access] A quick introduction > Hi Bryan, > > I read your post on the games access mailinglist. > > Would you be willing to participate in evaluation our blind accessible > client for secondlife? > > Cheers Eelke > > On 01/03/2008, Bryan wrote: >> >> >> Hi, >> Well some of you probably know me if you're subscribed to the Audyssey >> list. But for those who aren't, my name's Brya Peterson. I'm not >> currently >> an accessible game dev, but since it's an interest that's slowly grabbed >> my >> attention over the years and still refuses to let go of it again, I >> thought >> this would be a good place to come. As I've said before, though I'm not a >> developer I would like to try at some point to learn to develop games >> that >> are accessible at least to the blind, being a member of that community >> myself. Unfortunately, the kinds of games I'd like to see developed seem >> to >> be quite beyond the scope of our urrent list of devs. Not necessarily in >> terms of their skills but certainly beyond what any of them seems to be >> willing to attempt. My problem though is finding materials that can even >> begin to make the concepts of programing begin to make sense to me. Sure >> I >> wouldn't be developing a truly accessible audio RPG anytime soon, but >> that's >> one of my goals. But anyway, I thought I'd write and introduce myself >> since >> I just joined the list not long ago. >> Time is an illusion, lunchtime doubly so. >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> > > > -- > ---------------------------------------------------------------------------- > Eelke Folmer Assistant Professor > Department of CS&E/171 > University of Nevada Reno, Nevada 89557 > Game interaction design www.helpyouplay.com > ---------------------------------------------------------------------------- > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From thomas at pininteractive.com Mon Mar 3 04:34:51 2008 From: thomas at pininteractive.com (Thomas Westin) Date: Mon, 3 Mar 2008 10:34:51 +0100 Subject: [games_access] A quick introduction In-Reply-To: References: <6.1.0.6.2.20080302084621.01de3ae0@enigami.com> Message-ID: <47F805D5-1000-42BF-8BD3-B434F1A1547D@pininteractive.com> a good way to start learning is to either modify existing games, and / or learn coding an easy to use scripting tool, like Adobe Flash (for smaller 2D games, even some simple 3D through Papervision) or Adobe Director (for more high-performance 2D/3D games) or if you're on Mac, consider Unity. All of these offer an introductory level programming and can be sufficient for most independent development. /Thomas Pin Interactive AB On 2 mar 2008, at 19.48, Bryan wrote: > I haven't really decided what I'd want to attempt first. Obviously > it'd be smart to start with something simple. Actually I'm toying > with the idea of developing a game in the style of the older Prince > of Persia games, but I realize that at my current skill level it > would be nearly impossible. > Time is an illusion, lunchtime doubly so. > ----- Original Message ----- From: "John Bannick" > To: > Sent: Sunday, March 02, 2008 6:47 AM > Subject: [games_access] A quick introduction > > >> Bryan, >> >> What specific accessible game type do you first want to develop? >> >> John Bannick >> CTO >> 7-128 Software >> >> _______________________________________________ >> 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 Mon Mar 3 09:47:26 2008 From: kestrell at panix.com (Kestrell) Date: Mon, 3 Mar 2008 09:47:26 -0500 Subject: [games_access] another quick introduction References: <836db6300803021756i7d92b7acv867b9c93bf582148@mail.gmail.com> Message-ID: <001301c87d3d$7ff6fff0$0201000a@Galatea> Hi, listers My name is Alicia Verlager, although I mostly go by my username/nickname of Kestrell. I am a blind blogger and independent media scholar, and a 2006 graduate of MIT's Comparative Media Studies masters program. I was a tester for Eitan's AudiOdyssey game, and I am hoping to find more opportunities to participate in increasing game accessibility, particularly in virtual worlds such as Second Life. Kestrell http://kestrell.livejournal.com ----- Original Message ----- From: "Eelke Folmer" To: "IGDA Games Accessibility SIG Mailing List" Sent: Sunday, March 02, 2008 8:56 PM Subject: Re: [games_access] A quick introduction > Hi Bryan, > > I read your post on the games access mailinglist. > > Would you be willing to participate in evaluation our blind accessible > client for secondlife? > > Cheers Eelke > > On 01/03/2008, Bryan wrote: >> >> >> Hi, >> Well some of you probably know me if you're subscribed to the Audyssey >> list. But for those who aren't, my name's Brya Peterson. I'm not >> currently >> an accessible game dev, but since it's an interest that's slowly grabbed >> my >> attention over the years and still refuses to let go of it again, I >> thought >> this would be a good place to come. As I've said before, though I'm not a >> developer I would like to try at some point to learn to develop games >> that >> are accessible at least to the blind, being a member of that community >> myself. Unfortunately, the kinds of games I'd like to see developed seem >> to >> be quite beyond the scope of our urrent list of devs. Not necessarily in >> terms of their skills but certainly beyond what any of them seems to be >> willing to attempt. My problem though is finding materials that can even >> begin to make the concepts of programing begin to make sense to me. Sure >> I >> wouldn't be developing a truly accessible audio RPG anytime soon, but >> that's >> one of my goals. But anyway, I thought I'd write and introduce myself >> since >> I just joined the list not long ago. >> Time is an illusion, lunchtime doubly so. >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> > > > -- > ---------------------------------------------------------------------------- > Eelke Folmer Assistant Professor > Department of CS&E/171 > University of Nevada Reno, Nevada 89557 > Game interaction design www.helpyouplay.com > ---------------------------------------------------------------------------- > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From jbannick at 7128.com Mon Mar 3 22:32:55 2008 From: jbannick at 7128.com (John Bannick) Date: Mon, 03 Mar 2008 22:32:55 -0500 Subject: [games_access] another quick introduction Message-ID: <6.1.0.6.2.20080303222733.01dedb00@enigami.com> Hey Kestrell, If you're still in the Boston area, we're neighbors! Our 7-128 Software company is up in Salem, MA. We do mainstream casual games that are accessible. What aspects of game accessibilty are you interested in? Also, have you heard of the Boston Visually Impaired and Blind Users Group (VIBUG)? A bunch of really neat tech people who meet at the Braille Press near Symphony. Check out http://www.vibug.org. John Bannick CTO 7-128 Software From jbannick at 7128.com Mon Mar 3 23:21:11 2008 From: jbannick at 7128.com (John Bannick) Date: Mon, 03 Mar 2008 23:21:11 -0500 Subject: [games_access] JAVA SWT - Was USA Games News 3/3/2008 Message-ID: <6.1.0.6.2.20080303231355.01e8f8c8@enigami.com> Thomas, You just gave me the first good reason to learn SWT. I've been doing Java Swing since it was in Beta. But I hate having to deal with the Java Access Bridge. And being able to get our stuff to work with WindowEyes and NVDA, not just JAWS and HAL, would be great. I use Eclipse every day and have done a little SWT, which is a clone of Swing anyway. Not to say that we'll convert everything today. But your information is extremely interesting and I gotta think seriously about this. Thanks for being a great resource, John Bannick CTO 7-128 Software From kestrell at panix.com Tue Mar 4 11:24:20 2008 From: kestrell at panix.com (Kestrell) Date: Tue, 4 Mar 2008 11:24:20 -0500 Subject: [games_access] another quick introduction References: <6.1.0.6.2.20080303222733.01dedb00@enigami.com> Message-ID: <002301c87e14$350a91f0$0601000a@Galatea> Hi, John Could you name some game titles from your company? I know of VIBUG and even did a demo on commercial ebook formats a number of years ago, but, as I live in Dorchester, the trip to the meetings is usually more of an MBTA adventure than I feel up to. Aspects of games I am particularly interested in: the social and educational aspects, which is why Second Life accessibility is something I would particularly be interested in. Also, I want an accessible flamethrower. I was an alpha tester for All In Play when they were originally working on a monster/maze game, and I loved that game, but they abandoned it to pursue development of online card games. Lastly, I would love to find someone willing to work on a horror game that exploited the lights-out in the dark potential of creating an environment that could appeal to both visually-impaired and sighted players. Kes ----- Original Message ----- From: "John Bannick" To: Sent: Monday, March 03, 2008 10:32 PM Subject: [games_access] another quick introduction > Hey Kestrell, > > If you're still in the Boston area, we're neighbors! > Our 7-128 Software company is up in Salem, MA. > We do mainstream casual games that are accessible. > > What aspects of game accessibilty are you interested in? > > Also, have you heard of the Boston Visually Impaired and Blind Users Group > (VIBUG)? > A bunch of really neat tech people who meet at the Braille Press near > Symphony. > Check out http://www.vibug.org. > > John Bannick > CTO > 7-128 Software > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From jbannick at 7128.com Tue Mar 4 19:21:10 2008 From: jbannick at 7128.com (John Bannick) Date: Tue, 04 Mar 2008 19:21:10 -0500 Subject: [games_access] another quick introduction Message-ID: <6.1.0.6.2.20080304190149.01d8c880@enigami.com> Kestrel, We've already shipped 6 of the planned 12 Inspector Cyndi in Newport games. Their titles are: 1. Death Nell - Who murdered the Upstairs Maid? 2. The Forgetful Sailor - An amnesiac who is more than he appears to be 3. When Irish Spies are Smiling - Did the Fenians steal Mr. Hollands experimental submarine, again? 4. Unfinished Symphony - Why did the trumpet player keel over into the potted palm? 5. Lights Out - Who stole Muffy Huffington's engagement ring? 6. Fall from Grace - Who abducted Miss Helen Grace Stately? We've shipped a bunch of puzzle and word games. The blind-accessible ones are: 1. Kim's Game - A memory game from Rudyard Kipling's book 2. Orchestra - A musical memory game 3. Definitions - A word game 4. Synonyms and Antonyms - The word game equivalent of slalom skiing 5. Scrambled Sayings - Another word game Plus the occasional free word games which appear on our Web site randomly. Eelke's opportunity to participate in evaluation of his blind accessible client for Second Life sounds ideal for your interest in social gaming. We're offering our word games especially to the educational markets right now; but they aren't formal teaching tools. I personally like making story games. We've got a new series under development right now, adventures set in Sinister Cities of the 1920's. Your idea about a horror game that exploited the lights-out in the dark potential of creating an environment that could appeal to both visually-impaired and sighted players is very interesting. I've got to give that some serious thought. Later, John From thomas at pininteractive.com Wed Mar 5 05:32:39 2008 From: thomas at pininteractive.com (Thomas Westin) Date: Wed, 5 Mar 2008 11:32:39 +0100 Subject: [games_access] GDC 2008 Debrief In-Reply-To: References: <20080223182038.BCC62420@expms2.cites.uiuc.edu><537322A7-51D3-4422-9E8D-45E6B2594895@pininteractive.com> Message-ID: Hi, hehe blocking all exits until the task is done, sounds like a game scenario. Just add a high score list on the wall. I like the concept of mobile viral, social marketing :) Next year we can expand that with having people compete about getting as many as possible to our sessions, and compete about a prize (some nice access stuff) Glad to hear the DVDs worked out fine; a big thanks to Reid for making that a success. I hope I can attend next year, but I'm planning a vacation next spring with my kids. Is next year's GDC already planned with dates? Other avenues: G?ran and I is working on setting up an access arcade at Dreamhack by the end of November - the world's largest LAN party with over 10.000 gamers playing 24-7 for three days. It's held in Sweden two times each year (Winter and Summer). It's a great way to reach out to all the gamers with the IGDA and the SIG. If we can get some more people from the SIG to attend it would be great. If not, at Dreamhack they have very good fiber connection so having an online presentation via video could also be worth a try. That way we also save the environment a bit to not travel by air across the world. Have a look at http://web.dreamhack.se/index.php?language=en Something for IGDA and Tom B. defending game companies: I was at Dreamhack last year representing the university, and it's amazing to see how 10.000 kids get along with no fighting or drinking (except Coca Cola and in-game frags). That is something people complaining about violent games should see. Also, G?ran would like to be on the list of Committees. He would like to add a Committee if possible, or just be listed as a member. The added committee would be Digital Culture Committee - which would focus on accessibility in a cultural perspective. G?ran can explain the theory in detail much better than me so I leave that to him. /Thomas On 28 feb 2008, at 12.14, d. michelle hinn wrote: > Thanks Thomas! I wish that you had been able to come this year -- > although you were with us in spirit, especially with all your help > with the DVD -- thanks again for all that! It was so exciting and we > had people asking us for more info at receptions, introducing us to > people they'd told about all the cool stuff we showed. I think we've > finally landed on the right type of session for us -- get a couple > corporate sponsors doing some "out there" cool stuff that people are > dying to see that is also accessible and then block all the exits so > they experience the rest of our stuff. :D > > But seriously, letting people walk around, seeing them call their > friends to get to the room too is really a low key but very good way > for us to present "game accessibility." It's literally a page pulled > from the constructivist learning texts -- learning by doing. By > experiencing the different controllers, game mods, etc things sink > in much more than just hearing us talk about it. This seems to be > our best way of getting out our message at this particular conference. > > Personally it was great being able to see all the attendees make the > rounds to the different stations and see them talking to Reid, > Eelke, Eitan, Mark, Stephanie and me about all of our projects and > build the excitement about game accessibility! Everyone seemed so > engaged in what we had going on. > > GDC is definitely not the only show we should aim for -- and there > are more and more GDCs all over the globe now. Sure, there will > always be the mother ship GDC (San Fran) but it's nice to see > smaller versions to give GDC back it's nice closeknit feel. But as > John announced the ALERT system aimed at educators, I immediately > thought about education conferences that would really benefit from > learning about this incredible (and free!) resource to help their > students. So let's keep thinking about other avenues too! > > I admit -- I was nervous as could be about this year but we did it! > We finally figured out what the best way to reach out the the GDC > audience is. Took us a few years...but I really get the feeling that > the industry -- especially those in the crashing US economy -- is > getting very appreciative of hearing about anything that can bring > them a larger audience. The iron is hot...time to strike! :) > > Michelle > >> Fantastic news, >> >> I take back my previous doubts about reaching out at GDC. >> >> Very nice to hear you guys got through all the noise, well done! >> >> /Thomas >> >> >> >> On 27 feb 2008, at 02.29, d. michelle hinn wrote: >> >>> Hi All, >>> >>> I don't have a lot of energy at the moment but I wanted to let >>> everyone know how well things went at this year's GDC! We/I >>> definitely missed having the whole gang around this year (or as >>> much of the gang as we have had before) but it's definitely not >>> the only conference and, in fact, some of the new smaller GDCs are >>> definitely worth looking into -- they have them all of the world >>> right now! So we might start sponsoring some SIG members to go to >>> conferences that are just a train ride away (ie, the european >>> conferences). More on that later when I figure out when the next >>> batch of deadlines are! >>> >>> So our big session was Accessibility Arcade: Or How to Do the Jedi >>> Mind Trick, which was repeated twice unlike the 3 times from last >>> year. So some overall comments: >>> >>> A/V Stuff: Of course the annual "where are the TVs?" "will they be >>> arriving -- during or after our session" kinds of things came up >>> but thanks to the conference associates that got worked out >>> relatively quickly and I didn't have to run all over the expo >>> looking for the GES (A/V) contractors. The funny thing was this >>> year they set them up in the room next door so it wasn't a big >>> deal once they knew where to move them to -- and it wasn't very >>> far to move them! But honestly? That was the worst thing that >>> happened and it was resolved in time for our session -- sure I did >>> have a few moments of panic remembering last year but with >>> everything getting solved and everyone just going ahead and >>> setting up their stations and not waiting for the TVs before >>> starting helped a lot. So that's not much of a "worst part," >>> eh? :D Yay! >>> >>> Attendees: This blew me away...and I'm know it blew away Eelke and >>> Reid too who have seen way too many empty rooms we've presented >>> to. It's always hard to gauge exact numbers with a session like >>> "arcade" that allows people to come in late, wander in and out, >>> etc. But basically...we went from having an average of 2 >>> attendees...to about 60-70 (The CAs gave me a better count since >>> they were watching the traffic moving in and out) for the 4pm >>> Wednesday session and about 30 for the 9am Thursday session (not >>> bad for early morning!!). And they weren't just our usual fans >>> (yes, the cool people from "games for grandma and grandpa" were >>> there -- cool as ever and always welcome!). We had people from >>> Sony, Microsoft (and not one of my friends -- a producer of a new >>> racing game who could use Barrie's help actually!), EA, and much >>> more. Yes...the big leagues! And yes, I cried after the first >>> session -- I couldn't believe that the months put into this, >>> negotiating with Natural Point and Emotive and all the >>> individually sent press releases helped get people in the room. It >>> was just a half a year worth of stuff and to see people there who >>> were interested and involved...wow...you really can't ask for much >>> more! >>> >>> Presenters: >>> >>> Emotiv and Natural Point kept their deal and brought their stuff >>> (although I was a wee bit scared when they said they'd show up >>> five minutes ahead of the session -- and after all I went through >>> getting them single session passes -- yes, I invoked my crying >>> spell on them...it wasn't hard given that I was in a pain cycle >>> and felt like collapsing. But I had my game face on! :) And having >>> them come to the session? Golden. So that gamble I made to ask >>> them to join us paid off -- it got people in the room to see and >>> do the "jedi mind trick" and then they stayed to check out the SIG >>> stuff. So next year? We do an all out sponsored session. Thanks to >>> our numbers -- and the percentage increase over last year -- we're >>> going to look like "wow, ok! they figured out how to make this >>> accessibility thing work!" So I imagine that there will be no >>> argument about our getting another session like this for next year >>> and maybe even make it a little slicker. >>> >>> Mark and Stephanie from AbleGamers rocked -- they helped pass out >>> tons of our session fliers (they were combing the expo and helped >>> me out a ton because I could hardly move and this undoubtedly >>> helped with getting even more people in the room) and brought >>> their enthusiasm and passion for helping the disabled gamer >>> community! Without them I don't think I would have survived the >>> show this year -- all three of us have our own disabilities and I >>> think we did a pretty good job helping each other stay alive! :) >>> >>> Reid and Eelke -- Amazing as usual. Reid found a SUPER place to >>> print and burn the DVDs and they looked great and so professional! >>> And Eelke's new Blind Hero is something to behold. That haptic >>> glove -- awesome! Reid's poster looked awesome -- I'll let him >>> talk about his poster session in another email! And thanks again, >>> Eelke for bringing all your equipment! >>> >>> Eitan -- again, always steals the spotlight with his wiimote music >>> game -- I'm so glad you could join us! >>> >>> Barrie, Dimitris -- you were with us in spirit as we showed "Game >>> Over" and all of the cool controllers -- and we passed out your >>> cards and the leftover FuturePlay fliers! :) >>> >>> All -- Wow, all I can say is that this SIG really rocks -- we >>> finally did it! We had a great show at GDC and with funding that >>> we are getting sorted out...I'm on cloud 9. What a great >>> achievement for all of us! This IS going to be our year! We have >>> tons of developers asking us where they should start with >>> accessibility (ie, which groups are asking for what in which game? >>> Sure, the numbers and financial stuff will always be there but >>> what a great feeling that now we are in a position to start >>> talking directly to CEOs to help them make their first steps >>> toward adding in even just ONE accessibility feature in future >>> games. >>> >>> So, hey, let's pat ourselves on the backs for a show well done -- >>> sure we could have all felt a little better but that's how it goes >>> sometimes. It was nice to know that we all had each other's backs >>> and the passion for game accessibility was showing through and >>> through! >>> >>> Well done, everyone -- and everyone includes everyone who added to >>> the DVD, helped with fliers, presenters, and just all of you who >>> gave us good thoughts all week! :) >>> >>> Ok...need to rest a little now. But I had to give the post mort to >>> the SIG. I'm working on a posting about how much better this GDC >>> was for game accessibility to be published on ablegamers too. It >>> was a long year between this year's GDC and last year's but we've >>> learned a lot and we keep fighting the good fight! >>> >>> Michelle >>> >>> _______________________________________________ >>> 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 -------------- next part -------------- An HTML attachment was scrubbed... URL: From kestrell at panix.com Wed Mar 5 10:44:15 2008 From: kestrell at panix.com (Kestrell) Date: Wed, 5 Mar 2008 10:44:15 -0500 Subject: [games_access] another quick introduction References: <6.1.0.6.2.20080304190149.01d8c880@enigami.com> Message-ID: <001901c87ed7$c43846b0$0601000a@Galatea> John, Wow! Those games do sound interesting, I will definitely check out your site. I do like puzzle games also--I am a major fan of Boggle, and there is a blind-accessible version produced by Spoonville Games of which I am a total fan. The spooky cities of the 1920s game also sounds fabulous; I love that time period, and read a lot of weird fiction and ghost stories from that time, along with the mysteries of Dorothy Sayers and such. Kes ----- Original Message ----- From: "John Bannick" To: Sent: Tuesday, March 04, 2008 7:21 PM Subject: [games_access] another quick introduction > Kestrel, > > We've already shipped 6 of the planned 12 Inspector Cyndi in Newport > games. > Their titles are: > > 1. Death Nell - Who murdered the Upstairs Maid? > 2. The Forgetful Sailor - An amnesiac who is more than he appears to be > 3. When Irish Spies are Smiling - Did the Fenians steal Mr. Hollands > experimental submarine, again? > 4. Unfinished Symphony - Why did the trumpet player keel over into the > potted palm? > 5. Lights Out - Who stole Muffy Huffington's engagement ring? > 6. Fall from Grace - Who abducted Miss Helen Grace Stately? > > We've shipped a bunch of puzzle and word games. > The blind-accessible ones are: > > 1. Kim's Game - A memory game from Rudyard Kipling's book > 2. Orchestra - A musical memory game > 3. Definitions - A word game > 4. Synonyms and Antonyms - The word game equivalent of slalom skiing > 5. Scrambled Sayings - Another word game > > Plus the occasional free word games which appear on our Web site randomly. > > Eelke's opportunity to participate in evaluation of his blind accessible > client for Second Life sounds ideal for your interest in social gaming. > > We're offering our word games especially to the educational markets right > now; but they aren't formal teaching tools. > > I personally like making story games. > We've got a new series under development right now, adventures set in > Sinister Cities of the 1920's. > > Your idea about a horror game that exploited the lights-out in the dark > potential of creating an environment > that could appeal to both visually-impaired and sighted players is very > interesting. I've got to give that some serious thought. > > Later, > > John > > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From foreversublime at hotmail.com Wed Mar 5 16:04:31 2008 From: foreversublime at hotmail.com (Matthias Troup) Date: Wed, 5 Mar 2008 16:04:31 -0500 Subject: [games_access] GDC 2008 Debrief In-Reply-To: References: <20080223182038.BCC62420@expms2.cites.uiuc.edu><537322A7-51D3-4422-9E8D-45E6B2594895@pininteractive.com> Message-ID: Thomas and everyone interested in next year's GDC, GDC San Francisco will be hoted during "...the more civilized dates of March 23-27, 2009" I liked the early timing of GDC 2008. Coupled with the federal holiday I only had to take off 4 days scheduled vacation from work instead of 5. -Matt From: thomas at pininteractive.comTo: games_access at igda.orgDate: Wed, 5 Mar 2008 11:32:39 +0100CC: goran at pininteractive.comSubject: Re: [games_access] GDC 2008 DebriefHi, hehe blocking all exits until the task is done, sounds like a game scenario. Just add a high score list on the wall. I like the concept of mobile viral, social marketing :) Next year we can expand that with having people compete about getting as many as possible to our sessions, and compete about a prize (some nice access stuff) Glad to hear the DVDs worked out fine; a big thanks to Reid for making that a success. I hope I can attend next year, but I'm planning a vacation next spring with my kids. Is next year's GDC already planned with dates? Other avenues: G?ran and I is working on setting up an access arcade at Dreamhack by the end of November - the world's largest LAN party with over 10.000 gamers playing 24-7 for three days. It's held in Sweden two times each year (Winter and Summer). It's a great way to reach out to all the gamers with the IGDA and the SIG. If we can get some more people from the SIG to attend it would be great. If not, at Dreamhack they have very good fiber connection so having an online presentation via video could also be worth a try. That way we also save the environment a bit to not travel by air across the world. Have a look at http://web.dreamhack.se/index.php?language=en Something for IGDA and Tom B. defending game companies: I was at Dreamhack last year representing the university, and it's amazing to see how 10.000 kids get along with no fighting or drinking (except Coca Cola and in-game frags). That is something people complaining about violent games should see. Also, G?ran would like to be on the list of Committees. He would like to add a Committee if possible, or just be listed as a member. The added committee would be Digital Culture Committee - which would focus on accessibility in a cultural perspective. G?ran can explain the theory in detail much better than me so I leave that to him. /Thomas On 28 feb 2008, at 12.14, d. michelle hinn wrote: Thanks Thomas! I wish that you had been able to come this year -- although you were with us in spirit, especially with all your help with the DVD -- thanks again for all that! It was so exciting and we had people asking us for more info at receptions, introducing us to people they'd told about all the cool stuff we showed. I think we've finally landed on the right type of session for us -- get a couple corporate sponsors doing some "out there" cool stuff that people are dying to see that is also accessible and then block all the exits so they experience the rest of our stuff. :D But seriously, letting people walk around, seeing them call their friends to get to the room too is really a low key but very good way for us to present "game accessibility." It's literally a page pulled from the constructivist learning texts -- learning by doing. By experiencing the different controllers, game mods, etc things sink in much more than just hearing us talk about it. This seems to be our best way of getting out our message at this particular conference. Personally it was great being able to see all the attendees make the rounds to the different stations and see them talking to Reid, Eelke, Eitan, Mark, Stephanie and me about all of our projects and build the excitement about game accessibility! Everyone seemed so engaged in what we had going on. GDC is definitely not the only show we should aim for -- and there are more and more GDCs all over the globe now. Sure, there will always be the mother ship GDC (San Fran) but it's nice to see smaller versions to give GDC back it's nice closeknit feel. But as John announced the ALERT system aimed at educators, I immediately thought about education conferences that would really benefit from learning about this incredible (and free!) resource to help their students. So let's keep thinking about other avenues too! I admit -- I was nervous as could be about this year but we did it! We finally figured out what the best way to reach out the the GDC audience is. Took us a few years...but I really get the feeling that the industry -- especially those in the crashing US economy -- is getting very appreciative of hearing about anything that can bring them a larger audience. The iron is hot...time to strike! :) Michelle Fantastic news, I take back my previous doubts about reaching out at GDC. Very nice to hear you guys got through all the noise, well done! /Thomas On 27 feb 2008, at 02.29, d. michelle hinn wrote: Hi All, I don't have a lot of energy at the moment but I wanted to let everyone know how well things went at this year's GDC! We/I definitely missed having the whole gang around this year (or as much of the gang as we have had before) but it's definitely not the only conference and, in fact, some of the new smaller GDCs are definitely worth looking into -- they have them all of the world right now! So we might start sponsoring some SIG members to go to conferences that are just a train ride away (ie, the european conferences). More on that later when I figure out when the next batch of deadlines are! So our big session was Accessibility Arcade: Or How to Do the Jedi Mind Trick, which was repeated twice unlike the 3 times from last year. So some overall comments: A/V Stuff: Of course the annual "where are the TVs?" "will they be arriving -- during or after our session" kinds of things came up but thanks to the conference associates that got worked out relatively quickly and I didn't have to run all over the expo looking for the GES (A/V) contractors. The funny thing was this year they set them up in the room next door so it wasn't a big deal once they knew where to move them to -- and it wasn't very far to move them! But honestly? That was the worst thing that happened and it was resolved in time for our session -- sure I did have a few moments of panic remembering last year but with everything getting solved and everyone just going ahead and setting up their stations and not waiting for the TVs before starting helped a lot. So that's not much of a "worst part," eh? :D Yay! Attendees: This blew me away...and I'm know it blew away Eelke and Reid too who have seen way too many empty rooms we've presented to. It's always hard to gauge exact numbers with a session like "arcade" that allows people to come in late, wander in and out, etc. But basically...we went from having an average of 2 attendees...to about 60-70 (The CAs gave me a better count since they were watching the traffic moving in and out) for the 4pm Wednesday session and about 30 for the 9am Thursday session (not bad for early morning!!). And they weren't just our usual fans (yes, the cool people from "games for grandma and grandpa" were there -- cool as ever and always welcome!). We had people from Sony, Microsoft (and not one of my friends -- a producer of a new racing game who could use Barrie's help actually!), EA, and much more. Yes...the big leagues! And yes, I cried after the first session -- I couldn't believe that the months put into this, negotiating with Natural Point and Emotive and all the individually sent press releases helped get people in the room. It was just a half a year worth of stuff and to see people there who were interested and involved...wow...you really can't ask for much more! Presenters: Emotiv and Natural Point kept their deal and brought their stuff (although I was a wee bit scared when they said they'd show up five minutes ahead of the session -- and after all I went through getting them single session passes -- yes, I invoked my crying spell on them...it wasn't hard given that I was in a pain cycle and felt like collapsing. But I had my game face on! :) And having them come to the session? Golden. So that gamble I made to ask them to join us paid off -- it got people in the room to see and do the "jedi mind trick" and then they stayed to check out the SIG stuff. So next year? We do an all out sponsored session. Thanks to our numbers -- and the percentage increase over last year -- we're going to look like "wow, ok! they figured out how to make this accessibility thing work!" So I imagine that there will be no argument about our getting another session like this for next year and maybe even make it a little slicker. Mark and Stephanie from AbleGamers rocked -- they helped pass out tons of our session fliers (they were combing the expo and helped me out a ton because I could hardly move and this undoubtedly helped with getting even more people in the room) and brought their enthusiasm and passion for helping the disabled gamer community! Without them I don't think I would have survived the show this year -- all three of us have our own disabilities and I think we did a pretty good job helping each other stay alive! :) Reid and Eelke -- Amazing as usual. Reid found a SUPER place to print and burn the DVDs and they looked great and so professional! And Eelke's new Blind Hero is something to behold. That haptic glove -- awesome! Reid's poster looked awesome -- I'll let him talk about his poster session in another email! And thanks again, Eelke for bringing all your equipment! Eitan -- again, always steals the spotlight with his wiimote music game -- I'm so glad you could join us! Barrie, Dimitris -- you were with us in spirit as we showed "Game Over" and all of the cool controllers -- and we passed out your cards and the leftover FuturePlay fliers! :) All -- Wow, all I can say is that this SIG really rocks -- we finally did it! We had a great show at GDC and with funding that we are getting sorted out...I'm on cloud 9. What a great achievement for all of us! This IS going to be our year! We have tons of developers asking us where they should start with accessibility (ie, which groups are asking for what in which game? Sure, the numbers and financial stuff will always be there but what a great feeling that now we are in a position to start talking directly to CEOs to help them make their first steps toward adding in even just ONE accessibility feature in future games. So, hey, let's pat ourselves on the backs for a show well done -- sure we could have all felt a little better but that's how it goes sometimes. It was nice to know that we all had each other's backs and the passion for game accessibility was showing through and through! Well done, everyone -- and everyone includes everyone who added to the DVD, helped with fliers, presenters, and just all of you who gave us good thoughts all week! :) Ok...need to rest a little now. But I had to give the post mort to the SIG. I'm working on a posting about how much better this GDC was for game accessibility to be published on ablegamers too. It was a long year between this year's GDC and last year's but we've learned a lot and we keep fighting the good fight! Michelle _______________________________________________games_access mailing listgames_access at igda.orghttp://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________games_access mailing listgames_access at igda.orghttp://seven.pairlist.net/mailman/listinfo/games_access _______________________________________________games_access mailing listgames_access at igda.orghttp://seven.pairlist.net/mailman/listinfo/games_access _________________________________________________________________ Need to know the score, the latest news, or you need your Hotmail?-get your "fix". http://www.msnmobilefix.com/Default.aspx -------------- next part -------------- An HTML attachment was scrubbed... URL: From reid at rbkdesign.com Wed Mar 5 18:15:15 2008 From: reid at rbkdesign.com (Reid Kimball) Date: Wed, 5 Mar 2008 15:15:15 -0800 Subject: [games_access] Kotaku mentions Assistive Gaming website Message-ID: Kotaku mentions Assistive Gaming website http://kotaku.com/364074/website-makes-gaming-accessible-for-everyone -Reid From jbannick at 7128.com Wed Mar 5 18:31:29 2008 From: jbannick at 7128.com (John Bannick) Date: Wed, 05 Mar 2008 18:31:29 -0500 Subject: [games_access] another quick introduction Message-ID: <6.1.0.6.2.20080305182857.01e65810@enigami.com> Kestrel, Cool! BTW. Freedom Scientific is doing a show-and-tell at the Carroll Center on 20 March. I'll forward their email to your panix.com address. John From hinn at uiuc.edu Wed Mar 5 20:47:48 2008 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 5 Mar 2008 19:47:48 -0600 Subject: [games_access] Kotaku mentions Assistive Gaming website In-Reply-To: References: Message-ID: It's a bit of a misleading article, as the assistive gaming site doesn't seem to discuss issues that cannot be resolved through controllers, etc (ie, issues that require game companies to make changes to their games) and is also focused only on the mac (although it looks like they are moving beyond that -- my guess is that it's due to the small number of commercial games available for the mac compared with the pc). Then again...wasn't it Kotaku (or at least a member of Kotaku) who blasted the retro remakes accessibility award just a few years ago? Perhaps this is a sign that they are beginning to change their outlook for the better. Just reminds me of how awareness is only the beginning of creating change in the industry. Regardless, it's nice to see a site that is focusing on the mac side of things and also the push toward building awareness amongst the gaming community that may not think of accessibility. As more people learn about gaming in different ways perhaps it will add incentive for companies who are afraid that adding in accessibility features will only "annoy" other gamers (add that to the list of real reactions I've gotten from companies...). Michelle >Kotaku mentions Assistive Gaming website > >http://kotaku.com/364074/website-makes-gaming-accessible-for-everyone > >-Reid >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Wed Mar 5 21:02:41 2008 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 5 Mar 2008 20:02:41 -0600 Subject: [games_access] GDC 2008 Debrief In-Reply-To: References: <20080223182038.BCC62420@expms2.cites.uiuc.edu><537322A7-51D3-4422-9E8D-45E6B2594895@pininteractive.com> Message-ID: Matt -- I see your point with the Monday holiday but that still left out our European contingent -- usually we have more people from Europe representing the SIG than people from the US! Or at least it's half and half. Also, that Monday was not a university holiday so I still had to take off work that day. :( There's probably no "great" dates for anyone but I know that the GDC staff and many people really got hurt with GDC being so close to the beginning of the year. All the holidays in December and January made it hard for people to get things done in time. A lot of stuff fell through the cracks this year because it was so early. The dates this year had to do with the ability to book the Moscone center for a week rather than a decision to move it to an earlier date. They also had trouble reserving hotel room blocks the Sunday night before the conference started due to the holiday -- I ended up paying twice the rate at my hotel for just that one night because I had to be there Monday. Anyway...that's a little behind the scenes info as to why it was very early this year compared to year's past. The only year it worked well for me was the year it fell over our university's spring break. So...like I said...there's probably not going to be any time that's going to make everyone happy. I do hate having to work my entire first few months of the year around GDC, though. One advantage to it being over early is now I can get back to doing things other than prep for GDC! :) Michelle >Thomas and everyone interested in next year's GDC, > >GDC San Francisco will be hoted during "...the >more civilized dates of March 23-27, 2009" > >I liked the early timing of GDC 2008. Coupled >with the federal holiday I only had to take off >4 days scheduled vacation from work instead of 5. > >-Matt > > > > > > > >From: thomas at pininteractive.com >To: games_access at igda.org >Date: Wed, 5 Mar 2008 11:32:39 +0100 >CC: goran at pininteractive.com >Subject: Re: [games_access] GDC 2008 Debrief > >Hi, > >hehe blocking all exits until the task is done, >sounds like a game scenario. Just add a high >score list on the wall. > >I like the concept of mobile viral, social >marketing :) Next year we can expand that with >having people compete about getting as many as >possible to our sessions, and compete about a >prize (some nice access stuff) > >Glad to hear the DVDs worked out fine; a big >thanks to Reid for making that a success. > >I hope I can attend next year, but I'm planning >a vacation next spring with my kids. Is next >year's GDC already planned with dates? > >Other avenues: G?ran and I is working on setting >up an access arcade at Dreamhack by the end of >November - the world's largest LAN party with >over 10.000 gamers playing 24-7 for three days. >It's held in Sweden two times each year (Winter >and Summer). It's a great way to reach out to >all the gamers with the IGDA and the SIG. >If we can get some more people from the SIG to >attend it would be great. If not, at Dreamhack >they have very good fiber connection so having >an online presentation via video could also be >worth a try. That way we also save the >environment a bit to not travel by air across >the world. >Have a look >at http://web.dreamhack.se/index.php?language=en > >Something for IGDA and Tom B. defending game companies: >I was at Dreamhack last year representing the >university, and it's amazing to see how 10.000 >kids get along with no fighting or drinking >(except Coca Cola and in-game frags). That is >something people complaining about violent games >should see. > >Also, G?ran would like to be on the list of >Committees. He would like to add a Committee if >possible, or just be listed as a member. The >added committee would be Digital Culture >Committee - which would focus on accessibility >in a cultural perspective. G?ran can explain the >theory in detail much better than me so I leave >that to him. > >/Thomas > > >On 28 feb 2008, at 12.14, d. michelle hinn wrote: > >Thanks Thomas! I wish that you had been able to >come this year -- although you were with us in >spirit, especially with all your help with the >DVD -- thanks again for all that! It was so >exciting and we had people asking us for more >info at receptions, introducing us to people >they'd told about all the cool stuff we showed. >I think we've finally landed on the right type >of session for us -- get a couple corporate >sponsors doing some "out there" cool stuff that >people are dying to see that is also accessible >and then block all the exits so they experience >the rest of our stuff. :D > >But seriously, letting people walk around, >seeing them call their friends to get to the >room too is really a low key but very good way >for us to present "game accessibility." It's >literally a page pulled from the constructivist >learning texts -- learning by doing. By >experiencing the different controllers, game >mods, etc things sink in much more than just >hearing us talk about it. This seems to be our >best way of getting out our message at this >particular conference. > >Personally it was great being able to see all >the attendees make the rounds to the different >stations and see them talking to Reid, Eelke, >Eitan, Mark, Stephanie and me about all of our >projects and build the excitement about game >accessibility! Everyone seemed so engaged in >what we had going on. > >GDC is definitely not the only show we should >aim for -- and there are more and more GDCs all >over the globe now. Sure, there will always be >the mother ship GDC (San Fran) but it's nice to >see smaller versions to give GDC back it's nice >closeknit feel. But as John announced the ALERT >system aimed at educators, I immediately thought >about education conferences that would really >benefit from learning about this incredible (and >free!) resource to help their students. So let's >keep thinking about other avenues too! > >I admit -- I was nervous as could be about this >year but we did it! We finally figured out what >the best way to reach out the the GDC audience >is. Took us a few years...but I really get the >feeling that the industry -- especially those in >the crashing US economy -- is getting very >appreciative of hearing about anything that can >bring them a larger audience. The iron is >hot...time to strike! :) > >Michelle > >>Fantastic news, >> > >I take back my previous doubts about reaching out at GDC. > > >Very nice to hear you guys got through all the noise, well done! > > >/Thomas > > > > >On 27 feb 2008, at 02.29, d. michelle hinn wrote: > > >>Hi All, >> > >I don't have a lot of energy at the moment but I >wanted to let everyone know how well things went >at this year's GDC! We/I definitely missed >having the whole gang around this year (or as >much of the gang as we have had before) but it's >definitely not the only conference and, in fact, >some of the new smaller GDCs are definitely >worth looking into -- they have them all of the >world right now! So we might start sponsoring >some SIG members to go to conferences that are >just a train ride away (ie, the european >conferences). More on that later when I figure >out when the next batch of deadlines are! > > >So our big session was Accessibility Arcade: Or >How to Do the Jedi Mind Trick, which was >repeated twice unlike the 3 times from last >year. So some overall comments: > > >A/V Stuff: Of course the annual "where are the >TVs?" "will they be arriving -- during or after >our session" kinds of things came up but thanks >to the conference associates that got worked out >relatively quickly and I didn't have to run all >over the expo looking for the GES (A/V) >contractors. The funny thing was this year they >set them up in the room next door so it wasn't a >big deal once they knew where to move them to -- >and it wasn't very far to move them! But >honestly? That was the worst thing that happened >and it was resolved in time for our session -- >sure I did have a few moments of panic >remembering last year but with everything >getting solved and everyone just going ahead and >setting up their stations and not waiting for >the TVs before starting helped a lot. So that's >not much of a "worst part," eh? :D Yay! > >Attendees: This blew me away...and I'm know it >blew away Eelke and Reid too who have seen way >too many empty rooms we've presented to. It's >always hard to gauge exact numbers with a >session like "arcade" that allows people to come >in late, wander in and out, etc. But >basically...we went from having an average of 2 >attendees...to about 60-70 (The CAs gave me a >better count since they were watching the >traffic moving in and out) for the 4pm Wednesday >session and about 30 for the 9am Thursday >session (not bad for early morning!!). And they >weren't just our usual fans (yes, the cool >people from "games for grandma and grandpa" were >there -- cool as ever and always welcome!). We >had people from Sony, Microsoft (and not one of >my friends -- a producer of a new racing game >who could use Barrie's help actually!), EA, and >much more. Yes...the big leagues! And yes, I >cried after the first session -- I couldn't >believe that the months put into this, >negotiating with Natural Point and Emotive and >all the individually sent press releases helped >get people in the room. It was just a half a >year worth of stuff and to see people there who >were interested and involved...wow...you really >can't ask for much more! > >Presenters: > >Emotiv and Natural Point kept their deal and >brought their stuff (although I was a wee bit >scared when they said they'd show up five >minutes ahead of the session -- and after all I >went through getting them single session passes >-- yes, I invoked my crying spell on them...it >wasn't hard given that I was in a pain cycle and >felt like collapsing. But I had my game face on! >:) And having them come to the session? Golden. >So that gamble I made to ask them to join us >paid off -- it got people in the room to see and >do the "jedi mind trick" and then they stayed to >check out the SIG stuff. So next year? We do an >all out sponsored session. Thanks to our numbers >-- and the percentage increase over last year -- >we're going to look like "wow, ok! they figured >out how to make this accessibility thing work!" >So I imagine that there will be no argument >about our getting another session like this for >next year and maybe even make it a little >slicker. > >Mark and Stephanie from AbleGamers rocked -- >they helped pass out tons of our session fliers >(they were combing the expo and helped me out a >ton because I could hardly move and this >undoubtedly helped with getting even more people >in the room) and brought their enthusiasm and >passion for helping the disabled gamer >community! Without them I don't think I would >have survived the show this year -- all three of >us have our own disabilities and I think we did >a pretty good job helping each other stay alive! >:) > >Reid and Eelke -- Amazing as usual. Reid found a >SUPER place to print and burn the DVDs and they >looked great and so professional! And Eelke's >new Blind Hero is something to behold. That >haptic glove -- awesome! Reid's poster looked >awesome -- I'll let him talk about his poster >session in another email! And thanks again, >Eelke for bringing all your equipment! > >Eitan -- again, always steals the spotlight with >his wiimote music game -- I'm so glad you could >join us! > >Barrie, Dimitris -- you were with us in spirit >as we showed "Game Over" and all of the cool >controllers -- and we passed out your cards and >the leftover FuturePlay fliers! :) > >All -- Wow, all I can say is that this SIG >really rocks -- we finally did it! We had a >great show at GDC and with funding that we are >getting sorted out...I'm on cloud 9. What a >great achievement for all of us! This IS going >to be our year! We have tons of developers >asking us where they should start with >accessibility (ie, which groups are asking for >what in which game? Sure, the numbers and >financial stuff will always be there but what a >great feeling that now we are in a position to >start talking directly to CEOs to help them make >their first steps toward adding in even just ONE >accessibility feature in future games. > > >So, hey, let's pat ourselves on the backs for a >show well done -- sure we could have all felt a >little better but that's how it goes sometimes. >It was nice to know that we all had each other's >backs and the passion for game accessibility was >showing through and through! > > >Well done, everyone -- and everyone includes >everyone who added to the DVD, helped with >fliers, presenters, and just all of you who gave >us good thoughts all week! :) > > >Ok...need to rest a little now. But I had to >give the post mort to the SIG. I'm working on a >posting about how much better this GDC was for >game accessibility to be published on ablegamers >too. It was a long year between this year's GDC >and last year's but we've learned a lot and we >keep fighting the good fight! > > >Michelle > > >_______________________________________________ >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 > > > > >Need to know the score, the latest news, or you >need your Hotmail?-get your "fix". >Check >it out. > >_______________________________________________ >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 Mar 6 04:11:30 2008 From: thomas at pininteractive.com (Thomas Westin) Date: Thu, 6 Mar 2008 10:11:30 +0100 Subject: [games_access] GDC 2008 Debrief In-Reply-To: References: <20080223182038.BCC62420@expms2.cites.uiuc.edu><537322A7-51D3-4422-9E8D-45E6B2594895@pininteractive.com> Message-ID: <3D864C8B-D858-4BEE-8497-8B04B20F024F@pininteractive.com> good, thanks, that is much better for me at least /Thomas On 5 mar 2008, at 22.04, Matthias Troup wrote: > "...the more civilized dates of March 23-27, 2009" > -------------- next part -------------- An HTML attachment was scrubbed... URL: From eelke.folmer at gmail.com Fri Mar 7 14:12:03 2008 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Fri, 7 Mar 2008 11:12:03 -0800 Subject: [games_access] one switch bejewelled In-Reply-To: <001701c87b88$c5b9dc80$6402a8c0@Delletje> References: <836db6300802281308p62c68dccx4f451de868c65d48@mail.gmail.com> <001701c87b88$c5b9dc80$6402a8c0@Delletje> Message-ID: <836db6300803071112h32c3cc94v596e3a0da31cb03d@mail.gmail.com> Hi Richard, Sorry for my late reply, Thanks for the feedback! The cancel option is definitely worth considering. I think the original bejewelled doesn't switch jewels if they don't clear a row. Ours just switches it. We could implement a cancel option though if you make a mistake you can just click "through" without any consequences, which i think is faster (that is if we don't switch the jewel if it doesn't clear a row). I would like to make this mechanism as agnostic as possible. In that case we could potentially just place it on top of an existing game interface and just put through mouse clicks so we don't have any dependencies to a particular game, not sure if that would work though. Do you have any links to the one switch tetris/ arkanoid/ platformer? I'm currently writing a paper on our "rotate and extend" mechanism and it would be nice to discuss these under related work. I already have dimitri's chess + invaders. One spot for one switch prototypes could work: I could add to that collection: - 1 switch fps (halflife) - 1 switch secondlife - 1 switch TBS (sid meier's colonisation) - 1 switch RTS (mechwarrior 2) ( in development) - 1 switch monkey ball (neverball: in development) - 1 switch racing game (tuxracer: in development...this is really hard) Cheers Eelke On 01/03/2008, AudioGames.net wrote: > > Hi Eelke, > > Great experiment and glad to see the differences (in selecting the gem to > move - phase 1) and the similarities (in selecting the gem to both the > initially selected gem to - phase 2) of both solutions. Will send you the > statistics file later on. > > In short: I immediately liked the second one better, because it felt more > natural and seemed to be a bit quicker (?). Also, I found the blue arrow > more clearer than the red selection bars in solution one (although this can > be fixed with graphic design of course). I could easily play the game with > both solutions, so both work very well in that respect. One suggestion you > might want toy around with: I find Bejewelled a simple kind of Puzzle > Game in which players (well, at least I) don't make many mistakes - you > basically scan where you see a possible move and when spotted, you execute > that move. So as long as you don't spot a possible move, you won't make a > move. So with the thought in mind that when the player finally makes a move > he or she already knows it CAN be made, you might want to add the > option/feature that the computer only selects those gems to move to (so > phase 2) that are possible. This will speed up the gameplay a lot I think > and will not interfere much with the game's challenge. > One other thing I just thought of: there is no solution yet for deselcting > a gem during phase 1 when you accidentally select the wrong gem. In the > original game, you simple click the gem again (I had it once while trying > you demo). You could try adding some kind of solution for this, for instance > a timer during phase 2 that deselects the gem after x amount of > non-activity. > > Since I have some one-switch experiments laying around here as well > (one-switch tetris (two different interaction mechanisms), one switch > arkenoid (two different interaction mechanisms) and a one switch platform > game (only one interaction mechanisms)), maybe we can set up a spot > somewhere as a IGDA GASIG One Button Experiment Lab where we can add more > stuff like this and maybe get more people inspired? > > Greets, > > Richard > > ps: sorry for never answering your Guitar Hero question related to our > IEZA article. I started a reply but never finished it. We will try to answer > it in full length in a follow-up article. But in short: the framework > features 2 dimensions, from which 4 categories arise. But this is not the > same as a cross-table. So a sound could very well border on two categories, > a bit like so: > > > There is more to this than I'll write now (like how can one sound be "more > diegetic" than another), but expect our thoughts on this in a follow-up :) > > > ----- Original Message ----- From: "Eelke Folmer" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Thursday, February 28, 2008 10:08 PM > Subject: [games_access] one switch bejewelled > > > > hi, > > > > My student Tyler made a simple one switch bejewelled with two > > different interaction mechanisms (scan & select / rotate & extend), > > http://www.eelke.com/files/GEM.exe which you can download here. If > > you'd like to help us with some research on which mechanism is better > > please play the game using both mechanisms for a bit and mail us back > > the file: statisticOutput.txt (please mail to oneswitch at eelke.com). > > > > Disclaimer: this is not a fully fledged game since we are only > > interested in finding out which mechanism works best. > > > > Thanks Eelke > > > > > > -- > > > ---------------------------------------------------------------------------- > > Eelke Folmer Assistant Professor > > Department of CS&E/171 > > University of Nevada Reno, Nevada 89557 > > Game interaction design www.helpyouplay.com > > > ---------------------------------------------------------------------------- > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- -------------- next part -------------- An HTML attachment was scrubbed... URL: From reid at rbkdesign.com Sat Mar 8 19:26:25 2008 From: reid at rbkdesign.com (Reid Kimball) Date: Sat, 8 Mar 2008 16:26:25 -0800 Subject: [games_access] Accessibility 4 Gamers website Message-ID: http://www.accessibility4gamers.com/ Just got this link from a friend. Looks like they are just starting up. Very similar to AbleGamers.com "Accessibility 4 Gamers is a website designed to inform gamers with disabilities about the availability of accessible games, software and equipment out there to help make gaming easier and have an equal play for online gaming." -Reid From hinn at uiuc.edu Sat Mar 8 20:00:14 2008 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 8 Mar 2008 19:00:14 -0600 Subject: [games_access] Accessibility 4 Gamers website In-Reply-To: References: Message-ID: One quick thing (albeit not a tiny concern): Note how their main disability content is taken from game-accessibility.com...WITHOUT QUOTES -- at least they linked to the source but they don't make it very evident that it is not their content to someone who might not know any better. Sorry...whether they meant to do that or not, improper citations really get under my skin! The SIG Whitepaper is an example of something that's been wholesale taken and put out there under a different organization's name so things like this bug me. Reid -- any idea who is running this site so that we can ask them to quote these things better? Also, a lot of their links take me to some "illegal activity" message (ie, the links in the bottom right hand of the page). Not sure if anyone else is getting that -- probably just a bug in their system. Of course with game-accessibility.com floating out there for the time being...we really need to figure out what needs to be done so that it's not just sitting there getting moldy. Richard? Any news on that? Let me know if there's someone I should be emailing about it! Michelle >http://www.accessibility4gamers.com/ > >Just got this link from a friend. Looks like they are just starting >up. Very similar to AbleGamers.com > >"Accessibility 4 Gamers is a website designed to inform gamers with >disabilities about the availability of accessible games, software and >equipment out there to help make gaming easier and have an equal play >for online gaming." > >-Reid >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Sun Mar 9 19:05:18 2008 From: richard at audiogames.net (AudioGames.net) Date: Mon, 10 Mar 2008 00:05:18 +0100 Subject: [games_access] Accessibility 4 Gamers website References: Message-ID: <000801c8823a$0b3780c0$6402a8c0@Delletje> Hi, Working on GA.com - unfortunately it is indeed floating somewhere towards neverneverland but some possibly interesting developments have arisen on the horizon... more news later when I know more... And for those on LinkedIn: I recently created a Linked In group to create a network of people interested in game accessibility. Check out my profile http://www.linkedin.com/in/richardvantol and view my groups, then click to join. Greets, Richard ----- Original Message ----- From: "d. michelle hinn" To: "IGDA Games Accessibility SIG Mailing List" Sent: Sunday, March 09, 2008 2:00 AM Subject: Re: [games_access] Accessibility 4 Gamers website > One quick thing (albeit not a tiny concern): Note how their main > disability content is taken from game-accessibility.com...WITHOUT > QUOTES -- at least they linked to the source but they don't make it very > evident that it is not their content to someone who might not know any > better. > > Sorry...whether they meant to do that or not, improper citations really > get under my skin! The SIG Whitepaper is an example of something that's > been wholesale taken and put out there under a different organization's > name so things like this bug me. Reid -- any idea who is running this site > so that we can ask them to quote these things better? Also, a lot of their > links take me to some "illegal activity" message (ie, the links in the > bottom right hand of the page). Not sure if anyone else is getting that -- > probably just a bug in their system. > > Of course with game-accessibility.com floating out there for the time > being...we really need to figure out what needs to be done so that it's > not just sitting there getting moldy. Richard? Any news on that? Let me > know if there's someone I should be emailing about it! > > Michelle > >>http://www.accessibility4gamers.com/ >> >>Just got this link from a friend. Looks like they are just starting >>up. Very similar to AbleGamers.com >> >>"Accessibility 4 Gamers is a website designed to inform gamers with >>disabilities about the availability of accessible games, software and >>equipment out there to help make gaming easier and have an equal play >>for online gaming." >> >>-Reid >>_______________________________________________ >>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 Sun Mar 9 20:50:52 2008 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 9 Mar 2008 18:50:52 -0600 Subject: [games_access] Accessibility 4 Gamers website In-Reply-To: <000801c8823a$0b3780c0$6402a8c0@Delletje> References: <000801c8823a$0b3780c0$6402a8c0@Delletje> Message-ID: Cool about GA.com, Richard -- thanks for the update! I emailed the Accessibility4Gamers admin to ask if he/she would add in something to the article text that makes it more obvious that it is directly from a source separate from the site. Hopefully they will be cool with that so that GA.com get's properly cited/quoted. It's Richard and Sander's text -- not mine. Like I said, it bugs me when I see things like that -- even if it's not my material. :) Michelle Justice League for the Protection of Text Everywhere ;) >Hi, > >Working on GA.com - unfortunately it is indeed floating somewhere >towards neverneverland but some possibly interesting developments >have arisen on the horizon... more news later when I know more... > >And for those on LinkedIn: I recently created a Linked In group to >create a network of people interested in game accessibility. Check >out my profile http://www.linkedin.com/in/richardvantol and view my >groups, then click to join. > >Greets, > >Richard > > >----- Original Message ----- From: "d. michelle hinn" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Sunday, March 09, 2008 2:00 AM >Subject: Re: [games_access] Accessibility 4 Gamers website > >>One quick thing (albeit not a tiny concern): Note how their main >>disability content is taken from game-accessibility.com...WITHOUT >>QUOTES -- at least they linked to the source but they don't make it >>very evident that it is not their content to someone who might not >>know any better. >> >>Sorry...whether they meant to do that or not, improper citations >>really get under my skin! The SIG Whitepaper is an example of >>something that's been wholesale taken and put out there under a >>different organization's name so things like this bug me. Reid -- >>any idea who is running this site so that we can ask them to quote >>these things better? Also, a lot of their links take me to some >>"illegal activity" message (ie, the links in the bottom right hand >>of the page). Not sure if anyone else is getting that -- probably >>just a bug in their system. >> >>Of course with game-accessibility.com floating out there for the >>time being...we really need to figure out what needs to be done so >>that it's not just sitting there getting moldy. Richard? Any news >>on that? Let me know if there's someone I should be emailing about >>it! >> >>Michelle >> >>>http://www.accessibility4gamers.com/ >>> >>>Just got this link from a friend. Looks like they are just starting >>>up. Very similar to AbleGamers.com >>> >>>"Accessibility 4 Gamers is a website designed to inform gamers with >>>disabilities about the availability of accessible games, software and >>>equipment out there to help make gaming easier and have an equal play >>>for online gaming." >>> >>>-Reid >>>_______________________________________________ >>>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 Mar 10 12:26:04 2008 From: thomas at pininteractive.com (Thomas Westin) Date: Mon, 10 Mar 2008 17:26:04 +0100 Subject: [games_access] Accessibility 4 Gamers website In-Reply-To: References: <000801c8823a$0b3780c0$6402a8c0@Delletje> Message-ID: yeah it's sad when people rip volunteer work and claim it's theirs. If it's unintentional and corrected that's fine /Thomas On 10 mar 2008, at 01.50, d. michelle hinn wrote: > Cool about GA.com, Richard -- thanks for the update! > > I emailed the Accessibility4Gamers admin to ask if he/she would add > in something to the article text that makes it more obvious that it > is directly from a source separate from the site. Hopefully they > will be cool with that so that GA.com get's properly cited/quoted. > It's Richard and Sander's text -- not mine. Like I said, it bugs me > when I see things like that -- even if it's not my material. :) > > Michelle > Justice League for the Protection of Text Everywhere ;) > >> Hi, >> >> Working on GA.com - unfortunately it is indeed floating somewhere >> towards neverneverland but some possibly interesting developments >> have arisen on the horizon... more news later when I know more... >> >> And for those on LinkedIn: I recently created a Linked In group to >> create a network of people interested in game accessibility. Check >> out my profile http://www.linkedin.com/in/richardvantol and view my >> groups, then click to join. >> >> Greets, >> >> Richard >> >> >> ----- Original Message ----- From: "d. michelle hinn" >> To: "IGDA Games Accessibility SIG Mailing List" > > >> Sent: Sunday, March 09, 2008 2:00 AM >> Subject: Re: [games_access] Accessibility 4 Gamers website >> >>> One quick thing (albeit not a tiny concern): Note how their main >>> disability content is taken from game-accessibility.com...WITHOUT >>> QUOTES -- at least they linked to the source but they don't make >>> it very evident that it is not their content to someone who might >>> not know any better. >>> >>> Sorry...whether they meant to do that or not, improper citations >>> really get under my skin! The SIG Whitepaper is an example of >>> something that's been wholesale taken and put out there under a >>> different organization's name so things like this bug me. Reid -- >>> any idea who is running this site so that we can ask them to quote >>> these things better? Also, a lot of their links take me to some >>> "illegal activity" message (ie, the links in the bottom right hand >>> of the page). Not sure if anyone else is getting that -- probably >>> just a bug in their system. >>> >>> Of course with game-accessibility.com floating out there for the >>> time being...we really need to figure out what needs to be done so >>> that it's not just sitting there getting moldy. Richard? Any news >>> on that? Let me know if there's someone I should be emailing about >>> it! >>> >>> Michelle >>> >>>> http://www.accessibility4gamers.com/ >>>> >>>> Just got this link from a friend. Looks like they are just starting >>>> up. Very similar to AbleGamers.com >>>> >>>> "Accessibility 4 Gamers is a website designed to inform gamers with >>>> disabilities about the availability of accessible games, software >>>> and >>>> equipment out there to help make gaming easier and have an equal >>>> play >>>> for online gaming." >>>> >>>> -Reid >>>> _______________________________________________ >>>> 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 arthit73 at cablespeed.com Mon Mar 10 15:02:33 2008 From: arthit73 at cablespeed.com (arthit73 at cablespeed.com) Date: Mon, 10 Mar 2008 15:02:33 -0400 Subject: [games_access] Robert Florio's documentary complete. Uploading site? Message-ID: An HTML attachment was scrubbed... URL: From kestrell at panix.com Mon Mar 10 19:14:40 2008 From: kestrell at panix.com (Kestrell) Date: Mon, 10 Mar 2008 19:14:40 -0400 Subject: [games_access] AccessWorld article on methods for providing accessibility to virtual worlds Message-ID: <005701c88304$85391e40$0601000a@Galatea> Hi, listers AccessWorld just sent out the announcement that their March issue is online, and it includes an article on making virtual worlds accessible to visually-impaired users. The article can be found here http://www.afb.org/afbpress/pub.asp?DocID=aw090207 and I also have a link to it on my blog http://kestrell.livejournal.com where I also hope to post my own recommendations sometime tomorrow. On Wednesday I am attending a MIT event which is discussing what users want from a virtual world, and this has inspired me to start designing my own corner of the virtual world, The Jorge Luis Borges Book Center and Dog Park. Kes -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Mon Mar 10 19:58:55 2008 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Mon, 10 Mar 2008 23:58:55 -0000 Subject: [games_access] Accessible Gaming in 1981 Message-ID: <012b01c8830a$b3e26750$0202a8c0@oneswitch> http://gameaccessibility.blogspot.com/2008/03/accessible-gaming-in-1981.html Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at pininteractive.com Mon Mar 10 16:04:20 2008 From: thomas at pininteractive.com (Thomas Westin) Date: Mon, 10 Mar 2008 21:04:20 +0100 Subject: [games_access] Robert Florio's documentary complete. Uploadingsite? In-Reply-To: References: Message-ID: <70DEFC32-6393-4038-985E-CD5E46092B9B@pininteractive.com> Hello Robert If you like we can host it for you, on the same server we used for the GDC DVD stuff Kind regards Thomas On 10 mar 2008, at 20.02, wrote: > Hello everyone I knew all might know I've been working on my > documentary for two years now. If you're not familiar my name is > Robert Florio a quadriplegic game designers I have been with this > group Three years may be less or more. I am an artist I've been > with my mouth drawn with my now and I completed my documentary about > game design in game design conference 2006 that I had a scholarship > to . Also interviewing a lot of the members here in our group and > also how my life has impacted athletes and a great story is an > amazing documentary. > > > I'm just wondering can anyone recommend a safe web site that will > allow me to upload share and password protect safe from anyone > downloading my documentary I can share it with all of you and people > across the world? It is 8 gigabyte one hour 21 minutes long > documentary. Thanks. I will send an invitation to privately people > I know on this list. If anyone else wants to see it please e-mail > me privately and be happy to show you. > > > Robert > www.RobertFlorio.com > > arthit73 at cablespeed.com > > > Pin Interactive AB :: Digital Culture Analysis :: Tools :: Worlds www.pininteractive.com Skype ID: thomaswestin Phone: +46 (0)706 400 402 Time zone: GMT+1 , PST+9 -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at pininteractive.com Tue Mar 11 03:54:37 2008 From: thomas at pininteractive.com (Thomas Westin) Date: Tue, 11 Mar 2008 08:54:37 +0100 Subject: [games_access] AccessWorld article on methods for providingaccessibility to virtual worlds In-Reply-To: <005701c88304$85391e40$0601000a@Galatea> References: <005701c88304$85391e40$0601000a@Galatea> Message-ID: Hey nice just a erratic description of Terraformers there; not a MUD. MUDs are text based multi-user; Terraformers is realtime 3D single-user adventure and a screen reader cannot get text from DirectX or OpenGL as far as I know which is used for rendering graphic display in Terraformers /Thomas "In recent times, a modern version of the text MUD, called Terraformers, was developed by Pin Interactive. In this game, the graphic video display is said to be optional and can--at least in theory--be turned off. The game is marginally accessible to players who are blind through keyboard navigation and self-voiced audio cues alone, although more functional accessibility requires the use of a screen reader." On 11 mar 2008, at 00.14, Kestrell wrote: > Hi, listers > > AccessWorld just sent out the announcement that their March issue is > online, and it includes an article on making virtual worlds > accessible to visually-impaired users. > > The article can be found > here > http://www.afb.org/afbpress/pub.asp?DocID=aw090207 > and I also have a link to it on my blog > http://kestrell.livejournal.com > > where I also hope to post my own recommendations sometime tomorrow. > On Wednesday I am attending a MIT event which is discussing what > users want from a virtual world, and this has inspired me to start > designing my own corner of the virtual world, The Jorge Luis Borges > Book Center and Dog Park. > > Kes > _______________________________________________ > 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 eelke.folmer at gmail.com Tue Mar 11 16:53:00 2008 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Tue, 11 Mar 2008 13:53:00 -0700 Subject: [games_access] TED talks Message-ID: <836db6300803111353u95f52e1o65b402b3156ed8ef@mail.gmail.com> Hi, TED is an annual conference http://www.ted.com/ with some very interesting talks that a easy to understand for non academics. This came by on boing boing: http://www.boingboing.net/2008/02/29/ted-2008-todd-machov.html Which kind of deals with games and accessibility. I think a video podcast of this talk will be made available through itunes (like last year) I couldn't find this year's ted talks online yet. Cheers Eelke -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- From thomas at pininteractive.com Thu Mar 13 04:20:12 2008 From: thomas at pininteractive.com (Thomas Westin) Date: Thu, 13 Mar 2008 09:20:12 +0100 Subject: [games_access] More brain control Message-ID: <907EEBDE-6E25-4DDD-AD1D-C42260D8AE8A@pininteractive.com> Hi, http://www.tgdaily.com/content/view/36294/135/ /Thomas -------------- next part -------------- An HTML attachment was scrubbed... URL: From reid at rbkdesign.com Thu Mar 13 16:07:59 2008 From: reid at rbkdesign.com (Reid Kimball) Date: Thu, 13 Mar 2008 13:07:59 -0700 Subject: [games_access] New closed captioning stats Message-ID: Marc Laidlaw of Valve pointed me to this link: http://steampowered.com/status/ep1/?captionsHelp 12.33% use subtitles and closed captions. At this point, they don't measure the two separately. They define this as "The percentage of players who had captions enabled on at least one map, among players with at least one game session recorded." In case you aren't sure, subtitles are only dialog, closed captions include dialog and sound effects. -Reid From barrie.ellis at oneswitch.org.uk Sun Mar 16 11:13:05 2008 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sun, 16 Mar 2008 15:13:05 -0000 Subject: [games_access] whack-a-mole audiogame wanted Message-ID: <032f01c88778$3dce3a90$0202a8c0@oneswitch> Hi all, quick request for help - I'm setting up some accessible games and hardware for an accessible gaming roadshow starting next month in the UK by www.specialeffect.org.uk I need a really good audio-game that is very easy to get across to absolute beginners. I really think Winpong and Winspank are the easiest to grasp quickly with pretty easy controls.... Any idea if there is a child-friendly whack-a-mole game like Winspank - but without the risky content!? Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From chris at chrisquinn.com Sun Mar 16 15:37:55 2008 From: chris at chrisquinn.com (chris at chrisquinn.com) Date: Sun, 16 Mar 2008 12:37:55 -0700 Subject: [games_access] whack-a-mole audiogame wanted Message-ID: <20080316123755.c167e8e0c1698bbac1a79ee3d2fd781c.7b59e50146.wbe@email.secureserver.net> An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Sun Mar 16 16:47:05 2008 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sun, 16 Mar 2008 20:47:05 -0000 Subject: [games_access] whack-a-mole audiogame wanted References: <20080316123755.c167e8e0c1698bbac1a79ee3d2fd781c.7b59e50146.wbe@email.secureserver.net> Message-ID: <2b2401c887a6$e55409b0$0202a8c0@oneswitch> Thanks Chris, Appreciate the tip... Very slickly presented game - but I didn't like the TAB system. I found that the highlighter lost focus on the game for about 8 presses before you regained control over the game - whilst you tabbed all over your browser. Not ideal for a game that requires such quick reactions.... Any others out there? Barrie www.OneSwitch.org.uk ----- Original Message ----- From: chris at chrisquinn.com To: IGDA Games Accessibility SIG Mailing List Sent: Sunday, March 16, 2008 7:37 PM Subject: Re: [games_access] whack-a-mole audiogame wanted Hi Barrie, Here is Whack-a-Vole! http://www.snertstudios.com/games/Whackavole/ Snert has some other cool games, most of which employ self-voicing in Flash. Regards, Chris Quinn (757) 869-1868 chris at chrisquinn.com http://www.chrisquinn.com -------- Original Message -------- Subject: [games_access] whack-a-mole audiogame wanted From: "Barrie Ellis" Date: Sun, March 16, 2008 8:13 am To: "IGDA Games Accessibility SIG Mailing List" Hi all, quick request for help - I'm setting up some accessible games and hardware for an accessible gaming roadshow starting next month in the UK by www.specialeffect.org.uk I need a really good audio-game that is very easy to get across to absolute beginners. I really think Winpong and Winspank are the easiest to grasp quickly with pretty easy controls.... Any idea if there is a child-friendly whack-a-mole game like Winspank - but without the risky content!? Barrie www .OneSwitch.org.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 -------------- next part -------------- An HTML attachment was scrubbed... URL: From glinert at mit.edu Sun Mar 16 17:04:08 2008 From: glinert at mit.edu (Eitan Glinert) Date: Sun, 16 Mar 2008 17:04:08 -0400 Subject: [games_access] whack-a-mole audiogame wanted In-Reply-To: <2b2401c887a6$e55409b0$0202a8c0@oneswitch> References: <20080316123755.c167e8e0c1698bbac1a79ee3d2fd781c.7b59e50146.wbe@email.secureserver.net> <2b2401c887a6$e55409b0$0202a8c0@oneswitch> Message-ID: <3dd2060e0803161404x273ac0f4xd179fe3e7c825c2c@mail.gmail.com> AudiOdyssey is effectively whack-a-mole, with a timing element. You're welcome to use that. http://gambit.mit.edu/loadgame Eitan On Sun, Mar 16, 2008 at 4:47 PM, Barrie Ellis wrote: > Thanks Chris, Appreciate the tip... > > Very slickly presented game - but I didn't like the TAB system. I found > that the highlighter lost focus on the game for about 8 presses before you > regained control over the game - whilst you tabbed all over your browser. > Not ideal for a game that requires such quick reactions.... > > Any others out there? > > Barrie > www.OneSwitch.org.uk > > > ----- Original Message ----- > *From:* chris at chrisquinn.com > *To:* IGDA Games Accessibility SIG Mailing List > *Sent:* Sunday, March 16, 2008 7:37 PM > *Subject:* Re: [games_access] whack-a-mole audiogame wanted > > Hi Barrie, > > Here is Whack-a-Vole! http://www.snertstudios.com/games/Whackavole/ > > Snert has some other cool games, most of which employ self-voicing in > Flash. > > Regards, > > Chris Quinn > (757) 869-1868 > chris at chrisquinn.com > http://www.chrisquinn.com > > -------- Original Message -------- > Subject: [games_access] whack-a-mole audiogame wanted > From: "Barrie Ellis" > Date: Sun, March 16, 2008 8:13 am > To: "IGDA Games Accessibility SIG Mailing List" > > Hi all, > > quick request for help - I'm setting up some accessible games and hardware > for an accessible gaming roadshow starting next month in the UK by > www.specialeffect.org.uk I need a really > good audio-game that is very easy to get across to absolute beginners. I > really think Winpong and Winspank are the easiest to grasp quickly with > pretty easy controls.... Any idea if there is a child-friendly whack-a-mole > game like Winspank - but without the risky content!? > > Barrie > www .OneSwitch.org.uk > > ------------------------------ > _______________________________________________ > games_access mailing list > games_access**@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 > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Sun Mar 16 17:42:59 2008 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sun, 16 Mar 2008 21:42:59 -0000 Subject: [games_access] PS3 Accessibility References: <20080316123755.c167e8e0c1698bbac1a79ee3d2fd781c.7b59e50146.wbe@email.secureserver.net><2b2401c887a6$e55409b0$0202a8c0@oneswitch> <3dd2060e0803161404x273ac0f4xd179fe3e7c825c2c@mail.gmail.com> Message-ID: <2b4e01c887ae$b4a79540$0202a8c0@oneswitch> Liked this - kind of summed up a lot of problems some are facing... Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: MegaHurtz guide.gif Type: image/gif Size: 34964 bytes Desc: not available URL: From barrie.ellis at oneswitch.org.uk Sun Mar 16 17:58:54 2008 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sun, 16 Mar 2008 21:58:54 -0000 Subject: [games_access] whack-a-mole audiogame wanted References: <20080316123755.c167e8e0c1698bbac1a79ee3d2fd781c.7b59e50146.wbe@email.secureserver.net><2b2401c887a6$e55409b0$0202a8c0@oneswitch> <3dd2060e0803161404x273ac0f4xd179fe3e7c825c2c@mail.gmail.com> Message-ID: <2b8e01c887b0$ee1a3d30$0202a8c0@oneswitch> Thank Eitan, it's great and I'll certainly include it - but I'm still after something even easier to get going with. Barrie ----- Original Message ----- From: Eitan Glinert To: IGDA Games Accessibility SIG Mailing List Sent: Sunday, March 16, 2008 9:04 PM Subject: Re: [games_access] whack-a-mole audiogame wanted AudiOdyssey is effectively whack-a-mole, with a timing element. You're welcome to use that. http://gambit.mit.edu/loadgame Eitan On Sun, Mar 16, 2008 at 4:47 PM, Barrie Ellis wrote: Thanks Chris, Appreciate the tip... Very slickly presented game - but I didn't like the TAB system. I found that the highlighter lost focus on the game for about 8 presses before you regained control over the game - whilst you tabbed all over your browser. Not ideal for a game that requires such quick reactions.... Any others out there? Barrie www.OneSwitch.org.uk ----- Original Message ----- From: chris at chrisquinn.com To: IGDA Games Accessibility SIG Mailing List Sent: Sunday, March 16, 2008 7:37 PM Subject: Re: [games_access] whack-a-mole audiogame wanted Hi Barrie, Here is Whack-a-Vole! http://www.snertstudios.com/games/Whackavole/ Snert has some other cool games, most of which employ self-voicing in Flash. Regards, Chris Quinn (757) 869-1868 chris at chrisquinn.com http://www.chrisquinn.com -------- Original Message -------- Subject: [games_access] whack-a-mole audiogame wanted From: "Barrie Ellis" Date: Sun, March 16, 2008 8:13 am To: "IGDA Games Accessibility SIG Mailing List" Hi all, quick request for help - I'm setting up some accessible games and hardware for an accessible gaming roadshow starting next month in the UK by www.specialeffect.org.uk I need a really good audio-game that is very easy to get across to absolute beginners. I really think Winpong and Winspank are the easiest to grasp quickly with pretty easy controls.... Any idea if there is a child-friendly whack-a-mole game like Winspank - but without the risky content!? Barrie www .OneSwitch.org.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 _______________________________________________ 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 richard at audiogames.net Sun Mar 16 18:06:46 2008 From: richard at audiogames.net (AudioGames.net) Date: Sun, 16 Mar 2008 23:06:46 +0100 Subject: [games_access] whack-a-mole audiogame wanted References: <032f01c88778$3dce3a90$0202a8c0@oneswitch> Message-ID: <007901c887b2$070b7920$6402a8c0@Delletje> Hi, Maybe you can try some of the games of http://www.tpb.se/spel/ljudspel/index.html . Easy to get into games that feature visuals too. They're not in English but the games themselves are simple to understand and don't use speech. Greets, Richard ----- Original Message ----- From: Barrie Ellis To: IGDA Games Accessibility SIG Mailing List Sent: Sunday, March 16, 2008 4:13 PM Subject: [games_access] whack-a-mole audiogame wanted Hi all, quick request for help - I'm setting up some accessible games and hardware for an accessible gaming roadshow starting next month in the UK by www.specialeffect.org.uk I need a really good audio-game that is very easy to get across to absolute beginners. I really think Winpong and Winspank are the easiest to grasp quickly with pretty easy controls.... Any idea if there is a child-friendly whack-a-mole game like Winspank - but without the risky content!? Barrie www.OneSwitch.org.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 barrie.ellis at oneswitch.org.uk Sun Mar 16 19:20:42 2008 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sun, 16 Mar 2008 23:20:42 -0000 Subject: [games_access] whack-a-mole audiogame wanted References: <032f01c88778$3dce3a90$0202a8c0@oneswitch> <007901c887b2$070b7920$6402a8c0@Delletje> Message-ID: <2c0201c887bc$5af07a90$0202a8c0@oneswitch> Cheers Richard - will give them a good look later. Barrie ----- Original Message ----- From: AudioGames.net To: IGDA Games Accessibility SIG Mailing List Sent: Sunday, March 16, 2008 10:06 PM Subject: Re: [games_access] whack-a-mole audiogame wanted Hi, Maybe you can try some of the games of http://www.tpb.se/spel/ljudspel/index.html . Easy to get into games that feature visuals too. They're not in English but the games themselves are simple to understand and don't use speech. Greets, Richard ----- Original Message ----- From: Barrie Ellis To: IGDA Games Accessibility SIG Mailing List Sent: Sunday, March 16, 2008 4:13 PM Subject: [games_access] whack-a-mole audiogame wanted Hi all, quick request for help - I'm setting up some accessible games and hardware for an accessible gaming roadshow starting next month in the UK by www.specialeffect.org.uk I need a really good audio-game that is very easy to get across to absolute beginners. I really think Winpong and Winspank are the easiest to grasp quickly with pretty easy controls.... Any idea if there is a child-friendly whack-a-mole game like Winspank - but without the risky content!? Barrie www.OneSwitch.org.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 -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Wed Mar 19 04:02:00 2008 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Wed, 19 Mar 2008 08:02:00 -0000 Subject: [games_access] The Inaccessible - "Microsoft Aren't Listening!" Message-ID: <42ff01c88997$83213e00$0202a8c0@oneswitch> Blog entry on Microsoft's bad attitude to console accessibility: http://gameaccessibility.blogspot.com/search/label/Inaccessible Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From eelke.folmer at gmail.com Wed Mar 19 13:26:48 2008 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Wed, 19 Mar 2008 10:26:48 -0700 Subject: [games_access] PS3 Accessibility In-Reply-To: <2b4e01c887ae$b4a79540$0202a8c0@oneswitch> References: <20080316123755.c167e8e0c1698bbac1a79ee3d2fd781c.7b59e50146.wbe@email.secureserver.net> <2b2401c887a6$e55409b0$0202a8c0@oneswitch> <3dd2060e0803161404x273ac0f4xd179fe3e7c825c2c@mail.gmail.com> <2b4e01c887ae$b4a79540$0202a8c0@oneswitch> Message-ID: <836db6300803191026o7082ede6ybe768803113bf102@mail.gmail.com> LOL! A nice rule of "thumb" could be that the number of inputs on a controller should never exceed the number of fingers of the person that's using it. Cheers Eelke On 16/03/2008, Barrie Ellis wrote: > > > Liked this - kind of summed up a lot of problems some are facing... > > Barrie > www.OneSwitch.org.uk > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: MegaHurtz guide.gif Type: image/gif Size: 34964 bytes Desc: not available URL: From barrie.ellis at oneswitch.org.uk Wed Mar 19 16:52:18 2008 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Wed, 19 Mar 2008 20:52:18 -0000 Subject: [games_access] PS3 Accessibility References: <20080316123755.c167e8e0c1698bbac1a79ee3d2fd781c.7b59e50146.wbe@email.secureserver.net><2b2401c887a6$e55409b0$0202a8c0@oneswitch><3dd2060e0803161404x273ac0f4xd179fe3e7c825c2c@mail.gmail.com><2b4e01c887ae$b4a79540$0202a8c0@oneswitch> <836db6300803191026o7082ede6ybe768803113bf102@mail.gmail.com> Message-ID: <441601c88a03$1f2d3310$0202a8c0@oneswitch> Nice thought! By the way - I forgot to mention that the image came via AlienMelon: www.alienmelon.com - who have kindly said that we're welcome to replicate it as long as we credit them. Barrie www.OneSwitch.org.uk ----- Original Message ----- From: Eelke Folmer To: IGDA Games Accessibility SIG Mailing List Sent: Wednesday, March 19, 2008 5:26 PM Subject: Re: [games_access] PS3 Accessibility LOL! A nice rule of "thumb" could be that the number of inputs on a controller should never exceed the number of fingers of the person that's using it. Cheers Eelke On 16/03/2008, Barrie Ellis wrote: Liked this - kind of summed up a lot of problems some are facing... Barrie www.OneSwitch.org.uk _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access -- ---------------------------------------------------------------------------- Eelke Folmer Assistant Professor Department of CS&E/171 University of Nevada Reno, Nevada 89557 Game interaction design www.helpyouplay.com ---------------------------------------------------------------------------- ------------------------------------------------------------------------------ _______________________________________________ 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: MegaHurtz guide.gif Type: image/gif Size: 34964 bytes Desc: not available URL: From barrie.ellis at oneswitch.org.uk Wed Mar 19 20:07:52 2008 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Thu, 20 Mar 2008 00:07:52 -0000 Subject: [games_access] Is Deafness a Disability? Message-ID: <44ef01c88a1e$70fb0490$0202a8c0@oneswitch> Great article here at the BBC's Ouch! site: http://www.bbc.co.uk/ouch/features/deafness_disability.shtml -------------- next part -------------- An HTML attachment was scrubbed... URL: From dis at d-gamer.com Fri Mar 21 02:02:13 2008 From: dis at d-gamer.com (Corey 'Dis' Krull) Date: Thu, 20 Mar 2008 23:02:13 -0700 Subject: [games_access] My gaming blog? Message-ID: <20080321060217.C15D1AE7B@mailwash7.pair.com> Hi all, I hope that you don't mind if I start letting you know when I update my accessible gaming blog on here. This is my latest post for 03/20/2OO8 . -------------- next part -------------- An HTML attachment was scrubbed... URL: From dis at d-gamer.com Fri Mar 21 02:09:21 2008 From: dis at d-gamer.com (Corey 'Dis' Krull) Date: Thu, 20 Mar 2008 23:09:21 -0700 Subject: [games_access] My gaming blog? In-Reply-To: <20080321060217.C15D1AE7B@mailwash7.pair.com> Message-ID: <20080321060925.222DFAE3E@mailwash7.pair.com> Hi all, (forgot my signature) I hope that you don't mind if I start letting you know when I update my accessible gaming blog on here. This is my latest post for 03/20/2OO8 . Corey 'Dis' Krull DGAMER DGAMER Blog -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Fri Mar 21 02:25:21 2008 From: hinn at uiuc.edu (d. michelle hinn) Date: Fri, 21 Mar 2008 01:25:21 -0500 Subject: [games_access] My gaming blog? + Michelle's status In-Reply-To: <20080321060217.C15D1AE7B@mailwash7.pair.com> References: <20080321060217.C15D1AE7B@mailwash7.pair.com> Message-ID: Not at all -- it would probably help for future posts if you added a sentence to mention what the topic is for your latest blog posts for people quickly scanning through the list. The list, as I see it, has become a great resource/portal to all things about game accessibility rather than solely SIG work. The only thing I think anyone would have an issue with was something like constant "check out our weekly sales at blahblah.com!" style messages. I mean a sale mention here and there if an accessibility company was having a sale on switch boxes would probably be appreciated but not constant mega ads. :) Sorry, everyone -- I've been away for the last few days in hospital and I just got out a few hours ago if you can believe that (I've been there since the weekend). So I'm off to bed (amazing how badly you sleep in hospital -- I feel exhausted! I guess it's all the beeps and cords and such hanging off of you that help keep you from really relaxing enough to fall into a restorative sleep. Anyway, so if you have emailed me in the last week and are wondering why I haven't answered...that's why! I'll be catching up over the next few days. Michelle >Hi all, > >I hope that you don't mind if I start letting you know when I update >my accessible gaming blog on here. >This is my latest post for >03/20/2OO8. > > > >_______________________________________________ >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 Fri Mar 21 09:10:54 2008 From: glinert at mit.edu (Eitan Glinert) Date: Fri, 21 Mar 2008 09:10:54 -0400 Subject: [games_access] My gaming blog? + Michelle's status In-Reply-To: References: <20080321060217.C15D1AE7B@mailwash7.pair.com> Message-ID: <3dd2060e0803210610m98f4de4j3c0e140817eaae7b@mail.gmail.com> Hi everyone, Corey, I think it's great that you're doing a blog on accessibility! However, at the risk of sounding like a jerk I'm going to go out on a limb and say that I do mind if you send out e-mail every time you update your blog. That's exactly what RSS feeds are for - why don't you send out a link so people can subscribe to your blog instead? Of course, if you post something especially relevant you shouldn't hesitate to e-mail the list. Sorry, I just feel like this list is high traffic enough, and that sometimes it is hard to pick out the signal over the noise. Michelle, I'm glad to hear that you are out of the hospital. I hope you get better soon and that this doesn't become recurring. Eitan On Fri, Mar 21, 2008 at 2:25 AM, d. michelle hinn wrote: > Not at all -- it would probably help for future posts if you added a > sentence to mention what the topic is for your latest blog posts for people > quickly scanning through the list. The list, as I see it, has become a great > resource/portal to all things about game accessibility rather than solely > SIG work. The only thing I think anyone would have an issue with was > something like constant "check out our weekly sales at blahblah.com!" > style messages. I mean a sale mention here and there if an accessibility > company was having a sale on switch boxes would probably be appreciated but > not constant mega ads. :) > > Sorry, everyone -- I've been away for the last few days in hospital and I > just got out a few hours ago if you can believe that (I've been there since > the weekend). So I'm off to bed (amazing how badly you sleep in hospital -- > I feel exhausted! I guess it's all the beeps and cords and such hanging off > of you that help keep you from really relaxing enough to fall into a > restorative sleep. Anyway, so if you have emailed me in the last week and > are wondering why I haven't answered...that's why! I'll be catching up over > the next few days. > > Michelle > > Hi all, > > > > I hope that you don't mind if I start letting you know when I update my > accessible gaming blog on here. This is my latest post for 03/20/2OO8 > . > > > > > > > _______________________________________________ > 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 ioo at ablegamers.com Fri Mar 21 09:31:03 2008 From: ioo at ablegamers.com (Ioo) Date: Fri, 21 Mar 2008 09:31:03 -0400 Subject: [games_access] My gaming blog? + Michelle's status In-Reply-To: <3dd2060e0803210610m98f4de4j3c0e140817eaae7b@mail.gmail.com> References: <20080321060217.C15D1AE7B@mailwash7.pair.com> <3dd2060e0803210610m98f4de4j3c0e140817eaae7b@mail.gmail.com> Message-ID: <47E3B897.7090502@ablegamers.com> I am going to agree... I only update the list when I get a major catch on AbleGamers such as an interview with a game dev or some other "major" story. I spend a lot of time as it is sifting the list. I agree with the RSS feed thing, so I will start it off. Also Corey, I have sent you a few emails personal, but no response, I would like to talk to you. Want only disabled gaming news from AbleGamers... http://ablegamers.com/index2.php?option=com_ds-syndicate&version=1&feed_id=2 Want ALL news http://ablegamers.com/index2.php?option=com_ds-syndicate&version=1&feed_id=1 Want just the blog http://ablegamers.com/index2.php?option=com_ds-syndicate&version=1&feed_id=3 Enjoy... Eitan Glinert wrote: > Hi everyone, > > Corey, I think it's great that you're doing a blog on accessibility! > However, at the risk of sounding like a jerk I'm going to go out on a > limb and say that I do mind if you send out e-mail every time you > update your blog. That's exactly what RSS feeds are for - why don't > you send out a link so people can subscribe to your blog instead? Of > course, if you post something especially relevant you shouldn't > hesitate to e-mail the list. > > Sorry, I just feel like this list is high traffic enough, and that > sometimes it is hard to pick out the signal over the noise. > > Michelle, I'm glad to hear that you are out of the hospital. I hope > you get better soon and that this doesn't become recurring. > > Eitan > > On Fri, Mar 21, 2008 at 2:25 AM, d. michelle hinn > wrote: > > Not at all -- it would probably help for future posts if you added > a sentence to mention what the topic is for your latest blog posts > for people quickly scanning through the list. The list, as I see > it, has become a great resource/portal to all things about game > accessibility rather than solely SIG work. The only thing I think > anyone would have an issue with was something like constant "check > out our weekly sales at blahblah.com !" style > messages. I mean a sale mention here and there if an accessibility > company was having a sale on switch boxes would probably be > appreciated but not constant mega ads. :) > > Sorry, everyone -- I've been away for the last few days in > hospital and I just got out a few hours ago if you can believe > that (I've been there since the weekend). So I'm off to bed > (amazing how badly you sleep in hospital -- I feel exhausted! I > guess it's all the beeps and cords and such hanging off of you > that help keep you from really relaxing enough to fall into a > restorative sleep. Anyway, so if you have emailed me in the last > week and are wondering why I haven't answered...that's why! I'll > be catching up over the next few days. > > Michelle > >> Hi all, >> >> I hope that you don't mind if I start letting you know when I >> update my accessible gaming blog on here. This is my latest post >> for 03/20/2OO8 . >> >> >> >> _______________________________________________ >> 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 hinn at uiuc.edu Fri Mar 21 09:54:30 2008 From: hinn at uiuc.edu (d. michelle hinn) Date: Fri, 21 Mar 2008 08:54:30 -0500 Subject: [games_access] My gaming blog? + Michelle's status In-Reply-To: <47E3B897.7090502@ablegamers.com> References: <20080321060217.C15D1AE7B@mailwash7.pair.com> <3dd2060e0803210610m98f4de4j3c0e140817eaae7b@mail.gmail.com> <47E3B897.7090502@ablegamers.com> Message-ID: Eitan, Mark, Corey and all -- Yeah...after looking at this sea of email mess I have from the past week (not just the list -- other email as well) I can see what you are all saying -- yes, I agree that only the main stories should be posted on the list and definitely include a sentence or two to explain why it's a noteworthy post (ie, a new controller has been reviewed or an interview or news article is up). Both Barrie and Mark are good examples of people only posting to the list when it's something major versus for every single posting so I'd say that they do a great job of setting the tone of judicial posting. I have no problem with people posting major updates, project milestones and so forth -- but, yeah, let's make sure we respect each other's email load! Great idea about the RSS feeds -- we should get those on the Wiki so that we can lead people to a "one stop shop" for RSS feeds for the different blogs. And, also, for those who want an even lighter mode for even this list, don't forget about the digest mode (more info at http://seven.pairlist.net/mailman/listinfo/games_access -- if you can't change your settings because you can't get your password retrieved/remembered, let me know and I can go in and do that for you). And Eitan -- I'm afraid that we can pretty much go with "recurring"/chronic on the health front, unfortunately. I haven't been wanting to give in to that but I have to start figuring out how to live with this reality or it will just depress me too much. Sigh. Michelle >I am going to agree... I only update the list when I get a major >catch on AbleGamers such as an interview with a game dev or some >other "major" story. I spend a lot of time as it is sifting the >list. I agree with the RSS feed thing, so I will start it off. Also >Corey, I have sent you a few emails personal, but no response, I >would like to talk to you. > >Want only disabled gaming news from AbleGamers... >http://ablegamers.com/index2.php?option=com_ds-syndicate&version=1&feed_id=2 > >Want ALL news >http://ablegamers.com/index2.php?option=com_ds-syndicate&version=1&feed_id=1 > >Want just the blog >http://ablegamers.com/index2.php?option=com_ds-syndicate&version=1&feed_id=3 > >Enjoy... > >Eitan Glinert wrote: >>Hi everyone, >> >>Corey, I think it's great that you're doing a blog on >>accessibility! However, at the risk of sounding like a jerk I'm >>going to go out on a limb and say that I do mind if you send out >>e-mail every time you update your blog. That's exactly what RSS >>feeds are for - why don't you send out a link so people can >>subscribe to your blog instead? Of course, if you post something >>especially relevant you shouldn't hesitate to e-mail the list. >> >>Sorry, I just feel like this list is high traffic enough, and that >>sometimes it is hard to pick out the signal over the noise. >> >>Michelle, I'm glad to hear that you are out of the hospital. I hope >>you get better soon and that this doesn't become recurring. >> >>Eitan >> >>On Fri, Mar 21, 2008 at 2:25 AM, d. michelle hinn >> wrote: >> >> Not at all -- it would probably help for future posts if you added >> a sentence to mention what the topic is for your latest blog posts >> for people quickly scanning through the list. The list, as I see >> it, has become a great resource/portal to all things about game >> accessibility rather than solely SIG work. The only thing I think >> anyone would have an issue with was something like constant "check >> out our weekly sales at blahblah.com !" style >> messages. I mean a sale mention here and there if an accessibility >> company was having a sale on switch boxes would probably be >> appreciated but not constant mega ads. :) >> >> Sorry, everyone -- I've been away for the last few days in >> hospital and I just got out a few hours ago if you can believe >> that (I've been there since the weekend). So I'm off to bed >> (amazing how badly you sleep in hospital -- I feel exhausted! I >> guess it's all the beeps and cords and such hanging off of you >> that help keep you from really relaxing enough to fall into a >> restorative sleep. Anyway, so if you have emailed me in the last >> week and are wondering why I haven't answered...that's why! I'll >> be catching up over the next few days. >> >> Michelle >> >>> Hi all, >>> >>> I hope that you don't mind if I start letting you know when I >>> update my accessible gaming blog on here. This is my latest post >>> for 03/20/2OO8 . >>> >>> >>> >>> _______________________________________________ >>> 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 glinert at mit.edu Fri Mar 21 10:01:13 2008 From: glinert at mit.edu (Eitan Glinert) Date: Fri, 21 Mar 2008 10:01:13 -0400 Subject: [games_access] My gaming blog? + Michelle's status In-Reply-To: References: <20080321060217.C15D1AE7B@mailwash7.pair.com> <3dd2060e0803210610m98f4de4j3c0e140817eaae7b@mail.gmail.com> <47E3B897.7090502@ablegamers.com> Message-ID: <3dd2060e0803210701r112309a0me5c0055fb9cdc24b@mail.gmail.com> Ok, while we're at it I too have a blog, www.eitanglinert.com . No RSS feed, since I personally am not a huge fan (I like to go to websites and be "surprised"). My blog is a more of a mix, I cover not just accessibility but also education and human computer interaction in games. Eitan On Fri, Mar 21, 2008 at 9:54 AM, d. michelle hinn wrote: > Eitan, Mark, Corey and all -- > > Yeah...after looking at this sea of email mess I have from the past > week (not just the list -- other email as well) I can see what you > are all saying -- yes, I agree that only the main stories should be > posted on the list and definitely include a sentence or two to > explain why it's a noteworthy post (ie, a new controller has been > reviewed or an interview or news article is up). Both Barrie and Mark > are good examples of people only posting to the list when it's > something major versus for every single posting so I'd say that they > do a great job of setting the tone of judicial posting. I have no > problem with people posting major updates, project milestones and so > forth -- but, yeah, let's make sure we respect each other's email > load! > > Great idea about the RSS feeds -- we should get those on the Wiki so > that we can lead people to a "one stop shop" for RSS feeds for the > different blogs. > > And, also, for those who want an even lighter mode for even this > list, don't forget about the digest mode (more info at > http://seven.pairlist.net/mailman/listinfo/games_access -- if you > can't change your settings because you can't get your password > retrieved/remembered, let me know and I can go in and do that for > you). > > And Eitan -- I'm afraid that we can pretty much go with > "recurring"/chronic on the health front, unfortunately. I haven't > been wanting to give in to that but I have to start figuring out how > to live with this reality or it will just depress me too much. Sigh. > > Michelle > > >I am going to agree... I only update the list when I get a major > >catch on AbleGamers such as an interview with a game dev or some > >other "major" story. I spend a lot of time as it is sifting the > >list. I agree with the RSS feed thing, so I will start it off. Also > >Corey, I have sent you a few emails personal, but no response, I > >would like to talk to you. > > > >Want only disabled gaming news from AbleGamers... > > > http://ablegamers.com/index2.php?option=com_ds-syndicate&version=1&feed_id=2 > > > >Want ALL news > > > http://ablegamers.com/index2.php?option=com_ds-syndicate&version=1&feed_id=1 > > > >Want just the blog > > > http://ablegamers.com/index2.php?option=com_ds-syndicate&version=1&feed_id=3 > > > >Enjoy... > > > >Eitan Glinert wrote: > >>Hi everyone, > >> > >>Corey, I think it's great that you're doing a blog on > >>accessibility! However, at the risk of sounding like a jerk I'm > >>going to go out on a limb and say that I do mind if you send out > >>e-mail every time you update your blog. That's exactly what RSS > >>feeds are for - why don't you send out a link so people can > >>subscribe to your blog instead? Of course, if you post something > >>especially relevant you shouldn't hesitate to e-mail the list. > >> > >>Sorry, I just feel like this list is high traffic enough, and that > >>sometimes it is hard to pick out the signal over the noise. > >> > >>Michelle, I'm glad to hear that you are out of the hospital. I hope > >>you get better soon and that this doesn't become recurring. > >> > >>Eitan > >> > >>On Fri, Mar 21, 2008 at 2:25 AM, d. michelle hinn >>> wrote: > >> > >> Not at all -- it would probably help for future posts if you added > >> a sentence to mention what the topic is for your latest blog posts > >> for people quickly scanning through the list. The list, as I see > >> it, has become a great resource/portal to all things about game > >> accessibility rather than solely SIG work. The only thing I think > >> anyone would have an issue with was something like constant "check > >> out our weekly sales at blahblah.com !" style > >> messages. I mean a sale mention here and there if an accessibility > >> company was having a sale on switch boxes would probably be > >> appreciated but not constant mega ads. :) > >> > >> Sorry, everyone -- I've been away for the last few days in > >> hospital and I just got out a few hours ago if you can believe > >> that (I've been there since the weekend). So I'm off to bed > >> (amazing how badly you sleep in hospital -- I feel exhausted! I > >> guess it's all the beeps and cords and such hanging off of you > >> that help keep you from really relaxing enough to fall into a > >> restorative sleep. Anyway, so if you have emailed me in the last > >> week and are wondering why I haven't answered...that's why! I'll > >> be catching up over the next few days. > >> > >> Michelle > >> > >>> Hi all, > >>> > >>> I hope that you don't mind if I start letting you know when I > >>> update my accessible gaming blog on here. This is my latest post > >>> for 03/20/2OO8 . > >>> > >>> > >>> > >>> _______________________________________________ > >>> 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 > -------------- next part -------------- An HTML attachment was scrubbed... URL: From dis at d-gamer.com Fri Mar 21 17:32:53 2008 From: dis at d-gamer.com (Corey 'Dis' Krull) Date: Fri, 21 Mar 2008 14:32:53 -0700 Subject: [games_access] My gaming blog? + Michelle's status In-Reply-To: <3dd2060e0803210701r112309a0me5c0055fb9cdc24b@mail.gmail.com> Message-ID: <20080321213258.F2DECAE91@mailwash7.pair.com> Thank you all for your input, I really appreciate it. I do understand about wanting to keep your email down to a minimum. I will just send out emails only when I have important news or stories from my blog. I do have an RSS feed and an email subscription to my blog through FeedBurner. DGAMER Blog RSS Feed DGAMER Blog Email Subscription Mark - I am sorry if I haven't responded to any of your emails, I do not remember ever receiving them. I'm not sure which email address you were sending them to since I have more than one. Send me a message to dis at d-gamer.com and I will get right back to you. Michelle - I hope that your chronic health issues improve. I know it can be hard to deal with major changes in your life, I have gone through many myself. Just do what makes you happy it is good for the mind. Later, Corey 'Dis' Krull DGAMER DGAMER Blog _____ From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Eitan Glinert Sent: Friday, March 21, 2008 7:01 AM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] My gaming blog? + Michelle's status Ok, while we're at it I too have a blog, www.eitanglinert.com . No RSS feed, since I personally am not a huge fan (I like to go to websites and be "surprised"). My blog is a more of a mix, I cover not just accessibility but also education and human computer interaction in games. Eitan On Fri, Mar 21, 2008 at 9:54 AM, d. michelle hinn wrote: Eitan, Mark, Corey and all -- Yeah...after looking at this sea of email mess I have from the past week (not just the list -- other email as well) I can see what you are all saying -- yes, I agree that only the main stories should be posted on the list and definitely include a sentence or two to explain why it's a noteworthy post (ie, a new controller has been reviewed or an interview or news article is up). Both Barrie and Mark are good examples of people only posting to the list when it's something major versus for every single posting so I'd say that they do a great job of setting the tone of judicial posting. I have no problem with people posting major updates, project milestones and so forth -- but, yeah, let's make sure we respect each other's email load! Great idea about the RSS feeds -- we should get those on the Wiki so that we can lead people to a "one stop shop" for RSS feeds for the different blogs. And, also, for those who want an even lighter mode for even this list, don't forget about the digest mode (more info at http://seven.pairlist.net/mailman/listinfo/games_access -- if you can't change your settings because you can't get your password retrieved/remembered, let me know and I can go in and do that for you). And Eitan -- I'm afraid that we can pretty much go with "recurring"/chronic on the health front, unfortunately. I haven't been wanting to give in to that but I have to start figuring out how to live with this reality or it will just depress me too much. Sigh. Michelle >I am going to agree... I only update the list when I get a major >catch on AbleGamers such as an interview with a game dev or some >other "major" story. I spend a lot of time as it is sifting the >list. I agree with the RSS feed thing, so I will start it off. Also >Corey, I have sent you a few emails personal, but no response, I >would like to talk to you. > >Want only disabled gaming news from AbleGamers... >http://ablegamers.com/index2.php?option=com_ds-syndicate &version=1&feed_id=2 > >Want ALL news >http://ablegamers.com/index2.php?option=com_ds-syndicate &version=1&feed_id=1 > >Want just the blog >http://ablegamers.com/index2.php?option=com_ds-syndicate &version=1&feed_id=3 > >Enjoy... > >Eitan Glinert wrote: >>Hi everyone, >> >>Corey, I think it's great that you're doing a blog on >>accessibility! However, at the risk of sounding like a jerk I'm >>going to go out on a limb and say that I do mind if you send out >>e-mail every time you update your blog. That's exactly what RSS >>feeds are for - why don't you send out a link so people can >>subscribe to your blog instead? Of course, if you post something >>especially relevant you shouldn't hesitate to e-mail the list. >> >>Sorry, I just feel like this list is high traffic enough, and that >>sometimes it is hard to pick out the signal over the noise. >> >>Michelle, I'm glad to hear that you are out of the hospital. I hope >>you get better soon and that this doesn't become recurring. >> >>Eitan >> >>On Fri, Mar 21, 2008 at 2:25 AM, d. michelle hinn >> wrote: >> >> Not at all -- it would probably help for future posts if you added >> a sentence to mention what the topic is for your latest blog posts >> for people quickly scanning through the list. The list, as I see >> it, has become a great resource/portal to all things about game >> accessibility rather than solely SIG work. The only thing I think >> anyone would have an issue with was something like constant "check >> out our weekly sales at blahblah.com !" style >> messages. I mean a sale mention here and there if an accessibility >> company was having a sale on switch boxes would probably be >> appreciated but not constant mega ads. :) >> >> Sorry, everyone -- I've been away for the last few days in >> hospital and I just got out a few hours ago if you can believe >> that (I've been there since the weekend). So I'm off to bed >> (amazing how badly you sleep in hospital -- I feel exhausted! I >> guess it's all the beeps and cords and such hanging off of you >> that help keep you from really relaxing enough to fall into a >> restorative sleep. Anyway, so if you have emailed me in the last >> week and are wondering why I haven't answered...that's why! I'll >> be catching up over the next few days. >> >> Michelle >> >>> Hi all, >>> >>> I hope that you don't mind if I start letting you know when I >>> update my accessible gaming blog on here. This is my latest post >>> for 03/20/2OO8 . >>> >>> >>> >>> _______________________________________________ >>> 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 -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Fri Mar 21 18:16:03 2008 From: hinn at uiuc.edu (d. michelle hinn) Date: Fri, 21 Mar 2008 17:16:03 -0500 Subject: [games_access] My gaming blog? + Michelle's status In-Reply-To: <20080321213258.F2DECAE91@mailwash7.pair.com> References: <20080321213258.F2DECAE91@mailwash7.pair.com> Message-ID: Fantastic! Yes, I think having a listing of blogs (and RSS feeds where available) will be handy for all of us and it's a good idea to send along important postings and then the rest can be picked up by RSS readers. My opinion is that if it's some cool new technology or game accessibility story, we should definitely point out our own postings! So, hey, that was an easy issue to solve! :) Sounds like we're all on the same page here with email overload prevention! Thanks, Corey, about the best wishes -- it's pretty tough at the moment. You just never know what life is bringing around the corner next though so I hang in there. Michele >Thank you all for your input, I really appreciate it. I do >understand about wanting to keep your email down to a minimum. I >will just send out emails only when I have important news or stories >from my blog. I do have an RSS feed and an email subscription to my >blog through FeedBurner. > >DGAMER Blog RSS Feed >DGAMER >Blog Email Subscription > >Mark - I am sorry if I haven't responded to any of your emails, I do >not remember ever receiving them. I'm not sure which email address >you were sending them to since I have more than one. Send me a >message to dis at d-gamer.com and I will get >right back to you. > >Michelle - I hope that your chronic health issues improve. I know it >can be hard to deal with major changes in your life, I have gone >through many myself. Just do what makes you happy it is good for the >mind. > >Later, >Corey 'Dis' Krull > >DGAMER >DGAMER Blog > >From: games_access-bounces at igda.org >[mailto:games_access-bounces at igda.org] On Behalf Of Eitan Glinert >Sent: Friday, March 21, 2008 7:01 AM >To: IGDA Games Accessibility SIG Mailing List >Subject: Re: [games_access] My gaming blog? + Michelle's status > >Ok, while we're at it I too have a blog, >www.eitanglinert.com . No RSS feed, >since I personally am not a huge fan (I like to go to websites and >be "surprised"). My blog is a more of a mix, I cover not just >accessibility but also education and human computer interaction in >games. >Eitan >On Fri, Mar 21, 2008 at 9:54 AM, d. michelle hinn ><hinn at uiuc.edu> wrote: >Eitan, Mark, Corey and all -- > >Yeah...after looking at this sea of email mess I have from the past >week (not just the list -- other email as well) I can see what you >are all saying -- yes, I agree that only the main stories should be >posted on the list and definitely include a sentence or two to >explain why it's a noteworthy post (ie, a new controller has been >reviewed or an interview or news article is up). Both Barrie and Mark >are good examples of people only posting to the list when it's >something major versus for every single posting so I'd say that they >do a great job of setting the tone of judicial posting. I have no >problem with people posting major updates, project milestones and so >forth -- but, yeah, let's make sure we respect each other's email >load! > >Great idea about the RSS feeds -- we should get those on the Wiki so >that we can lead people to a "one stop shop" for RSS feeds for the >different blogs. > >And, also, for those who want an even lighter mode for even this >list, don't forget about the digest mode (more info at >http://seven.pairlist.net/mailman/listinfo/games_access >-- if you >can't change your settings because you can't get your password >retrieved/remembered, let me know and I can go in and do that for >you). > >And Eitan -- I'm afraid that we can pretty much go with >"recurring"/chronic on the health front, unfortunately. I haven't >been wanting to give in to that but I have to start figuring out how >to live with this reality or it will just depress me too much. Sigh. > >Michelle > >>I am going to agree... I only update the list when I get a major >>catch on AbleGamers such as an interview with a game dev or some >>other "major" story. I spend a lot of time as it is sifting the >>list. I agree with the RSS feed thing, so I will start it off. Also >>Corey, I have sent you a few emails personal, but no response, I >>would like to talk to you. >> >>Want only disabled gaming news from AbleGamers... >>http://ablegamers.com/index2.php?option=com_ds-syndicate&version=1&feed_id=2 >> >>Want ALL news >>http://ablegamers.com/index2.php?option=com_ds-syndicate&version=1&feed_id=1 >> >>Want just the blog >>http://ablegamers.com/index2.php?option=com_ds-syndicate&version=1&feed_id=3 >> >>Enjoy... >> >>Eitan Glinert wrote: >>>Hi everyone, >>> >>>Corey, I think it's great that you're doing a blog on >>>accessibility! However, at the risk of sounding like a jerk I'm >>>going to go out on a limb and say that I do mind if you send out >>>e-mail every time you update your blog. That's exactly what RSS >>>feeds are for - why don't you send out a link so people can >>>subscribe to your blog instead? Of course, if you post something >>>especially relevant you shouldn't hesitate to e-mail the list. >>> >>>Sorry, I just feel like this list is high traffic enough, and that >>>sometimes it is hard to pick out the signal over the noise. >>> >>>Michelle, I'm glad to hear that you are out of the hospital. I hope >>>you get better soon and that this doesn't become recurring. >>> >>>Eitan >>> >>>On Fri, Mar 21, 2008 at 2:25 AM, d. michelle hinn >>><hinn at uiuc.edu >>>hinn at uiuc.edu>> wrote: >>> >>> Not at all -- it would probably help for future posts if you added >>> a sentence to mention what the topic is for your latest blog posts >>> for people quickly scanning through the list. The list, as I see >>> it, has become a great resource/portal to all things about game >>> accessibility rather than solely SIG work. The only thing I think >>> anyone would have an issue with was something like constant "check >>> out our weekly sales at blahblah.com >>><http://blahblah.com>!" style >>> messages. I mean a sale mention here and there if an accessibility >>> company was having a sale on switch boxes would probably be >>> appreciated but not constant mega ads. :) >>> >>> Sorry, everyone -- I've been away for the last few days in >>> hospital and I just got out a few hours ago if you can believe >>> that (I've been there since the weekend). So I'm off to bed >>> (amazing how badly you sleep in hospital -- I feel exhausted! I >>> guess it's all the beeps and cords and such hanging off of you >>> that help keep you from really relaxing enough to fall into a >>> restorative sleep. Anyway, so if you have emailed me in the last >>> week and are wondering why I haven't answered...that's why! I'll >>> be catching up over the next few days. >>> >>> Michelle >>> >>>> Hi all, >>>> >>>> I hope that you don't mind if I start letting you know when I >>>> update my accessible gaming blog on here. This is my latest post >>>> for 03/20/2OO8 >>>><http://dgamerblog.wordpress.com/>. >>>> >>>> >>>> >>>> _______________________________________________ >>>> games_access mailing list >>>> games_access at igda.org >>>>games_access at igda.org> >>>> >>>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>>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 -------------- next part -------------- An HTML attachment was scrubbed... URL: From reid at rbkdesign.com Mon Mar 24 16:43:58 2008 From: reid at rbkdesign.com (Reid Kimball) Date: Mon, 24 Mar 2008 13:43:58 -0700 Subject: [games_access] Communication device for the disabled Message-ID: This is a really cool communication device that was demonstrated last month that enables people to communicate without speaking audibly. http://www.theaudeo.com/media.html - watch the videos They are based at Michelle's university, Champaign-Urbana I think. I can see this having applications in games that use voice chat. -Reid From thomas at pininteractive.com Tue Mar 25 18:09:24 2008 From: thomas at pininteractive.com (Thomas Westin) Date: Tue, 25 Mar 2008 23:09:24 +0100 Subject: [games_access] Adobe article online! Message-ID: <8F7B5520-5524-4E56-B2CA-668FB9B3B932@pininteractive.com> http://www.adobe.com/devnet/director/articles/shockwave_accessibility.html /thomas From hinn at uiuc.edu Wed Mar 26 07:56:24 2008 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 26 Mar 2008 06:56:24 -0500 Subject: [games_access] Communication device for the disabled In-Reply-To: References: Message-ID: Yeah, the guy who created it (Michael Callahan) was at one of our accessibility arcades -- he was a student scholarship winner from this year. Oddly he didn't bring any business cards or info about the product to GDC but, yeah, it definitely has some connections to gaming and he went to GDC to see how his product could cross over into gaming. I'm meeting with him in about a week and will try to get him signed up on the list so we can help him angle his product for accessibility as well as "just plain cool." He's not a gamer but he's definitely thinking that games are another possible avenue for his work. It is very cool, no doubt! Michelle >This is a really cool communication device that was demonstrated last >month that enables people to communicate without speaking audibly. > >http://www.theaudeo.com/media.html - watch the videos > >They are based at Michelle's university, Champaign-Urbana I think. > >I can see this having applications in games that use voice chat. > >-Reid >_______________________________________________ >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 Mar 27 03:41:38 2008 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Thu, 27 Mar 2008 07:41:38 -0000 Subject: [games_access] Game Informer articles on Game Accessibility Message-ID: <006501c88fdd$fe53ac60$0202a8c0@oneswitch> Part 1 of Meagan VanBurkleo's GameInformer.com article on game accessibility here: http://www.gameinformer.com/News/Story/200803/N08.0326.1508.18708.htm?Page=1 Part 2 tomorrow... Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From lynnvm at carolina.rr.com Thu Mar 27 17:33:00 2008 From: lynnvm at carolina.rr.com (Lynn Marentette) Date: Thu, 27 Mar 2008 17:33:00 -0400 Subject: [games_access] RE Game Accessibility Article, Vol 46, Issue 31 In-Reply-To: References: Message-ID: <001201c89052$2225cdc0$c601000a@HOME> Thanks, Barrie. This is a good article! Lynn Marentette Today's Topics: 1. Game Informer articles on Game Accessibility (Barrie Ellis) Part 1 of Meagan VanBurkleo's GameInformer.com article on game accessibility here: http://www.gameinformer.com/News/Story/200803/N08.0326.1508.18708.htm?Page=1 Part 2 tomorrow... Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Thu Mar 27 22:35:08 2008 From: hinn at uiuc.edu (d. michelle hinn) Date: Thu, 27 Mar 2008 21:35:08 -0500 Subject: [games_access] RE Game Accessibility Article, Vol 46, Issue 31 In-Reply-To: <001201c89052$2225cdc0$c601000a@HOME> References: <001201c89052$2225cdc0$c601000a@HOME> Message-ID: I was just interviewed in the Latest issue of ACM Computers in Entertainment http://doi.acm.org.proxy2.library.uiuc.edu/10.1145/1324198.1324200 Not sure that link will help get to it -- I'll see if I can get it up on a non-secure/membership site! Accessibility is having it's day!!! :) Michelle >Thanks, Barrie. This is a good article! > >Lynn Marentette > > >Today's Topics: > > 1. Game Informer articles on Game Accessibility (Barrie Ellis) > > >Part 1 of Meagan VanBurkleo's GameInformer.com article on game >accessibility here: > >http://www.gameinformer.com/News/Story/200803/N08.0326.1508.18708.htm?Page=1 > >Part 2 tomorrow... > >Barrie >www.OneSwitch.org.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 hinn at uiuc.edu Thu Mar 27 22:56:41 2008 From: hinn at uiuc.edu (d. michelle hinn) Date: Thu, 27 Mar 2008 21:56:41 -0500 Subject: [games_access] Game Informer articles on Game Accessibility In-Reply-To: <006501c88fdd$fe53ac60$0202a8c0@oneswitch> References: <006501c88fdd$fe53ac60$0202a8c0@oneswitch> Message-ID: Brilliant Barrie!!! What a great article -- I can't wait for part two! >Part 1 of Meagan VanBurkleo's GameInformer.com article on game >accessibility here: > >http://www.gameinformer.com/News/Story/200803/N08.0326.1508.18708.htm?Page=1 > >Part 2 tomorrow... > >Barrie >www.OneSwitch.org.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 richard at audiogames.net Fri Mar 28 03:50:53 2008 From: richard at audiogames.net (AudioGames.net) Date: Fri, 28 Mar 2008 08:50:53 +0100 Subject: [games_access] RE Game Accessibility Article, Vol 46, Issue 31 References: <001201c89052$2225cdc0$c601000a@HOME> Message-ID: <004301c890a8$74458e00$6402a8c0@Delletje> Re: [games_access] RE Game Accessibility Article, Vol 46,err.... "The resource you are trying to visit is restricted to UIUC students and employees. Off campus access is provided via the Library Proxy server. After you log in, this will work automatically." ? ----- Original Message ----- From: d. michelle hinn To: lynnvm at carolina.rr.com ; IGDA Games Accessibility SIG Mailing List Sent: Friday, March 28, 2008 3:35 AM Subject: Re: [games_access] RE Game Accessibility Article, Vol 46, Issue 31 I was just interviewed in the Latest issue of ACM Computers in Entertainment http://doi.acm.org.proxy2.library.uiuc.edu/10.1145/1324198.1324200 Not sure that link will help get to it -- I'll see if I can get it up on a non-secure/membership site! Accessibility is having it's day!!! :) Michelle Thanks, Barrie. This is a good article! Lynn Marentette Today's Topics: 1. Game Informer articles on Game Accessibility (Barrie Ellis) Part 1 of Meagan VanBurkleo's GameInformer.com article on game accessibility here: http://www.gameinformer.com/News/Story/200803/N08.0326.1508.18708.htm?Page=1 Part 2 tomorrow... Barrie www.OneSwitch.org.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 -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Fri Mar 28 04:16:34 2008 From: hinn at uiuc.edu (d. michelle hinn) Date: Fri, 28 Mar 2008 03:16:34 -0500 Subject: [games_access] RE Game Accessibility Article, Vol 46, Issue 31 In-Reply-To: <004301c890a8$74458e00$6402a8c0@Delletje> References: <001201c89052$2225cdc0$ c601000a@HOME> <004301c890a8$74458e00$6402a8c0@Delletje> Message-ID: Oh you may have to go to www.acm.org and go to their digital library...which you may need to be a member to access. Oops. I'll ask the editor if we can post a reprint of it at a more accessible location -- he's a pretty down to earth guy so he will probably say yes. More when I know! Michelle >err.... > >"The resource you are trying to visit is restricted to UIUC students >and employees. Off campus access is provided via the Library Proxy >server. After you log in, this will work automatically." > >? > >----- Original Message ----- >From: d. michelle hinn >To: lynnvm at carolina.rr.com ; >IGDA Games Accessibility SIG Mailing >List >Sent: Friday, March 28, 2008 3:35 AM >Subject: Re: [games_access] RE Game Accessibility Article, Vol 46, Issue 31 > >I was just interviewed in the Latest issue of ACM Computers in Entertainment > >http://doi.acm.org.proxy2.library.uiuc.edu/10.1145/1324198.1324200 > >Not sure that link will help get to it -- I'll see if I can get it >up on a non-secure/membership site! > >Accessibility is having it's day!!! :) > >Michelle > >>Thanks, Barrie. This is a good article! >> > > >Lynn Marentette > > > > > >Today's Topics: > > > > 1. Game Informer articles on Game Accessibility (Barrie Ellis) > > > > > >Part 1 of Meagan VanBurkleo's GameInformer.com article on game >accessibility here: > > > >http://www.gameinformer.com/News/Story/200803/N08.0326.1508.18708.htm?Page=1 > > > >Part 2 tomorrow... > > > >Barrie > >www.OneSwitch.org.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 > > >_______________________________________________ >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 Fri Mar 28 04:48:23 2008 From: thomas at pininteractive.com (Thomas Westin) Date: Fri, 28 Mar 2008 09:48:23 +0100 Subject: [games_access] article Message-ID: Hi all, I seem not to get all replies from this list, perhaps my spam filter is too tough trying again, since I haven't got replies http://www.adobe.com/devnet/director/articles/shockwave_accessibility.html /thomas -------------- next part -------------- An HTML attachment was scrubbed... URL: From list at pitaru.com Fri Mar 28 08:25:12 2008 From: list at pitaru.com (Amit Pitaru [LIST]) Date: Fri, 28 Mar 2008 08:25:12 -0400 Subject: [games_access] A chapter on accessibility, video games and learning. In-Reply-To: Message-ID: <00bc01c890ce$c5531bc0$6500a8c0@KYOTO5> Hello everyone, I would love to get your wise comments on a chapter I've written on accessibility, video games and learning. It's based on recent experience, designing video games for children at a school in Long Island NY. Here's the direct link to the pdf file: http://www.mitpressjournals.org/doi/abs/10.1162/dmal.9780262693646.067 And a small website I've put up: http://makebettergames.com/ Best, Amit Pitaru -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Fri Mar 28 13:36:21 2008 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 28 Mar 2008 17:36:21 -0000 Subject: [games_access] Fw: Second Part of Feature! Message-ID: <01b901c890fa$3dc36b20$0202a8c0@oneswitch> Second part up now of the Game Informer article on game accessibility: Part One: http://www.gameinformer.com/News/Story/200803/N08.0326.1508.18708.htm Part Two: http://www.gameinformer.com/News/Story/200803/N08.0327.1622.48962.htm Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From tlaloc.raingod at gmail.com Fri Mar 28 13:46:43 2008 From: tlaloc.raingod at gmail.com (Tlaloc) Date: Fri, 28 Mar 2008 10:46:43 -0700 Subject: [games_access] Worthwhile project? Message-ID: <8c9b07e20803281046k307d71e9j6c59cc3a579b09eb@mail.gmail.com> Would it be worthwhile to try an develop an "accessibility bible" which could then be given to game development houses making concrete suggestions for ways they can improve accessibility in games? I suspect a lot of developers don't really have the time to think about ways to make games accessible but if you put a laundry list of suggestions in their hands they'd at least consider some of them. I give an example below of a hypothetical accessibility bible entry on difficulty levels. DIFFICULTY LEVELS Description A difficulty selection is a common feature of games. Usually from three to five generic levels of difficulty can be chosen by the player. The difference in game play from easiest to hardest may be a function of the speed of game play, number of enemies, number of lives, difficulty of tasks, et cetera. Options to best increase accessibility The least desirable solution is to have a single difficulty level. This means the game will only be suitable to a narrow range of players. The more difficulty levels that are available, assuming there is a meaningful difference between levels, the wider range of people can enjoy playing. The best possible solution is to deconvolute "difficulty" into the component parts, and to make each selectable. For instance in a First Person Shooter you might have difficulty control the number of enemies and their accuracy. What would be better is to have two controls, one for the number of enemies and another for their accuracy. This not only allows people to better tune the game to their abilities but gives the game grater replay values as people explore how the game is different with few accurate enemies vs. hordes of inaccurate foes. Deconvoluting difficulty into component parts can also make testing easier and quicker because you have isolated variables instead of trying to test several changing variables at the same time and approximate what mix of each is "easy", "moderate", and "hard." -It's just something I wrote just now off the top of my head to give you an idea, I'm sure we could do a much more thorough job. What'cha think? Jason From b-peterson at hotmail.com Fri Mar 28 14:02:35 2008 From: b-peterson at hotmail.com (Bryan Peterson) Date: Fri, 28 Mar 2008 12:02:35 -0600 Subject: [games_access] Worthwhile project? References: <8c9b07e20803281046k307d71e9j6c59cc3a579b09eb@mail.gmail.com> Message-ID: The other problem though is that not all developers are willing to learn. As Michelle could tell you she's run into that quite a lot. THe general opinion is that accessibility is nice but it wouldn't work in our games. Or they don't want to be known as an accessibility company, whatever that means. Granted Nintendo seems open to the idea, but it still all comes down to those colored pieces of paper with the numbers on them. Devs are usually afraid they'll lose more of those little pieces of paper than they'll gain by making their games accessible. Time is an illusion, lunchtime doubly so. ----- Original Message ----- From: "Tlaloc" To: Sent: Friday, March 28, 2008 11:46 AM Subject: [games_access] Worthwhile project? > Would it be worthwhile to try an develop an "accessibility bible" > which could then be given to game development houses making concrete > suggestions for ways they can improve accessibility in games? > > I suspect a lot of developers don't really have the time to think > about ways to make games accessible but if you put a laundry list of > suggestions in their hands they'd at least consider some of them. I > give an example below of a hypothetical accessibility bible entry on > difficulty levels. > > > > DIFFICULTY LEVELS > Description > A difficulty selection is a common feature of games. Usually from > three to five generic levels of difficulty can be chosen by the > player. The difference in game play from easiest to hardest may be a > function of the speed of game play, number of enemies, number of > lives, difficulty of tasks, et cetera. > > Options to best increase accessibility > The least desirable solution is to have a single difficulty level. > This means the game will only be suitable to a narrow range of > players. The more difficulty levels that are available, assuming > there is a meaningful difference between levels, the wider range of > people can enjoy playing. > > The best possible solution is to deconvolute "difficulty" into the > component parts, and to make each selectable. For instance in a First > Person Shooter you might have difficulty control the number of enemies > and their accuracy. What would be better is to have two controls, one > for the number of enemies and another for their accuracy. This not > only allows people to better tune the game to their abilities but > gives the game grater replay values as people explore how the game is > different with few accurate enemies vs. hordes of inaccurate foes. > Deconvoluting difficulty into component parts can also make testing > easier and quicker because you have isolated variables instead of > trying to test several changing variables at the same time and > approximate what mix of each is "easy", "moderate", and "hard." > > > > -It's just something I wrote just now off the top of my head to give > you an idea, I'm sure we could do a much more thorough job. What'cha > think? > > Jason > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From jbannick at 7128.com Fri Mar 28 14:52:32 2008 From: jbannick at 7128.com (John Bannick) Date: Fri, 28 Mar 2008 14:52:32 -0400 Subject: [games_access] A chapter on accessibility, video games and learning. Message-ID: <6.1.0.6.2.20080328143623.00ba8510@enigami.com> Amit, That is a very interesting article. I would like to point you at our ALERT project for more information about some of the relatively simple changes that can be made to main-stream casual games like you did with the Tetris game. There are many things that could be done to improve accessibility if the will is there to do them. Your description of slowing down the Tetris game is one of the accommodations we use for our Raindrops game for example. Please also look at our accessibility rating system. This provides the user with up-front knowledge of what accommodations are available on a specific game. Adopting this on a wider basis would help people to choose appropriate games more easily. Go to: www.7128.com and scroll down to the ALERT button. Eleanor Robinson for John Bannick 7-128 Software LLC From jbannick at 7128.com Fri Mar 28 15:16:13 2008 From: jbannick at 7128.com (John Bannick) Date: Fri, 28 Mar 2008 15:16:13 -0400 Subject: [games_access] Worthwhile project Message-ID: <6.1.0.6.2.20080328150734.00ba8490@enigami.com> I'm speaking for John Bannick while he is away and we support the idea of an accessibility bible. We tried to clarify some of our thinking about accessibility accommodations in the ALERT project material. We do think that it is possible to create such a set of guidelines. When it is clearly stated what is required to make something more accessible, some of the "objections" we hear from game developers might evaporate. To see some of our thinking, go to www.7128.com and scroll down to the ALERT button. Eleanor Robinson for John Bannick 7-128 Software LLC From reid at rbkdesign.com Fri Mar 28 15:35:39 2008 From: reid at rbkdesign.com (Reid Kimball) Date: Fri, 28 Mar 2008 12:35:39 -0700 Subject: [games_access] Worthwhile project? In-Reply-To: References: <8c9b07e20803281046k307d71e9j6c59cc3a579b09eb@mail.gmail.com> Message-ID: Hi Jason, The SIG plans to make a book about Game Accessibility and I think we'd include examples of what you are proposing. There would be sections on what can be inaccessible and solutions for those issues including how to implement those solutions. Regarding Bryan's comments, they are true to some degree unfortunately. It's a catch-22, chicken and the egg kind of problem because game accessibility under the usability umbrella is a brand new concept. I have talked with many devs and publishers who have said, "We've never thought of that before." Then they ask what the numbers are, both in demographics and financial. Yet, I don't have many compelling figures to share because it is so new. As a result, they usually pass. Without the numbers developers are less likely to implement GA features, and without GA features we aren't going to get the numbers... -Reid On Fri, Mar 28, 2008 at 11:02 AM, Bryan Peterson wrote: > The other problem though is that not all developers are willing to learn. As > Michelle could tell you she's run into that quite a lot. THe general opinion > is that accessibility is nice but it wouldn't work in our games. Or they > don't want to be known as an accessibility company, whatever that means. > Granted Nintendo seems open to the idea, but it still all comes down to > those colored pieces of paper with the numbers on them. Devs are usually > afraid they'll lose more of those little pieces of paper than they'll gain > by making their games accessible. > Time is an illusion, lunchtime doubly so. > > > ----- Original Message ----- > From: "Tlaloc" > To: > Sent: Friday, March 28, 2008 11:46 AM > Subject: [games_access] Worthwhile project? > > > > Would it be worthwhile to try an develop an "accessibility bible" > > which could then be given to game development houses making concrete > > suggestions for ways they can improve accessibility in games? > > > > I suspect a lot of developers don't really have the time to think > > about ways to make games accessible but if you put a laundry list of > > suggestions in their hands they'd at least consider some of them. I > > give an example below of a hypothetical accessibility bible entry on > > difficulty levels. > > > > > > > > DIFFICULTY LEVELS > > Description > > A difficulty selection is a common feature of games. Usually from > > three to five generic levels of difficulty can be chosen by the > > player. The difference in game play from easiest to hardest may be a > > function of the speed of game play, number of enemies, number of > > lives, difficulty of tasks, et cetera. > > > > Options to best increase accessibility > > The least desirable solution is to have a single difficulty level. > > This means the game will only be suitable to a narrow range of > > players. The more difficulty levels that are available, assuming > > there is a meaningful difference between levels, the wider range of > > people can enjoy playing. > > > > The best possible solution is to deconvolute "difficulty" into the > > component parts, and to make each selectable. For instance in a First > > Person Shooter you might have difficulty control the number of enemies > > and their accuracy. What would be better is to have two controls, one > > for the number of enemies and another for their accuracy. This not > > only allows people to better tune the game to their abilities but > > gives the game grater replay values as people explore how the game is > > different with few accurate enemies vs. hordes of inaccurate foes. > > Deconvoluting difficulty into component parts can also make testing > > easier and quicker because you have isolated variables instead of > > trying to test several changing variables at the same time and > > approximate what mix of each is "easy", "moderate", and "hard." > > > > > > > > -It's just something I wrote just now off the top of my head to give > > you an idea, I'm sure we could do a much more thorough job. What'cha > > think? > > > > Jason > > _______________________________________________ > > 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 b-peterson at hotmail.com Fri Mar 28 16:11:55 2008 From: b-peterson at hotmail.com (Bryan Peterson) Date: Fri, 28 Mar 2008 14:11:55 -0600 Subject: [games_access] Worthwhile project? References: <8c9b07e20803281046k307d71e9j6c59cc3a579b09eb@mail.gmail.com> Message-ID: Exactly. We'd almost have to round up every disabled gamer and would-be gamer in the world and line them all up nice an neat in front of the devs to show them how many of us there actually are. Time is an illusion, lunchtime doubly so. ----- Original Message ----- From: "Reid Kimball" To: "IGDA Games Accessibility SIG Mailing List" Sent: Friday, March 28, 2008 1:35 PM Subject: Re: [games_access] Worthwhile project? > Hi Jason, > > The SIG plans to make a book about Game Accessibility and I think we'd > include examples of what you are proposing. There would be sections on > what can be inaccessible and solutions for those issues including how > to implement those solutions. > > Regarding Bryan's comments, they are true to some degree > unfortunately. It's a catch-22, chicken and the egg kind of problem > because game accessibility under the usability umbrella is a brand new > concept. I have talked with many devs and publishers who have said, > "We've never thought of that before." Then they ask what the numbers > are, both in demographics and financial. Yet, I don't have many > compelling figures to share because it is so new. As a result, they > usually pass. Without the numbers developers are less likely to > implement GA features, and without GA features we aren't going to get > the numbers... > > -Reid > > On Fri, Mar 28, 2008 at 11:02 AM, Bryan Peterson > wrote: >> The other problem though is that not all developers are willing to learn. >> As >> Michelle could tell you she's run into that quite a lot. THe general >> opinion >> is that accessibility is nice but it wouldn't work in our games. Or they >> don't want to be known as an accessibility company, whatever that means. >> Granted Nintendo seems open to the idea, but it still all comes down to >> those colored pieces of paper with the numbers on them. Devs are usually >> afraid they'll lose more of those little pieces of paper than they'll >> gain >> by making their games accessible. >> Time is an illusion, lunchtime doubly so. >> >> >> ----- Original Message ----- >> From: "Tlaloc" >> To: >> Sent: Friday, March 28, 2008 11:46 AM >> Subject: [games_access] Worthwhile project? >> >> >> > Would it be worthwhile to try an develop an "accessibility bible" >> > which could then be given to game development houses making concrete >> > suggestions for ways they can improve accessibility in games? >> > >> > I suspect a lot of developers don't really have the time to think >> > about ways to make games accessible but if you put a laundry list of >> > suggestions in their hands they'd at least consider some of them. I >> > give an example below of a hypothetical accessibility bible entry on >> > difficulty levels. >> > >> > >> > >> > DIFFICULTY LEVELS >> > Description >> > A difficulty selection is a common feature of games. Usually from >> > three to five generic levels of difficulty can be chosen by the >> > player. The difference in game play from easiest to hardest may be a >> > function of the speed of game play, number of enemies, number of >> > lives, difficulty of tasks, et cetera. >> > >> > Options to best increase accessibility >> > The least desirable solution is to have a single difficulty level. >> > This means the game will only be suitable to a narrow range of >> > players. The more difficulty levels that are available, assuming >> > there is a meaningful difference between levels, the wider range of >> > people can enjoy playing. >> > >> > The best possible solution is to deconvolute "difficulty" into the >> > component parts, and to make each selectable. For instance in a First >> > Person Shooter you might have difficulty control the number of enemies >> > and their accuracy. What would be better is to have two controls, one >> > for the number of enemies and another for their accuracy. This not >> > only allows people to better tune the game to their abilities but >> > gives the game grater replay values as people explore how the game is >> > different with few accurate enemies vs. hordes of inaccurate foes. >> > Deconvoluting difficulty into component parts can also make testing >> > easier and quicker because you have isolated variables instead of >> > trying to test several changing variables at the same time and >> > approximate what mix of each is "easy", "moderate", and "hard." >> > >> > >> > >> > -It's just something I wrote just now off the top of my head to give >> > you an idea, I'm sure we could do a much more thorough job. What'cha >> > think? >> > >> > Jason >> > _______________________________________________ >> > 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 Fri Mar 28 17:26:58 2008 From: foreversublime at hotmail.com (Matthias Troup) Date: Fri, 28 Mar 2008 17:26:58 -0400 Subject: [games_access] Worthwhile project? In-Reply-To: References: <8c9b07e20803281046k307d71e9j6c59cc3a579b09eb@mail.gmail.com> Message-ID: How these past few messages have read to me is: "There really isn't a population strong enough to support the SIG's practice". Is there a different [more pleasant] spin on this? If getting the numbers is the problem then make the solution the first priority of the documentation. You can document for the next 10 years, but if you don't meet the client's [big company's] needs then it will be ignored almost as much as it is today.> From: b-peterson at hotmail.com> To: games_access at igda.org> Date: Fri, 28 Mar 2008 14:11:55 -0600> Subject: Re: [games_access] Worthwhile project?> > Exactly. We'd almost have to round up every disabled gamer and would-be > gamer in the world and line them all up nice an neat in front of the devs to > show them how many of us there actually are.> Time is an illusion, lunchtime doubly so.> ----- Original Message ----- > From: "Reid Kimball" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Friday, March 28, 2008 1:35 PM> Subject: Re: [games_access] Worthwhile project?> > > > Hi Jason,> >> > The SIG plans to make a book about Game Accessibility and I think we'd> > include examples of what you are proposing. There would be sections on> > what can be inaccessible and solutions for those issues including how> > to implement those solutions.> >> > Regarding Bryan's comments, they are true to some degree> > unfortunately. It's a catch-22, chicken and the egg kind of problem> > because game accessibility under the usability umbrella is a brand new> > concept. I have talked with many devs and publishers who have said,> > "We've never thought of that before." Then they ask what the numbers> > are, both in demographics and financial. Yet, I don't have many> > compelling figures to share because it is so new. As a result, they> > usually pass. Without the numbers developers are less likely to> > implement GA features, and without GA features we aren't going to get> > the numbers...> >> > -Reid> >> > On Fri, Mar 28, 2008 at 11:02 AM, Bryan Peterson > > wrote:> >> The other problem though is that not all developers are willing to learn. > >> As> >> Michelle could tell you she's run into that quite a lot. THe general > >> opinion> >> is that accessibility is nice but it wouldn't work in our games. Or they> >> don't want to be known as an accessibility company, whatever that means.> >> Granted Nintendo seems open to the idea, but it still all comes down to> >> those colored pieces of paper with the numbers on them. Devs are usually> >> afraid they'll lose more of those little pieces of paper than they'll > >> gain> >> by making their games accessible.> >> Time is an illusion, lunchtime doubly so.> >>> >>> >> ----- Original Message -----> >> From: "Tlaloc" > >> To: > >> Sent: Friday, March 28, 2008 11:46 AM> >> Subject: [games_access] Worthwhile project?> >>> >>> >> > Would it be worthwhile to try an develop an "accessibility bible"> >> > which could then be given to game development houses making concrete> >> > suggestions for ways they can improve accessibility in games?> >> >> >> > I suspect a lot of developers don't really have the time to think> >> > about ways to make games accessible but if you put a laundry list of> >> > suggestions in their hands they'd at least consider some of them. I> >> > give an example below of a hypothetical accessibility bible entry on> >> > difficulty levels.> >> >> >> >> >> >> >> > DIFFICULTY LEVELS> >> > Description> >> > A difficulty selection is a common feature of games. Usually from> >> > three to five generic levels of difficulty can be chosen by the> >> > player. The difference in game play from easiest to hardest may be a> >> > function of the speed of game play, number of enemies, number of> >> > lives, difficulty of tasks, et cetera.> >> >> >> > Options to best increase accessibility> >> > The least desirable solution is to have a single difficulty level.> >> > This means the game will only be suitable to a narrow range of> >> > players. The more difficulty levels that are available, assuming> >> > there is a meaningful difference between levels, the wider range of> >> > people can enjoy playing.> >> >> >> > The best possible solution is to deconvolute "difficulty" into the> >> > component parts, and to make each selectable. For instance in a First> >> > Person Shooter you might have difficulty control the number of enemies> >> > and their accuracy. What would be better is to have two controls, one> >> > for the number of enemies and another for their accuracy. This not> >> > only allows people to better tune the game to their abilities but> >> > gives the game grater replay values as people explore how the game is> >> > different with few accurate enemies vs. hordes of inaccurate foes.> >> > Deconvoluting difficulty into component parts can also make testing> >> > easier and quicker because you have isolated variables instead of> >> > trying to test several changing variables at the same time and> >> > approximate what mix of each is "easy", "moderate", and "hard."> >> >> >> >> >> >> >> > -It's just something I wrote just now off the top of my head to give> >> > you an idea, I'm sure we could do a much more thorough job. What'cha> >> > think?> >> >> >> > Jason> >> > _______________________________________________> >> > 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 _________________________________________________________________ Test your Star IQ http://club.live.com/red_carpet_reveal.aspx?icid=redcarpet_HMTAGMAR -------------- next part -------------- An HTML attachment was scrubbed... URL: From b-peterson at hotmail.com Fri Mar 28 17:30:14 2008 From: b-peterson at hotmail.com (Bryan Peterson) Date: Fri, 28 Mar 2008 15:30:14 -0600 Subject: [games_access] Worthwhile project? References: <8c9b07e20803281046k307d71e9j6c59cc3a579b09eb@mail.gmail.com> Message-ID: It sounds bleak, I know, but it's the truth. With big corporations like that it's all about the numbers. Until we can prove how many of us are out there and that it wouldn't necessarily hurt their sales to accomodate us nothing's going to happen. Time is an illusion, lunchtime doubly so. ----- Original Message ----- From: Matthias Troup To: IGDA Games Accessibility SIG Mailing List Sent: Friday, March 28, 2008 3:26 PM Subject: Re: [games_access] Worthwhile project? How these past few messages have read to me is: "There really isn't a population strong enough to support the SIG's practice". Is there a different [more pleasant] spin on this? If getting the numbers is the problem then make the solution the first priority of the documentation. You can document for the next 10 years, but if you don't meet the client's [big company's] needs then it will be ignored almost as much as it is today. > From: b-peterson at hotmail.com > To: games_access at igda.org > Date: Fri, 28 Mar 2008 14:11:55 -0600 > Subject: Re: [games_access] Worthwhile project? > > Exactly. We'd almost have to round up every disabled gamer and would-be > gamer in the world and line them all up nice an neat in front of the devs to > show them how many of us there actually are. > Time is an illusion, lunchtime doubly so. > ----- Original Message ----- > From: "Reid Kimball" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Friday, March 28, 2008 1:35 PM > Subject: Re: [games_access] Worthwhile project? > > > > Hi Jason, > > > > The SIG plans to make a book about Game Accessibility and I think we'd > > include examples of what you are proposing. There would be sections on > > what can be inaccessible and solutions for those issues including how > > to implement those solutions. > > > > Regarding Bryan's comments, they are true to some degree > > unfortunately. It's a catch-22, chicken and the egg kind of problem > > because game accessibility under the usability umbrella is a brand new > > concept. I have talked with many devs and publishers who have said, > > "We've never thought of that before." Then they ask what the numbers > > are, both in demographics and financial. Yet, I don't have many > > compelling figures to share because it is so new. As a result, they > > usually pass. Without the numbers developers are less likely to > > implement GA features, and without GA features we aren't going to get > > the numbers... > > > > -Reid > > > > On Fri, Mar 28, 2008 at 11:02 AM, Bryan Peterson > > wrote: > >> The other problem though is that not all developers are willing to learn. > >> As > >> Michelle could tell you she's run into that quite a lot. THe general > >> opinion > >> is that accessibility is nice but it wouldn't work in our games. Or they > >> don't want to be known as an accessibility company, whatever that means. > >> Granted Nintendo seems open to the idea, but it still all comes down to > >> those colored pieces of paper with the numbers on them. Devs are usually > >> afraid they'll lose more of those little pieces of paper than they'll > >> gain > >> by making their games accessible. > >> Time is an illusion, lunchtime doubly so. > >> > >> > >> ----- Original Message ----- > >> From: "Tlaloc" > >> To: > >> Sent: Friday, March 28, 2008 11:46 AM > >> Subject: [games_access] Worthwhile project? > >> > >> > >> > Would it be worthwhile to try an develop an "accessibility bible" > >> > which could then be given to game development houses making concrete > >> > suggestions for ways they can improve accessibility in games? > >> > > >> > I suspect a lot of developers don't really have the time to think > >> > about ways to make games accessible but if you put a laundry list of > >> > suggestions in their hands they'd at least consider some of them. I > >> > give an example below of a hypothetical accessibility bible entry on > >> > difficulty levels. > >> > > >> > > >> > > >> > DIFFICULTY LEVELS > >> > Description > >> > A difficulty selection is a common feature of games. Usually from > >> > three to five generic levels of difficulty can be chosen by the > >> > player. The difference in game play from easiest to hardest may be a > >> > function of the speed of game play, number of enemies, number of > >> > lives, difficulty of tasks, et cetera. > >> > > >> > Options to best increase accessibility > >> > The least desirable solution is to have a single difficulty level. > >> > This means the game will only be suitable to a narrow range of > >> > players. The more difficulty levels that are available, assuming > >> > there is a meaningful difference between levels, the wider range of > >> > people can enjoy playing. > >> > > >> > The best possible solution is to deconvolute "difficulty" into the > >> > component parts, and to make each selectable. For instance in a First > >> > Person Shooter you might have difficulty control the number of enemies > >> > and their accuracy. What would be better is to have two controls, one > >> > for the number of enemies and another for their accuracy. This not > >> > only allows people to better tune the game to their abilities but > >> > gives the game grater replay values as people explore how the game is > >> > different with few accurate enemies vs. hordes of inaccurate foes. > >> > Deconvoluting difficulty into component parts can also make testing > >> > easier and quicker because you have isolated variables instead of > >> > trying to test several changing variables at the same time and > >> > approximate what mix of each is "easy", "moderate", and "hard." > >> > > >> > > >> > > >> > -It's just something I wrote just now off the top of my head to give > >> > you an idea, I'm sure we could do a much more thorough job. What'cha > >> > think? > >> > > >> > Jason > >> > _______________________________________________ > >> > 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 ------------------------------------------------------------------------------ Test your Star IQ Play 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 hinn at uiuc.edu Fri Mar 28 18:01:16 2008 From: hinn at uiuc.edu (d. michelle hinn) Date: Fri, 28 Mar 2008 17:01:16 -0500 Subject: [games_access] A chapter on accessibility, video games and learning. In-Reply-To: <00bc01c890ce$c5531bc0$6500a8c0@KYOTO5> References: <00bc01c890ce$c5531bc0$6500a8c0@KYOTO5> Message-ID: Just had a quick scan (I just was asked to write a book chapter...due in ten days! Nice notice!) but it looks great and I will be citing it along with all the other great stuff that's been coming out lately. As I said, accessibility is having it's day all the sudden. I wish I wasn't so sick at the moment to enjoy it more (I had to go to hospital again today...sigh). But that's how things go! I like your website too! I was wondering if you'd mind linking to the SIG wiki (www.igda.org/accessibility) -- we are working on the website overhaul and (get this) the IGDA is FINALLY getting ready to roll out their new web 2.0 tools (I don't know if we'll use any of them because, of course, we need to be accessible and some of that stuff is not). So we'll have a better look soon. Anyway, it's just another way for people to find out more, especially developers who want to connect with us since we advocate within the industry itself. Sounds like you've been doing some wonderful work at that school in New York -- I'd like to interview you for a web series I've been asked to do on people who are out there making a difference in game accessibility on the front lines. I'll email you off-list soon about that -- I have a few people in the queue right now...whether they know it or not. :) Michelle >Hello everyone, I would love to get your wise comments on a chapter >I've written on accessibility, video games and learning. It's based >on recent experience, designing video games for children at a school >in Long Island NY. > >Here's the direct link to the pdf file: >http://www.mitpressjournals.org/doi/abs/10.1162/dmal.9780262693646.067 >And a small website I've put up: >http://makebettergames.com/ > > >Best, >Amit Pitaru > > > >_______________________________________________ >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 hinn at uiuc.edu Fri Mar 28 18:12:45 2008 From: hinn at uiuc.edu (d. michelle hinn) Date: Fri, 28 Mar 2008 17:12:45 -0500 Subject: [games_access] Worthwhile project? In-Reply-To: <8c9b07e20803281046k307d71e9j6c59cc3a579b09eb@mail.gmail.com> References: <8c9b07e20803281046k307d71e9j6c59cc3a579b09eb@mail.gmail.com> Message-ID: Jason -- This has been something that we've ad hoc been working on for a while now that we're (we made it past the first level of acceptance!!) going to be putting into book form soon. Others have been doing some web sites that address this and we're hoping to bring it all together in the book and it's companion website (the website would address the general issues and then point them to the book to read more so that we meet the publishers desire to sell copies of the book all while meeting what we want to keep open source, so to speak). The book, we're hoping, will be the easy thing to grab off the shelf for devs to use. Right now there is a whole slew of lists and guides to making games more accessible on the web and what we hope to tie together with this project is the "how the heck do I do this in a quick, easy, and understandable way that's not tied to philosophical differences in presentation." So, yes, we're thinking on the same lines. The trouble is (and others will no double chime in (I'm catching up on my day;s email) is that accessibility is tricky and one move toward helping one group can be 2 steps back for another group. So the suggestions have to be ones that recognize that you might be consciously leaving one group behind if you, say, decide to really focus on blind gamers. It's a difficult and very, very diverse group that we represent with often changing needs as injuries get better/worse, disabilities become more/less noticeable depending on technological "advances." We certainly have our work cut out for us! Michelle >Would it be worthwhile to try an develop an "accessibility bible" >which could then be given to game development houses making concrete >suggestions for ways they can improve accessibility in games? > >I suspect a lot of developers don't really have the time to think >about ways to make games accessible but if you put a laundry list of >suggestions in their hands they'd at least consider some of them. I >give an example below of a hypothetical accessibility bible entry on >difficulty levels. > > > >DIFFICULTY LEVELS >Description >A difficulty selection is a common feature of games. Usually from >three to five generic levels of difficulty can be chosen by the >player. The difference in game play from easiest to hardest may be a >function of the speed of game play, number of enemies, number of >lives, difficulty of tasks, et cetera. > >Options to best increase accessibility >The least desirable solution is to have a single difficulty level. >This means the game will only be suitable to a narrow range of >players. The more difficulty levels that are available, assuming >there is a meaningful difference between levels, the wider range of >people can enjoy playing. > >The best possible solution is to deconvolute "difficulty" into the >component parts, and to make each selectable. For instance in a First >Person Shooter you might have difficulty control the number of enemies >and their accuracy. What would be better is to have two controls, one >for the number of enemies and another for their accuracy. This not >only allows people to better tune the game to their abilities but >gives the game grater replay values as people explore how the game is >different with few accurate enemies vs. hordes of inaccurate foes. >Deconvoluting difficulty into component parts can also make testing >easier and quicker because you have isolated variables instead of >trying to test several changing variables at the same time and >approximate what mix of each is "easy", "moderate", and "hard." > > > >-It's just something I wrote just now off the top of my head to give >you an idea, I'm sure we could do a much more thorough job. What'cha >think? > >Jason >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Fri Mar 28 18:17:44 2008 From: hinn at uiuc.edu (d. michelle hinn) Date: Fri, 28 Mar 2008 17:17:44 -0500 Subject: [games_access] Worthwhile project? In-Reply-To: References: <8c9b07e20803281046k307d71e9j6c59cc3a579b09eb@mail.gmail.com> Message-ID: Yes...unfortunately this is true as well. Which is why when we present our suggestions we MUST present them as suggestions that help additional users. I wish we could just say "hey this would help out people using one handed controllers a LOT" and then companies think "hmm...how many people have lost one hand or arm -- are the numbers worth us re-routing our design, which will cost us pennies and/or mega dollars?" Then we present the numbers of people with carpal tunnel...the problem seems much greater, especially with examples of the people who got it from being hard core GAMERS. And the "accessibility company" is a touch one to deal with. Luckily it's getting better...but there are still a lot of unenlightened folks out there!! Michelle >The other problem though is that not all developers are willing to learn. As >Michelle could tell you she's run into that quite a lot. THe general opinion >is that accessibility is nice but it wouldn't work in our games. Or they >don't want to be known as an accessibility company, whatever that means. >Granted Nintendo seems open to the idea, but it still all comes down >to those colored pieces of paper with the numbers on them. Devs are >usually afraid they'll lose more of those little pieces of paper >than they'll gain by making their games accessible. >Time is an illusion, lunchtime doubly so. >----- Original Message ----- From: "Tlaloc" >To: >Sent: Friday, March 28, 2008 11:46 AM >Subject: [games_access] Worthwhile project? > >>Would it be worthwhile to try an develop an "accessibility bible" >>which could then be given to game development houses making concrete >>suggestions for ways they can improve accessibility in games? >> >>I suspect a lot of developers don't really have the time to think >>about ways to make games accessible but if you put a laundry list of >>suggestions in their hands they'd at least consider some of them. I >>give an example below of a hypothetical accessibility bible entry on >>difficulty levels. >> >> >> >>DIFFICULTY LEVELS >>Description >>A difficulty selection is a common feature of games. Usually from >>three to five generic levels of difficulty can be chosen by the >>player. The difference in game play from easiest to hardest may be a >>function of the speed of game play, number of enemies, number of >>lives, difficulty of tasks, et cetera. >> >>Options to best increase accessibility >>The least desirable solution is to have a single difficulty level. >>This means the game will only be suitable to a narrow range of >>players. The more difficulty levels that are available, assuming >>there is a meaningful difference between levels, the wider range of >>people can enjoy playing. >> >>The best possible solution is to deconvolute "difficulty" into the >>component parts, and to make each selectable. For instance in a First >>Person Shooter you might have difficulty control the number of enemies >>and their accuracy. What would be better is to have two controls, one >>for the number of enemies and another for their accuracy. This not >>only allows people to better tune the game to their abilities but >>gives the game grater replay values as people explore how the game is >>different with few accurate enemies vs. hordes of inaccurate foes. >>Deconvoluting difficulty into component parts can also make testing >>easier and quicker because you have isolated variables instead of >>trying to test several changing variables at the same time and >>approximate what mix of each is "easy", "moderate", and "hard." >> >> >> >>-It's just something I wrote just now off the top of my head to give >>you an idea, I'm sure we could do a much more thorough job. What'cha >>think? >> >>Jason >>_______________________________________________ >>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 Fri Mar 28 18:24:12 2008 From: hinn at uiuc.edu (d. michelle hinn) Date: Fri, 28 Mar 2008 17:24:12 -0500 Subject: [games_access] article In-Reply-To: References: Message-ID: Hey Thomas -- Great article! I like how you mention the 508 law -- the next time I speak to a group of educational technologists (a cross between educators and the highly computer-savvy) -- which is often -- I will point them to this! I'm wondering how many use director versus flash on an education front? Could this be adapted to include flash developers? In the US, at least, Flash comes bundled with educators special packages whereas Director is harder (and more expensive) for many to justify purchasing. Not sure how this is done in other countries but I've been seeing a lot more interest in Flash from US educators. So my only suggestion is to consider an additional article that considers Flash and it's less steep learning curve. Michelle >Hi all, > >I seem not to get all replies from this list, perhaps my spam filter >is too tough > >trying again, since I haven't got replies > >http://www.adobe.com/devnet/director/articles/shockwave_accessibility.html > >/thomas > > > >_______________________________________________ >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 hinn at uiuc.edu Fri Mar 28 18:51:16 2008 From: hinn at uiuc.edu (d. michelle hinn) Date: Fri, 28 Mar 2008 17:51:16 -0500 Subject: [games_access] Worthwhile project? In-Reply-To: References: <8c9b07e20803281046k307d71e9j6c59cc3a579b09eb@mail.gmail.com> Message-ID: It's all in the spin -- unfortunately the duty falls on us to think of how many more people than just disabled gamers can benefit all while meeting the needs of disabled gamers. And getting an accurate number of how many people have "X that affects 1, 2, and 3" versus "X that affects 2 and 4" is a task that's going to take some major $$$ and may end up giving us more confounded info than we want/need to make real differences. So we have to think of situations where these changes can help grow their audience in a financial market where if they can suddenly get 70 year olds buying console XYZ then we're talking (ok, that was a stretch). The financial stuff is bleak...it really is. Unfortunately we're in an economy that SUCKS (at least for the US-based devs) and anything that sounds risky or one extra penny in a new direction is scary. A know a lot of people have said "get away from the financial stuff, focus on the stories of the gamers." But the reality is after years of dealing with companies...it's the financials at the end of the day. And how many people WOULD be gamers if they COULD be gamers? That's the other unknown variable. We could say that it would be the same percentage as people without disabilities -- but were those numbers crunched leaving OUT gamers who may game without disabilities? My personal feeling? My gut? Is that there will be a HIGHER percentage of gamers with disabilities than without out there with controller changes, game changes, etc because it's one more route to having leisure opportunities -- even movie theatres, required by law to provide captioning of some sort do not comply. So disability and leisure is already a bleak picture for many people with disabilities. So I think the potential percentages of people with disabilities who would game if they could compared with the non-disable population would be much higher. But I can't prove that without accessible games. Another question we are asked goes something like this "So...what types of games do people in wheelchairs like to play?" Well, that's like asking "So...what types of games do random people on the street like to play?" Now an argument can be made that people with a certain type of disability like playing certain kinds of games because they happen to be more accessible with assistive tech they already use. Does that mean that's the only genres they might like? We don't know. The web accessibility people know this all too well -- every time they turn the corner there's a NEW web tech that is inaccessible and they start again. The thing is? If we believe that game accessibility is the right thing to fight for, we must keep fighting. We're getting there -- we are starting to break through. It's a tough battle -- and it's not getting easier. But that doesn't mean we should give up pushing for it. Michelle >It sounds bleak, I know, but it's the truth. With big corporations >like that it's all about the numbers. Until we can prove how many of >us are out there and that it wouldn't necessarily hurt their sales >to accomodate us nothing's going to happen. >Time is an illusion, lunchtime doubly so. > >----- Original Message ----- >From: Matthias Troup >To: IGDA Games Accessibility SIG Mailing List >Sent: Friday, March 28, 2008 3:26 PM >Subject: Re: [games_access] Worthwhile project? > >How these past few messages have read to me is: "There really isn't >a population strong enough to support the SIG's practice". > >Is there a different [more pleasant] spin on this? If getting the >numbers is the problem then make the solution the first priority of >the documentation. You can document for the next 10 years, but if >you don't meet the client's [big company's] needs then it will be >ignored almost as much as it is today. > > > > > > > >> From: b-peterson at hotmail.com >> To: games_access at igda.org >> Date: Fri, 28 Mar 2008 14:11:55 -0600 > > Subject: Re: [games_access] Worthwhile project? >> >> Exactly. We'd almost have to round up every disabled gamer and would-be >> gamer in the world and line them all up nice an neat in front of the devs to >> show them how many of us there actually are. >> Time is an illusion, lunchtime doubly so. >> ----- Original Message ----- >> From: "Reid Kimball" >> To: "IGDA Games Accessibility SIG Mailing List" >> Sent: Friday, March 28, 2008 1:35 PM >> Subject: Re: [games_access] Worthwhile project? >> >> >> > Hi Jason, >> > >> > The SIG plans to make a book about Game Accessibility and I think we'd >> > include examples of what you are proposing. There would be sections on >> > what can be inaccessible and solutions for those issues including how >> > to implement those solutions. >> > >> > Regarding Bryan's comments, they are true to some degree >> > unfortunately. It's a catch-22, chicken and the egg kind of problem >> > because game accessibility under the usability umbrella is a brand new >> > concept. I have talked with many devs and publishers who have said, >> > "We've never thought of that before." Then they ask what the numbers >> > are, both in demographics and financial. Yet, I don't have many >> > compelling figures to share because it is so new. As a result, they >> > usually pass. Without the numbers developers are less likely to >> > implement GA features, and without GA features we aren't going to get >> > the numbers... >> > >> > -Reid >> > >> > On Fri, Mar 28, 2008 at 11:02 AM, Bryan Peterson >> > wrote: >> >> The other problem though is that not all developers are willing to learn. >> >> As >> >> Michelle could tell you she's run into that quite a lot. THe general >> >> opinion >> >> is that accessibility is nice but it wouldn't work in our games. Or they >> >> don't want to be known as an accessibility company, whatever that means. >> >> Granted Nintendo seems open to the idea, but it still all comes down to >> >> those colored pieces of paper with the numbers on them. Devs are usually >> >> afraid they'll lose more of those little pieces of paper than they'll >> >> gain >> >> by making their games accessible. >> >> Time is an illusion, lunchtime doubly so. >> >> >> >> >> >> ----- Original Message ----- >> >> From: "Tlaloc" >> >> To: >> >> Sent: Friday, March 28, 2008 11:46 AM >> >> Subject: [games_access] Worthwhile project? >> >> >> >> >> >> > Would it be worthwhile to try an develop an "accessibility bible" >> >> > which could then be given to game development houses making concrete >> >> > suggestions for ways they can improve accessibility in games? >> >> > >> >> > I suspect a lot of developers don't really have the time to think >> >> > about ways to make games accessible but if you put a laundry list of >> >> > suggestions in their hands they'd at least consider some of them. I >> >> > give an example below of a hypothetical accessibility bible entry on >> >> > difficulty levels. >> >> > >> >> > >> >> > >> >> > DIFFICULTY LEVELS >> >> > Description >> >> > A difficulty selection is a common feature of games. Usually from >> >> > three to five generic levels of difficulty can be chosen by the >> >> > player. The difference in game play from easiest to hardest may be a >> >> > function of the speed of game play, number of enemies, number of >> >> > lives, difficulty of tasks, et cetera. >> >> > >> >> > Options to best increase accessibility >> >> > The least desirable solution is to have a single difficulty level. >> >> > This means the game will only be suitable to a narrow range of >> >> > players. The more difficulty levels that are available, assuming >> >> > there is a meaningful difference between levels, the wider range of >> >> > people can enjoy playing. >> >> > >> >> > The best possible solution is to deconvolute "difficulty" into the >> >> > component parts, and to make each selectable. For instance in a First >> >> > Person Shooter you might have difficulty control the number of enemies >> >> > and their accuracy. What would be better is to have two controls, one > > >> > for the number of enemies and another for their accuracy. This not >> >> > only allows people to better tune the game to their abilities but >> >> > gives the game grater replay values as people explore how the game is >> >> > different with few accurate enemies vs. hordes of inaccurate foes. >> >> > Deconvoluting difficulty into component parts can also make testing >> >> > easier and quicker because you have isolated variables instead of >> >> > trying to test several changing variables at the same time and >> >> > approximate what mix of each is "easy", "moderate", and "hard." >> >> > >> >> > >> >> > >> >> > -It's just something I wrote just now off the top of my head to give >> >> > you an idea, I'm sure we could do a much more thorough job. What'cha >> >> > think? >> >> > >> >> > Jason >> >> > _______________________________________________ >> >> > 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 > > >Test your Star IQ >Play >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 tlaloc.raingod at gmail.com Fri Mar 28 19:47:08 2008 From: tlaloc.raingod at gmail.com (Tlaloc) Date: Fri, 28 Mar 2008 16:47:08 -0700 Subject: [games_access] A few thoughts Message-ID: <8c9b07e20803281647s216970a1yea91fc1ae55b01e9@mail.gmail.com> 1) I think it makes sense to expend some energy on quantifying the potential market for developers. Michelle, I know you are catching up on your emails but have you had a chance to look at mine about the National Multiple Sclerosis Society survey I am trying to get going? I think it may be the direction to go- i.e. getting groups that advocate for various conditions to do some of the leg work of getting the data together. They have a vested interest in convincing game developers after all. 2) As far as some adaptations being better for some and worse for others- It seems like we must be able to identify at least a few core technologies that are "low hanging fruit", i.e. things that are the easiest to implement and help the widest selection of people. For instance having a wider range of difficulty selections doesn't specifically apply to one issue but may help a huge range of people. Subtitle options not only help anyone with hearing issues but anyone who has bad sound hardware, or sleeping kids, et cetera. Now we can't help everyone just by picking the low hanging fruit, but we can establish the concept as worthwhile and help a good number. 3) Motivating developers. I've been thinking about this a bit and it seems the way to really get things moving is to make accessibility a core consideration and the only way to do that is to make it something that affects their bottom line. Perhaps the best way to do that is to have a rating system and hopefully push for the ratings to show up on the game box itself along with the ESRB rating. If developers know that customers are going to see an evaluation of how accessible their game is when they pick up the box then they'll worry about it a bit more. I noticed another poster mentioned a rating system earlier (I think in connection to ALERT, although I'm not familiar yet with what exactly that is). 4) Minigames. Another potential direction is to try and work with minigame developers like Reflexive. Since their games have significantly lower development costs they might be lightly better able experiment with accessibility adaptations. The minigame market could be a sort of cauldron where we try things out and if/when they work well we can point at the success for the big game developers. As for the minigame developers since they don't tend to have the greatest marketing if they get some free airplay through us that's a big win for them. Thoughts? Jason From hinn at uiuc.edu Fri Mar 28 20:04:14 2008 From: hinn at uiuc.edu (d. michelle hinn) Date: Fri, 28 Mar 2008 19:04:14 -0500 Subject: [games_access] A few thoughts In-Reply-To: <8c9b07e20803281647s216970a1yea91fc1ae55b01e9@mail.gmail.com> References: <8c9b07e20803281647s216970a1yea91fc1ae55b01e9@mail.gmail.com> Message-ID: Hi Jason -- I agree with all four of your suggestions and these are projects that we are (and have been for years) working on but definitely need more people power to pull off. 2-4 are things we've definitely been pushing for years and have lists on that we've handed out, put on the web, etc (and we are getting close to #3 with regard to ratings -- the ESA that runs the ESRB show has given us funding). But #1 is the one that we need the most help with -- having societies that advocate for specific disabilities adding in questions about "do you play video games" "if not, would you like to if they were more accessible" would be a big help. I think it's a great idea and if we can identify a few organizations like the MS group to partner with us, that would be terrific. It's much more palatable (and productive) than getting them to join in with us on a lawsuit as has been suggested before. This is what we've discussed to death on this list; that is, the issue of a lawsuit doing exactly nothing for the cause and instead winding up alienating the developers we work with and ending up with court cases that don't get settled for years and years (meanwhile the company being sued went out of business for other reasons years ago). Instead a way to approach groups that represent different disability groups to survey members on quality of life issues that included leisure activities like gaming would be a much more productive way to go. Michelle >1) I think it makes sense to expend some energy on quantifying the >potential market for developers. Michelle, I know you are catching up >on your emails but have you had a chance to look at mine about the >National Multiple Sclerosis Society survey I am trying to get going? >I think it may be the direction to go- i.e. getting groups that >advocate for various conditions to do some of the leg work of getting >the data together. They have a vested interest in convincing game >developers after all. > >2) As far as some adaptations being better for some and worse for others- >It seems like we must be able to identify at least a few core >technologies that are "low hanging fruit", i.e. things that are the >easiest to implement and help the widest selection of people. For >instance having a wider range of difficulty selections doesn't >specifically apply to one issue but may help a huge range of people. >Subtitle options not only help anyone with hearing issues but anyone >who has bad sound hardware, or sleeping kids, et cetera. Now we can't >help everyone just by picking the low hanging fruit, but we can >establish the concept as worthwhile and help a good number. > >3) Motivating developers. >I've been thinking about this a bit and it seems the way to really get >things moving is to make accessibility a core consideration and the >only way to do that is to make it something that affects their bottom >line. Perhaps the best way to do that is to have a rating system and >hopefully push for the ratings to show up on the game box itself along >with the ESRB rating. If developers know that customers are going to >see an evaluation of how accessible their game is when they pick up >the box then they'll worry about it a bit more. I noticed another >poster mentioned a rating system earlier (I think in connection to >ALERT, although I'm not familiar yet with what exactly that is). > >4) Minigames. >Another potential direction is to try and work with minigame >developers like Reflexive. Since their games have significantly lower >development costs they might be lightly better able experiment with >accessibility adaptations. The minigame market could be a sort of >cauldron where we try things out and if/when they work well we can >point at the success for the big game developers. As for the minigame >developers since they don't tend to have the greatest marketing if >they get some free airplay through us that's a big win for them. > >Thoughts? > >Jason >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From jbannick at 7128.com Fri Mar 28 22:08:30 2008 From: jbannick at 7128.com (John Bannick) Date: Fri, 28 Mar 2008 22:08:30 -0400 Subject: [games_access] A few thoughts Message-ID: <6.1.0.6.2.20080328215453.00ba8538@enigami.com> The rating system I was mentioning is one we at 7-128 developed to identify which of our games have accessibility accommodations for a specific need - example, for players who are blind, motion impaired, color blind, deaf and so forth. In addition, we need to have a rating system that evaluates the game suitability, much as the ESRB rating does. The problem with ESRB is that it costs a great deal to become rated and as far as I have been able to determine, a simple casual game costs the same as a major game from one of the large game developers. Add to that the problem that most retail outlets won't stock a game that is NOT ESRB rated, and you have something that keeps many small developers out of the market. These developers are the ones who are far more likely to be willing to look at a market segment that is not the standard market for computer games. The ALERT project is our attempt to assist teachers and care-givers to select and use accessible computer games for people who would benefit from them. We tried to list the accommodations to look for in accessible games for each category. You can access the ALERT project by going to www.7128.com and scrolling down to the ALERT button. From arthit73 at cablespeed.com Sun Mar 30 18:00:36 2008 From: arthit73 at cablespeed.com (Robert Florio) Date: Sun, 30 Mar 2008 18:00:36 -0400 Subject: [games_access] Robert Florios Documentary is now available !!!! In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIwk2i0A References: AAAAADBf8GSYa4xDlD4sBa5lcIwk2i0A Message-ID: <002a01c892b1$7c0554d0$6501a8c0@Inspiron> Hello everyone the LLOOOONNNGG awaited release of my movie is now available t purchase !!! :) It is on DVD-DL and is completely finished to profeshinal quality . MY GOAL is to sell 100,000 copys.....! As you might know my only encome I git is not enough to live .... argh . I am hoping with your help in the few advertising campaigns I have available that I have a this will be successful help a lot of people and definitely help the cause. Not to mention help me. Please allow for me some time if I have back orders for a lot of orders. Please see the following site to see the ordering page. I will be sending this documentary to all of the film festivals trying to get it more notice. If you know of any applicable for places I can send it I really would appreciate if you could tell me please. It would be great to get this viewed at the games for health conference in May in Baltimore hopefully charge for admission per person also would love to do that at the game design conference something would be great. http://www.robertflorio.com/Documentary_Speaking.html Please put this code to help me advertise my documentary on your web site, Myspace,Facebook or wherever you can. Join my myspace as a friend and stay in touch. http://www.myspace.com/robart First image code movie advertisement. [IMG]http://i149.photobucket.com/albums/s50/robflorio/Documentary%20advertis ement/advertisement_screenshot7_w.gif[/IMG] Second image code movie advertisement. [IMG]http://i149.photobucket.com/albums/s50/robflorio/Documentary%20advertis ement/advertisement-screenshot3_4web.jpg[/IMG] www.RobertFlorio.com -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of John Bannick Sent: Friday, March 28, 2008 3:16 PM To: games_access at igda.org Subject: [games_access] Worthwhile project I'm speaking for John Bannick while he is away and we support the idea of an accessibility bible. We tried to clarify some of our thinking about accessibility accommodations in the ALERT project material. We do think that it is possible to create such a set of guidelines. When it is clearly stated what is required to make something more accessible, some of the "objections" we hear from game developers might evaporate. To see some of our thinking, go to www.7128.com and scroll down to the ALERT button. Eleanor Robinson for John Bannick 7-128 Software LLC _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From thomas at pininteractive.com Sun Mar 30 18:37:09 2008 From: thomas at pininteractive.com (Thomas Westin) Date: Mon, 31 Mar 2008 00:37:09 +0200 Subject: [games_access] Robert Florios Documentary is now available !!!! In-Reply-To: <002a01c892b1$7c0554d0$6501a8c0@Inspiron> References: AAAAADBf8GSYa4xDlD4sBa5lcIwk2i0A <002a01c892b1$7c0554d0$6501a8c0@Inspiron> Message-ID: Great Robert! I guess you don't need a place to host it then? Kind regards Thomas On 31 mar 2008, at 00.00, Robert Florio wrote: > Hello everyone the LLOOOONNNGG awaited release of my movie is now > available > t purchase !!! :) > > It is on DVD-DL and is completely finished to profeshinal > quality . MY > GOAL is to sell 100,000 copys.....! > > As you might know my only encome I git is not enough to live .... > argh . > > I am hoping with your help in the few advertising campaigns I have > available > that I have a this will be successful help a lot of people and > definitely > help the cause. Not to mention help me. > > > Please allow for me some time if I have back orders for a lot of > orders. > > Please see the following site to see the ordering page. > > I will be sending this documentary to all of the film festivals > trying to > get it more notice. If you know of any applicable for places I can > send it > I really would appreciate if you could tell me please. > > It would be great to get this viewed at the games for health > conference in > May in Baltimore hopefully charge for admission per person also > would love > to do that at the game design conference something would be great. > > > http://www.robertflorio.com/Documentary_Speaking.html > > > Please put this code to help me advertise my documentary on your web > site, > Myspace,Facebook or wherever you can. Join my myspace as a friend > and stay > in touch. > > http://www.myspace.com/robart > > First image code movie advertisement. > > [IMG]http://i149.photobucket.com/albums/s50/robflorio/Documentary%20advertis > ement/advertisement_screenshot7_w.gif[/IMG] > > Second image code movie advertisement. > > [IMG]http://i149.photobucket.com/albums/s50/robflorio/Documentary%20advertis > ement/advertisement-screenshot3_4web.jpg[/IMG] > > www.RobertFlorio.com > > > -----Original Message----- > From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org > ] > On Behalf Of John Bannick > Sent: Friday, March 28, 2008 3:16 PM > To: games_access at igda.org > Subject: [games_access] Worthwhile project > > I'm speaking for John Bannick while he is away and we support the > idea of > an accessibility bible. We tried to clarify some of our thinking > about > accessibility accommodations in the ALERT project material. We do > think > that it is possible to create such a set of guidelines. > > When it is clearly stated what is required to make something more > accessible, some of the "objections" we hear from game developers > might > evaporate. > > To see some of our thinking, go to www.7128.com and scroll down to the > ALERT button. > > Eleanor Robinson for John Bannick > 7-128 Software LLC > > _______________________________________________ > 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 Sun Mar 30 19:08:47 2008 From: arthit73 at cablespeed.com (Robert Florio) Date: Sun, 30 Mar 2008 19:08:47 -0400 Subject: [games_access] Robert Florios Documentary is now available !!!! In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIzE3C0A References: AAAAADBf8GSYa4xDlD4sBa5lcIwk2i0A<002a01c892b1$7c0554d0$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIzE3C0A Message-ID: <003801c892bb$028f1410$6501a8c0@Inspiron> Thanks :) I could not find a good place 2 host it. For now its only available for purchase hard copy . I need 2 sell a lot 2 aford 99$ a month at 1 place but has amazing control 4 marketing . I thank you robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Thomas Westin Sent: Sunday, March 30, 2008 6:37 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Robert Florios Documentary is now available !!!! Great Robert! I guess you don't need a place to host it then? Kind regards Thomas On 31 mar 2008, at 00.00, Robert Florio wrote: > Hello everyone the LLOOOONNNGG awaited release of my movie is now > available > t purchase !!! :) > > It is on DVD-DL and is completely finished to profeshinal > quality . MY > GOAL is to sell 100,000 copys.....! > > As you might know my only encome I git is not enough to live .... > argh . > > I am hoping with your help in the few advertising campaigns I have > available > that I have a this will be successful help a lot of people and > definitely > help the cause. Not to mention help me. > > > Please allow for me some time if I have back orders for a lot of > orders. > > Please see the following site to see the ordering page. > > I will be sending this documentary to all of the film festivals > trying to > get it more notice. If you know of any applicable for places I can > send it > I really would appreciate if you could tell me please. > > It would be great to get this viewed at the games for health > conference in > May in Baltimore hopefully charge for admission per person also > would love > to do that at the game design conference something would be great. > > > http://www.robertflorio.com/Documentary_Speaking.html > > > Please put this code to help me advertise my documentary on your web > site, > Myspace,Facebook or wherever you can. Join my myspace as a friend > and stay > in touch. > > http://www.myspace.com/robart > > First image code movie advertisement. > > [IMG]http://i149.photobucket.com/albums/s50/robflorio/Documentary%20advertis > ement/advertisement_screenshot7_w.gif[/IMG] > > Second image code movie advertisement. > > [IMG]http://i149.photobucket.com/albums/s50/robflorio/Documentary%20advertis > ement/advertisement-screenshot3_4web.jpg[/IMG] > > www.RobertFlorio.com > > > -----Original Message----- > From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org > ] > On Behalf Of John Bannick > Sent: Friday, March 28, 2008 3:16 PM > To: games_access at igda.org > Subject: [games_access] Worthwhile project > > I'm speaking for John Bannick while he is away and we support the > idea of > an accessibility bible. We tried to clarify some of our thinking > about > accessibility accommodations in the ALERT project material. We do > think > that it is possible to create such a set of guidelines. > > When it is clearly stated what is required to make something more > accessible, some of the "objections" we hear from game developers > might > evaporate. > > To see some of our thinking, go to www.7128.com and scroll down to the > ALERT button. > > Eleanor Robinson for John Bannick > 7-128 Software LLC > > _______________________________________________ > 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 hinn at uiuc.edu Sun Mar 30 19:53:21 2008 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 30 Mar 2008 18:53:21 -0500 Subject: [games_access] Robert Florios Documentary is now available !!!! In-Reply-To: <002a01c892b1$7c0554d0$6501a8c0@Inspiron> References: AAAAADBf8GSYa4xDlD4sBa5lcIwk2i0A <002a01c892b1$7c0554d0$6501a8c0@Inspiron> Message-ID: That's great, Robert! I know that everyone in SIG supports you! Not sure about being able to charge admission at game conferences but it is something we can certainly ask about, even if it's in the form of a donation request from those attending the film screening. Michelle >Hello everyone the LLOOOONNNGG awaited release of my movie is now available >t purchase !!! :) > >It is on DVD-DL and is completely finished to profeshinal quality . MY >GOAL is to sell 100,000 copys.....! > >As you might know my only encome I git is not enough to live .... argh . > >I am hoping with your help in the few advertising campaigns I have available >that I have a this will be successful help a lot of people and definitely >help the cause. Not to mention help me. > > >Please allow for me some time if I have back orders for a lot of orders. > >Please see the following site to see the ordering page. > >I will be sending this documentary to all of the film festivals trying to >get it more notice. If you know of any applicable for places I can send it >I really would appreciate if you could tell me please. > >It would be great to get this viewed at the games for health conference in >May in Baltimore hopefully charge for admission per person also would love >to do that at the game design conference something would be great. > > >http://www.robertflorio.com/Documentary_Speaking.html > > >Please put this code to help me advertise my documentary on your web site, >Myspace,Facebook or wherever you can. Join my myspace as a friend and stay >in touch. > >http://www.myspace.com/robart > >First image code movie advertisement. > >[IMG]http://i149.photobucket.com/albums/s50/robflorio/Documentary%20advertis >ement/advertisement_screenshot7_w.gif[/IMG] > >Second image code movie advertisement. > >[IMG]http://i149.photobucket.com/albums/s50/robflorio/Documentary%20advertis >ement/advertisement-screenshot3_4web.jpg[/IMG] > >www.RobertFlorio.com > > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of John Bannick >Sent: Friday, March 28, 2008 3:16 PM >To: games_access at igda.org >Subject: [games_access] Worthwhile project > >I'm speaking for John Bannick while he is away and we support the idea of >an accessibility bible. We tried to clarify some of our thinking about >accessibility accommodations in the ALERT project material. We do think >that it is possible to create such a set of guidelines. > >When it is clearly stated what is required to make something more >accessible, some of the "objections" we hear from game developers might >evaporate. > >To see some of our thinking, go to www.7128.com and scroll down to the >ALERT button. > >Eleanor Robinson for John Bannick >7-128 Software LLC > >_______________________________________________ >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 Sun Mar 30 20:07:30 2008 From: arthit73 at cablespeed.com (Robert Florio) Date: Sun, 30 Mar 2008 20:07:30 -0400 Subject: [games_access] Robert Florios Documentary is now available !!!! In-Reply-To: AAAAADBf8GSYa4xDlD4sBa5lcIwE3i0A References: AAAAADBf8GSYa4xDlD4sBa5lcIwk2i0A<002a01c892b1$7c0554d0$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIwE3i0A Message-ID: <004901c892c3$376fa200$6501a8c0@Inspiron> Thanks guys & thank you Michelle it is a great thing to be a part of this group !!!! Please feel free to give me your review s to post any were.... It looks beautiful....... :) I will make a better trailer ..... I hope I can milk this movie haha... 2 years in production!!!! 1 year of technical problems ...... lol. We can us this 4 the cause .... Robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of d. michelle hinn Sent: Sunday, March 30, 2008 7:53 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Robert Florios Documentary is now available !!!! That's great, Robert! I know that everyone in SIG supports you! Not sure about being able to charge admission at game conferences but it is something we can certainly ask about, even if it's in the form of a donation request from those attending the film screening. Michelle >Hello everyone the LLOOOONNNGG awaited release of my movie is now available >t purchase !!! :) > >It is on DVD-DL and is completely finished to profeshinal quality . MY >GOAL is to sell 100,000 copys.....! > >As you might know my only encome I git is not enough to live .... argh . > >I am hoping with your help in the few advertising campaigns I have available >that I have a this will be successful help a lot of people and definitely >help the cause. Not to mention help me. > > >Please allow for me some time if I have back orders for a lot of orders. > >Please see the following site to see the ordering page. > >I will be sending this documentary to all of the film festivals trying to >get it more notice. If you know of any applicable for places I can send it >I really would appreciate if you could tell me please. > >It would be great to get this viewed at the games for health conference in >May in Baltimore hopefully charge for admission per person also would love >to do that at the game design conference something would be great. > > >http://www.robertflorio.com/Documentary_Speaking.html > > >Please put this code to help me advertise my documentary on your web site, >Myspace,Facebook or wherever you can. Join my myspace as a friend and stay >in touch. > >http://www.myspace.com/robart > >First image code movie advertisement. > >[IMG]http://i149.photobucket.com/albums/s50/robflorio/Documentary%20adverti s >ement/advertisement_screenshot7_w.gif[/IMG] > >Second image code movie advertisement. > >[IMG]http://i149.photobucket.com/albums/s50/robflorio/Documentary%20adverti s >ement/advertisement-screenshot3_4web.jpg[/IMG] > >www.RobertFlorio.com > > >-----Original Message----- >From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] >On Behalf Of John Bannick >Sent: Friday, March 28, 2008 3:16 PM >To: games_access at igda.org >Subject: [games_access] Worthwhile project > >I'm speaking for John Bannick while he is away and we support the idea of >an accessibility bible. We tried to clarify some of our thinking about >accessibility accommodations in the ALERT project material. We do think >that it is possible to create such a set of guidelines. > >When it is clearly stated what is required to make something more >accessible, some of the "objections" we hear from game developers might >evaporate. > >To see some of our thinking, go to www.7128.com and scroll down to the >ALERT button. > >Eleanor Robinson for John Bannick >7-128 Software LLC > >_______________________________________________ >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 Mar 31 13:19:58 2008 From: thomas at pininteractive.com (Thomas Westin) Date: Mon, 31 Mar 2008 19:19:58 +0200 Subject: [games_access] Robert Florios Documentary is now available !!!! In-Reply-To: <003801c892bb$028f1410$6501a8c0@Inspiron> References: AAAAADBf8GSYa4xDlD4sBa5lcIwk2i0A<002a01c892b1$7c0554d0$6501a8c0@Inspiron> AAAAADBf8GSYa4xDlD4sBa5lcIzE3C0A <003801c892bb$028f1410$6501a8c0@Inspiron> Message-ID: Hi the way we sell Terraformers is that we distribute the game as a download from our own website, and Digital River ShareIt for selling the game They just charge when you actually sell a game. Paypal has a similar setup That way you don't have to pay anything unless you sell something /Thomas On 31 mar 2008, at 01.08, Robert Florio wrote: > Thanks :) > I could not find a good place 2 host it. > For now its only available for purchase hard copy . > I need 2 sell a lot 2 aford 99$ a month at 1 place but has amazing > control 4 > marketing . > I thank you > > robert > > -----Original Message----- > From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org > ] > On Behalf Of Thomas Westin > Sent: Sunday, March 30, 2008 6:37 PM > To: IGDA Games Accessibility SIG Mailing List > Subject: Re: [games_access] Robert Florios Documentary is now > available !!!! > > Great Robert! I guess you don't need a place to host it then? > Kind regards > Thomas > > On 31 mar 2008, at 00.00, Robert Florio wrote: > >> Hello everyone the LLOOOONNNGG awaited release of my movie is now >> available >> t purchase !!! :) >> >> It is on DVD-DL and is completely finished to profeshinal >> quality . MY >> GOAL is to sell 100,000 copys.....! >> >> As you might know my only encome I git is not enough to live .... >> argh . >> >> I am hoping with your help in the few advertising campaigns I have >> available >> that I have a this will be successful help a lot of people and >> definitely >> help the cause. Not to mention help me. >> >> >> Please allow for me some time if I have back orders for a lot of >> orders. >> >> Please see the following site to see the ordering page. >> >> I will be sending this documentary to all of the film festivals >> trying to >> get it more notice. If you know of any applicable for places I can >> send it >> I really would appreciate if you could tell me please. >> >> It would be great to get this viewed at the games for health >> conference in >> May in Baltimore hopefully charge for admission per person also >> would love >> to do that at the game design conference something would be great. >> >> >> http://www.robertflorio.com/Documentary_Speaking.html >> >> >> Please put this code to help me advertise my documentary on your web >> site, >> Myspace,Facebook or wherever you can. Join my myspace as a friend >> and stay >> in touch. >> >> http://www.myspace.com/robart >> >> First image code movie advertisement. >> >> > [IMG]http://i149.photobucket.com/albums/s50/robflorio/Documentary%20advertis >> ement/advertisement_screenshot7_w.gif[/IMG] >> >> Second image code movie advertisement. >> >> > [IMG]http://i149.photobucket.com/albums/s50/robflorio/Documentary%20advertis >> ement/advertisement-screenshot3_4web.jpg[/IMG] >> >> www.RobertFlorio.com >> >> >> -----Original Message----- >> From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org >> ] >> On Behalf Of John Bannick >> Sent: Friday, March 28, 2008 3:16 PM >> To: games_access at igda.org >> Subject: [games_access] Worthwhile project >> >> I'm speaking for John Bannick while he is away and we support the >> idea of >> an accessibility bible. We tried to clarify some of our thinking >> about >> accessibility accommodations in the ALERT project material. We do >> think >> that it is possible to create such a set of guidelines. >> >> When it is clearly stated what is required to make something more >> accessible, some of the "objections" we hear from game developers >> might >> evaporate. >> >> To see some of our thinking, go to www.7128.com and scroll down to >> the >> ALERT button. >> >> Eleanor Robinson for John Bannick >> 7-128 Software LLC >> >> _______________________________________________ >> 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 arthit73 at cablespeed.com Mon Mar 31 14:09:48 2008 From: arthit73 at cablespeed.com (Robert Florio) Date: Mon, 31 Mar 2008 14:09:48 -0400 Subject: [games_access] Robert Florios Documentary is now available !!!! In-Reply-To: References: AAAAADBf8GSYa4xDlD4sBa5lcIwk2i0A<002a01c892b1$7c0554d0$6501a8c0@Inspiron>AAAAADBf8GSYa4xDlD4sBa5lcIzE3C0A<003801c892bb$028f1410$6501a8c0@Inspiron> Message-ID: <000601c8935a$68a71820$6401a8c0@RobertFlorio> I don't know how to do that yet.. good idea I us paypal but they don't do downloads. Now I can burn 1 copy every 25-35 minutes . Plus cost of material so I think the price is right . Iam not ready to send 1000's of copys but if I have to I can I think with some other technology but ill wait on demand 1st lol I hope. robert -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Thomas Westin Sent: Monday, March 31, 2008 1:20 PM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Robert Florios Documentary is now available !!!! Hi the way we sell Terraformers is that we distribute the game as a download from our own website, and Digital River ShareIt for selling the game They just charge when you actually sell a game. Paypal has a similar setup That way you don't have to pay anything unless you sell something /Thomas On 31 mar 2008, at 01.08, Robert Florio wrote: > Thanks :) > I could not find a good place 2 host it. > For now its only available for purchase hard copy . > I need 2 sell a lot 2 aford 99$ a month at 1 place but has amazing > control 4 > marketing . > I thank you > > robert > > -----Original Message----- > From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org > ] > On Behalf Of Thomas Westin > Sent: Sunday, March 30, 2008 6:37 PM > To: IGDA Games Accessibility SIG Mailing List > Subject: Re: [games_access] Robert Florios Documentary is now > available !!!! > > Great Robert! I guess you don't need a place to host it then? > Kind regards > Thomas > > On 31 mar 2008, at 00.00, Robert Florio wrote: > >> Hello everyone the LLOOOONNNGG awaited release of my movie is now >> available >> t purchase !!! :) >> >> It is on DVD-DL and is completely finished to profeshinal >> quality . MY >> GOAL is to sell 100,000 copys.....! >> >> As you might know my only encome I git is not enough to live .... >> argh . >> >> I am hoping with your help in the few advertising campaigns I have >> available >> that I have a this will be successful help a lot of people and >> definitely >> help the cause. Not to mention help me. >> >> >> Please allow for me some time if I have back orders for a lot of >> orders. >> >> Please see the following site to see the ordering page. >> >> I will be sending this documentary to all of the film festivals >> trying to >> get it more notice. If you know of any applicable for places I can >> send it >> I really would appreciate if you could tell me please. >> >> It would be great to get this viewed at the games for health >> conference in >> May in Baltimore hopefully charge for admission per person also >> would love >> to do that at the game design conference something would be great. >> >> >> http://www.robertflorio.com/Documentary_Speaking.html >> >> >> Please put this code to help me advertise my documentary on your web >> site, >> Myspace,Facebook or wherever you can. Join my myspace as a friend >> and stay >> in touch. >> >> http://www.myspace.com/robart >> >> First image code movie advertisement. >> >> > [IMG]http://i149.photobucket.com/albums/s50/robflorio/Documentary%20advertis >> ement/advertisement_screenshot7_w.gif[/IMG] >> >> Second image code movie advertisement. >> >> > [IMG]http://i149.photobucket.com/albums/s50/robflorio/Documentary%20advertis >> ement/advertisement-screenshot3_4web.jpg[/IMG] >> >> www.RobertFlorio.com >> >> >> -----Original Message----- >> From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org >> ] >> On Behalf Of John Bannick >> Sent: Friday, March 28, 2008 3:16 PM >> To: games_access at igda.org >> Subject: [games_access] Worthwhile project >> >> I'm speaking for John Bannick while he is away and we support the >> idea of >> an accessibility bible. We tried to clarify some of our thinking >> about >> accessibility accommodations in the ALERT project material. We do >> think >> that it is possible to create such a set of guidelines. >> >> When it is clearly stated what is required to make something more >> accessible, some of the "objections" we hear from game developers >> might >> evaporate. >> >> To see some of our thinking, go to www.7128.com and scroll down to >> the >> ALERT button. >> >> Eleanor Robinson for John Bannick >> 7-128 Software LLC >> >> _______________________________________________ >> 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