[games_access] GDC 2009!

d. michelle hinn hinn at uiuc.edu
Sat Apr 4 15:35:09 EDT 2009


You will soon -- it's not our secret to out. :) And if you think
about it...you know what it is. It's just BIGGER and MORE SECRET
news than it was before.

How's that for cryptic? ;)

Back to sleep...this mono-hep-strep combo is killing me. I'm
convinced that GDC is a biohazard testing site...

Michelle


>I'm still looking forward to hearing about the "secret" news that is

>alluded to in so many posts on AbleGamers.

>

>On Sat, Apr 4, 2009 at 7:06 AM, Thomas Westin

><thomas at pininteractive.com> wrote:

>> GDC this year was pretty good, especially the Game accessibility 101 was

>> well attended (perhaps 30-40 people?), but also our social gathering at the

>> booth was more than the usual suspects, and the SIG roundtable too - we had

>> about 5-6 new people at each.

>> Just sad we couldn't have an arcade this year. The DVDs was also well

>> recieved.

>> /Thomas

>>

>> On 4 apr 2009, at 11.25, AudioGames.net wrote:

>>

>> Thanks!

>>

>>

>> ----- Original Message -----

>> From: Barrie Ellis

>> To: IGDA Games Accessibility SIG Mailing List

>> Sent: Saturday, April 04, 2009 10:47 AM

>> Subject: Re: [games_access] GDC 2009!

>> I recommend taking having a mooch

>> around http://www.ablegamers.com/gdc-09-9.html - I think Michelle, Mark and

>> Annette are somewhat exhausted from the show at the minute. Any news from

>> Thomas and Eitan?

>>

>> Barrie

>>

>>

>> ----- Original Message -----

>> From: AudioGames.net

>> To: IGDA Games Accessibility SIG Mailing List

>> Sent: Saturday, April 04, 2009 8:50 AM

>> Subject: Re: [games_access] GDC 2009!

>> So.... how was it?

>>

>>

>>

>> ----- Original Message -----

>> From: d. michelle hinn

>> To: IGDA Games Accessibility SIG Mailing List

>> Sent: Sunday, March 22, 2009 2:16 AM

>> Subject: [games_access] GDC 2009!

>> Hi All!!

>> Here's the rundown of this year's SIG and Game Accessibility related talks

>> happening at GDC! I'll include the times and places first and at the end of

>> the email you can read the full descriptions!

>> Talk One: The Story of AudiOdyssey & My Journey through Usability

>> Speaker: Eitan Glinert (President, Fire Hose Games)

>> Date/Time: Monday (March 23, 2009) 1:30pm - 2:00pm

>> Location (room): Room 3007, West Hall

>> Track: Serious Games Summit

>> Talk Two: Game Accessibility SIG Roundtable

>> Speaker: Michelle Hinn (IGDA Game Accessibility SIG Chair)

>> Date/Time: Thursday (March 26, 2009) 9:00am - 10:00am

>> Location (room): Room 120, North Hall

>> Track: Game Design

>> Talk Three: Accessibility 101: Crash Course for Beginners

>> Speakers: Michelle Hinn (IGDA Game Accessibility SIG Chair), Mark Barlet

>> (Editor-in-Chief, AbleGamers.com)

>> Date/Time: Friday (March 27, 2009) 9:00am - 10:00am

>> Location (room): Room 2002, West Hall

>> Track: Game Design

>> Talk Four: Game Accessibility & Developers with Disabilities Social

>> Gathering

>> Speaker: Thomas Westin (Dep. Computer & Systems Science, SU/KTH, Stockholm

>> University/KTH)

>> Date/Time: Friday (March 27, 2009) 10:30am - 11:30am

>> Location (room): IGDA Booth, West Hall

>> Track: Game Design

>> This year we will have full coverage on AbleGamers.com who have agreed to

>> host our soon-to-be-unveiled SIG web presence! This will be unveiled this

>> week but if you go to AbleGamers you'll already start to see some cool

>> social networking features that will undoubtedly help us reach to consumers,

>> which we have always been spread a little too thin to do, and help them

>> reach out (even more than the awesome job they've already been doing!) to

>> the industry.

>> So anyway, look forward to seeing videos from the talks and interviews with

>> major developers and daily coverage thanks to AbleGamers reporter Anet (who

>> is my former game design student/game journalism graduate from Illinois!).

>> This is our year -- I can feel it! Time to get Game Accessibility out and

>> about through some big time activism!

>> After GDC, I'm going to call a series of online meetings to get some of the

>> things some of us were talking about getting going at the beginning of the

> > year. Some of this is already underway but I can't yet tell you what it is

>> (it's BIG though...) until I get the permission of the third party involved.

>> Upcoming conference appearances by members of the SIG include:

>> * GDC Canada

>> * GDC Europe

>> * GDC China

>> * Microsoft One Day Game Accessibility Seminar (that's me!)

>> * Develop Brighton (Barrie -- can you make it to this again???)

>> More news to come! Follow me at Twitter (@vrgrrl), Mark Barlet and

>> AbleGamers (@ablegamers), Barrie Ellis (@OneSwitch) , Richard van Tol

>> (@AudioGames), and more! :)

>> Michelle

>> Chairperson,

>> IGDA Game Accessibility SIG

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

>> Full Descriptions of Sessions:

>> ---------

>> Talk 1:

>> The Story of AudiOdyssey & My Journey through Usability

>> Speaker: Eitan Glinert (President, Fire Hose Games)

>> Date/Time: Monday (March 23, 2009) 1:30pm - 2:00pm

>> Location (room): Room 3007, West Hall

>> Track: Serious Games Summit

>> Format: 30-minute Lecture

>> Experience Level: All

>>

>> Session Description

>> Not all serious games need to be those with visually exciting graphics or

>> even graphics at all. AudiOdyssey is a game that provides the serious games

>> community with an interesting twist - developing a game that can be used to

>> engage visually impaired gamers and gamers together in the same shared

>> experience. The story of AudiOdyssey is itself a journey not only into game

>> design for the visually impaired but overall issues with how to create games

>> with easy UIs and engaging experiences. During this talk Eitan Glinert who

>> built AudiOdyssey while at MIT will present the story of AudiOdyssey while

>> also covering further issues in usability that are useful not only for

>> improving access for people with disabilities but all levels of people

>> learning, training and doing more with videogames. Together this talk

>> provides some critical highlights of issues that are of paramount importance

>> to games that don't get to be selective about their audiences and gives

>> insight into a game that moved beyond presenting just a graphical

>> experience.

>> -----

>> Talk 2:

>> Game Accessibility SIG

>> Speaker: Michelle Hinn (IGDA Game Accessibility SIG Chair)

>> Date/Time: Thursday (March 26, 2009) 9:00am - 10:00am

>> Location (room): Room 120, North Hall

>> Track: Game Design

>> Format: 60-minute Roundtable

>> Experience Level: All

>>

>> Session Description

>> The Game Accessibility SIG exists to help the game community strive towards

>> creating mainstream games that are universally accessible to all, regardless

>> of age, experience and disability. This SIG meeting will briefly highlight

>> our accomplishments from the past year. We are eager to accept input for new

>> initiatives to tackle and we are actively recruiting volunteers and

>> contributors.

>> -----

>> Talk 3:

>> Accessibility 101: Crash Course for Beginners

>> Speaker: Michelle Hinn (IGDA Game Accessibility SIG Chair), Mark Barlet

>> (Editor-in-Chief, AbleGamers.com)

>> Date/Time: Friday (March 27, 2009) 9:00am - 10:00am

>> Location (room): Room 2002, West Hall

>> Track: Game Design

>> Format: 60-minute Lecture

>> Experience Level: All

>>

>> Session Description

>> Want to increase the size and diversity of your game's audience by including

>> gamers with disabilities? This talk provides a list of 10 easy changes any

>> game developer can use to start increasing the accessibility of their

>> designs for ALL gamers, especially gamers with disabilities, with minimal

>> effort but maximum impact. Learn what disabled gamers and developers are

>> doing, from modding your game to your controllers, in order to play your

>> games so that you can begin implementing these fixes right from the start of

>> your development cycle!

>>

>> Takeaway

>> Session participants will learn at least ten concrete ways that game

>> designers can use to get started in increasing the accessibility of their

>> mainstream games titles, as well as some innovative ways of gaming that will

>> interest all gamers, not just gamers with disabilities. Different disability

>> types will be discussed - including visual (including low vision and color

> > blindness), auditory, mobility, and cognitive disabilities - and how these

>> different disabilities affect certain aspect of game play. Audience members

>> will come away with many examples of how gamers with disabilities currently

>> game and how their game companies can help assist these gamers through

>> design variations to make their game play experience the best possible.

>>

>> Intended Audience and Prerequisites

>> Designers, programmers, marketers, and publishers interested in a "crash

>> course" to learn and ask questions about game accessibility - issues that

>> gamers with disabilities face every day as they try and play your games.

>> Information given will include an overview of the issues that those with

>> specific disability types face, including color blind gamers, the top

>> accessibility problems in mainstream games, and concrete solutions. No

>> prerequisite knowledge is required - just come with an open mind and

>> willingness to seriously consider making games accessible to MORE!

>> -----

>> Talk 4:

>> Game Accessibility & Developers with Disabilities Social Gathering

>> Speaker: Thomas Westin (Dep. Computer & Systems Science, SU/KTH, Stockholm

>> University/KTH)

>> Date/Time: Friday (March 27, 2009) 10:30am - 11:30am

>> Location (room): IGDA Booth, West Hall

>> Track: Game Design

>> Format: 60-minute Social Gathering

>> Experience Level: All

>>

>> Session Description

>> Social Gatherings are a chance for like-minded developers to get together

>> for networking and open discussion at the IGDA booth. Come to meet your

>> peers and engage in deep dialogue over your area of specialty - or just

>> partake in witty small talk.

>>

>> Takeaway

>> Networking and discussion with your peers in a casual setting. A sense of

>> community.

>>

>> Intended Audience and Prerequisites

>> Developers interested in game accessibility and developers with

>> disabilities.

>> ________________________________

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