From thomas at pininteractive.com Thu Jan 1 08:42:29 2009 From: thomas at pininteractive.com (Thomas Westin) Date: Thu, 1 Jan 2009 14:42:29 +0100 Subject: [games_access] Happy new year + TextSL Beta In-Reply-To: <836db6300812311659q58fc5faq77e815ed45cb79cf@mail.gmail.com> References: <836db6300812311659q58fc5faq77e815ed45cb79cf@mail.gmail.com> Message-ID: <64F5A787-0ECD-4C18-9FAA-492B75F32359@pininteractive.com> sounds great Eelke, I'll try it /Thomas On 1 jan 2009, at 01.59, Eelke Folmer wrote: > Hi, > > I wish everybody a happy new year. > > We recently released a Beta version of TextSL which is a text client > for Second Life which can be accessed with the Jaws screen reader and > which can be downloaded on: > http://www.textsl.org > > Cheers Eelke > > > > -- > Eelke Folmer > Assistant Professor > Department of Computer Science and Engineering > University of Nevada, Reno > http://www.eelke.com > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Thu Jan 1 17:22:57 2009 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Thu, 1 Jan 2009 22:22:57 -0000 Subject: [games_access] Happy New Year + A.T.E. Arcade References: <836db6300812311659q58fc5faq77e815ed45cb79cf@mail.gmail.com> Message-ID: Ditto Happy New Year everyone on the list. Hope you all have a great one. Text Second Life sounds like a really ambitious project, Eelke. Great stuff. It would be great to hear some feedback from users at some point. People may be interested in a little on the past of accessible gaming here: http://switchgaming.blogspot.com/2009/01/ate-arcade-rca-studio-ii.html I'm hoping to guide people step by step into using emulation to make previously inaccessible games more accessible. Early days (I'm at 1977 at the minute)! All the best... Barrie www.OneSwitch.org.uk ----- Original Message ----- From: "Eelke Folmer" To: Sent: Thursday, January 01, 2009 12:59 AM Subject: [games_access] Happy new year + TextSL Beta > Hi, > > I wish everybody a happy new year. > > We recently released a Beta version of TextSL which is a text client > for Second Life which can be accessed with the Jaws screen reader and > which can be downloaded on: > http://www.textsl.org > > Cheers Eelke > > > > -- > Eelke Folmer > Assistant Professor > Department of Computer Science and Engineering > University of Nevada, Reno > http://www.eelke.com > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Thu Jan 1 20:10:32 2009 From: hinn at uiuc.edu (d. michelle hinn) Date: Thu, 1 Jan 2009 19:10:32 -0600 Subject: [games_access] Happy New Year + A.T.E. Arcade In-Reply-To: References: <836db6300812311659q58fc5faq77e815ed45cb79cf@mail.gmail.com> Message-ID: Happy New Year to all! I have surgery Monday but I'm looking forward to spending some recovery time checking out the new projects -- an accessible SL sounds like a reason to download SL again! :) PS -- In mid-January online SIG meetings will start up again. Let's make 2009 the year we really hit the scene with Accessibility and see some big changes! Hope everyone is well! Michelle >Ditto Happy New Year everyone on the list. Hope you all have a great one. > >Text Second Life sounds like a really ambitious project, Eelke. >Great stuff. It would be great to hear some feedback from users at >some point. > >People may be interested in a little on the past of accessible gaming here: > >http://switchgaming.blogspot.com/2009/01/ate-arcade-rca-studio-ii.html > >I'm hoping to guide people step by step into using emulation to make >previously inaccessible games more accessible. Early days (I'm at >1977 at the minute)! > >All the best... > >Barrie >www.OneSwitch.org.uk > > > > > >----- Original Message ----- From: "Eelke Folmer" >To: >Sent: Thursday, January 01, 2009 12:59 AM >Subject: [games_access] Happy new year + TextSL Beta > >>Hi, >> >>I wish everybody a happy new year. >> >>We recently released a Beta version of TextSL which is a text client >>for Second Life which can be accessed with the Jaws screen reader and >>which can be downloaded on: >>http://www.textsl.org >> >>Cheers Eelke >> >> >> >>-- >>Eelke Folmer >>Assistant Professor >>Department of Computer Science and Engineering >>University of Nevada, Reno >>http://www.eelke.com >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From sandra_uhling at web.de Sat Jan 3 16:44:33 2009 From: sandra_uhling at web.de (Sandra Uhling) Date: Sat, 03 Jan 2009 22:44:33 +0100 Subject: [games_access] game serie LUKA Message-ID: <562580929@web.de> Hi all, and a happy new year. I play the game serie LUKA published by the police in Germany. Maybe they will be interested in Game Accessibility? With some little changed it could be much more accessible. And it could be possible that blind gamers can also play the game. The game is for children and young people. I have some questions: Subtitle in a Dialog: should it be possible to stop a Dialog? I think that some people do need more time to read it. And special children maybe need more time? How big should the subtitle be ? I am looking for a good example of a text adventure audiogame. I have already Terraformers, SoundRTS Games for children: I am wondering, why not all text is read ? They do have the dialogs as audio, but not for all the other information. Is this normal for games for kids ? Not all kids can read. Best regards, Sandra _______________________________________________________________________ Sensationsangebot verl?ngert: WEB.DE FreeDSL - Telefonanschluss + DSL f?r nur 16,37 Euro/mtl.!* http://dsl.web.de/?ac=OM.AD.AD008K15039B7069a From thomas at pininteractive.com Sat Jan 3 17:38:48 2009 From: thomas at pininteractive.com (Thomas Westin) Date: Sat, 3 Jan 2009 23:38:48 +0100 Subject: [games_access] Happy New Year + A.T.E. Arcade In-Reply-To: References: <836db6300812311659q58fc5faq77e815ed45cb79cf@mail.gmail.com> Message-ID: <4CEDFADC-5CE5-40C0-9494-2F7ADA2928CE@pininteractive.com> Michelle, I hope all goes well with the surgery! /Thomas On 2 jan 2009, at 02.10, d. michelle hinn wrote: > Happy New Year to all! > > I have surgery Monday but I'm looking forward to spending some > recovery time checking out the new projects -- an accessible SL > sounds like a reason to download SL again! :) > > PS -- In mid-January online SIG meetings will start up again. Let's > make 2009 the year we really hit the scene with Accessibility and > see some big changes! > > Hope everyone is well! > Michelle > >> Ditto Happy New Year everyone on the list. Hope you all have a >> great one. >> >> Text Second Life sounds like a really ambitious project, Eelke. >> Great stuff. It would be great to hear some feedback from users at >> some point. >> >> People may be interested in a little on the past of accessible >> gaming here: >> >> http://switchgaming.blogspot.com/2009/01/ate-arcade-rca-studio- >> ii.html >> >> I'm hoping to guide people step by step into using emulation to >> make previously inaccessible games more accessible. Early days (I'm >> at 1977 at the minute)! >> >> All the best... >> >> Barrie >> www.OneSwitch.org.uk >> >> >> >> >> >> ----- Original Message ----- From: "Eelke Folmer" > > >> To: >> Sent: Thursday, January 01, 2009 12:59 AM >> Subject: [games_access] Happy new year + TextSL Beta >> >>> Hi, >>> >>> I wish everybody a happy new year. >>> >>> We recently released a Beta version of TextSL which is a text client >>> for Second Life which can be accessed with the Jaws screen reader >>> and >>> which can be downloaded on: >>> http://www.textsl.org >>> >>> Cheers Eelke >>> >>> >>> >>> -- >>> Eelke Folmer >>> Assistant Professor >>> Department of Computer Science and Engineering >>> University of Nevada, Reno >>> http://www.eelke.com >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >> >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From sandra_uhling at web.de Sun Jan 4 06:53:44 2009 From: sandra_uhling at web.de (Sandra Uhling) Date: Sun, 04 Jan 2009 12:53:44 +0100 Subject: [games_access] GCD: Flyer, ideas Message-ID: <562921083@web.de> Hi, here are two ideas: postcards: On the postcards could be pictures and sentence with positive examples. For example: someone playing an AudioGame (AudioQuake ?) Or someone playing a game with one button. Or Blind Hero, and the other guitar hero modification A small brochure about 1x1 Game Accessibility: With easy to understand background information. What is Game Accessibility. What kind of disability can people have. GA SIG Top Ten with a small description. What do you think about this ? Happy new year, Sandra ____________________________________________________________________ Psssst! Schon vom neuen WEB.DE MultiMessenger geh?rt? Der kann`s mit allen: http://www.produkte.web.de/messenger/?did=3123 From sandra_uhling at web.de Sun Jan 4 11:38:05 2009 From: sandra_uhling at web.de (Sandra Uhling) Date: Sun, 04 Jan 2009 17:38:05 +0100 Subject: [games_access] Questions about Terraformers function Message-ID: <563075556@web.de> Hi, should games that have a GUI and AUI provide the possibility to play without GUI ? What are the advantages to disable the GUI ? Why does Terraformers provide this function ? I found an interesting information for Audiogames. They used the mouse also for the menu: scrolling is choosing the next option and click is selecting an option. Regards, Sandra ____________________________________________________________________ Psssst! Schon vom neuen WEB.DE MultiMessenger geh?rt? Der kann`s mit allen: http://www.produkte.web.de/messenger/?did=3123 From richard at audiogames.net Sun Jan 4 12:38:18 2009 From: richard at audiogames.net (AudioGames.net) Date: Sun, 4 Jan 2009 18:38:18 +0100 Subject: [games_access] Happy New Year + A.T.E. Arcade References: <836db6300812311659q58fc5faq77e815ed45cb79cf@mail.gmail.com> Message-ID: <155C0DA6047041BAA7CA6C42D198693C@Delletje> Hi Guys! Happy New Year!!! All the best! One of my resolutions includes getting active again in this community. 2008 was yet another year with several changes and developments for me personally and because of these I was not able to be very active in the field of game accessibility. However, with my (new) research position at the Utrecht School of the Arts, I wish to put much of my focus back on game accessibility research and design again. And participate in the chats and conversations of this SIG again :) I'm currently busy with writing proposals and aplpying for grants for (national) game accessibility-related research projects. If anyone is interested in setting up GA-related (EU or other international) projects and needs a partner, let me know through this list ;) One thing that I would like to put on the 2009 SIG agenda is discussing a possible GA-related research trajectory/line. I got the feeling that one of the reasons the body of knowledge in this field is developing 'slowly' is because of there are many research initiatives but not that many consecutive research projects with a clear direction out there. I've only just started with looking at the research that has been done from this point of view so I may be wrong - that's why I would like to put it into the group ;) Greets, Richard ps: Michelle: all the best tomorrow!!! ----- Original Message ----- From: "d. michelle hinn" To: "IGDA Games Accessibility SIG Mailing List" Sent: Friday, January 02, 2009 2:10 AM Subject: Re: [games_access] Happy New Year + A.T.E. Arcade > Happy New Year to all! > > I have surgery Monday but I'm looking forward to spending some recovery > time checking out the new projects -- an accessible SL sounds like a > reason to download SL again! :) > > PS -- In mid-January online SIG meetings will start up again. Let's make > 2009 the year we really hit the scene with Accessibility and see some big > changes! > > Hope everyone is well! > Michelle > >>Ditto Happy New Year everyone on the list. Hope you all have a great one. >> >>Text Second Life sounds like a really ambitious project, Eelke. Great >>stuff. It would be great to hear some feedback from users at some point. >> >>People may be interested in a little on the past of accessible gaming >>here: >> >>http://switchgaming.blogspot.com/2009/01/ate-arcade-rca-studio-ii.html >> >>I'm hoping to guide people step by step into using emulation to make >>previously inaccessible games more accessible. Early days (I'm at 1977 at >>the minute)! >> >>All the best... >> >>Barrie >>www.OneSwitch.org.uk >> >> >> >> >> >>----- Original Message ----- From: "Eelke Folmer" >>To: >>Sent: Thursday, January 01, 2009 12:59 AM >>Subject: [games_access] Happy new year + TextSL Beta >> >>>Hi, >>> >>>I wish everybody a happy new year. >>> >>>We recently released a Beta version of TextSL which is a text client >>>for Second Life which can be accessed with the Jaws screen reader and >>>which can be downloaded on: >>>http://www.textsl.org >>> >>>Cheers Eelke >>> >>> >>> >>>-- >>>Eelke Folmer >>>Assistant Professor >>>Department of Computer Science and Engineering >>>University of Nevada, Reno >>>http://www.eelke.com >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >> >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Sun Jan 4 13:25:26 2009 From: richard at audiogames.net (AudioGames.net) Date: Sun, 4 Jan 2009 19:25:26 +0100 Subject: [games_access] Happy New Year + A.T.E. Arcade References: <836db6300812311659q58fc5faq77e815ed45cb79cf@mail.gmail.com> <155C0DA6047041BAA7CA6C42D198693C@Delletje> Message-ID: Btw... received a post about this article on the BlindGamers list: *quote* See Me, Hear Me: A Video Game for the Blind Students have released a video game that makes it possible for visually impaired people to get in on the action. Match the clapping beats, and clubgoers dance. By ABBY ELLIN Published: December 26, 2008 http://www.nytimes.com/2009/01/04/education/edlife/ideas-blindvideo-t.html A version of this article appeared in print on January 4, 2009, on page ED20 of the New York edition. *quote end* Greets, Richard ----- Original Message ----- From: "AudioGames.net" To: "IGDA Games Accessibility SIG Mailing List" Sent: Sunday, January 04, 2009 6:38 PM Subject: Re: [games_access] Happy New Year + A.T.E. Arcade > Hi Guys! > > Happy New Year!!! All the best! > > One of my resolutions includes getting active again in this community. > 2008 was yet another year with several changes and developments for me > personally and because of these I was not able to be very active in the > field of game accessibility. However, with my (new) research position at > the Utrecht School of the Arts, I wish to put much of my focus back on > game accessibility research and design again. And participate in the chats > and conversations of this SIG again :) > I'm currently busy with writing proposals and aplpying for grants for > (national) game accessibility-related research projects. If anyone is > interested in setting up GA-related (EU or other international) projects > and needs a partner, let me know through this list ;) > One thing that I would like to put on the 2009 SIG agenda is discussing a > possible GA-related research trajectory/line. I got the feeling that one > of the reasons the body of knowledge in this field is developing 'slowly' > is because of there are many research initiatives but not that many > consecutive research projects with a clear direction out there. I've only > just started with looking at the research that has been done from this > point of view so I may be wrong - that's why I would like to put it into > the group ;) > > Greets, > > Richard > > ps: Michelle: all the best tomorrow!!! > > > > > ----- Original Message ----- > From: "d. michelle hinn" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Friday, January 02, 2009 2:10 AM > Subject: Re: [games_access] Happy New Year + A.T.E. Arcade > > >> Happy New Year to all! >> >> I have surgery Monday but I'm looking forward to spending some recovery >> time checking out the new projects -- an accessible SL sounds like a >> reason to download SL again! :) >> >> PS -- In mid-January online SIG meetings will start up again. Let's make >> 2009 the year we really hit the scene with Accessibility and see some big >> changes! >> >> Hope everyone is well! >> Michelle >> >>>Ditto Happy New Year everyone on the list. Hope you all have a great one. >>> >>>Text Second Life sounds like a really ambitious project, Eelke. Great >>>stuff. It would be great to hear some feedback from users at some point. >>> >>>People may be interested in a little on the past of accessible gaming >>>here: >>> >>>http://switchgaming.blogspot.com/2009/01/ate-arcade-rca-studio-ii.html >>> >>>I'm hoping to guide people step by step into using emulation to make >>>previously inaccessible games more accessible. Early days (I'm at 1977 at >>>the minute)! >>> >>>All the best... >>> >>>Barrie >>>www.OneSwitch.org.uk >>> >>> >>> >>> >>> >>>----- Original Message ----- From: "Eelke Folmer" >>> >>>To: >>>Sent: Thursday, January 01, 2009 12:59 AM >>>Subject: [games_access] Happy new year + TextSL Beta >>> >>>>Hi, >>>> >>>>I wish everybody a happy new year. >>>> >>>>We recently released a Beta version of TextSL which is a text client >>>>for Second Life which can be accessed with the Jaws screen reader and >>>>which can be downloaded on: >>>>http://www.textsl.org >>>> >>>>Cheers Eelke >>>> >>>> >>>> >>>>-- >>>>Eelke Folmer >>>>Assistant Professor >>>>Department of Computer Science and Engineering >>>>University of Nevada, Reno >>>>http://www.eelke.com >>>>_______________________________________________ >>>>games_access mailing list >>>>games_access at igda.org >>>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> >>>_______________________________________________ >>>games_access mailing list >>>games_access at igda.org >>>http://seven.pairlist.net/mailman/listinfo/games_access >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From barrie.ellis at oneswitch.org.uk Sun Jan 4 15:03:21 2009 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sun, 4 Jan 2009 20:03:21 -0000 Subject: [games_access] Happy New Year + A.T.E. Arcade References: <836db6300812311659q58fc5faq77e815ed45cb79cf@mail.gmail.com><155C0DA6047041BAA7CA6C42D198693C@Delletje> Message-ID: Good to have you back, Richard! I think getting the group re-focussed and galvanised is an important aim for 2009. Lots of excellent stuff to build upon. Barrie ----- Original Message ----- From: "AudioGames.net" To: "IGDA Games Accessibility SIG Mailing List" Sent: Sunday, January 04, 2009 6:25 PM Subject: Re: [games_access] Happy New Year + A.T.E. Arcade > Btw... received a post about this article on the BlindGamers list: > > *quote* > See Me, Hear Me: A Video Game for the Blind > Students have released a video game that makes it possible for visually > impaired people to get in on the action. Match the clapping beats, and > clubgoers dance. > By ABBY ELLIN > Published: December 26, 2008 > http://www.nytimes.com/2009/01/04/education/edlife/ideas-blindvideo-t.html > > A version of this article appeared in print on January 4, 2009, on page > ED20 of the New York edition. > *quote end* > > Greets, > > Richard > > > > > ----- Original Message ----- > From: "AudioGames.net" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Sunday, January 04, 2009 6:38 PM > Subject: Re: [games_access] Happy New Year + A.T.E. Arcade > > >> Hi Guys! >> >> Happy New Year!!! All the best! >> >> One of my resolutions includes getting active again in this community. >> 2008 was yet another year with several changes and developments for me >> personally and because of these I was not able to be very active in the >> field of game accessibility. However, with my (new) research position at >> the Utrecht School of the Arts, I wish to put much of my focus back on >> game accessibility research and design again. And participate in the >> chats and conversations of this SIG again :) >> I'm currently busy with writing proposals and aplpying for grants for >> (national) game accessibility-related research projects. If anyone is >> interested in setting up GA-related (EU or other international) projects >> and needs a partner, let me know through this list ;) >> One thing that I would like to put on the 2009 SIG agenda is discussing a >> possible GA-related research trajectory/line. I got the feeling that one >> of the reasons the body of knowledge in this field is developing 'slowly' >> is because of there are many research initiatives but not that many >> consecutive research projects with a clear direction out there. I've only >> just started with looking at the research that has been done from this >> point of view so I may be wrong - that's why I would like to put it into >> the group ;) >> >> Greets, >> >> Richard >> >> ps: Michelle: all the best tomorrow!!! >> >> >> >> >> ----- Original Message ----- >> From: "d. michelle hinn" >> To: "IGDA Games Accessibility SIG Mailing List" >> Sent: Friday, January 02, 2009 2:10 AM >> Subject: Re: [games_access] Happy New Year + A.T.E. Arcade >> >> >>> Happy New Year to all! >>> >>> I have surgery Monday but I'm looking forward to spending some recovery >>> time checking out the new projects -- an accessible SL sounds like a >>> reason to download SL again! :) >>> >>> PS -- In mid-January online SIG meetings will start up again. Let's make >>> 2009 the year we really hit the scene with Accessibility and see some >>> big changes! >>> >>> Hope everyone is well! >>> Michelle >>> >>>>Ditto Happy New Year everyone on the list. Hope you all have a great >>>>one. >>>> >>>>Text Second Life sounds like a really ambitious project, Eelke. Great >>>>stuff. It would be great to hear some feedback from users at some point. >>>> >>>>People may be interested in a little on the past of accessible gaming >>>>here: >>>> >>>>http://switchgaming.blogspot.com/2009/01/ate-arcade-rca-studio-ii.html >>>> >>>>I'm hoping to guide people step by step into using emulation to make >>>>previously inaccessible games more accessible. Early days (I'm at 1977 >>>>at the minute)! >>>> >>>>All the best... >>>> >>>>Barrie >>>>www.OneSwitch.org.uk >>>> >>>> >>>> >>>> >>>> >>>>----- Original Message ----- From: "Eelke Folmer" >>>> >>>>To: >>>>Sent: Thursday, January 01, 2009 12:59 AM >>>>Subject: [games_access] Happy new year + TextSL Beta >>>> >>>>>Hi, >>>>> >>>>>I wish everybody a happy new year. >>>>> >>>>>We recently released a Beta version of TextSL which is a text client >>>>>for Second Life which can be accessed with the Jaws screen reader and >>>>>which can be downloaded on: >>>>>http://www.textsl.org >>>>> >>>>>Cheers Eelke >>>>> >>>>> >>>>> >>>>>-- >>>>>Eelke Folmer >>>>>Assistant Professor >>>>>Department of Computer Science and Engineering >>>>>University of Nevada, Reno >>>>>http://www.eelke.com >>>>>_______________________________________________ >>>>>games_access mailing list >>>>>games_access at igda.org >>>>>http://seven.pairlist.net/mailman/listinfo/games_access >>>> >>>> >>>>_______________________________________________ >>>>games_access mailing list >>>>games_access at igda.org >>>>http://seven.pairlist.net/mailman/listinfo/games_access >>> >>> _______________________________________________ >>> games_access mailing list >>> games_access at igda.org >>> http://seven.pairlist.net/mailman/listinfo/games_access >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From rkimball at gmail.com Sun Jan 4 17:07:38 2009 From: rkimball at gmail.com (Reid Kimball) Date: Sun, 4 Jan 2009 14:07:38 -0800 Subject: [games_access] game serie LUKA In-Reply-To: <562580929@web.de> References: <562580929@web.de> Message-ID: Hi Sandra, Good questions regarding CC. 1. Should dialog be stopped so people can read the CC? A: I think all games should have a pause function that stops the audio dialog and continues to display the CC when paused (instead of CC disappearing after a few seconds). I do this when watching DVD movies and sometimes miss reading the subtitles because the conversation flows to fast. I pause the movie and read the subtitle and then press play. Additionally, I'd like to see more games include a "log" of dialog so players can go back at anytime and re-read them. 2. How big should a subtitle be? A: Ideally, as big as the player needs them to be. That means, allow the player to customize the size of the CC for themselves. This is why having CC not be embedded into complex UI windows is easiest, so that the engine can scale text easily. Whatever a developer does, they should NOT do what everyone is doing these days, which is test their games only on High Definition (HD) TVs and then when they are played on Standard Definition (SD) TVs the text is extremely small. I can't stand that! Until we have a study of what font size is appropriate for typical living room console gaming and PC gaming you'll just have to make a guess that the size of the subtitle is big enough, if you don't allow for custom scaling. Always err on the side of too big, imo. -Reid On Sat, Jan 3, 2009 at 1:44 PM, Sandra Uhling wrote: > Hi all, > and a happy new year. > > > I play the game serie LUKA published by the police in Germany. > Maybe they will be interested in Game Accessibility? > > With some little changed it could be much more accessible. > And it could be possible that blind gamers can also play the game. > The game is for children and young people. > > I have some questions: > > Subtitle in a Dialog: should it be possible to stop a Dialog? > I think that some people do need more time to read it. > And special children maybe need more time? > > How big should the subtitle be ? > > I am looking for a good example of a text adventure audiogame. > I have already Terraformers, SoundRTS > > Games for children: > I am wondering, why not all text is read ? > They do have the dialogs as audio, but not for all the other information. > Is this normal for games for kids ? Not all kids can read. > > Best regards, > Sandra > > > > _______________________________________________________________________ > Sensationsangebot verl?ngert: WEB.DE FreeDSL - Telefonanschluss + DSL > f?r nur 16,37 Euro/mtl.!* http://dsl.web.de/?ac=OM.AD.AD008K15039B7069a > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From thomas at pininteractive.com Sun Jan 4 17:26:49 2009 From: thomas at pininteractive.com (Thomas Westin) Date: Sun, 4 Jan 2009 23:26:49 +0100 Subject: [games_access] Questions about Terraformers function In-Reply-To: <563075556@web.de> References: <563075556@web.de> Message-ID: <7194CA35-3385-4D74-8474-51146B06E59A@pininteractive.com> Terraformers provides this for two main reasons: -gamers without 3D graphics cards could get improved performance (common a few years ago among blind gamers, not too common today as most motherboards have some integrated 3D graphics accelerator) -sighted gamers could play the game without seeing anything as a another type of experience (especially useful on laptops where you can't turn off the screen easily) /Thomas On 4 jan 2009, at 17.38, Sandra Uhling wrote: > Hi, > > should games that have a GUI and AUI provide the possibility to play > without GUI ? > > What are the advantages to disable the GUI ? > > Why does Terraformers provide this function ? > > > I found an interesting information for Audiogames. > They used the mouse also for the menu: scrolling is choosing the > next option and > click is selecting an option. > > > Regards, > Sandra > ____________________________________________________________________ > Psssst! Schon vom neuen WEB.DE MultiMessenger geh?rt? > Der kann`s mit allen: http://www.produkte.web.de/messenger/?did=3123 > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From sandra_uhling at web.de Sun Jan 4 17:31:33 2009 From: sandra_uhling at web.de (Sandra Uhling) Date: Sun, 04 Jan 2009 23:31:33 +0100 Subject: [games_access] games_access Digest, Vol 57, Issue 4 Message-ID: <563254055@web.de> Hi all, @Richard, > If anyone is > interested in setting up GA-related (EU or other international) projects and > needs a partner, let me know through this list ;) I heard about an EU project. I will send you the contact data. What I do not understand about research is this: Why is it so hard to find information about researches ? Who is doing what kind of research ? What kind of research they are doing ? Where do I find the documents/results ? I know there are some accessible researches also in Germany, but I do not know, how I can find this people. @Reid A good idea with the log file. How should the logfile be accessible ? In the game or when the game is exited. Maybe it should be saved like savegames, like the user wants or separate for each level ? It need also a good search function or/and structure. Subtitle and information who says it: How important are the names ? Is it enough to have a colour coding to know who said it? Is there a colour that would be bad with a black background ? Testing: yes I also saw a subtitle that was nearly hidden. I have already a 24" Widescreen. Maybe stupid question, but it should be possible that too long sentence are divided into two ? Best regards, Sandra _______________________________________________________________________ T?glich 1.000.000 Euro gewinnen! Jetzt kostenlos WEB.DE MillionenKlick spielen! https://millionenklick.web.de/?mc=mail at footer.mklick@home From thomas at pininteractive.com Sun Jan 4 17:34:55 2009 From: thomas at pininteractive.com (Thomas Westin) Date: Sun, 4 Jan 2009 23:34:55 +0100 Subject: [games_access] GCD: Flyer, ideas In-Reply-To: <562921083@web.de> References: <562921083@web.de> Message-ID: Thanks for the ideas, I'll keep them in mind; I'm discussing with one possible sponsor (huge company) at the moment, so stay tuned. /Thomas On 4 jan 2009, at 12.53, Sandra Uhling wrote: > Hi, > > here are two ideas: > > postcards: > On the postcards could be pictures and sentence with positive > examples. > For example: someone playing an AudioGame (AudioQuake ?) > Or someone playing a game with one button. > Or Blind Hero, and the other guitar hero modification > > > A small brochure about 1x1 Game Accessibility: > With easy to understand background information. > What is Game Accessibility. > What kind of disability can people have. > GA SIG Top Ten with a small description. > > > What do you think about this ? > > Happy new year, > Sandra > ____________________________________________________________________ > Psssst! Schon vom neuen WEB.DE MultiMessenger geh?rt? > Der kann`s mit allen: http://www.produkte.web.de/messenger/?did=3123 > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Sun Jan 4 20:10:38 2009 From: richard at audiogames.net (AudioGames.net) Date: Mon, 5 Jan 2009 02:10:38 +0100 Subject: [games_access] games_access Digest, Vol 57, Issue 4 References: <563254055@web.de> Message-ID: <3A769993FD8F4099A533B70E941EECD1@Delletje> Hi, Thanks! I would be very interested in the EU project :) Here are my answers: ?> Why is it so hard to find information about research? I guess that depends on what you want to find. If you take a look at resource lists such as http://www.game-accessibility.com/index.php?pagefile=papers and http://www.audiogames.net/page.php?pagefile=articles and http://gameaccess.medialt.no/papers.php you'll see that there are many starting points for further exploration of this field. And I guess that there are many studies out there that focus on all sorts of digital accessibility and media accessibility, that also may apply on game accessibility. And this field is relatively new, so I wouldn't expect finding papers and theses with all the answers to your questions. ?> Who is doing what kind of research ? Us. And them (*see above) ;). I guess there's no such thing as a quick WhoDunnit-list in research - depends on what you focus is. I think Michelle and Eelke are the only ones here whose thesis subjects actually focused on game accessibility as such (Michelle on the psychology behind game accessibility? and Eelke on the design of game accessibility?) - so maybe have a look at their resource lists?? ?> What kind of research they are doing ? See answer above too. The broadest possible answer to this question is actually the point I try to make in my previous email :) I have the feeling that there's a lot of research out there that has great potential for game accessibility but is not directly (so-called) "game accessibility research". There is definitely "game accessibility research" out there (good examples include Dimitris' work, Eelke's work, Michelle's work, The TIM project, etc.). My point is that I would find it worthwhile to get a good overview of (and therefore insight in) what research themes/trajectories/aims there are in this field - to get the big picture of GA research. For example, so far I think there are at least two (or four) different themes or trajectories: 1a) research into making a particular aspect of a game (more) accessible for a particular target group, 1b) research into making a particular game (more) accessible for a particular target group, 1c) research into making all games accessible for all and 2) research into the phychology of game accessibility (Michelle?). So 1) making games (more) accessible and 2) game accessibility phychology. But is that all there is? And is this all that is needed? Or do we need to look into some other big themes as well, such as 3) game accessibility economy (??!?) and 4) game accessibility legal issues (there is some stuff out there on this actually) and 5) game accessibility in special contexts (?!?).... just examples... you get what I mean... ;) I would like to make a list of themes (which in the end will probably resemble the chapters of the book? ;) ) and then see what hiatus' there are... ?> Where do I find the documents/results ? I know there are some accessible researches also in Germany, but I do not know, how I can find this people. Google + Resource-section of papers/theses + Library + Proceedings + conferences + lectures + mailinglist discussions + interviews + ... But maybe more importantly: get the results yourself. If you can't find a ready answer to a certain question using your other methods it maybe means that you are the first to pose the question (such as "how many blind people really want to play console games?") and therefore it's up to you as a researcher to find the answer. That's what research is (for) :) btw: what do you research exactly? Greets, Richard ----- Original Message ----- From: "Sandra Uhling" To: Sent: Sunday, January 04, 2009 11:31 PM Subject: Re: [games_access] games_access Digest, Vol 57, Issue 4 Hi all, @Richard, > If anyone is > interested in setting up GA-related (EU or other international) projects and > needs a partner, let me know through this list ;) I heard about an EU project. I will send you the contact data. What I do not understand about research is this: Why is it so hard to find information about researches ? Who is doing what kind of research ? What kind of research they are doing ? Where do I find the documents/results ? I know there are some accessible researches also in Germany, but I do not know, how I can find this people. -------------- next part -------------- An HTML attachment was scrubbed... URL: From jbannick at 7128.com Mon Jan 5 05:01:32 2009 From: jbannick at 7128.com (John Bannick) Date: Mon, 5 Jan 2009 05:01:32 -0500 (EST) Subject: [games_access] Happy New Year + A.T.E. Arcade Message-ID: <1102.76.119.138.66.1231149692.squirrel@webmail.enigami.com> Richard, Welcome back. Some consolidated index of accessibility research seems like something that Sandra is looking for too. John Bannick www.7128.com From sandra_uhling at web.de Mon Jan 5 10:24:50 2009 From: sandra_uhling at web.de (Sandra Uhling) Date: Mon, 05 Jan 2009 16:24:50 +0100 Subject: [games_access] game accessibility research Message-ID: <563856226@web.de> Hi all, Richard wrote: > My point is that I would find it worthwhile to get a good overview of (and therefore insight in) what research themes/trajectories/aims there are in this field - to get the big picture of GA research. For example, so far I think there are at least two (or four) different themes or trajectories: 1a) research into making a particular aspect of a game (more) accessible for a particular target group, 1b) research into making a particular game (more) accessible for a particular target group, 1c) research into making all games accessibl > e for all and 2) research into the phychology of game accessibility (Michelle?). So 1) making games (more) accessible and 2) game accessibility phychology. But is that all there is? And is this all that is needed? Or do we need to look into some other big themes as well, such as 3) game accessibility economy (??!?) and 4) game accessibility legal issues (there is some stuff out there on this actually) and 5) game accessibility in special contexts (?!?).... just examples... you get what I mean... ;) I would like to make a list of themes (which in the end will probably resemble the chapters of the book? ;) ) and then see what hiatus' there are... It seems to be nearly the same, people would like to have for "games for health" too. I would like to read it, when finished :-) I am wondering what kind of software could be useful for a good overview ? > btw: what do you research exactly? Oh I just try to learn as much as possible about this topic. I do talk with people in Germany about this topic, too. For example Frauenhofer Institutes, Game Events organiser, Online Magazines, ... Maybe I can give a short presentation in march this year on a cultural game event in Germany. But I am not sure, if I can do this already. At the moment I play games with the view of people with disabilities and write documents what could be done to make it more accessible. I think this is a very good practise. I am very surprised that "accessibility" is not a topic in my study. They gave us the article, where the people need to implement something in the brain. But they did not mentioned "Bio Feedback". We also do not learn about Braille or special hardware. Is there a collection of accessibility features besides all the documents (that features special topics) and the GA-SIG Top Ten ? I have a mindmap for all features I find. Regards, Sandra _______________________________________________________________________ Sensationsangebot verl?ngert: WEB.DE FreeDSL - Telefonanschluss + DSL f?r nur 16,37 Euro/mtl.!* http://dsl.web.de/?ac=OM.AD.AD008K15039B7069a From thomas at pininteractive.com Mon Jan 5 10:49:06 2009 From: thomas at pininteractive.com (Thomas Westin) Date: Mon, 5 Jan 2009 16:49:06 +0100 Subject: [games_access] games_access Digest, Vol 57, Issue 4 In-Reply-To: <3A769993FD8F4099A533B70E941EECD1@Delletje> References: <563254055@web.de> <3A769993FD8F4099A533B70E941EECD1@Delletje> Message-ID: and me :) /Thomas On 5 jan 2009, at 02.10, AudioGames.net wrote: > ?> Who is doing what kind of research ? > Us. And them (*see above) ;). I guess there's no such thing as a > quick WhoDunnit-list in research - depends on what you focus is. I > think Michelle and Eelke are the only ones here whose thesis > subjects actually focused on game accessibility as such (Michelle on > the psychology behind game accessibility? and Eelke on the design of > game accessibility?) - so maybe have a look at their resource lists?? From richard at audiogames.net Mon Jan 5 11:48:28 2009 From: richard at audiogames.net (AudioGames) Date: Mon, 5 Jan 2009 17:48:28 +0100 Subject: [games_access] games_access Digest, Vol 57, Issue 4 References: <563254055@web.de> <3A769993FD8F4099A533B70E941EECD1@Delletje> Message-ID: Oops... of course! ----- Original Message ----- From: "Thomas Westin" To: "IGDA Games Accessibility SIG Mailing List" Sent: Monday, January 05, 2009 4:49 PM Subject: Re: [games_access] games_access Digest, Vol 57, Issue 4 and me :) /Thomas On 5 jan 2009, at 02.10, AudioGames.net wrote: > ?> Who is doing what kind of research ? > Us. And them (*see above) ;). I guess there's no such thing as a > quick WhoDunnit-list in research - depends on what you focus is. I > think Michelle and Eelke are the only ones here whose thesis > subjects actually focused on game accessibility as such (Michelle on > the psychology behind game accessibility? and Eelke on the design of > game accessibility?) - so maybe have a look at their resource lists?? _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From sandra_uhling at web.de Mon Jan 5 17:02:27 2009 From: sandra_uhling at web.de (Sandra Uhling) Date: Mon, 05 Jan 2009 23:02:27 +0100 Subject: [games_access] Text SL Question Message-ID: <564190801@web.de> Hi, I found this article via www.gaming4health.com "IBM Creating Virtual Worlds User Interface for the Blind" http://www.seriousgamessource.com/item.php?story=21710 Is this related to "Text SL" ? Regards, Sandra ____________________________________________________________________ Psssst! Schon vom neuen WEB.DE MultiMessenger geh?rt? Der kann`s mit allen: http://www.produkte.web.de/messenger/?did=3123 From barrie.ellis at oneswitch.org.uk Mon Jan 5 17:17:26 2009 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Mon, 5 Jan 2009 22:17:26 -0000 Subject: [games_access] Nano Games Message-ID: Don't know if you're all aware or not of Dennis Asher's excellent Nanogames accessible web games project: http://www.nanogames.com/ This from the front page: a.. Adjust the speed and difficulty of the games through a very wide range. b.. Support for alternative access methods. Nanogames can be controled using a mouse or the keyboard and even played as single switch games (controled using a mouse click or key press or any device that emulates the keyboard or mouse click). There are a wide range of such devices available from miniature and expanded keyboards, through to mouse emulators like head mouse and touch screens. c.. Built-in Single Switch Scanning - all games can be played using a single switch. d.. Low Vision support - the game size and contrast can be increased for seniors and low vision game players. e.. All the Nanogames use a uniform interface. There is no need to learn a new adaptation method for each game. It will take a little time learning how to adapt the first game, the rest is easy. -------------- next part -------------- An HTML attachment was scrubbed... URL: From eelke.folmer at gmail.com Mon Jan 5 17:30:47 2009 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Mon, 5 Jan 2009 14:30:47 -0800 Subject: [games_access] Text SL Question In-Reply-To: <564190801@web.de> References: <564190801@web.de> Message-ID: <836db6300901051430j97b31a8v82a5cff1b228e88d@mail.gmail.com> Hi Sandra, It's our competitor ;-) Cheers Eelke On 05/01/2009, Sandra Uhling wrote: > Hi, > > I found this article via www.gaming4health.com > "IBM Creating Virtual Worlds User Interface for the Blind" > http://www.seriousgamessource.com/item.php?story=21710 > > Is this related to "Text SL" ? > > > Regards, > Sandra > > ____________________________________________________________________ > Psssst! Schon vom neuen WEB.DE MultiMessenger geh?rt? > Der kann`s mit allen: http://www.produkte.web.de/messenger/?did=3123 > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > -- Eelke Folmer Assistant Professor Department of Computer Science and Engineering University of Nevada, Reno http://www.eelke.com From thomas at pininteractive.com Mon Jan 5 17:45:03 2009 From: thomas at pininteractive.com (Thomas Westin) Date: Mon, 5 Jan 2009 23:45:03 +0100 Subject: [games_access] Text SL Question In-Reply-To: <836db6300901051430j97b31a8v82a5cff1b228e88d@mail.gmail.com> References: <564190801@web.de> <836db6300901051430j97b31a8v82a5cff1b228e88d@mail.gmail.com> Message-ID: <93EB7719-95E0-45B5-813E-43C47660C520@pininteractive.com> previously reported here, and when I listened to the demo, I recall the solutions was quite similar to those in Terraformers; now if IBM could sponsor us, hmm... http://news.bbc.co.uk/2/hi/technology/6993739.stm /Thomas On 5 jan 2009, at 23.30, Eelke Folmer wrote: > Hi Sandra, > > It's our competitor ;-) > > Cheers Eelke > > > On 05/01/2009, Sandra Uhling wrote: >> Hi, >> >> I found this article via www.gaming4health.com >> "IBM Creating Virtual Worlds User Interface for the Blind" >> http://www.seriousgamessource.com/item.php?story=21710 >> >> Is this related to "Text SL" ? >> >> >> Regards, >> Sandra >> >> ____________________________________________________________________ >> Psssst! Schon vom neuen WEB.DE MultiMessenger geh?rt? >> Der kann`s mit allen: http://www.produkte.web.de/messenger/?did=3123 >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> > > > -- > Eelke Folmer > Assistant Professor > Department of Computer Science and Engineering > University of Nevada, Reno > http://www.eelke.com > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Mon Jan 5 18:39:51 2009 From: richard at audiogames.net (AudioGames.net) Date: Tue, 6 Jan 2009 00:39:51 +0100 Subject: [games_access] Nano Games References: Message-ID: <143625F520874DDD92B964D90D77C9CD@Delletje> Wow, excellent find! Really amazing! Is Dennis in contact with the SIG? Only one small remark about something that I encountered and that is the Hue-setting might not be a sufficient solution for colour blind gamers. See this example: http://kmt.hku.nl/~richard/ga/pic2.jpg In this game you have to select two pieces that are the same shape and colour. In the example above I was playing without any colour and encountered the mistake above. The solution is below: http://kmt.hku.nl/~richard/ga/pic1.jpg I like the Hue setting very much though... Great find, Barry! Greets, Richard ----- Original Message ----- From: Barrie Ellis To: IGDA Games Accessibility SIG Mailing List Sent: Monday, January 05, 2009 11:17 PM Subject: [games_access] Nano Games Don't know if you're all aware or not of Dennis Asher's excellent Nanogames accessible web games project: http://www.nanogames.com/ This from the front page: a.. Adjust the speed and difficulty of the games through a very wide range. b.. Support for alternative access methods. Nanogames can be controled using a mouse or the keyboard and even played as single switch games (controled using a mouse click or key press or any device that emulates the keyboard or mouse click). There are a wide range of such devices available from miniature and expanded keyboards, through to mouse emulators like head mouse and touch screens. c.. Built-in Single Switch Scanning - all games can be played using a single switch. d.. Low Vision support - the game size and contrast can be increased for seniors and low vision game players. e.. All the Nanogames use a uniform interface. There is no need to learn a new adaptation method for each game. It will take a little time learning how to adapt the first game, the rest is easy. ------------------------------------------------------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access ----- Original Message ----- From: Barrie Ellis To: IGDA Games Accessibility SIG Mailing List Sent: Monday, January 05, 2009 11:17 PM Subject: [games_access] Nano Games Don't know if you're all aware or not of Dennis Asher's excellent Nanogames accessible web games project: http://www.nanogames.com/ This from the front page: a.. Adjust the speed and difficulty of the games through a very wide range. b.. Support for alternative access methods. Nanogames can be controled using a mouse or the keyboard and even played as single switch games (controled using a mouse click or key press or any device that emulates the keyboard or mouse click). There are a wide range of such devices available from miniature and expanded keyboards, through to mouse emulators like head mouse and touch screens. c.. Built-in Single Switch Scanning - all games can be played using a single switch. d.. Low Vision support - the game size and contrast can be increased for seniors and low vision game players. e.. All the Nanogames use a uniform interface. There is no need to learn a new adaptation method for each game. It will take a little time learning how to adapt the first game, the rest is easy. ------------------------------------------------------------------------------ _______________________________________________ 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 rkimball at gmail.com Mon Jan 5 23:55:46 2009 From: rkimball at gmail.com (Reid Kimball) Date: Mon, 5 Jan 2009 20:55:46 -0800 Subject: [games_access] games_access Digest, Vol 57, Issue 4 In-Reply-To: <563254055@web.de> References: <563254055@web.de> Message-ID: On Sun, Jan 4, 2009 at 2:31 PM, Sandra Uhling wrote: > Hi all, > > @Reid > A good idea with the log file. > How should the logfile be accessible ? > In the game or when the game is exited. I prefer, access in game, but that's just me. > Maybe it should be saved like savegames, > like the user wants or separate for each level ? > It need also a good search function or/and structure. One can get as creative as they like with this. Separate logs per character as an example. All depends on your and the player's needs. > Subtitle and information who says it: > How important are the names ? > Is it enough to have a colour coding to know who said it? > Is there a colour that would be bad with a black background ? I think they are very important because deaf players can't hear that one voice sounds female and another sound male for example. You could color code, but must be consistent so that players learn that green is always for one character and no other. But then you lose the ability to color code sounds by type, (hazard, friendly, information) like I did in Doom3[CC]. Based on color theory some colors do not mix well, so yes, black background can pose problems for text in certain colors. Forgive me for not making a comprehensive list now. If someone who knows color theory can let us know which colors shouldn't be used for text on a black background please share. > Testing: yes > I also saw a subtitle that was nearly hidden. > I have already a 24" Widescreen. > > Maybe stupid question, but it should be possible that too long sentence > are divided into two ? Yes, the CC sys should allow for multiple lines to be displayed sequentially, one after the other, or to scroll through a long paragraph, only showing a couple lines at a time. Thanks for the questions, it's confirming my plans to make a CC manual for developers will be useful. > Best regards, > Sandra > > _______________________________________________________________________ > T?glich 1.000.000 Euro gewinnen! Jetzt kostenlos WEB.DE MillionenKlick > spielen! https://millionenklick.web.de/?mc=mail at footer.mklick@home > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From oneswitch at googlemail.com Tue Jan 6 04:15:33 2009 From: oneswitch at googlemail.com (oneswitch at googlemail.com) Date: Tue, 6 Jan 2009 09:15:33 -0000 Subject: [games_access] Nano Games References: <143625F520874DDD92B964D90D77C9CD@Delletje> Message-ID: <60C09EC09E794A609F3B16862898F639@oneswitch> I've passed on your comments on NanoGames.com Richard, which I'm sure will be appreciated. If anyone else would like to assist Dennis Asher in honing his accessibility interface - please do get in touch with him as he's keen for feedback: http://www.nanogames.com/contact.php And regarding the text client for Second Life - could you find time Eelke to maybe post a little on the IGDA GASIG Blog as I think this is a superb project? To keep the blog lively it would be great if people could find time to post new finds there when they get a chance in 2009. For those who have not seen our blog for a while - please do take a look down the right-side links sections as there's some great new accessible gaming blogs and sites to look at: http://gameaccessibility.blogspot.com/ Barrie OneSwitch.org.uk ----- Original Message ----- From: AudioGames.net To: IGDA Games Accessibility SIG Mailing List Sent: Monday, January 05, 2009 11:39 PM Subject: Re: [games_access] Nano Games Wow, excellent find! Really amazing! Is Dennis in contact with the SIG? Only one small remark about something that I encountered and that is the Hue-setting might not be a sufficient solution for colour blind gamers. See this example: http://kmt.hku.nl/~richard/ga/pic2.jpg In this game you have to select two pieces that are the same shape and colour. In the example above I was playing without any colour and encountered the mistake above. The solution is below: http://kmt.hku.nl/~richard/ga/pic1.jpg I like the Hue setting very much though... Great find, Barry! Greets, Richard ----- Original Message ----- From: Barrie Ellis To: IGDA Games Accessibility SIG Mailing List Sent: Monday, January 05, 2009 11:17 PM Subject: [games_access] Nano Games Don't know if you're all aware or not of Dennis Asher's excellent Nanogames accessible web games project: http://www.nanogames.com/ This from the front page: a.. Adjust the speed and difficulty of the games through a very wide range. b.. Support for alternative access methods. Nanogames can be controled using a mouse or the keyboard and even played as single switch games (controled using a mouse click or key press or any device that emulates the keyboard or mouse click). There are a wide range of such devices available from miniature and expanded keyboards, through to mouse emulators like head mouse and touch screens. c.. Built-in Single Switch Scanning - all games can be played using a single switch. d.. Low Vision support - the game size and contrast can be increased for seniors and low vision game players. e.. All the Nanogames use a uniform interface. There is no need to learn a new adaptation method for each game. It will take a little time learning how to adapt the first game, the rest is easy. ---------------------------------------------------------------------------- _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access ----- Original Message ----- From: Barrie Ellis To: IGDA Games Accessibility SIG Mailing List Sent: Monday, January 05, 2009 11:17 PM Subject: [games_access] Nano Games Don't know if you're all aware or not of Dennis Asher's excellent Nanogames accessible web games project: http://www.nanogames.com/ This from the front page: a.. Adjust the speed and difficulty of the games through a very wide range. b.. Support for alternative access methods. Nanogames can be controled using a mouse or the keyboard and even played as single switch games (controled using a mouse click or key press or any device that emulates the keyboard or mouse click). There are a wide range of such devices available from miniature and expanded keyboards, through to mouse emulators like head mouse and touch screens. c.. Built-in Single Switch Scanning - all games can be played using a single switch. d.. Low Vision support - the game size and contrast can be increased for seniors and low vision game players. e.. All the Nanogames use a uniform interface. There is no need to learn a new adaptation method for each game. It will take a little time learning how to adapt the first game, the rest is easy. ---------------------------------------------------------------------------- _______________________________________________ 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 Tue Jan 6 05:06:02 2009 From: jbannick at 7128.com (John Bannick) Date: Tue, 6 Jan 2009 05:06:02 -0500 (EST) Subject: [games_access] Nano Games Message-ID: <1257.76.119.138.66.1231236362.squirrel@webmail.enigami.com> Barrie, Way cool. Thanks for pointing us at an outstanding resource. John From barrie.ellis at oneswitch.org.uk Tue Jan 6 05:13:02 2009 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Tue, 6 Jan 2009 10:13:02 -0000 Subject: [games_access] Fw: Nano Games Message-ID: <577ADF9E98E8427595A3F3EFD57EECF9@oneswitch> Cheers John. I've passed on your comments on NanoGames.com Richard, which I'm sure will be appreciated. If anyone else would like to assist Dennis Asher in honing his accessibility interface - please do get in touch with him as he's keen for feedback: http://www.nanogames.com/contact.php And regarding the text client for Second Life - could you find time Eelke to maybe post a little on the IGDA GASIG Blog as I think this is a superb project? To keep the blog lively it would be great if people could find time to post new finds there when they get a chance in 2009. For those who have not seen our blog for a while - please do take a look down the right-side links sections as there's some great new accessible gaming blogs and sites to look at: http://gameaccessibility.blogspot.com/ Barrie OneSwitch.org.uk ----- Original Message ----- From: AudioGames.net To: IGDA Games Accessibility SIG Mailing List Sent: Monday, January 05, 2009 11:39 PM Subject: Re: [games_access] Nano Games Wow, excellent find! Really amazing! Is Dennis in contact with the SIG? Only one small remark about something that I encountered and that is the Hue-setting might not be a sufficient solution for colour blind gamers. See this example: http://kmt.hku.nl/~richard/ga/pic2.jpg In this game you have to select two pieces that are the same shape and colour. In the example above I was playing without any colour and encountered the mistake above. The solution is below: http://kmt.hku.nl/~richard/ga/pic1.jpg I like the Hue setting very much though... Great find, Barry! Greets, Richard ----- Original Message ----- From: Barrie Ellis To: IGDA Games Accessibility SIG Mailing List Sent: Monday, January 05, 2009 11:17 PM Subject: [games_access] Nano Games Don't know if you're all aware or not of Dennis Asher's excellent Nanogames accessible web games project: http://www.nanogames.com/ This from the front page: a.. Adjust the speed and difficulty of the games through a very wide range. b.. Support for alternative access methods. Nanogames can be controled using a mouse or the keyboard and even played as single switch games (controled using a mouse click or key press or any device that emulates the keyboard or mouse click). There are a wide range of such devices available from miniature and expanded keyboards, through to mouse emulators like head mouse and touch screens. c.. Built-in Single Switch Scanning - all games can be played using a single switch. d.. Low Vision support - the game size and contrast can be increased for seniors and low vision game players. e.. All the Nanogames use a uniform interface. There is no need to learn a new adaptation method for each game. It will take a little time learning how to adapt the first game, the rest is easy. ---------------------------------------------------------------------------- _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access ----- Original Message ----- From: Barrie Ellis To: IGDA Games Accessibility SIG Mailing List Sent: Monday, January 05, 2009 11:17 PM Subject: [games_access] Nano Games Don't know if you're all aware or not of Dennis Asher's excellent Nanogames accessible web games project: http://www.nanogames.com/ This from the front page: a.. Adjust the speed and difficulty of the games through a very wide range. b.. Support for alternative access methods. Nanogames can be controled using a mouse or the keyboard and even played as single switch games (controled using a mouse click or key press or any device that emulates the keyboard or mouse click). There are a wide range of such devices available from miniature and expanded keyboards, through to mouse emulators like head mouse and touch screens. c.. Built-in Single Switch Scanning - all games can be played using a single switch. d.. Low Vision support - the game size and contrast can be increased for seniors and low vision game players. e.. All the Nanogames use a uniform interface. There is no need to learn a new adaptation method for each game. It will take a little time learning how to adapt the first game, the rest is easy. ---------------------------------------------------------------------------- _______________________________________________ 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 Tue Jan 6 05:20:26 2009 From: thomas at pininteractive.com (Thomas Westin) Date: Tue, 6 Jan 2009 11:20:26 +0100 Subject: [games_access] games_access Digest, Vol 57, Issue 4 In-Reply-To: References: <563254055@web.de> Message-ID: <8B5A0DA2-C809-48C3-B7BC-0BEC42AB75DC@pininteractive.com> and also color coding is a problem for those who are deaf + color blind perhaps using bold for male, normal for female or some non-color indication (in addition to color coding) + similar for types, e.g italic for hazard, normal for friendly underscore for information /Thomas On 6 jan 2009, at 05.55, Reid Kimball wrote: > I think they are very important because deaf players can't hear that > one voice sounds female and another sound male for example. You could > color code, but must be consistent so that players learn that green is > always for one character and no other. But then you lose the ability > to color code sounds by type, (hazard, friendly, information) like I > did in Doom3[CC]. > > Based on color theory some colors do not mix well, so yes, black > background can pose problems for text in certain colors. Forgive me > for not making a comprehensive list now. If someone who knows color > theory can let us know which colors shouldn't be used for text on a > black background please share. -------------- next part -------------- An HTML attachment was scrubbed... URL: From richard at audiogames.net Tue Jan 6 05:42:29 2009 From: richard at audiogames.net (AudioGames) Date: Tue, 6 Jan 2009 11:42:29 +0100 Subject: [games_access] games_access Digest, Vol 57, Issue 4 References: <563254055@web.de> <8B5A0DA2-C809-48C3-B7BC-0BEC42AB75DC@pininteractive.com> Message-ID: <37CDB67F82EC4EFFB5BF83E9FC9978EE@PC10815> Hi, I'm currently busy with setting up a research project focusing on (animated) sound balloons [1], an idea of mine while writing the The Sound Alternative article (http://www.accessibility.nl/games/index.php?pagefile=soundalternative). In short, the concept can best be compared to having (animated) traffic signs in a 3D environment that communicate both 'important' and 'immersive' sound information. The balloon shape/appearance, its tail location, and possible its animation would be used to substitute things like textual color coding, bold, italic, underscore, etc. - to make it more appealing, fun, clear, verisimitile, etc. I'm still in the early stages of setting this project up (still mailing with Reid and several deaf institutions) so any feedback on the concept ([2]) would be very grateful. The funny thing is that yesterday I received an email of a fellow game audio researcher who published an online article about game audio (http://gamestudies.org/0802/articles/jorgensen). Instead of using actual footage of the the game to illustrate her story, she used images with 'sound balloons' :) And somehow, it works ;) Greets, Richard [1] more correctly: "(animated) sound balloons as alternative for sound in virtual 3D environments?" [2] Before writing the actual project proposal, I first want to check if there really is a need out there for such an alternative for [CC] I made the following list of potential shortcomings of [CC] in games in order to justify this research: 1) the location of the sound is not communicated through [CC] (unless of course: "Zombie Scream to your left")? 2) the behaviour of the sound is not (clearly) communicated through [CC] > if you have "dripping liquid sound", then: how fast is it dripping? is it liquid dripping in liquid or on concrete? Or...? 3) [CC] forces you to look at a specific area of the screen, (partly) removing your focus from the game(world) 4) There's no distinction between different types of sound (background music <> dialog <> interface sound ... also see: http://www.gamasutra.com/view/feature/3509/ieza_a_framework_for_game_audio.php ) 5) ... ? Although I can imagine that new alternatives like animated sound balloons could maybe improve accessibility for hearing impaired users by being "better" than [CC], my question is "is there really a need for improvement?". In other words: are these shortcomings actual problems? Reid replied (a lot, this is a snip ;) : "Regarding whether these shortcomings are actual problems. They could be, it depends on the player and the game. My reason for captioning sounds is so players aren't at a disadvantage. So if its important to know that a sound is "rapid" or hitting a specific material, then it must be communicated to the deaf player. Otherwise, their play experience will be frustrating. To me, the question is whether an enhanced text CC system using the suggestions I outlined above can solve the shortcomings or is an animated balloon system required? I feel with careful work the text CC can include the commonly missed information you seek to provide with an animated CC system." This is the conversation so far, would be grateful for your input :) ----- Original Message ----- From: Thomas Westin To: IGDA Games Accessibility SIG Mailing List Sent: Tuesday, January 06, 2009 11:20 AM Subject: Re: [games_access] games_access Digest, Vol 57, Issue 4 and also color coding is a problem for those who are deaf + color blind perhaps using bold for male, normal for female or some non-color indication (in addition to color coding) + similar for types, e.g italic for hazard, normal for friendly underscore for information /Thomas On 6 jan 2009, at 05.55, Reid Kimball wrote: I think they are very important because deaf players can't hear that one voice sounds female and another sound male for example. You could color code, but must be consistent so that players learn that green is always for one character and no other. But then you lose the ability to color code sounds by type, (hazard, friendly, information) like I did in Doom3[CC]. Based on color theory some colors do not mix well, so yes, black background can pose problems for text in certain colors. Forgive me for not making a comprehensive list now. If someone who knows color theory can let us know which colors shouldn't be used for text on a black background please share. ------------------------------------------------------------------------------ _______________________________________________ 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 Tue Jan 6 05:54:04 2009 From: richard at audiogames.net (AudioGames) Date: Tue, 6 Jan 2009 11:54:04 +0100 Subject: [games_access] games_access Digest, Vol 57, Issue 4 References: <563254055@web.de><8B5A0DA2-C809-48C3-B7BC-0BEC42AB75DC@pininteractive.com> <37CDB67F82EC4EFFB5BF83E9FC9978EE@PC10815> Message-ID: Hi again, Just one thing I forgot: with sound balloons I aim to try and represent diegetic (auditory) information (err... see: http://www.gamasutra.com/view/feature/3509/ieza_a_framework_for_game_audio.php ) as a diegetic (visual) information alternative [1]. [CC] right now is a non-diegetic-only representation of both diegetic and non-diegetic auditory information and I think that it is worthwhile to look at other alternatives because of that ;) Greets, Richard [1] or more precise: a non-diegetic visual information representation with diegetic properties). ----- Original Message ----- From: AudioGames To: IGDA Games Accessibility SIG Mailing List Sent: Tuesday, January 06, 2009 11:42 AM Subject: Re: [games_access] games_access Digest, Vol 57, Issue 4 Hi, I'm currently busy with setting up a research project focusing on (animated) sound balloons [1], an idea of mine while writing the The Sound Alternative article (http://www.accessibility.nl/games/index.php?pagefile=soundalternative). In short, the concept can best be compared to having (animated) traffic signs in a 3D environment that communicate both 'important' and 'immersive' sound information. The balloon shape/appearance, its tail location, and possible its animation would be used to substitute things like textual color coding, bold, italic, underscore, etc. - to make it more appealing, fun, clear, verisimitile, etc. I'm still in the early stages of setting this project up (still mailing with Reid and several deaf institutions) so any feedback on the concept ([2]) would be very grateful. The funny thing is that yesterday I received an email of a fellow game audio researcher who published an online article about game audio (http://gamestudies.org/0802/articles/jorgensen). Instead of using actual footage of the the game to illustrate her story, she used images with 'sound balloons' :) And somehow, it works ;) Greets, Richard [1] more correctly: "(animated) sound balloons as alternative for sound in virtual 3D environments?" [2] Before writing the actual project proposal, I first want to check if there really is a need out there for such an alternative for [CC] I made the following list of potential shortcomings of [CC] in games in order to justify this research: 1) the location of the sound is not communicated through [CC] (unless of course: "Zombie Scream to your left")? 2) the behaviour of the sound is not (clearly) communicated through [CC] > if you have "dripping liquid sound", then: how fast is it dripping? is it liquid dripping in liquid or on concrete? Or...? 3) [CC] forces you to look at a specific area of the screen, (partly) removing your focus from the game(world) 4) There's no distinction between different types of sound (background music <> dialog <> interface sound ... also see: http://www.gamasutra.com/view/feature/3509/ieza_a_framework_for_game_audio.php ) 5) ... ? Although I can imagine that new alternatives like animated sound balloons could maybe improve accessibility for hearing impaired users by being "better" than [CC], my question is "is there really a need for improvement?". In other words: are these shortcomings actual problems? Reid replied (a lot, this is a snip ;) : "Regarding whether these shortcomings are actual problems. They could be, it depends on the player and the game. My reason for captioning sounds is so players aren't at a disadvantage. So if its important to know that a sound is "rapid" or hitting a specific material, then it must be communicated to the deaf player. Otherwise, their play experience will be frustrating. To me, the question is whether an enhanced text CC system using the suggestions I outlined above can solve the shortcomings or is an animated balloon system required? I feel with careful work the text CC can include the commonly missed information you seek to provide with an animated CC system." This is the conversation so far, would be grateful for your input :) ----- Original Message ----- From: Thomas Westin To: IGDA Games Accessibility SIG Mailing List Sent: Tuesday, January 06, 2009 11:20 AM Subject: Re: [games_access] games_access Digest, Vol 57, Issue 4 and also color coding is a problem for those who are deaf + color blind perhaps using bold for male, normal for female or some non-color indication (in addition to color coding) + similar for types, e.g italic for hazard, normal for friendly underscore for information /Thomas On 6 jan 2009, at 05.55, Reid Kimball wrote: I think they are very important because deaf players can't hear that one voice sounds female and another sound male for example. You could color code, but must be consistent so that players learn that green is always for one character and no other. But then you lose the ability to color code sounds by type, (hazard, friendly, information) like I did in Doom3[CC]. Based on color theory some colors do not mix well, so yes, black background can pose problems for text in certain colors. Forgive me for not making a comprehensive list now. If someone who knows color theory can let us know which colors shouldn't be used for text on a black background please share. ---------------------------------------------------------------------------- _______________________________________________ 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 sandra_uhling at web.de Tue Jan 6 08:58:54 2009 From: sandra_uhling at web.de (Sandra Uhling) Date: Tue, 06 Jan 2009 14:58:54 +0100 Subject: [games_access] Richards Question about enhanced cc system Message-ID: <564734739@web.de> Hi, Richard wrote: > 1) the location of the sound is not communicated through [CC] (unless of course: "Zombie Scream to your left")? > 2) the behaviour of the sound is not (clearly) communicated through [CC] > if you have "dripping liquid sound", then: how fast is it dripping? is it liquid dripping in liquid or on concrete? Or...? > 3) [CC] forces you to look at a specific area of the screen, (partly) removing your focus from the game(world) > 4) There's no distinction between different types of sound (background music <> dialog <> interface sound ... also see: http://www.gamasutra.com/view/feature/3509/ieza_a_framework_for_game_audio.php ) > 5) ... ? Here is my feedback based on my Experience (also when this is not much): 1) For shooter I think a "danger meter" is better as [CC], for the overview. For example like Crysis, you see where the enemies are and how danger it is. But I am not sure about "close combat". Maybe there is could be helpful to "see the sounds". For example where is the arm, the knife, where is the enemy exactly ? This would also make a better immersion ? (Little off-topic: I think that the sound alternatives in Terrestrial Invaders can also be fun to people who can hear, I like it) Sometimes there is a puzzle in a game, where it is important to see where the sound comes from, for example for information where to go, to focus next, what object to interact with ... In Tomb Raider Lara is often looking to an interesting and important direction. Maybe some games uses this with sound. 2) maybe also the "danger" is not shown. Is everything alright, is something important going on, is something bad going on, is there a danger coming, ... In Tomb Raider the first level, Lara is going through a gang and there is lots of fire. Then there is a sound that shows it is better to stop and wait. The sounds gives here the hint that there is something very bad, so you better stop and wait. This could be done with a blur screen or some other screen effects. How far away is the danger: In sound you can have far away sounds and near sounds. So you hear if the danger is far away or near you. 3) I also would like ballons more than CC for special events. For example in a puzzle where comes the sound from. In a combat: you should focus on the screen. And it is important to get the sounds in the area, where the combat is. I hope this can help a little. In general: maybe we should plan some wiki pages, where we collect notes for special topics ? Regards, Sandra ____________________________________________________________________ Psssst! Schon vom neuen WEB.DE MultiMessenger geh?rt? Der kann`s mit allen: http://www.produkte.web.de/messenger/?did=3123 From richard at audiogames.net Tue Jan 6 09:10:58 2009 From: richard at audiogames.net (AudioGames) Date: Tue, 6 Jan 2009 15:10:58 +0100 Subject: [games_access] Richards Question about enhanced cc system References: <564734739@web.de> Message-ID: <4A0EC50468264835AB447A76F378BBA4@PC10815> Thanks for you feedback, Sandra! Yes, we have WIKI-pages (http://www.igda.org/wiki/Game_Accessibility_SIG) but they're mostly used for SIG-stuff, not GA-stuff (long story - wait untill Michelle is back from surgery). However, we can use them in the meanwhile. Maybe add a new "Notes/Work In Progrss" category just for notes and stuff (which maybe is only available for people SIG people?)? Greets, Richard ----- Original Message ----- From: "Sandra Uhling" To: Sent: Tuesday, January 06, 2009 2:58 PM Subject: [games_access] Richards Question about enhanced cc system Hi, Richard wrote: > 1) the location of the sound is not communicated through [CC] (unless of course: "Zombie Scream to your left")? > 2) the behaviour of the sound is not (clearly) communicated through [CC] > if you have "dripping liquid sound", then: how fast is > it dripping? is it liquid dripping in liquid or on concrete? Or...? > 3) [CC] forces you to look at a specific area of the screen, (partly) removing your focus from the game(world) > 4) There's no distinction between different types of sound (background music <> dialog <> interface sound ... also see: > http://www.gamasutra.com/view/feature/3509/ieza_a_framework_for_game_audio.php ) > 5) ... ? Here is my feedback based on my Experience (also when this is not much): 1) For shooter I think a "danger meter" is better as [CC], for the overview. For example like Crysis, you see where the enemies are and how danger it is. But I am not sure about "close combat". Maybe there is could be helpful to "see the sounds". For example where is the arm, the knife, where is the enemy exactly ? This would also make a better immersion ? (Little off-topic: I think that the sound alternatives in Terrestrial Invaders can also be fun to people who can hear, I like it) Sometimes there is a puzzle in a game, where it is important to see where the sound comes from, for example for information where to go, to focus next, what object to interact with ... In Tomb Raider Lara is often looking to an interesting and important direction. Maybe some games uses this with sound. 2) maybe also the "danger" is not shown. Is everything alright, is something important going on, is something bad going on, is there a danger coming, ... In Tomb Raider the first level, Lara is going through a gang and there is lots of fire. Then there is a sound that shows it is better to stop and wait. The sounds gives here the hint that there is something very bad, so you better stop and wait. This could be done with a blur screen or some other screen effects. How far away is the danger: In sound you can have far away sounds and near sounds. So you hear if the danger is far away or near you. 3) I also would like ballons more than CC for special events. For example in a puzzle where comes the sound from. In a combat: you should focus on the screen. And it is important to get the sounds in the area, where the combat is. I hope this can help a little. In general: maybe we should plan some wiki pages, where we collect notes for special topics ? Regards, Sandra ____________________________________________________________________ Psssst! Schon vom neuen WEB.DE MultiMessenger geh?rt? Der kann`s mit allen: http://www.produkte.web.de/messenger/?did=3123 _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From foreversublime at hotmail.com Wed Jan 7 11:59:11 2009 From: foreversublime at hotmail.com (Matthias Troup) Date: Wed, 7 Jan 2009 11:59:11 -0500 Subject: [games_access] games_access Digest, Vol 57, Issue 4 In-Reply-To: <8B5A0DA2-C809-48C3-B7BC-0BEC42AB75DC@pininteractive.com> References: <563254055@web.de> <8B5A0DA2-C809-48C3-B7BC-0BEC42AB75DC@pininteractive.com> Message-ID: I found Thomas' suggestion interesting for a few reasons... but I'll cut to the chase... I forwarded Thomas' email to a friend that replied in part: "Wow, very cool. But you have to remember that that's something of a practice already done in comic books for decades :)" Question: Is anyone here a comic book guru? My friend may have just been cheeky. I know some professional comic writers and could ask if they have further guidance on the subject of typography... but if those bases are covered here already feel free to add your input as to how games are NOT like comic books. *wink. From: thomas at pininteractive.comTo: games_access at igda.orgDate: Tue, 6 Jan 2009 11:20:26 +0100Subject: Re: [games_access] games_access Digest, Vol 57, Issue 4and also color coding is a problem for those who are deaf + color blind perhaps using bold for male, normal for female or some non-color indication (in addition to color coding) + similar for types, e.g italic for hazard, normal for friendly underscore for information /Thomas On 6 jan 2009, at 05.55, Reid Kimball wrote: I think they are very important because deaf players can't hear thatone voice sounds female and another sound male for example. You couldcolor code, but must be consistent so that players learn that green isalways for one character and no other. But then you lose the abilityto color code sounds by type, (hazard, friendly, information) like Idid in Doom3[CC].Based on color theory some colors do not mix well, so yes, blackbackground can pose problems for text in certain colors. Forgive mefor not making a comprehensive list now. If someone who knows colortheory can let us know which colors shouldn't be used for text on ablack background please share. _________________________________________________________________ Windows LiveTM: Keep your life in sync. http://windowslive.com/howitworks?ocid=TXT_TAGLM_WL_t1_allup_howitworks_012009 -------------- next part -------------- An HTML attachment was scrubbed... URL: From rkimball at gmail.com Wed Jan 7 12:04:08 2009 From: rkimball at gmail.com (Reid Kimball) Date: Wed, 7 Jan 2009 09:04:08 -0800 Subject: [games_access] games_access Digest, Vol 57, Issue 4 In-Reply-To: References: <563254055@web.de> <8B5A0DA2-C809-48C3-B7BC-0BEC42AB75DC@pininteractive.com> Message-ID: It might work in games, but I'm afraid it would end up looking like a webpage from the early 1990's. Every other word having some type of effect applied to it. Many hard of hearing or deaf people also have vision difficulties, italics mixed with underlines, etc will be hard to read. But if someone wants to prove this out, please do. -Reid On Wed, Jan 7, 2009 at 8:59 AM, Matthias Troup wrote: > I found Thomas' suggestion interesting for a few reasons... but I'll cut to > the chase... I forwarded Thomas' email to a friend that replied in part: > > "Wow, very cool. But you have to remember that that's something of a > practice already done in comic books for decades :)" > > Question: Is anyone here a comic book guru? My friend may have just been > cheeky. I know some professional comic writers and could ask if they have > further guidance on the subject of typography... but if those bases are > covered here already feel free to add your input as to how games are NOT > like comic books. *wink. > > > > > > > ________________________________ > From: thomas at pininteractive.com > To: games_access at igda.org > Date: Tue, 6 Jan 2009 11:20:26 +0100 > Subject: Re: [games_access] games_access Digest, Vol 57, Issue 4 > > and also color coding is a problem for those who are deaf + color blind > > perhaps using bold for male, normal for female or some non-color indication > (in addition to color coding) > + similar for types, e.g > italic for hazard, normal for friendly > underscore for information > /Thomas > On 6 jan 2009, at 05.55, Reid Kimball wrote: > > I think they are very important because deaf players can't hear that > one voice sounds female and another sound male for example. You could > color code, but must be consistent so that players learn that green is > always for one character and no other. But then you lose the ability > to color code sounds by type, (hazard, friendly, information) like I > did in Doom3[CC]. > > Based on color theory some colors do not mix well, so yes, black > background can pose problems for text in certain colors. Forgive me > for not making a comprehensive list now. If someone who knows color > theory can let us know which colors shouldn't be used for text on a > black background please share. > > ________________________________ > Windows LiveTM: Keep your life in sync. See how it works. > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From thomas at pininteractive.com Wed Jan 7 12:19:02 2009 From: thomas at pininteractive.com (Thomas Westin) Date: Wed, 7 Jan 2009 18:19:02 +0100 Subject: [games_access] games_access Digest, Vol 57, Issue 4 In-Reply-To: References: <563254055@web.de><8B5A0DA2-C809-48C3-B7BC-0BEC42AB75DC@pininteractive.com> Message-ID: <8E8054ED-37B2-425E-AF15-6CCCF487969A@pininteractive.com> I suggest such a solution to be an option for deaf + colorblind For those deaf + other visual disability may choose the color coded only version Also a high contrast text version with bold/underscore etc could work for all (except deaf + blind of course) /thomas On 7 jan 2009, at 18.04, Reid Kimball wrote: > It might work in games, but I'm afraid it would end up looking like a > webpage from the early 1990's. Every other word having some type of > effect applied to it. Many hard of hearing or deaf people also have > vision difficulties, italics mixed with underlines, etc will be hard > to read. But if someone wants to prove this out, please do. > > -Reid > > On Wed, Jan 7, 2009 at 8:59 AM, Matthias Troup > wrote: >> I found Thomas' suggestion interesting for a few reasons... but >> I'll cut to >> the chase... I forwarded Thomas' email to a friend that replied in >> part: >> >> "Wow, very cool. But you have to remember that that's something of a >> practice already done in comic books for decades :)" >> >> Question: Is anyone here a comic book guru? My friend may have >> just been >> cheeky. I know some professional comic writers and could ask if >> they have >> further guidance on the subject of typography... but if those bases >> are >> covered here already feel free to add your input as to how games >> are NOT >> like comic books. *wink. >> >> >> >> >> >> >> ________________________________ >> From: thomas at pininteractive.com >> To: games_access at igda.org >> Date: Tue, 6 Jan 2009 11:20:26 +0100 >> Subject: Re: [games_access] games_access Digest, Vol 57, Issue 4 >> >> and also color coding is a problem for those who are deaf + color >> blind >> >> perhaps using bold for male, normal for female or some non-color >> indication >> (in addition to color coding) >> + similar for types, e.g >> italic for hazard, normal for friendly >> underscore for information >> /Thomas >> On 6 jan 2009, at 05.55, Reid Kimball wrote: >> >> I think they are very important because deaf players can't hear that >> one voice sounds female and another sound male for example. You could >> color code, but must be consistent so that players learn that green >> is >> always for one character and no other. But then you lose the ability >> to color code sounds by type, (hazard, friendly, information) like I >> did in Doom3[CC]. >> >> Based on color theory some colors do not mix well, so yes, black >> background can pose problems for text in certain colors. Forgive me >> for not making a comprehensive list now. If someone who knows color >> theory can let us know which colors shouldn't be used for text on a >> black background please share. >> >> ________________________________ >> Windows LiveTM: Keep your life in sync. See how it works. >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> >> > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From reid at rbkdesign.com Wed Jan 7 14:43:53 2009 From: reid at rbkdesign.com (Reid Kimball) Date: Wed, 7 Jan 2009 11:43:53 -0800 Subject: [games_access] One button MacBook! Message-ID: If you think making a one button game is hard, try a laptop! The Onion in true fashion gives us a great look at the new one button MacBook! No more keyboard! Yeahhs!!!11 Sorry this isn't directly game accessibility related, but thought we'd all enjoy the laugh. -Reid From agdev at thechases.com Wed Jan 7 15:06:11 2009 From: agdev at thechases.com (Tim Chase) Date: Wed, 07 Jan 2009 14:06:11 -0600 Subject: [games_access] One button MacBook! In-Reply-To: References: Message-ID: <49650B33.2040709@thechases.com> > If you think making a one button game is hard, try a laptop! The Onion > in true fashion gives us a great look at the new one button MacBook! > No more keyboard! Yeahhs!!!11 > > Sorry this isn't directly game accessibility related, but thought we'd > all enjoy the laugh. You forget to include a link? ;-) A quick google suggests this: http://www.theonion.com/content/video/apple_introduces_revolutionary is what you were talking about. -tim From rkimball at gmail.com Wed Jan 7 15:13:12 2009 From: rkimball at gmail.com (Reid Kimball) Date: Wed, 7 Jan 2009 12:13:12 -0800 Subject: [games_access] One button MacBook! In-Reply-To: <49650B33.2040709@thechases.com> References: <49650B33.2040709@thechases.com> Message-ID: Thanks for the save Tim, yes you are right, that's the link I forgot to post, sorry for the confusion. Looks like my keyboard is too complex for me, can't figure out that ctrl-v (paste) thingy. -Reid On Wed, Jan 7, 2009 at 12:06 PM, Tim Chase wrote: >> If you think making a one button game is hard, try a laptop! The Onion >> in true fashion gives us a great look at the new one button MacBook! >> No more keyboard! Yeahhs!!!11 >> >> Sorry this isn't directly game accessibility related, but thought we'd >> all enjoy the laugh. > > You forget to include a link? ;-) > > A quick google suggests this: > > http://www.theonion.com/content/video/apple_introduces_revolutionary > > is what you were talking about. > > -tim > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From thomas at pininteractive.com Wed Jan 7 16:17:57 2009 From: thomas at pininteractive.com (Thomas Westin) Date: Wed, 7 Jan 2009 22:17:57 +0100 Subject: [games_access] One button MacBook! In-Reply-To: References: <49650B33.2040709@thechases.com> Message-ID: <8F6F11F8-2E60-4705-BADE-27D3F8B0B03F@pininteractive.com> Then you definitely should buy a mac book wheel :) ROFL /thomas On 7 jan 2009, at 21.13, Reid Kimball wrote: > Looks like my keyboard is too > complex for me, can't figure out that ctrl-v (paste) thingy From barrie.ellis at oneswitch.org.uk Wed Jan 7 16:28:16 2009 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Wed, 7 Jan 2009 21:28:16 -0000 Subject: [games_access] One button MacBook! References: <49650B33.2040709@thechases.com> Message-ID: Seen the Mactini? http://uk.youtube.com/watch?v=noe3kR8KqJc Barrie ----- Original Message ----- From: "Tim Chase" To: "IGDA Games Accessibility SIG Mailing List" Sent: Wednesday, January 07, 2009 8:06 PM Subject: Re: [games_access] One button MacBook! >> If you think making a one button game is hard, try a laptop! The Onion >> in true fashion gives us a great look at the new one button MacBook! >> No more keyboard! Yeahhs!!!11 >> >> Sorry this isn't directly game accessibility related, but thought we'd >> all enjoy the laugh. > > You forget to include a link? ;-) > > A quick google suggests this: > > http://www.theonion.com/content/video/apple_introduces_revolutionary > > is what you were talking about. > > -tim > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From foreversublime at hotmail.com Wed Jan 7 18:53:55 2009 From: foreversublime at hotmail.com (Matthias Troup) Date: Wed, 7 Jan 2009 18:53:55 -0500 Subject: [games_access] games_access Digest, Vol 57, Issue 4 In-Reply-To: <8E8054ED-37B2-425E-AF15-6CCCF487969A@pininteractive.com> References: <563254055@web.de><8B5A0DA2-C809-48C3-B7BC-0BEC42AB75DC@pininteractive.com> <8E8054ED-37B2-425E-AF15-6CCCF487969A@pininteractive.com> Message-ID: Yes, we're quick to condemn companies that don't offer fully customizable controls in games and I believe we could use a dose of our own medicine in regards to customizable solutions.> From: thomas at pininteractive.com> To: games_access at igda.org> Date: Wed, 7 Jan 2009 18:19:02 +0100> Subject: Re: [games_access] games_access Digest, Vol 57, Issue 4> > I suggest such a solution to be an option for deaf + colorblind> For those deaf + other visual disability may choose the color coded > only version> Also a high contrast text version with bold/underscore etc could work > for all (except deaf + blind of course)> /thomas> On 7 jan 2009, at 18.04, Reid Kimball wrote:> > > It might work in games, but I'm afraid it would end up looking like a> > webpage from the early 1990's. Every other word having some type of> > effect applied to it. Many hard of hearing or deaf people also have> > vision difficulties, italics mixed with underlines, etc will be hard> > to read. But if someone wants to prove this out, please do.> >> > -Reid> >> > On Wed, Jan 7, 2009 at 8:59 AM, Matthias Troup> > wrote:> >> I found Thomas' suggestion interesting for a few reasons... but > >> I'll cut to> >> the chase... I forwarded Thomas' email to a friend that replied in > >> part:> >>> >> "Wow, very cool. But you have to remember that that's something of a> >> practice already done in comic books for decades :)"> >>> >> Question: Is anyone here a comic book guru? My friend may have > >> just been> >> cheeky. I know some professional comic writers and could ask if > >> they have> >> further guidance on the subject of typography... but if those bases > >> are> >> covered here already feel free to add your input as to how games > >> are NOT> >> like comic books. *wink.> >>> >>> >>> >>> >>> >>> >> ________________________________> >> From: thomas at pininteractive.com> >> To: games_access at igda.org> >> Date: Tue, 6 Jan 2009 11:20:26 +0100> >> Subject: Re: [games_access] games_access Digest, Vol 57, Issue 4> >>> >> and also color coding is a problem for those who are deaf + color > >> blind> >>> >> perhaps using bold for male, normal for female or some non-color > >> indication> >> (in addition to color coding)> >> + similar for types, e.g> >> italic for hazard, normal for friendly> >> underscore for information> >> /Thomas> >> On 6 jan 2009, at 05.55, Reid Kimball wrote:> >>> >> I think they are very important because deaf players can't hear that> >> one voice sounds female and another sound male for example. You could> >> color code, but must be consistent so that players learn that green > >> is> >> always for one character and no other. But then you lose the ability> >> to color code sounds by type, (hazard, friendly, information) like I> >> did in Doom3[CC].> >>> >> Based on color theory some colors do not mix well, so yes, black> >> background can pose problems for text in certain colors. Forgive me> >> for not making a comprehensive list now. If someone who knows color> >> theory can let us know which colors shouldn't be used for text on a> >> black background please share.> >>> >> ________________________________> >> Windows LiveTM: Keep your life in sync. See how it works.> >> _______________________________________________> >> 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 _________________________________________________________________ Windows LiveTM Hotmail?: Chat. Store. Share. Do more with mail. http://windowslive.com/explore?ocid=TXT_TAGLM_WL_t1_hm_justgotbetter_explore_012009 -------------- next part -------------- An HTML attachment was scrubbed... URL: From sandra_uhling at web.de Thu Jan 8 13:26:10 2009 From: sandra_uhling at web.de (Sandra Uhling) Date: Thu, 08 Jan 2009 19:26:10 +0100 Subject: [games_access] enhanced CC system Message-ID: <567493575@web.de> Hi, Richard what do you thinkkabout force feedback and bass ? http://www.deafgamers.com/00articles/an_extra_dimension.htm Regards, Sandra ____________________________________________________________________ Psssst! Schon vom neuen WEB.DE MultiMessenger geh?rt? Der kann`s mit allen: http://www.produkte.web.de/messenger/?did=3123 From richard at audiogames.net Mon Jan 5 18:35:15 2009 From: richard at audiogames.net (AudioGames.net) Date: Tue, 6 Jan 2009 00:35:15 +0100 Subject: [games_access] Nano Games References: Message-ID: <56475C2932FA4A59B7BB59B00C0FE172@Delletje> Wow, excellent find! Really amazing! Is Dennis in contact with the SIG? Only one small remark about something that I encountered and that is the Hue-setting might not be a sufficient solution for colour blind gamers. See this example: In this game you have to select two pieces that are the same shape and colour. In the example above I was playing without any colour and encountered the mistake above. The solution is below: I like the Hue setting very much though... Great find, Barry! Greets, Richard ----- Original Message ----- From: Barrie Ellis To: IGDA Games Accessibility SIG Mailing List Sent: Monday, January 05, 2009 11:17 PM Subject: [games_access] Nano Games Don't know if you're all aware or not of Dennis Asher's excellent Nanogames accessible web games project: http://www.nanogames.com/ This from the front page: a.. Adjust the speed and difficulty of the games through a very wide range. b.. Support for alternative access methods. Nanogames can be controled using a mouse or the keyboard and even played as single switch games (controled using a mouse click or key press or any device that emulates the keyboard or mouse click). There are a wide range of such devices available from miniature and expanded keyboards, through to mouse emulators like head mouse and touch screens. c.. Built-in Single Switch Scanning - all games can be played using a single switch. d.. Low Vision support - the game size and contrast can be increased for seniors and low vision game players. e.. All the Nanogames use a uniform interface. There is no need to learn a new adaptation method for each game. It will take a little time learning how to adapt the first game, the rest is easy. ------------------------------------------------------------------------------ _______________________________________________ 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: pic2.jpg Type: image/jpeg Size: 298600 bytes Desc: not available URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: pic1.jpg Type: image/jpeg Size: 663976 bytes Desc: not available URL: From thomas at pininteractive.com Sun Jan 11 18:11:21 2009 From: thomas at pininteractive.com (Thomas Westin) Date: Mon, 12 Jan 2009 00:11:21 +0100 Subject: [games_access] Nano Games In-Reply-To: <56475C2932FA4A59B7BB59B00C0FE172@Delletje> References: <56475C2932FA4A59B7BB59B00C0FE172@Delletje> Message-ID: definitely something to include on the SIG DVD for GDC, at least a URL I'll contact Dennis /Thomas On 6 jan 2009, at 00.35, AudioGames.net wrote: > Wow, excellent find! Really amazing! Is Dennis in contact with the > SIG? Only one small remark about something that I encountered and > that is the Hue-setting might not be a sufficient solution for > colour blind gamers. See this example: > > > > In this game you have to select two pieces that are the same shape > and colour. In the example above I was playing without any colour > and encountered the mistake above. The solution is below: > > > > I like the Hue setting very much though... > > Great find, Barry! > > Greets, > > Richard > > > > > ----- Original Message ----- > From: Barrie Ellis > To: IGDA Games Accessibility SIG Mailing List > Sent: Monday, January 05, 2009 11:17 PM > Subject: [games_access] Nano Games > > Don't know if you're all aware or not of Dennis Asher's excellent > Nanogames accessible web games project: > > http://www.nanogames.com/ > > This from the front page: > > Adjust the speed and difficulty of the games through a very wide > range. > Support for alternative access methods. Nanogames can be controled > using a mouse or the keyboard and even played as single switch > games(controled using a mouse click or key press or any device that > emulates the keyboard or mouse click). There are a wide range of > such devices available from miniature and expanded keyboards, > through to mouse emulators like head mouse and touch screens. > Built-in Single Switch Scanning - all games can be played using a > single switch. > Low Vision support - the game size and contrast can be increased for > seniors and low vision game players. > All the Nanogames use a uniform interface. There is no need to learn > a new adaptation method for each game. It will take a little time > learning how to adapt the first game, the rest is easy. > > > _______________________________________________ > 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 Sun Jan 11 18:17:14 2009 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 11 Jan 2009 17:17:14 -0600 Subject: [games_access] Michelle is back In-Reply-To: References: <56475C2932FA4A59B7BB59B00C0FE172@Delletje> Message-ID: Hi all, Just an update to say that I'm recovering at home now, I have post-op pneumonia and, well, I hurt...a lot. But I'm checking email again and I'm trying to catch back up with SIG stuff (and the rest of my scary in box!!). I'm doing ok...recovery has just been MUCH slower than I had expected. Hope all is well! Michelle Chairperson, IGDA/ECA Game Accessibility SIG From thomas at pininteractive.com Sun Jan 11 18:51:19 2009 From: thomas at pininteractive.com (Thomas Westin) Date: Mon, 12 Jan 2009 00:51:19 +0100 Subject: [games_access] Michelle is back In-Reply-To: References: <56475C2932FA4A59B7BB59B00C0FE172@Delletje> Message-ID: <0F456BB1-F3F8-4F6A-AC08-8C0915C1D481@pininteractive.com> great Michelle, hope you're feeling better soon just an update -I'm working on the SIG DVD for GDC, been in touch with Jason for sponsoring + the DVD printing company -Working on other sponsoring too, waiting for a response /Thomas On 12 jan 2009, at 00.17, d. michelle hinn wrote: > Hi all, > > Just an update to say that I'm recovering at home now, I have post- > op pneumonia and, well, I hurt...a lot. But I'm checking email again > and I'm trying to catch back up with SIG stuff (and the rest of my > scary in box!!). I'm doing ok...recovery has just been MUCH slower > than I had expected. > > Hope all is well! > Michelle > Chairperson, IGDA/ECA Game Accessibility SIG > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Sun Jan 11 18:53:06 2009 From: richard at audiogames.net (AudioGames.net) Date: Mon, 12 Jan 2009 00:53:06 +0100 Subject: [games_access] Michelle is back References: <56475C2932FA4A59B7BB59B00C0FE172@Delletje> Message-ID: Yeah, the year started with loads of activity on the list and some good finds. Did the operation go well? All the best with your recovery! Richard ----- Original Message ----- From: "d. michelle hinn" To: "IGDA Games Accessibility SIG Mailing List" Sent: Monday, January 12, 2009 12:17 AM Subject: [games_access] Michelle is back > Hi all, > > Just an update to say that I'm recovering at home now, I have post-op > pneumonia and, well, I hurt...a lot. But I'm checking email again and I'm > trying to catch back up with SIG stuff (and the rest of my scary in > box!!). I'm doing ok...recovery has just been MUCH slower than I had > expected. > > Hope all is well! > Michelle > Chairperson, IGDA/ECA Game Accessibility SIG > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Sun Jan 11 19:07:34 2009 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 11 Jan 2009 18:07:34 -0600 Subject: [games_access] Michelle is back In-Reply-To: References: <56475C2932FA4A59B7BB59B00C0FE 172@Delletje> Message-ID: Operation went fine -- the pneumonia is the most annoying part though! I guess surgery in the dead of winter is not the best time...what can you do? I'm caught up on the list -- not too much activity -- you've been in self-imposed exile for quite a while! ;) Welcome back though!! Agreed some good finds. I'll be needing some help getting the annual GDC stuff together -- fliers, etc. We're looking for funding for all of this and it sounds like everything is falling through so it might be some out of pocket expense, which I have none to speak of. So if anyone has some REALLY solid leads on funding for things, let me know. We have absolutely no money to speak of and some very critical need. It would have been nice to buy a pass or two for a few extra to go to GDC but that's WAY out the window. We basically have one SIG talk (anyone else giving another talk? We will include it on the flier!), which is on the top ten/basic 101 stuff (they nixed all successful sessions including a follow up to last years REALLY well received Accessibility Arcade -- next year we'll have to look into buying that session with sponsor money if we can get any). So I'm imagining a two sized half sheet flier with the top ten or some variation of our past flier and then the session info in bold on the other side. I'm thinking black text on a light background this year -- the white on black was hard to read last year. No one's fault -- just wasn't as eye catching and the print didn't stand out when it wasn't printed in the red as it had been in Brighton. Michelle >Yeah, the year started with loads of activity on the list and some >good finds. Did the operation go well? All the best with your >recovery! > >Richard > > > >----- Original Message ----- From: "d. michelle hinn" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Monday, January 12, 2009 12:17 AM >Subject: [games_access] Michelle is back > >>Hi all, >> >>Just an update to say that I'm recovering at home now, I have >>post-op pneumonia and, well, I hurt...a lot. But I'm checking email >>again and I'm trying to catch back up with SIG stuff (and the rest >>of my scary in box!!). I'm doing ok...recovery has just been MUCH >>slower than I had expected. >> >>Hope all is well! >>Michelle >>Chairperson, IGDA/ECA Game Accessibility SIG >>_______________________________________________ >>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 jbannick at 7128.com Mon Jan 12 18:32:27 2009 From: jbannick at 7128.com (John Bannick) Date: Mon, 12 Jan 2009 18:32:27 -0500 (EST) Subject: [games_access] Michelle is back Message-ID: <61194.76.119.138.66.1231803147.squirrel@webmail.enigami.com> Michelle, Welcome back! Now please get well soon. John From thomas at pininteractive.com Tue Jan 13 16:23:11 2009 From: thomas at pininteractive.com (Thomas Westin) Date: Tue, 13 Jan 2009 22:23:11 +0100 Subject: [games_access] 3rd Call for GA-SIG DVD content, Deadline Message-ID: Hi all GDC'09 in S.F is rising on the horizon and I'm working hard to make this the best GA-SIG DVD ever The deadline for uploads is March 1st. If you want to upload stuff, contact me off-list and I'll send you the details. Got Videos, Games, Articles, Reports, User Stories, Web Resources, Other about GA? Just let me know! /Thomas 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 From hinn at uiuc.edu Tue Jan 13 16:30:52 2009 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 13 Jan 2009 15:30:52 -0600 Subject: [games_access] 3rd Call for GA-SIG DVD content, Deadline In-Reply-To: References: Message-ID: This is a really big resource we hand out so please...if you have something, this is your chance to get the word out!! Take advantage of the opportunity!! Michelle >Hi all > >GDC'09 in S.F is rising on the horizon and I'm working hard to make >this the best GA-SIG DVD ever > >The deadline for uploads is March 1st. > >If you want to upload stuff, contact me off-list and I'll send you >the details. > >Got Videos, Games, Articles, Reports, User Stories, Web Resources, >Other about GA? Just let me know! > >/Thomas > >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 > > > > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From rkimball at gmail.com Tue Jan 13 17:40:34 2009 From: rkimball at gmail.com (Reid Kimball) Date: Tue, 13 Jan 2009 14:40:34 -0800 Subject: [games_access] 3rd Call for GA-SIG DVD content, Deadline In-Reply-To: References: Message-ID: Can you include the article from The Escapist? http://www.escapistmagazine.com/articles/view/issues/issue_175/5468-The-Silent-Majority Thanks, -Reid On Tue, Jan 13, 2009 at 1:30 PM, d. michelle hinn wrote: > This is a really big resource we hand out so please...if you have something, > this is your chance to get the word out!! Take advantage of the > opportunity!! > > Michelle > >> Hi all >> >> GDC'09 in S.F is rising on the horizon and I'm working hard to make this >> the best GA-SIG DVD ever >> >> The deadline for uploads is March 1st. >> >> If you want to upload stuff, contact me off-list and I'll send you the >> details. >> >> Got Videos, Games, Articles, Reports, User Stories, Web Resources, Other >> about GA? Just let me know! >> >> /Thomas >> >> 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 >> >> >> >> >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From eelke.folmer at gmail.com Wed Jan 14 18:20:58 2009 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Wed, 14 Jan 2009 15:20:58 -0800 Subject: [games_access] graduate course in game interaction design Message-ID: <836db6300901141520v7d7181d7y2d6f8b1c78fb1a7c@mail.gmail.com> Hi, I'm teaching a graduate seminar this semester on game interaction design. One of student projects involves developing an accessible interface for a game which has the following requirements: - The accessible interface must allow either for one switch input or allow visually impaired to play the game. - The chosen game must be an open source game (so students can concentrate on modifying the interaction) - The game must be for a game genre that does not have an accessible version yet. - The project must be 4-6 weeks of effort for 2-4 people. Though students are free to select any game I'm kind of providing them with a list of suggestions: - Slam Soccer: (soccer game) http://sourceforge.net/projects/slamsoccer - Dark Oberon (RTS) http://dark-oberon.sourceforge.net/ - Flight Gear (Flight simulator) http://flightgear.sourceforge.net/ To my best knowledge these game genres do not have accessible versions available. If you have any suggestions or recommendations for other games please let me know. Thanks Eelke -- Eelke Folmer Assistant Professor Department of Computer Science and Engineering University of Nevada, Reno http://www.eelke.com From rkimball at gmail.com Wed Jan 14 18:25:13 2009 From: rkimball at gmail.com (Reid Kimball) Date: Wed, 14 Jan 2009 15:25:13 -0800 Subject: [games_access] graduate course in game interaction design In-Reply-To: <836db6300901141520v7d7181d7y2d6f8b1c78fb1a7c@mail.gmail.com> References: <836db6300901141520v7d7181d7y2d6f8b1c78fb1a7c@mail.gmail.com> Message-ID: You say students are using open source to "concentrate on modifying the interaction". My fear is that using the games listed below will not generate much publicity for successful projects because the games are unknown. What about using modding tools for popular games, like Crysis, Company of Heroes, Fallout 3? Assuming the mod tools were robust enough to allow for changes. But my point is, using a high profile game and making it accessible could generate some much needed attention to the issue. -Reid On Wed, Jan 14, 2009 at 3:20 PM, Eelke Folmer wrote: > Hi, > > I'm teaching a graduate seminar this semester on game interaction > design. One of student projects involves developing an accessible > interface for a game which has the following requirements: > > - The accessible interface must allow either for one switch input or > allow visually impaired to play the game. > - The chosen game must be an open source game (so students can > concentrate on modifying the interaction) > - The game must be for a game genre that does not have an accessible > version yet. > - The project must be 4-6 weeks of effort for 2-4 people. > > Though students are free to select any game I'm kind of providing them > with a list of suggestions: > > - Slam Soccer: (soccer game) http://sourceforge.net/projects/slamsoccer > - Dark Oberon (RTS) http://dark-oberon.sourceforge.net/ > - Flight Gear (Flight simulator) http://flightgear.sourceforge.net/ > > To my best knowledge these game genres do not have accessible versions > available. If you have any suggestions or recommendations for other > games please let me know. > > Thanks Eelke > > -- > Eelke Folmer > Assistant Professor > Department of Computer Science and Engineering > University of Nevada, Reno > http://www.eelke.com > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From eelke.folmer at gmail.com Wed Jan 14 19:05:17 2009 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Wed, 14 Jan 2009 16:05:17 -0800 Subject: [games_access] graduate course in game interaction design In-Reply-To: References: <836db6300901141520v7d7181d7y2d6f8b1c78fb1a7c@mail.gmail.com> Message-ID: <836db6300901141605r60421914ra996631e2e3d17ca@mail.gmail.com> Hi Reid, Thanks for your feedback. This graduate class also has significant research component, so I'd like them to explore and develop new interfaces rather than port an existing accessible interface. The games you mention all have third person interaction mechanisms and could be made accessible to one switch users using the mechanism we developed for Gordon's trigger finger or the one switch interface we developed for second life. To make them accessible to visually impaired they could use the techniques used in AudioQuake or Terrarformers. I think for the genre of first person shooters there are ample accessible examples already and I see more benefit in creating examples for other game genres that do not have such examples. A result of such research may be new techniques that could benefit other game genres as well. I understand your concerns though. Maybe you could submit a proposal to google's summer of code to have a number of popular games be made accessible? Cheers Eelke Cheers Eelke On 14/01/2009, Reid Kimball wrote: > You say students are using open source to "concentrate on modifying > the interaction". My fear is that using the games listed below will > not generate much publicity for successful projects because the games > are unknown. What about using modding tools for popular games, like > Crysis, Company of Heroes, Fallout 3? Assuming the mod tools were > robust enough to allow for changes. But my point is, using a high > profile game and making it accessible could generate some much needed > attention to the issue. > > -Reid > > > On Wed, Jan 14, 2009 at 3:20 PM, Eelke Folmer wrote: > > Hi, > > > > I'm teaching a graduate seminar this semester on game interaction > > design. One of student projects involves developing an accessible > > interface for a game which has the following requirements: > > > > - The accessible interface must allow either for one switch input or > > allow visually impaired to play the game. > > - The chosen game must be an open source game (so students can > > concentrate on modifying the interaction) > > - The game must be for a game genre that does not have an accessible > > version yet. > > - The project must be 4-6 weeks of effort for 2-4 people. > > > > Though students are free to select any game I'm kind of providing them > > with a list of suggestions: > > > > - Slam Soccer: (soccer game) http://sourceforge.net/projects/slamsoccer > > - Dark Oberon (RTS) http://dark-oberon.sourceforge.net/ > > - Flight Gear (Flight simulator) http://flightgear.sourceforge.net/ > > > > To my best knowledge these game genres do not have accessible versions > > available. If you have any suggestions or recommendations for other > > games please let me know. > > > > Thanks Eelke > > > > -- > > Eelke Folmer > > Assistant Professor > > Department of Computer Science and Engineering > > University of Nevada, Reno > > http://www.eelke.com > > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > -- Eelke Folmer Assistant Professor Department of Computer Science and Engineering University of Nevada, Reno http://www.eelke.com From barrie.ellis at oneswitch.org.uk Wed Jan 14 19:11:05 2009 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Thu, 15 Jan 2009 00:11:05 -0000 Subject: [games_access] graduate course in game interaction design References: <836db6300901141520v7d7181d7y2d6f8b1c78fb1a7c@mail.gmail.com> Message-ID: Sounds like a really exciting project. There's such a long way to go in showing what can be done with a one-switch interface. Look forward to hearing the results. On a different note: http://gameaccessibility.blogspot.com/2009/01/1981-year-zero-of-accessible-gaming.html "When Microsoft charges $500,000 just to talk to them about creating a controller for their XBox platforms... it is rather frustrating." - according to Mark Bartlet. Barrie www.OneSwitch.org.uk ----- Original Message ----- From: "Eelke Folmer" To: Sent: Wednesday, January 14, 2009 11:20 PM Subject: [games_access] graduate course in game interaction design > Hi, > > I'm teaching a graduate seminar this semester on game interaction > design. One of student projects involves developing an accessible > interface for a game which has the following requirements: > > - The accessible interface must allow either for one switch input or > allow visually impaired to play the game. > - The chosen game must be an open source game (so students can > concentrate on modifying the interaction) > - The game must be for a game genre that does not have an accessible > version yet. > - The project must be 4-6 weeks of effort for 2-4 people. > > Though students are free to select any game I'm kind of providing them > with a list of suggestions: > > - Slam Soccer: (soccer game) http://sourceforge.net/projects/slamsoccer > - Dark Oberon (RTS) http://dark-oberon.sourceforge.net/ > - Flight Gear (Flight simulator) http://flightgear.sourceforge.net/ > > To my best knowledge these game genres do not have accessible versions > available. If you have any suggestions or recommendations for other > games please let me know. > > Thanks Eelke > > -- > Eelke Folmer > Assistant Professor > Department of Computer Science and Engineering > University of Nevada, Reno > http://www.eelke.com > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From rkimball at gmail.com Wed Jan 14 19:20:02 2009 From: rkimball at gmail.com (Reid Kimball) Date: Wed, 14 Jan 2009 16:20:02 -0800 Subject: [games_access] graduate course in game interaction design In-Reply-To: <836db6300901141605r60421914ra996631e2e3d17ca@mail.gmail.com> References: <836db6300901141520v7d7181d7y2d6f8b1c78fb1a7c@mail.gmail.com> <836db6300901141605r60421914ra996631e2e3d17ca@mail.gmail.com> Message-ID: Well, not all the games I listed are FPS. Company of Heroes is an RTS. Another RTS, Tom Clancy's End War uses voice comm to issue commands to your units. http://www.staygolinks.com/tom-clancys-endwar-voice-commands.htm -Reid On Wed, Jan 14, 2009 at 4:05 PM, Eelke Folmer wrote: > Hi Reid, > > Thanks for your feedback. This graduate class also has significant > research component, so I'd like them to explore and develop new > interfaces rather than port an existing accessible interface. The > games you mention all have third person interaction mechanisms and > could be made accessible to one switch users using the mechanism we > developed for Gordon's trigger finger or the one switch interface we > developed for second life. To make them accessible to visually > impaired they could use the techniques used in AudioQuake or > Terrarformers. I think for the genre of first person shooters there > are ample accessible examples already and I see more benefit in > creating examples for other game genres that do not have such > examples. A result of such research may be new techniques that could > benefit other game genres as well. > > I understand your concerns though. Maybe you could submit a proposal > to google's summer of code to have a number of popular games be made > accessible? > > Cheers Eelke > > > > Cheers Eelke > > > > > On 14/01/2009, Reid Kimball wrote: >> You say students are using open source to "concentrate on modifying >> the interaction". My fear is that using the games listed below will >> not generate much publicity for successful projects because the games >> are unknown. What about using modding tools for popular games, like >> Crysis, Company of Heroes, Fallout 3? Assuming the mod tools were >> robust enough to allow for changes. But my point is, using a high >> profile game and making it accessible could generate some much needed >> attention to the issue. >> >> -Reid >> >> >> On Wed, Jan 14, 2009 at 3:20 PM, Eelke Folmer wrote: >> > Hi, >> > >> > I'm teaching a graduate seminar this semester on game interaction >> > design. One of student projects involves developing an accessible >> > interface for a game which has the following requirements: >> > >> > - The accessible interface must allow either for one switch input or >> > allow visually impaired to play the game. >> > - The chosen game must be an open source game (so students can >> > concentrate on modifying the interaction) >> > - The game must be for a game genre that does not have an accessible >> > version yet. >> > - The project must be 4-6 weeks of effort for 2-4 people. >> > >> > Though students are free to select any game I'm kind of providing them >> > with a list of suggestions: >> > >> > - Slam Soccer: (soccer game) http://sourceforge.net/projects/slamsoccer >> > - Dark Oberon (RTS) http://dark-oberon.sourceforge.net/ >> > - Flight Gear (Flight simulator) http://flightgear.sourceforge.net/ >> > >> > To my best knowledge these game genres do not have accessible versions >> > available. If you have any suggestions or recommendations for other >> > games please let me know. >> > >> > Thanks Eelke >> > >> > -- >> > Eelke Folmer >> > Assistant Professor >> > Department of Computer Science and Engineering >> > University of Nevada, Reno >> > http://www.eelke.com >> >> > _______________________________________________ >> > games_access mailing list >> > games_access at igda.org >> > http://seven.pairlist.net/mailman/listinfo/games_access >> > >> _______________________________________________ >> games_access mailing list >> games_access at igda.org >> http://seven.pairlist.net/mailman/listinfo/games_access >> > > > -- > Eelke Folmer > Assistant Professor > Department of Computer Science and Engineering > University of Nevada, Reno > http://www.eelke.com > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From eelke.folmer at gmail.com Wed Jan 14 19:25:41 2009 From: eelke.folmer at gmail.com (Eelke Folmer) Date: Wed, 14 Jan 2009 16:25:41 -0800 Subject: [games_access] graduate course in game interaction design In-Reply-To: References: <836db6300901141520v7d7181d7y2d6f8b1c78fb1a7c@mail.gmail.com> <836db6300901141605r60421914ra996631e2e3d17ca@mail.gmail.com> Message-ID: <836db6300901141625n4631f08ey4f4b766ef01cb41@mail.gmail.com> Hi Reid, Ah my bad. I should play more games to keep up to date. ;-) Thanks for the suggestion I'll check if company of heroes can be modded to the extent that allows for the development of a one switch or a visually impaired interface. . Cheers Eelke On 14/01/2009, Reid Kimball wrote: > Well, not all the games I listed are FPS. Company of Heroes is an RTS. > Another RTS, Tom Clancy's End War uses voice comm to issue commands to > your units. http://www.staygolinks.com/tom-clancys-endwar-voice-commands.htm > > > -Reid > > > On Wed, Jan 14, 2009 at 4:05 PM, Eelke Folmer wrote: > > Hi Reid, > > > > Thanks for your feedback. This graduate class also has significant > > research component, so I'd like them to explore and develop new > > interfaces rather than port an existing accessible interface. The > > games you mention all have third person interaction mechanisms and > > could be made accessible to one switch users using the mechanism we > > developed for Gordon's trigger finger or the one switch interface we > > developed for second life. To make them accessible to visually > > impaired they could use the techniques used in AudioQuake or > > Terrarformers. I think for the genre of first person shooters there > > are ample accessible examples already and I see more benefit in > > creating examples for other game genres that do not have such > > examples. A result of such research may be new techniques that could > > benefit other game genres as well. > > > > I understand your concerns though. Maybe you could submit a proposal > > to google's summer of code to have a number of popular games be made > > accessible? > > > > Cheers Eelke > > > > > > > > Cheers Eelke > > > > > > > > > > On 14/01/2009, Reid Kimball wrote: > >> You say students are using open source to "concentrate on modifying > >> the interaction". My fear is that using the games listed below will > >> not generate much publicity for successful projects because the games > >> are unknown. What about using modding tools for popular games, like > >> Crysis, Company of Heroes, Fallout 3? Assuming the mod tools were > >> robust enough to allow for changes. But my point is, using a high > >> profile game and making it accessible could generate some much needed > >> attention to the issue. > >> > >> -Reid > >> > >> > >> On Wed, Jan 14, 2009 at 3:20 PM, Eelke Folmer wrote: > >> > Hi, > >> > > >> > I'm teaching a graduate seminar this semester on game interaction > >> > design. One of student projects involves developing an accessible > >> > interface for a game which has the following requirements: > >> > > >> > - The accessible interface must allow either for one switch input or > >> > allow visually impaired to play the game. > >> > - The chosen game must be an open source game (so students can > >> > concentrate on modifying the interaction) > >> > - The game must be for a game genre that does not have an accessible > >> > version yet. > >> > - The project must be 4-6 weeks of effort for 2-4 people. > >> > > >> > Though students are free to select any game I'm kind of providing them > >> > with a list of suggestions: > >> > > >> > - Slam Soccer: (soccer game) http://sourceforge.net/projects/slamsoccer > >> > - Dark Oberon (RTS) http://dark-oberon.sourceforge.net/ > >> > - Flight Gear (Flight simulator) http://flightgear.sourceforge.net/ > >> > > >> > To my best knowledge these game genres do not have accessible versions > >> > available. If you have any suggestions or recommendations for other > >> > games please let me know. > >> > > >> > Thanks Eelke > >> > > >> > -- > >> > Eelke Folmer > >> > Assistant Professor > >> > Department of Computer Science and Engineering > >> > University of Nevada, Reno > >> > http://www.eelke.com > >> > >> > _______________________________________________ > >> > games_access mailing list > >> > games_access at igda.org > >> > http://seven.pairlist.net/mailman/listinfo/games_access > >> > > >> _______________________________________________ > >> games_access mailing list > >> games_access at igda.org > >> http://seven.pairlist.net/mailman/listinfo/games_access > >> > > > > > > -- > > Eelke Folmer > > Assistant Professor > > Department of Computer Science and Engineering > > University of Nevada, Reno > > http://www.eelke.com > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > -- Eelke Folmer Assistant Professor Department of Computer Science and Engineering University of Nevada, Reno http://www.eelke.com From sandra_uhling at web.de Thu Jan 15 03:53:19 2009 From: sandra_uhling at web.de (Sandra Uhling) Date: Thu, 15 Jan 2009 09:53:19 +0100 Subject: [games_access] graduate course in game interaction design Message-ID: <574468324@web.de> Hello, I hope I can do such a project also in the future :-) For a RTS game, it can be useful to play SoundRTS (AudioGame) http://jlpo.free.fr/soundrts/?lang=en I am interested in this question: "Using Jaws or using AUI ?" Games can be made accessible for blinds with supporting Jaws or to built an AUI. Where are the differences ? For what kind of game what solution is the best ? What are the advantages disadvantages of each solution ? For RTS is would also be very interesting: Is it possible to create an accessible RTS, that people with disabilities can also take part in eSport ? Best regards, Sandra _______________________________________________________________________ Sensationsangebot verl?ngert: WEB.DE FreeDSL - Telefonanschluss + DSL f?r nur 16,37 Euro/mtl.!* http://dsl.web.de/?ac=OM.AD.AD008K15039B7069a From thomas at pininteractive.com Thu Jan 15 16:53:22 2009 From: thomas at pininteractive.com (Thomas Westin) Date: Thu, 15 Jan 2009 22:53:22 +0100 Subject: [games_access] 3rd Call for GA-SIG DVD content, Deadline In-Reply-To: References: Message-ID: <621BDC17-562D-4914-B4A9-F655DFF6AECA@pininteractive.com> will do! /Thomas On 13 jan 2009, at 23.40, Reid Kimball wrote: > Can you include the article from The Escapist? > http://www.escapistmagazine.com/articles/view/issues/issue_175/5468-The-Silent-Majority > > Thanks, > > -Reid > > On Tue, Jan 13, 2009 at 1:30 PM, d. michelle hinn > wrote: >> This is a really big resource we hand out so please...if you have >> something, >> this is your chance to get the word out!! Take advantage of the >> opportunity!! >> >> Michelle >> >>> Hi all >>> >>> GDC'09 in S.F is rising on the horizon and I'm working hard to >>> make this >>> the best GA-SIG DVD ever >>> >>> The deadline for uploads is March 1st. >>> >>> If you want to upload stuff, contact me off-list and I'll send you >>> the >>> details. >>> >>> Got Videos, Games, Articles, Reports, User Stories, Web Resources, >>> Other >>> about GA? Just let me know! >>> >>> /Thomas >>> >>> 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 >>> >>> >>> >>> >>> _______________________________________________ >>> 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 ioo at ablegamers.com Thu Jan 15 17:38:33 2009 From: ioo at ablegamers.com (Mark Barlet) Date: Thu, 15 Jan 2009 17:38:33 -0500 Subject: [games_access] 3rd Call for GA-SIG DVD content, Deadline In-Reply-To: References: Message-ID: <191870b70901151438y6be7537dv2c161e7608a6bb86@mail.gmail.com> I want to send you some stuff, it is the Xbox 360 mag story via the UK. It is huge. 41 Megs, how do you want me to get it to you? Mark On Tue, Jan 13, 2009 at 4:23 PM, Thomas Westin wrote: > Hi all > > GDC'09 in S.F is rising on the horizon and I'm working hard to make this > the best GA-SIG DVD ever > > The deadline for uploads is March 1st. > > If you want to upload stuff, contact me off-list and I'll send you the > details. > > Got Videos, Games, Articles, Reports, User Stories, Web Resources, Other > about GA? Just let me know! > > /Thomas > > 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 > > > > > _______________________________________________ > 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 sandra_uhling at web.de Sat Jan 17 04:24:48 2009 From: sandra_uhling at web.de (Sandra Uhling) Date: Sat, 17 Jan 2009 10:24:48 +0100 Subject: [games_access] GA-SIG DVD Question Message-ID: <576906006@web.de> Hello, I would like to download the GA-SIG DVD, when it is finished :-) Will there be a possibility to download it ? Best regards, Sandra _______________________________________________________________________ Sensationsangebot verl?ngert: WEB.DE FreeDSL - Telefonanschluss + DSL f?r nur 16,37 Euro/mtl.!* http://dsl.web.de/?ac=OM.AD.AD008K15039B7069a From ioo at ablegamers.com Sun Jan 18 16:16:10 2009 From: ioo at ablegamers.com (Mark Barlet) Date: Sun, 18 Jan 2009 16:16:10 -0500 Subject: [games_access] AbleGamers Text to Speech Podcast; and Plee for Help. Message-ID: <191870b70901181316w50aeefebva2bf4d3c8bd33d83@mail.gmail.com> Wanted to forward this to the Group. Along with my bi-annual plee. Are you the type of person that says, "I like the whole AbleGamers thing, but this whole reading thing is just more than I am willing to invest" or maybe you are the person saying, "I spend 20 hours a day on AbleGamers but how do I cram it into my brain while I am sleeping or on the bus?" Well the folks here at AbleGamers, and the people over at Odiogo have taken the whole web thing out of the AbleGamers.com web site. *NOTE: Odiogo does place an ad at the front of our story. Sorry, we just cannot afford the version that is ad free.* Odiogo does the reading for you; it converts our site into speech and reads it to you. This is great for our blind users as well as those on the go. You can subscribe to our content via iTunes, or Zune. *http://ablegamers.com/general-news/406-ablegamers-in-your-ear.html* I do also want to make my twice yearly plee. AbleGamers is open for ALL the people here. I think that there are a total of 5 people that are on this list who have taken the time to become members (free) of AbleGamers. Given that we are one of just a handful of ACTIVE sites on the subject, I would really hope for more support from this group. That said, AbleGamers is open for all of you to get things out to the community and web as a whole. Do you have a project you are working on, send me email and lets get a story up on it. Have your own story? Send it over and we will get it up. Here are the stats for AbleGamers last Year... AbleGamers Served more than 4.6 Million hits last year. We are always looking for good content, we are always very fair at linking to any where you want. We have a RSS feed of OneSwitch on the bottom of every page... so, in short, I COULD USE SOME HELP OVER HERE!!! Happy New Year... MARK BARLET -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Sun Jan 18 19:03:09 2009 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Mon, 19 Jan 2009 00:03:09 -0000 Subject: [games_access] Enabled Gamers - Blog Tag Message-ID: <17795CB8498A418783E0C5FCA2354F57@oneswitch> Hope to build up a little photo-gallery of "enabled gamers" on my OneSwitch Blog: http://switchgaming.blogspot.com/search/label/enabled%20gamers Thinking the set-ups might give a bit of encouragement to others seeking solutions. Barrie www.OneSwitch.org.uk -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Sun Jan 18 20:05:42 2009 From: hinn at uiuc.edu (d. michelle hinn) Date: Sun, 18 Jan 2009 19:05:42 -0600 Subject: [games_access] AbleGamers Text to Speech Podcast; and Plee for Help. In-Reply-To: <191870b70901181316w50aeefebva2bf4d3c8bd33d83@mail.gmail.com> References: <191870b70901181316w50aeefebva2bf4d3c8bd33d83@mail.gmail.com> Message-ID: This is great, Mark! What a nice alternative to have with the podcasts! I want to lend my support to Mark's plea/request -- Mark's site definitely gets to the community of gamers with disabilities. If you have a new mod to test out or some cool accessibility news, why not write up something short for the site to attract beta testers? Getting the word out to as many as possible is our goal -- why not get the word out on as many sites as we can, especially on a site that attracts so many hits (I had no idea! That's impressive!)? Our list is filled with developers and researchers who could really benefit from getting their news out to their audience and I think AbleGamers is a super effective way to do that. We can't afford to keep silent -- spread the word about accessibility! That's our point! Very cool that there's a feed of oneswitch on there too. Nice to see the sharing! :) Michelle >Wanted to forward this to the Group. Along with my bi-annual plee. > > >Are you the type of person that says, "I like the whole AbleGamers >thing, but this whole reading thing is just more than I am willing >to invest" or maybe you are the person saying, "I spend 20 hours a >day on AbleGamers but how do I cram it into my brain while I am >sleeping or on the bus?" Well the folks here at AbleGamers, and the >people over at Odiogo have taken the whole web thing out of the >AbleGamers.com web site. > >NOTE: Odiogo does place an ad at the front of our story. Sorry, we >just cannot afford the version that is ad free. > >Odiogo does the reading for you; it converts our site into speech >and reads it to you. This is great for our blind users as well as >those on the go. You can subscribe to our content via iTunes, or >Zune. > > > >http://ablegamers.com/general-news/406-ablegamers-in-your-ear.html > > >I do also want to make my twice yearly plee. AbleGamers is open for >ALL the people here. I think that there are a total of 5 people that >are on this list who have taken the time to become members (free) of >AbleGamers. Given that we are one of just a handful of ACTIVE sites >on the subject, I would really hope for more support from this group. > >That said, AbleGamers is open for all of you to get things out to >the community and web as a whole. Do you have a project you are >working on, send me email and lets get a story up on it. Have your >own story? Send it over and we will get it up. > >Here are the stats for AbleGamers last Year... > >AbleGamers Served more than 4.6 Million hits last year. > >We are always looking for good content, we are always very fair at >linking to any where you want. We have a RSS feed of OneSwitch on >the bottom of every page... so, in short, I COULD USE SOME HELP OVER >HERE!!! > >Happy New Year... MARK BARLET > > > >_______________________________________________ >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 Mon Jan 19 15:45:14 2009 From: thomas at pininteractive.com (Thomas Westin) Date: Mon, 19 Jan 2009 21:45:14 +0100 Subject: [games_access] 3rd Call for GA-SIG DVD content, Deadline In-Reply-To: <191870b70901151438y6be7537dv2c161e7608a6bb86@mail.gmail.com> References: <191870b70901151438y6be7537dv2c161e7608a6bb86@mail.gmail.com> Message-ID: <9EE98476-9D23-4ADF-A2F0-79AD4D0720A8@pininteractive.com> no problem, the server has plenty of space send me an e-mail off list so I get your e-mail address, to thomas at pininteractive.com Kind regards Thomas On 15 jan 2009, at 23.38, Mark Barlet wrote: > I want to send you some stuff, it is the Xbox 360 mag story via the > UK. It is huge. 41 Megs, how do you want me to get it to you? > > Mark From barrie.ellis at oneswitch.org.uk Mon Jan 19 18:40:08 2009 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Mon, 19 Jan 2009 23:40:08 -0000 Subject: [games_access] The Able Gamer is now Game Forward Message-ID: After a slight clash with AbleGamers.com - The Able Gamer has become Game Forward: www.gamefwd.org -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Fri Jan 23 19:09:41 2009 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sat, 24 Jan 2009 00:09:41 -0000 Subject: [games_access] Sony petitioned + New accessible gaming site: Alt-Controls.com Message-ID: More here: http://gameaccessibility.blogspot.com/2009/01/alt-controlscom.html Established Accessible Gaming site AbleGamers.com and new kids on the block Alt-Controls.com have teamed up to launch a laudable petition aimed squarely at Sony's PS3 division. They want support built in at a firm-ware level for reconfigurable controls. The petition reads: We, PS3 owners and the members of Alt-Controls.com & AbleGamers.com, request that customizable controller settings should be added to the PS3 firmware. Right now controller layout options are rather limited in most of the games available for PS3. Left-handed players, accustomed using the left analog stick to aim and also disabled gamers with specific needs in the controller setup would benefit from such a feature. Even "regular players" could take advantage by remapping the buttons to their taste. Not to forget about the players who are used to the legacy control layout. Technically this should be feasible. For example, PSP received this feature in the 3.95 firmware for the PSone games: "While playing PSone games on your PSP, you can now customize how the buttons are assigned by going to [Controller Settings] > [Assign Buttons] and select [Custom]." Please support the petition - and if you're this way Sony (and Microsoft) isn't it time to start making some positive moves instead of backward steps? -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Fri Jan 23 19:23:24 2009 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sat, 24 Jan 2009 00:23:24 -0000 Subject: [games_access] Alt-Gamers.com Message-ID: Here's more on Alt-Gamers.com - which is a year old: http://www.alt-controls.com/about/ They have lists of games that support ways to reconfigure the controls for quite a lot of PS3 and Xbox 360 games. The lack of support for alternative controls in the modern gaming world is becoming a major concern for many console gamers. With first and third person shooting games in particular, many gamers miss out on numerous great titles due to the omission of Southpaw, Legacy and other alternate control styles. Why do some developers provide alternate control schemes while others don't? Which games offer additional control schemes and customization? These are question that resulted in the need for a website dedicated to keeping gamers informed on the use of alternative controls in gaming. Alt-Controls.com is focused on keeping readers up to date on this issue to prevent gamers from the disappointment of purchasing or renting games that they can't control comfortably. We offer comprehensive lists and current news on this growing concern in the gaming industry that is being neglected by many developers and game reviewers. In essence, the mission is simple: Keeping Southpaw, Legacy and Customizable Game Controls Alive. -------------- next part -------------- An HTML attachment was scrubbed... URL: From ioo at ablegamers.com Fri Jan 23 19:36:50 2009 From: ioo at ablegamers.com (Mark Barlet) Date: Fri, 23 Jan 2009 19:36:50 -0500 Subject: [games_access] Alt-Gamers.com In-Reply-To: References: Message-ID: They are great, they have shared a lot of their fine review work with AbleGamers. I am happy to know them. Mark Sent from mobile device. On Jan 23, 2009, at 7:23 PM, "Barrie Ellis" wrote: > Here's more on Alt-Gamers.com - which is a year old: > > http://www.alt-controls.com/about/ > > They have lists of games that support ways to reconfigure the > controls for quite a lot of PS3 and Xbox 360 games. > > The lack of support for alternative controls in the modern gaming > world is becoming a major concern for many console gamers. With > first and third person shooting games in particular, many gamers > miss out on numerous great titles due to the omission of Southpaw, > Legacy and other alternate control styles. > > Why do some developers provide alternate control schemes while > others don?t? Which games offer additional control schemes and custo > mization? These are question that resulted in the need for a website > dedicated to keeping gamers informed on the use of alternative con > trols in gaming. > > Alt-Controls.com is focused on keeping readers up to date on this > issue to prevent gamers from the disappointment of purchasing or > renting games that they can?t control comfortably. We offer comprehe > nsive lists and current news on this growing concern in the gaming i > ndustry that is being neglected by many developers and game reviewers. > > In essence, the mission is simple: Keeping Southpaw, Legacy and > Customizable Game Controls Alive. > > > > _______________________________________________ > 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 sandra_uhling at web.de Sat Jan 24 10:31:01 2009 From: sandra_uhling at web.de (Sandra Uhling) Date: Sat, 24 Jan 2009 16:31:01 +0100 Subject: [games_access] eeping Southpaw, Legacy and Customizable Game Controls Alive ? Message-ID: <584554346@web.de> Hello, > In essence, the mission is simple: Keeping Southpaw, Legacy and Customizable Game Controls Alive. @Barrie maybe you can describe it shortly? What does "Keeping southpaw" and "Legacy Game Control" mean ? Regards, Sandra __________________________________________________________________ Deutschlands gr??te Online-Videothek schenkt Ihnen 12.000 Videos!* http://entertainment.web.de/de/entertainment/maxdome/index.html From ioo at ablegamers.com Sat Jan 24 10:32:36 2009 From: ioo at ablegamers.com (Mark Barlet) Date: Sat, 24 Jan 2009 10:32:36 -0500 Subject: [games_access] eeping Southpaw, Legacy and Customizable Game Controls Alive ? In-Reply-To: <584554346@web.de> References: <584554346@web.de> Message-ID: <191870b70901240732hf31ce48w7c77b26e13b372e2@mail.gmail.com> Southpaw is a left-handed person. Legacy means "Older" Mark On Sat, Jan 24, 2009 at 10:31 AM, Sandra Uhling wrote: > Hello, > > > In essence, the mission is simple: Keeping Southpaw, Legacy and > Customizable Game Controls Alive. > > @Barrie > maybe you can describe it shortly? > > What does "Keeping southpaw" and "Legacy Game Control" mean ? > > Regards, > Sandra > __________________________________________________________________ > Deutschlands gr??te Online-Videothek schenkt Ihnen 12.000 Videos!* > http://entertainment.web.de/de/entertainment/maxdome/index.html > > _______________________________________________ > 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 Jan 24 11:10:27 2009 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sat, 24 Jan 2009 16:10:27 -0000 Subject: [games_access] eeping Southpaw, Legacy and Customizable Game Controls Alive ? References: <584554346@web.de> <191870b70901240732hf31ce48w7c77b26e13b372e2@mail.gmail.com> Message-ID: <23C0685F11FA455E8DA2F6CC429B25F7@oneswitch> I'm not sure now. What does Legacy mean as regards a game controller set-up? Barrie ----- Original Message ----- From: Mark Barlet To: IGDA Games Accessibility SIG Mailing List Sent: Saturday, January 24, 2009 3:32 PM Subject: Re: [games_access] eeping Southpaw,Legacy and Customizable Game Controls Alive ? Southpaw is a left-handed person. Legacy means "Older" Mark On Sat, Jan 24, 2009 at 10:31 AM, Sandra Uhling wrote: Hello, > In essence, the mission is simple: Keeping Southpaw, Legacy and Customizable Game Controls Alive. @Barrie maybe you can describe it shortly? What does "Keeping southpaw" and "Legacy Game Control" mean ? Regards, Sandra __________________________________________________________________ Deutschlands gr??te Online-Videothek schenkt Ihnen 12.000 Videos!* http://entertainment.web.de/de/entertainment/maxdome/index.html _______________________________________________ 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 Sat Jan 24 14:49:18 2009 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 24 Jan 2009 13:49:18 -0600 Subject: [games_access] eeping Southpaw, Legacy and Customizable Game Controls Alive ? In-Reply-To: <23C0685F11FA455E8DA2F6CC429B25F7@oneswitch> References: <584554346@web.de> <191870b70901240732hf31ce48w7c77b26e13b372e2@mail.gmail.com> <23C0685F11FA455E8DA2F6CC429B25F7@oneswitch> Message-ID: An example is when I worked on Halo, they were not going to include the controls that people were used to from older first person shooters (like GoldenEye) until we could gather enough evidence to convince the team that they needed to include it whether they liked it or not. So they have both the "legacy" and their own control scheme, although most people I know immediately go to "legacy" controls in the controller set up. Basically the Halo scheme was completely backward from what the "legacy" FPS games where like so they compromised by giving people the choice. Michelle >I'm not sure now. What does Legacy mean as regards a game controller set-up? > >Barrie > > >----- Original Message ----- >From: Mark Barlet >To: IGDA Games Accessibility SIG Mailing List >Sent: Saturday, January 24, 2009 3:32 PM >Subject: Re: [games_access] eeping >Southpaw,Legacy and Customizable Game Controls >Alive ? > >Southpaw is a left-handed person. Legacy means "Older" > >Mark > >On Sat, Jan 24, 2009 at 10:31 AM, Sandra Uhling ><sandra_uhling at web.de> >wrote: > >Hello, > >> In essence, the mission is simple: Keeping >>Southpaw, Legacy and Customizable Game Controls >>Alive. > >@Barrie >maybe you can describe it shortly? > >What does "Keeping southpaw" and "Legacy Game Control" mean ? > >Regards, >Sandra >__________________________________________________________________ >Deutschlands gr??te Online-Videothek schenkt Ihnen 12.000 Videos!* >http://entertainment.web.de/de/entertainment/maxdome/index.html > >_______________________________________________ >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 rkimball at gmail.com Sat Jan 24 15:55:31 2009 From: rkimball at gmail.com (Reid Kimball) Date: Sat, 24 Jan 2009 12:55:31 -0800 Subject: [games_access] eeping Southpaw, Legacy and Customizable Game Controls Alive ? In-Reply-To: References: <584554346@web.de> <191870b70901240732hf31ce48w7c77b26e13b372e2@mail.gmail.com> <23C0685F11FA455E8DA2F6CC429B25F7@oneswitch> Message-ID: This is an excellent example, it relates to something I'm going to announce in another email soon. -Reid On Sat, Jan 24, 2009 at 11:49 AM, d. michelle hinn wrote: > An example is when I worked on Halo, they were not going to include the > controls that people were used to from older first person shooters (like > GoldenEye) until we could gather enough evidence to convince the team that > they needed to include it whether they liked it or not. So they have both > the "legacy" and their own control scheme, although most people I know > immediately go to "legacy" controls in the controller set up. Basically the > Halo scheme was completely backward from what the "legacy" FPS games where > like so they compromised by giving people the choice. > Michelle > > I'm not sure now. What does Legacy mean as regards a game controller set-up? > > > > Barrie > > > > ----- Original Message ----- > > From: Mark Barlet > > To: IGDA Games Accessibility SIG Mailing List > > Sent: Saturday, January 24, 2009 3:32 PM > > Subject: Re: [games_access] eeping Southpaw,Legacy and Customizable Game > Controls Alive ? > > Southpaw is a left-handed person. Legacy means "Older" > > Mark > > On Sat, Jan 24, 2009 at 10:31 AM, Sandra Uhling > wrote: > > Hello, > >> In essence, the mission is simple: Keeping Southpaw, Legacy and >> Customizable Game Controls Alive. > > @Barrie > maybe you can describe it shortly? > > What does "Keeping southpaw" and "Legacy Game Control" mean ? > > Regards, > Sandra > __________________________________________________________________ > Deutschlands gr??te Online-Videothek schenkt Ihnen 12.000 Videos!* > http://entertainment.web.de/de/entertainment/maxdome/index.html > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > ________________________________ > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > From reid at rbkdesign.com Sat Jan 24 16:37:56 2009 From: reid at rbkdesign.com (Reid Kimball) Date: Sat, 24 Jan 2009 13:37:56 -0800 Subject: [games_access] Accessible Game Design Initiative, in planning phase now. Message-ID: Greetings everyone, I have joined the brand new IGDA Game Design SIG (aka GDSIG). They are just like our SIG, but focus on game design. It just started in December, new members are joining frequently. We're currently discussing initiatives that members within the GDSIG can collaborate on to further our profession as game designers. The initiative is in the planning phase now, if enough members join, we'll be able to produce something of value. Because of my experience as a game designer and work within the Game Accessibility SIG, I have proposed a game design initiative called "Accessible Game Design". I wrote a draft of the initiative proposal doc below. Please read through it, let me know your thoughts. Because of the overlap between the two SIGs, it makes sense to collaborate in some form. I don't know if we can do this officially, but at the very least, people can join the GDSIG and then participate in the below initiative. Accessible Game Design Initiative Intended Audience Game designers who want to make their games as accessible as possible to reduce frustration in players and sales because more people can play. The true beneficiaries of this initiative will be players that have difficulty reaching content in games because they are stuck due to an inability to achieve and perform in game actions. Our Approach Research past, present and future implementations of the following: Player Tailoring ? Players modify game variables to tweak the difficulty, essentially, becoming the game designer. Also include customizable controls. Dynamic Difficulty ? The game uses player statistics to modify game variables that make sure difficulty of the game is never too easy or too hard for the player, always in perfect balance, even as player become more skilled at playing the game. Subliminal Hint System ? The game uses player statistics to determine when players are stuck on puzzles and offer what are called "subliminal hints" in an effort to help players create intuitive leaps of logic (logical insights) and solve the puzzle on their own. VCR/Chapter Navigation Schemes ? Players use a VCR or Chapter based system that allows them to navigate through the entire game non-linearly, skipping to the very end if they desire or rewinding to 5 minutes previous. Anything else you want to add, let me know. -Reid From hinn at uiuc.edu Sat Jan 24 16:55:22 2009 From: hinn at uiuc.edu (d. michelle hinn) Date: Sat, 24 Jan 2009 15:55:22 -0600 Subject: [games_access] Accessible Game Design Initiative, in planning phase now. In-Reply-To: References: Message-ID: There's a lot of encouragement in the IGDA for collaborative SIG projects. My advise is to make this a joint-SIG project so that people don't get too confused since we also provide design information. Also, IGDA funding proposals are easier for joint projects. There's no "official" thing that needs to be done other than just simply announcing that it's a joint-SIG project. Michelle >Greetings everyone, > >I have joined the brand new IGDA Game Design SIG (aka GDSIG). They are >just like our SIG, but focus on game design. It just started in >December, new members are joining frequently. We're currently >discussing initiatives that members within the GDSIG can collaborate >on to further our profession as game designers. The initiative is in >the planning phase now, if enough members join, we'll be able to >produce something of value. > >Because of my experience as a game designer and work within the Game >Accessibility SIG, I have proposed a game design initiative called >"Accessible Game Design". I wrote a draft of the initiative proposal >doc below. Please read through it, let me know your thoughts. Because >of the overlap between the two SIGs, it makes sense to collaborate in >some form. I don't know if we can do this officially, but at the very >least, people can join the GDSIG and then participate in the below >initiative. > > > >Accessible Game Design Initiative > >Intended Audience >Game designers who want to make their games as accessible as possible >to reduce frustration in players and sales because more people can >play. > >The true beneficiaries of this initiative will be players that have >difficulty reaching content in games because they are stuck due to an >inability to achieve and perform in game actions. > >Our Approach >Research past, present and future implementations of the following: > >Player Tailoring >? Players modify game variables to tweak the difficulty, essentially, >becoming the game designer. Also include customizable controls. > >Dynamic Difficulty >? The game uses player statistics to modify game variables that make >sure difficulty of the game is never too easy or too hard for the >player, always in perfect balance, even as player become more skilled >at playing the game. > >Subliminal Hint System >? The game uses player statistics to determine when players are stuck >on puzzles and offer what are called "subliminal hints" in an effort >to help players create intuitive leaps of logic (logical insights) and >solve the puzzle on their own. > >VCR/Chapter Navigation Schemes >? Players use a VCR or Chapter based system that allows them to >navigate through the entire game non-linearly, skipping to the very >end if they desire or rewinding to 5 minutes previous. > >Anything else you want to add, let me know. > >-Reid >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From ioo at ablegamers.com Sat Jan 24 17:25:33 2009 From: ioo at ablegamers.com (Mark Barlet) Date: Sat, 24 Jan 2009 17:25:33 -0500 Subject: [games_access] Accessible Game Design Initiative, in planning phase now. In-Reply-To: References: Message-ID: <191870b70901241425s4364898dv19b91cfd7b92186c@mail.gmail.com> So Reid what does that make this SIG? I would think that this would have been better served to start in our SIG, and invite others... this is like going to a SIG for Minorities and saying "Let's design a game for disabled minorities" almost a secondary verb when there is already a primary SIG. I think by not letting this come from the GA SIG, and us reaching out to others, you have undercuts our mission a lot, Not sure that the motive is here, and I hope you get what you are looking for, but I just think you have gone about this in a way that in the end hurts the hard work this SIG has done. Good Luck in your mission, whatever it is... Mark Barlet On Sat, Jan 24, 2009 at 4:37 PM, Reid Kimball wrote: > Greetings everyone, > > I have joined the brand new IGDA Game Design SIG (aka GDSIG). They are > just like our SIG, but focus on game design. It just started in > December, new members are joining frequently. We're currently > discussing initiatives that members within the GDSIG can collaborate > on to further our profession as game designers. The initiative is in > the planning phase now, if enough members join, we'll be able to > produce something of value. > > Because of my experience as a game designer and work within the Game > Accessibility SIG, I have proposed a game design initiative called > "Accessible Game Design". I wrote a draft of the initiative proposal > doc below. Please read through it, let me know your thoughts. Because > of the overlap between the two SIGs, it makes sense to collaborate in > some form. I don't know if we can do this officially, but at the very > least, people can join the GDSIG and then participate in the below > initiative. > > > > Accessible Game Design Initiative > > Intended Audience > Game designers who want to make their games as accessible as possible > to reduce frustration in players and sales because more people can > play. > > The true beneficiaries of this initiative will be players that have > difficulty reaching content in games because they are stuck due to an > inability to achieve and perform in game actions. > > Our Approach > Research past, present and future implementations of the following: > > Player Tailoring > ? Players modify game variables to tweak the difficulty, essentially, > becoming the game designer. Also include customizable controls. > > Dynamic Difficulty > ? The game uses player statistics to modify game variables that make > sure difficulty of the game is never too easy or too hard for the > player, always in perfect balance, even as player become more skilled > at playing the game. > > Subliminal Hint System > ? The game uses player statistics to determine when players are stuck > on puzzles and offer what are called "subliminal hints" in an effort > to help players create intuitive leaps of logic (logical insights) and > solve the puzzle on their own. > > VCR/Chapter Navigation Schemes > ? Players use a VCR or Chapter based system that allows them to > navigate through the entire game non-linearly, skipping to the very > end if they desire or rewinding to 5 minutes previous. > > Anything else you want to add, let me know. > > -Reid > _______________________________________________ > 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 rkimball at gmail.com Sat Jan 24 19:16:20 2009 From: rkimball at gmail.com (Reid Kimball) Date: Sat, 24 Jan 2009 16:16:20 -0800 Subject: [games_access] Accessible Game Design Initiative, in planning phase now. In-Reply-To: <191870b70901241425s4364898dv19b91cfd7b92186c@mail.gmail.com> References: <191870b70901241425s4364898dv19b91cfd7b92186c@mail.gmail.com> Message-ID: It appears more explanation is necessary. The Accessible Game Design Initiative takes NOTHING away from the Game Accessibility SIG because it does not focus on helping disabled players. The work of the Game Accessibility SIG is still extremely valuable! I do think the ideas the initiative covers can be beneficial to the disabled, because as I like to say, "games for all". The focus areas I listed, such as "player tailoring" and a "hint system" can be helpful to both able and disabled players. To make absolutely clear, here's what I see coming from this SIG: * Support community for disabled players * Advocate and representative for disabled players * Research projects to help disabled players access more games for the: -- visually affected -- physically affected -- mentally affected -- aurally affected * Share information and assist developers wishing to implement features for disabled players I believe you can approach the goal of game accessibility from three directions: 1. Special game features -- Closed Captioning, slow game speed, high contrast graphics rendering 2. Alternative controllers -- Switch devices, Quad controllers, controller hacks, voice controls, brain wave controls 3. Accessible Game Design -- Players customizing gameplay settings -- Dynamic Difficulty -- Content Navigation system (think VCR allowing rewind, fast forward, skip chapters) -- Hint system It is number three that I think this SIG and the Game Design SIG can collaborate on, however I feel it is more relevant to game design than this SIG. -Reid On Sat, Jan 24, 2009 at 2:25 PM, Mark Barlet wrote: > So Reid what does that make this SIG? I would think that this would have > been better served to start in our SIG, and invite others... this is like > going to a SIG for Minorities and saying "Let's design a game for disabled > minorities" almost a secondary verb when there is already a primary SIG. > > I think by not letting this come from the GA SIG, and us reaching out to > others, you have undercuts our mission a lot, Not sure that the motive is > here, and I hope you get what you are looking for, but I just think you have > gone about this in a way that in the end hurts the hard work this SIG has > done. > > Good Luck in your mission, whatever it is... > > Mark Barlet From ioo at ablegamers.com Sat Jan 24 20:15:14 2009 From: ioo at ablegamers.com (Mark Barlet) Date: Sat, 24 Jan 2009 20:15:14 -0500 Subject: [games_access] Accessible Game Design Initiative, in planning phase now. In-Reply-To: References: <191870b70901241425s4364898dv19b91cfd7b92186c@mail.gmail.com> Message-ID: <191870b70901241715j14298044n4637a953bf1eac53@mail.gmail.com> I think "Accessible Game Design" is not the third goal of this SIG but number ONE. I am thinking back to YOUR poster talk, and looking back at all of the talks this group has given at GDC over the years (and all of the proposals we have had rejected), and I think you would be hard pressed to argue that Game design is NOT a fundamental part of the work of this SIG. You state as the number one "Closed Captioning, slow game speed, high contrast graphics rendering" those are all "game design" aspects. ALL of those things fall under "Game Design"... I dare say that what you say is number 2, while I am a huge supporter of, is in far less a part of this SIG. Also, I am looking at all the active member of this SIG, including you, and the Chair, and they are all game designers. I think it is a HUGE stretch to say "*Accessible *Game Design" does not belong in this SIG. So please, if you have time, can you enlighten me on what we have been doing for the last few years that I have been a member, and how I am to catalog the work from the past. Reid, what is really going on here? Mark Barlet On Sat, Jan 24, 2009 at 7:16 PM, Reid Kimball wrote: > It appears more explanation is necessary. > > The Accessible Game Design Initiative takes NOTHING away from the Game > Accessibility SIG because it does not focus on helping disabled > players. The work of the Game Accessibility SIG is still extremely > valuable! > > I do think the ideas the initiative covers can be beneficial to the > disabled, because as I like to say, "games for all". The focus areas I > listed, such as "player tailoring" and a "hint system" can be helpful > to both able and disabled players. > > To make absolutely clear, here's what I see coming from this SIG: > * Support community for disabled players > * Advocate and representative for disabled players > * Research projects to help disabled players access more games for the: > -- visually affected > -- physically affected > -- mentally affected > -- aurally affected > * Share information and assist developers wishing to implement > features for disabled players > > I believe you can approach the goal of game accessibility from three > directions: > > 1. Special game features > -- Closed Captioning, slow game speed, high contrast graphics rendering > > 2. Alternative controllers > -- Switch devices, Quad controllers, controller hacks, voice controls, > brain wave controls > > 3. Accessible Game Design > -- Players customizing gameplay settings > -- Dynamic Difficulty > -- Content Navigation system (think VCR allowing rewind, fast forward, > skip chapters) > -- Hint system > > It is number three that I think this SIG and the Game Design SIG can > collaborate on, however I feel it is more relevant to game design than > this SIG. > > -Reid > > On Sat, Jan 24, 2009 at 2:25 PM, Mark Barlet wrote: > > So Reid what does that make this SIG? I would think that this would have > > been better served to start in our SIG, and invite others... this is like > > going to a SIG for Minorities and saying "Let's design a game for > disabled > > minorities" almost a secondary verb when there is already a primary SIG. > > > > I think by not letting this come from the GA SIG, and us reaching out to > > others, you have undercuts our mission a lot, Not sure that the motive is > > here, and I hope you get what you are looking for, but I just think you > have > > gone about this in a way that in the end hurts the hard work this SIG has > > done. > > > > Good Luck in your mission, whatever it is... > > > > Mark Barlet > _______________________________________________ > 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 nogai2001 at yahoo.com Mon Jan 26 03:03:44 2009 From: nogai2001 at yahoo.com (Anyaegbu Nonso) Date: Mon, 26 Jan 2009 00:03:44 -0800 (PST) Subject: [games_access] ABLEGAMERS In-Reply-To: Message-ID: <617493.94237.qm@web38308.mail.mud.yahoo.com> --- On Mon, 1/19/09, games_access-request at igda.org wrote: > From: games_access-request at igda.org > Subject: games_access Digest, Vol 57, Issue 21 > To: games_access at igda.org > Date: Monday, January 19, 2009, 7:00 AM > Send games_access mailing list submissions to > games_access at igda.org > > To subscribe or unsubscribe via the World Wide Web, visit > http://seven.pairlist.net/mailman/listinfo/games_access > or, via email, send a message with subject or body > 'help' to > games_access-request at igda.org > > You can reach the person managing the list at > games_access-owner at igda.org > > When replying, please edit your Subject line so it is more > specific > than "Re: Contents of games_access digest..." > > > Today's Topics: > > 1. AbleGamers Text to Speech Podcast; and Plee for Help. > (Mark Barlet) > 2. Enabled Gamers - Blog Tag (Barrie Ellis) > 3. Re: AbleGamers Text to Speech Podcast; and Plee for > Help. > (d. michelle hinn) > > > ---------------------------------------------------------------------- > > Message: 1 > Date: Sun, 18 Jan 2009 16:16:10 -0500 > From: "Mark Barlet" > Subject: [games_access] AbleGamers Text to Speech Podcast; > and Plee > for Help. > To: "IGDA Games Accessibility SIG Mailing List" > > Message-ID: > <191870b70901181316w50aeefebva2bf4d3c8bd33d83 at mail.gmail.com> > Content-Type: text/plain; charset="iso-8859-1" > > Wanted to forward this to the Group. Along with my > bi-annual plee. > > > Are you the type of person that says, "I like the > whole AbleGamers thing, > but this whole reading thing is just more than I am willing > to invest" or > maybe you are the person saying, "I spend 20 hours a > day on AbleGamers but > how do I cram it into my brain while I am sleeping or on > the bus?" Well the > folks here at AbleGamers, and the people over at Odiogo > have taken the whole > web thing out of the AbleGamers.com web site. > > *NOTE: Odiogo does place an ad at the front of our story. > Sorry, we just > cannot afford the version that is ad free.* > > Odiogo does the reading for you; it converts our site into > speech and reads > it to you. This is great for our blind users as well as > those on the go. You > can subscribe to our content via iTunes, or Zune. > > > > *http://ablegamers.com/general-news/406-ablegamers-in-your-ear.html* > > > I do also want to make my twice yearly plee. AbleGamers is > open for ALL the > people here. I think that there are a total of 5 people > that are on this > list who have taken the time to become members (free) of > AbleGamers. Given > that we are one of just a handful of ACTIVE sites on the > subject, I would > really hope for more support from this group. > > That said, AbleGamers is open for all of you to get things > out to the > community and web as a whole. Do you have a project you are > working on, send > me email and lets get a story up on it. Have your own > story? Send it over > and we will get it up. > > Here are the stats for AbleGamers last Year... > > AbleGamers Served more than 4.6 Million hits last year. > > We are always looking for good content, we are always very > fair at linking > to any where you want. We have a RSS feed of OneSwitch on > the bottom of > every page... so, in short, I COULD USE SOME HELP OVER > HERE!!! > > Happy New Year... MARK BARLET > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: > > > ------------------------------ > > Message: 2 > Date: Mon, 19 Jan 2009 00:03:09 -0000 > From: "Barrie Ellis" > > Subject: [games_access] Enabled Gamers - Blog Tag > To: "IGDA Games Accessibility SIG Mailing List" > > Message-ID: > <17795CB8498A418783E0C5FCA2354F57 at oneswitch> > Content-Type: text/plain; charset="iso-8859-1" > > Hope to build up a little photo-gallery of "enabled > gamers" on my OneSwitch Blog: > > http://switchgaming.blogspot.com/search/label/enabled%20gamers > > Thinking the set-ups might give a bit of encouragement to > others seeking solutions. > > Barrie > www.OneSwitch.org.uk > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: > > > ------------------------------ > > Message: 3 > Date: Sun, 18 Jan 2009 19:05:42 -0600 > From: "d. michelle hinn" > Subject: Re: [games_access] AbleGamers Text to Speech > Podcast; and > Plee for Help. > To: IGDA Games Accessibility SIG Mailing List > > Message-ID: > Content-Type: text/plain; charset="us-ascii"; > Format="flowed" > > This is great, Mark! What a nice alternative to have with > the podcasts! > > I want to lend my support to Mark's plea/request -- > Mark's site > definitely gets to the community of gamers with > disabilities. If you > have a new mod to test out or some cool accessibility news, > why not > write up something short for the site to attract beta > testers? > Getting the word out to as many as possible is our goal -- > why not > get the word out on as many sites as we can, especially on > a site > that attracts so many hits (I had no idea! That's > impressive!)? Our > list is filled with developers and researchers who could > really > benefit from getting their news out to their audience and I > think > AbleGamers is a super effective way to do that. We > can't afford to > keep silent -- spread the word about accessibility! > That's our point! > > Very cool that there's a feed of oneswitch on there > too. Nice to see > the sharing! :) > > Michelle > > >Wanted to forward this to the Group. Along with my > bi-annual plee. > > > > > >Are you the type of person that says, "I like the > whole AbleGamers > >thing, but this whole reading thing is just more than I > am willing > >to invest" or maybe you are the person saying, > "I spend 20 hours a > >day on AbleGamers but how do I cram it into my brain > while I am > >sleeping or on the bus?" Well the folks here at > AbleGamers, and the > >people over at Odiogo have taken the whole web thing > out of the > >AbleGamers.com web site. > > > >NOTE: Odiogo does place an ad at the front of our > story. Sorry, we > >just cannot afford the version that is ad free. > > > >Odiogo does the reading for you; it converts our site > into speech > >and reads it to you. This is great for our blind users > as well as > >those on the go. You can subscribe to our content via > iTunes, or > >Zune. > > > > > > > >http://ablegamers.com/general-news/406-ablegamers-in-your-ear.html > > > > > >I do also want to make my twice yearly plee. AbleGamers > is open for > >ALL the people here. I think that there are a total of > 5 people that > >are on this list who have taken the time to become > members (free) of > >AbleGamers. Given that we are one of just a handful of > ACTIVE sites > >on the subject, I would really hope for more support > from this group. > > > >That said, AbleGamers is open for all of you to get > things out to > >the community and web as a whole. Do you have a project > you are > >working on, send me email and lets get a story up on > it. Have your > >own story? Send it over and we will get it up. > > > >Here are the stats for AbleGamers last Year... > > > >AbleGamers Served more than 4.6 Million hits last year. > > > >We are always looking for good content, we are always > very fair at > >linking to any where you want. We have a RSS feed of > OneSwitch on > >the bottom of every page... so, in short, I COULD USE > SOME HELP OVER > >HERE!!! > > > >Happy New Year... MARK BARLET > > > > > > > >_______________________________________________ > >games_access mailing list > >games_access at igda.org > >http://seven.pairlist.net/mailman/listinfo/games_access > -------------- next part -------------- > WHAT IS ABLEGAMERS ALL ABOUT,I NEED A BROADER EXPLANATION. THANKS > GAIUS URL : > > > ------------------------------ > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > > > End of games_access Digest, Vol 57, Issue 21 > ******************************************** From ioo at ablegamers.com Mon Jan 26 14:35:33 2009 From: ioo at ablegamers.com (Mark Barlet) Date: Mon, 26 Jan 2009 14:35:33 -0500 Subject: [games_access] Interview with Famed Accessibility Guru Michelle Hinn on AbleGamers.com Message-ID: <191870b70901261135s1231b072rf2eea3fe02b5be53@mail.gmail.com> Hello all, I wanted to point out an interview AbleGamers did with famed Accessibility Guru Michelle Hinn! http://ablegamers.com/general-news/409-introducing-the-hinn-house-with-michelle-hinn.html I am not sure if anyone on this list knows her, but I think she would be a great asset to the SIG. Anyway, you should click the link above and read all 3 pages of it. If you have a Digg, you should Digg it too! Enjoy! Mark Barlet AbleGamers.com -------------- next part -------------- An HTML attachment was scrubbed... URL: From ioo at ablegamers.com Mon Jan 26 14:57:59 2009 From: ioo at ablegamers.com (Mark Barlet) Date: Mon, 26 Jan 2009 14:57:59 -0500 Subject: [games_access] AbleGamers is writing a story on 508 in gaming and needs help. Message-ID: <191870b70901261157n9269a39rb14a970f5581f9b8@mail.gmail.com> I need experts, so I will ask them (you). We are working on a story about 508 compliance in gaming, and I would like to know if any of you would like to participate in the discussion, and from the discussion come the story. It is one of the most ambitious stories of AbleGamers soon to be 5 year history. Now, I have an opinion on this subject, but I want other voices (Also, I am not witting (if you call what I do to the English Language writting) it so). Also, I would like some thoughts from our NON-US based members. For FULL DISCLOSER, I am, and have been for some time a 508 expert, I work here in Washington DC and have certified (or not) many US Government sites. So for those that are not sure what the heck I am taking about, here is what 508 is in a nutshell. Section 508 of the Americans with Disabilities Act states that government owned websites need to be accessable by all members of the public, including the blind. http://www.section508.gov/ Section 508 is ONLY for Government websites, but from time to time I hear a desire to push this GOAL to many other sorces of media. At Games for Health lasy year this was something talked about a lot. SO. If you have an opinion, and want to get involved in the discusstion, and help gather the opinions needed for us to write a fair piece on this, please send me an OFF LIST email to ioo at ableGamers.com and I will rope us all in. Thanks, Mark Barlet Editor-in-Chief AbleGamers.com -------------- next part -------------- An HTML attachment was scrubbed... URL: From hinn at uiuc.edu Mon Jan 26 15:12:42 2009 From: hinn at uiuc.edu (d. michelle hinn) Date: Mon, 26 Jan 2009 14:12:42 -0600 Subject: [games_access] AbleGamers is writing a story on 508 in gaming and needs help. In-Reply-To: <191870b70901261157n9269a39rb14a970f5581f9b8@mail.gmail.com> References: <191870b70901261157n9269a39rb14a970f5581f9b8@mail.gmail.com> Message-ID: To add to this and why it keeps coming up at game conferences -- this also applies to public schools (also under the US government) that use electronic resources. It's part 508 and part ADA. So a "reasonable accommodation" must be made for someone who cannot access whatever it is. This is true from k-12 through university and online course resources are included -- but so are books, which of course are a type of "media" (universities usually hire readers to put a textbook on tape). The issue is -- are games also included, included (game/non-game) SecondLife? If so, what IS a reasonable accommodation for that? And who is responsible for providing that -- the school? the government? the game company? So some more fuel for the argument! :) M >I need experts, so I will ask them (you). > >We are working on a story about 508 compliance in gaming, and I >would like to know if any of you would like to participate in the >discussion, and from the discussion come the story. It is one of the >most ambitious stories of AbleGamers soon to be 5 year history. Now, >I have an opinion on this subject, but I want other voices (Also, I >am not witting (if you call what I do to the English Language >writting) it so). Also, I would like some thoughts from our NON-US >based members. > >For FULL DISCLOSER, I am, and have been for some time a 508 expert, >I work here in Washington DC and have certified (or not) many US >Government sites. So for those that are not sure what the heck I am >taking about, here is what 508 is in a nutshell. Section 508 of the >Americans with Disabilities Act states that government owned >websites need to be accessable by all members of the public, >including the blind. > >http://www.section508.gov/ > >Section 508 is ONLY for Government websites, but from time to time I >hear a desire to push this GOAL to many other sorces of media. At >Games for Health lasy year this was something talked about a lot. > >SO. If you have an opinion, and want to get involved in the >discusstion, and help gather the opinions needed for us to write a >fair piece on this, please send me an OFF LIST email to >ioo at ableGamers.com and I will rope us all in. > >Thanks, > >Mark Barlet >Editor-in-Chief >AbleGamers.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: From hinn at uiuc.edu Mon Jan 26 15:13:55 2009 From: hinn at uiuc.edu (d. michelle hinn) Date: Mon, 26 Jan 2009 14:13:55 -0600 Subject: [games_access] Interview with Famed Accessibility Guru Michelle Hinn on AbleGamers.com In-Reply-To: <191870b70901261135s1231b072rf2eea3fe02b5be53@mail.gmail.com> References: <191870b70901261135s1231b072rf2eea3fe02b5be53@mail.gmail.com> Message-ID: I dunno. She sounds weird. And talks too much. ;) Thanks for the interview, Mark! It was fun!! Michelle >Hello all, > > I wanted to point out an interview AbleGamers did with famed >Accessibility Guru Michelle Hinn! > >http://ablegamers.com/general-news/409-introducing-the-hinn-house-with-michelle-hinn.html > >I am not sure if anyone on this list knows her, but I think she >would be a great asset to the SIG. Anyway, you should click the link >above and read all 3 pages of it. If you have a Digg, you should >Digg it too! > >Enjoy! > >Mark Barlet >AbleGamers.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: From ioo at ablegamers.com Mon Jan 26 15:23:16 2009 From: ioo at ablegamers.com (Mark Barlet) Date: Mon, 26 Jan 2009 15:23:16 -0500 Subject: [games_access] Interview with Famed Accessibility Guru Michelle Hinn on AbleGamers.com In-Reply-To: References: <191870b70901261135s1231b072rf2eea3fe02b5be53@mail.gmail.com> Message-ID: <191870b70901261223h1cebe24fh5a15cfa60eb6ae88@mail.gmail.com> She types a lot too... She may clog this email system up.. blah blah blah accessibility blah blah. Thank god the "Economic policy's of Post-Soviet Era break-away states and there effects on the Indo-China relations" is not in her wheel house, or she would have invented the cure for insomnia! Thanks for the chance Michelle. Mark On Mon, Jan 26, 2009 at 3:13 PM, d. michelle hinn wrote: > I dunno. She sounds weird. And talks too much. > > ;) > > Thanks for the interview, Mark! It was fun!! > > Michelle > > Hello all, > > I wanted to point out an interview AbleGamers did with famed Accessibility > Guru Michelle Hinn! > > http://ablegamers.com/general-news/409-introducing-the-hinn-house-wi > th-michelle-hinn.html > > I am not sure if anyone on this list knows her, but I think she would be a > great asset to the SIG. Anyway, you should click the link above and read all > 3 pages of it. If you have a Digg, you should Digg it too! > > Enjoy! > > Mark Barlet > AbleGamers.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 > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From reid at rbkdesign.com Tue Jan 27 00:23:28 2009 From: reid at rbkdesign.com (Reid Kimball) Date: Mon, 26 Jan 2009 21:23:28 -0800 Subject: [games_access] Help find a name for... Message-ID: Hi all, The other day I posted a proposal for a collaboration between the Game Accessibility SIG and the Game Design SIG to find ways through game design to help people with accessibility issues they encounter during gameplay. Read the proposal here: (http://blog.rbkdesign.com/2009/01/game-design-for-accessibility/) I called the initiative, "Accessible Game Design". Several people have written to me saying it's confusing or not the right name for the initiative. I'd like help in finding an appropriate name for the initiative. I have some others to consider below. Please offer your own if you have a name to share. Rename "Accessible Game Design" to: Inclusive Game Design Barrier-Free Game Design Assistive Game Design ... Any others? Feel free to respond to this thread or write a comment on the blog post.Thanks, -Reid From thomas at pininteractive.com Tue Jan 27 16:24:35 2009 From: thomas at pininteractive.com (Thomas Westin) Date: Tue, 27 Jan 2009 22:24:35 +0100 Subject: [games_access] Accessible Game Design Initiative, in planning phase now. In-Reply-To: <191870b70901241715j14298044n4637a953bf1eac53@mail.gmail.com> References: <191870b70901241425s4364898dv19b91cfd7b92186c@mail.gmail.com> <191870b70901241715j14298044n4637a953bf1eac53@mail.gmail.com> Message-ID: <78724812-613B-4BD7-9D5C-A1802766A847@pininteractive.com> Reid and Mark, While I agree with Mark that the design part is equally important for this SIG, I do think it is vital that accessibility is not treated as something special. This SIG is only needed as long as accessibility is treated as something as 'for disabled'. When designers in general realize that we are all disabled in some sense, then accessibility will be a top priority in any game design which would be fantastic. I would be very happy to see that this SIG wasn't needed! So I'm encouraging Reid's attempt to break into the design SIG pushing accessibility into the mainstream zone where it should be. It was actually the reason I got the idea for starting the SIG in the first place, and why I turned the the IGDA where all the mainstream devs are. So Reid's effort is right on the spot! However utopian it may seem today, most or all accessibility features may be mainstream some day. I hope. /Thomas On 25 jan 2009, at 02.15, Mark Barlet wrote: > I think "Accessible Game Design" is not the third goal of this SIG > but number ONE. I am thinking back to YOUR poster talk, and looking > back at all of the talks this group has given at GDC over the years > (and all of the proposals we have had rejected), and I think you > would be hard pressed to argue that Game design is NOT a fundamental > part of the work of this SIG. You state as the number one "Closed > Captioning, slow game speed, high contrast graphics rendering" those > are all "game design" aspects. ALL of those things fall under "Game > Design"... I dare say that what you say is number 2, while I am a > huge supporter of, is in far less a part of this SIG. Also, I am > looking at all the active member of this SIG, including you, and the > Chair, and they are all game designers. > > I think it is a HUGE stretch to say "Accessible Game Design" does > not belong in this SIG. So please, if you have time, can you > enlighten me on what we have been doing for the last few years that > I have been a member, and how I am to catalog the work from the past. > > Reid, what is really going on here? > > Mark Barlet > > > On Sat, Jan 24, 2009 at 7:16 PM, Reid Kimball > wrote: > It appears more explanation is necessary. > > The Accessible Game Design Initiative takes NOTHING away from the Game > Accessibility SIG because it does not focus on helping disabled > players. The work of the Game Accessibility SIG is still extremely > valuable! > > I do think the ideas the initiative covers can be beneficial to the > disabled, because as I like to say, "games for all". The focus areas I > listed, such as "player tailoring" and a "hint system" can be helpful > to both able and disabled players. > > To make absolutely clear, here's what I see coming from this SIG: > * Support community for disabled players > * Advocate and representative for disabled players > * Research projects to help disabled players access more games for > the: > -- visually affected > -- physically affected > -- mentally affected > -- aurally affected > * Share information and assist developers wishing to implement > features for disabled players > > I believe you can approach the goal of game accessibility from three > directions: > > 1. Special game features > -- Closed Captioning, slow game speed, high contrast graphics > rendering > > 2. Alternative controllers > -- Switch devices, Quad controllers, controller hacks, voice controls, > brain wave controls > > 3. Accessible Game Design > -- Players customizing gameplay settings > -- Dynamic Difficulty > -- Content Navigation system (think VCR allowing rewind, fast forward, > skip chapters) > -- Hint system > > It is number three that I think this SIG and the Game Design SIG can > collaborate on, however I feel it is more relevant to game design than > this SIG. > > -Reid > > On Sat, Jan 24, 2009 at 2:25 PM, Mark Barlet > wrote: > > So Reid what does that make this SIG? I would think that this > would have > > been better served to start in our SIG, and invite others... this > is like > > going to a SIG for Minorities and saying "Let's design a game for > disabled > > minorities" almost a secondary verb when there is already a > primary SIG. > > > > I think by not letting this come from the GA SIG, and us reaching > out to > > others, you have undercuts our mission a lot, Not sure that the > motive is > > here, and I hope you get what you are looking for, but I just > think you have > > gone about this in a way that in the end hurts the hard work this > SIG has > > done. > > > > Good Luck in your mission, whatever it is... > > > > Mark Barlet > _______________________________________________ > 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 Tue Jan 27 16:46:59 2009 From: thomas at pininteractive.com (Thomas Westin) Date: Tue, 27 Jan 2009 22:46:59 +0100 Subject: [games_access] Interview with Famed Accessibility Guru Michelle Hinn on AbleGamers.com In-Reply-To: References: <191870b70901261135s1231b072rf2eea3fe02b5be53@mail.gmail.com> Message-ID: Michelle, congrats on the Professor title, had no idea you had become a professor! /Thomas On 26 jan 2009, at 21.13, d. michelle hinn wrote: > I dunno. She sounds weird. And talks too much. > > ;) > > Thanks for the interview, Mark! It was fun!! > > Michelle > >> Hello all, >> >> I wanted to point out an interview AbleGamers did with famed >> Accessibility Guru Michelle Hinn! >> >> http://ablegamers.com/general-news/409-introducing-the-hinn-house-with-michelle-hinn.html >> >> I am not sure if anyone on this list knows her, but I think she >> would be a great asset to the SIG. Anyway, you should click the >> link above and read all 3 pages of it. If you have a Digg, you >> should Digg it too! >> >> Enjoy! >> >> Mark Barlet >> AbleGamers.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 -------------- next part -------------- An HTML attachment was scrubbed... URL: From jbannick at 7128.com Tue Jan 27 21:36:44 2009 From: jbannick at 7128.com (John Bannick) Date: Tue, 27 Jan 2009 21:36:44 -0500 (EST) Subject: [games_access] Accessible Game Design Initiative, in planning phase now. Message-ID: <1130.76.119.138.66.1233110204.squirrel@webmail.enigami.com> Folks, Personally, I agree with Michelle and Thomas: this is an opportunity to share info. In fact, what Reid is doing is injecting GA SIG plasma into the GD SIG cell. The sad fact is that the GD SIG folks will undoubtedly focus mostly on stuff other than accessibility. I mean, do we expect them to be different than the other 6 billion of us? At the end of the day, the GA SIG is the only place where academics, developers, and media mavens (Mark, you're a victim of your own success) meet to discuss accessible gaming. John the Geek From jbannick at 7128.com Tue Jan 27 21:47:30 2009 From: jbannick at 7128.com (John Bannick) Date: Tue, 27 Jan 2009 21:47:30 -0500 (EST) Subject: [games_access] Interview with Famed Accessibility Guru Michelle Hinn on AbleGamers.com Message-ID: <1192.76.119.138.66.1233110850.squirrel@webmail.enigami.com> Mark and Michelle, What a great article! Your notion about a cognitive or psychological game is provocative. We've been focusing on the blind; just started work with the deaf and motion-impaired, and have the cognitively-impaired in the queue for later, probably next year. I've been seeing droppings on CI in my recent wanderings helping Marketing with their Top 25 2009 lists. In any event, you guys have a great combination of someone who knows a lot about a lot and someone who has a great delivery system. Keep up the good work. jhb From jbannick at 7128.com Tue Jan 27 21:53:05 2009 From: jbannick at 7128.com (John Bannick) Date: Tue, 27 Jan 2009 21:53:05 -0500 (EST) Subject: [games_access] Help find a name for... Message-ID: <1201.76.119.138.66.1233111185.squirrel@webmail.enigami.com> Reid, They're wrong. You're right. Accessible Game Design is a perfect name for what you're doing. IMHOP jhb From hinn at uiuc.edu Tue Jan 27 23:26:46 2009 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 27 Jan 2009 22:26:46 -0600 Subject: [games_access] Accessible Game Design Initiative, in planning phase now. In-Reply-To: <78724812-613B-4BD7-9D5C-A1802766A847@pininteractive.com> References: <191870b70901 241425s4364898dv19b91cfd7b92186c@mail.gmail.com> <191870b70901241715j14298044n4637a953bf1eac53@mail.gmail.com> <78724812-613B-4BD7-9D5C-A1802766A847@pininteractive.com> Message-ID: Those are good points from everyone -- obviously this is a very passionate discussion and I'm just going to come in as mediator here. :) I personally am a little conflicted because I see far too often companies starting out with good intentions and then the disability part drops out and then what was originally going to be accessible...no longer is. I guess it's that "feature creep" thing, in part. But we're an old SIG now and perhaps we can help be mentors to the newer SIGs in order to get the accessibility word out. Perhaps, Reid, when we get closer to GDC, you could encourage those in the new SIG to come to the "Accessibility 101" talk so that they can get a crash course in the specific issues we discuss? And then they could come to the roundtable and group gathering to continue the conversation. Not everyone "gets" what it is that we're fighting for and it's our job to educate. I think that the more designers we can get into the room, the more powerful this initiative could be. I'm going to encourage Reid to give things a shot to see how it pans out. We CAN have a meeting at GDC about it -- we have some free room space that the IGDA gives for meetings and we might want to do this with other SIGs if enough people are there and enough progress is made (or it could kick off more progress). It will be interesting to see where the workload falls...I think we all know that these things take much more time from the lead of any one project and it can be a little crazy making at times. :) That's my main bit of advise to you, Reid, but you know that I have trouble taking advise about that myself. Of course, the problem right now is, we don't have that "accessibility/disability" auto-include thought process yet in the industry and we may be years away from that (think about other electronic media...people are still fighting movie theatres for captioning!!). But perhaps, eventually, we'll get to the point where we reach Thomas' Utopia. I'm all in favor for these things no longer being an issue...but as co-chair of the diversity committee...we still have GLBT, Women, Minorities and other SIGs and the Women in Games SIG has been around for a VERY long time and still has a ways to go. Thomas -- you've known me for so long that you know I have a dimmer view about the world's response to disability accessibility but that doesn't mean we can't dream of a day where the SIG serves as a reminder and a way to get more developers with disabilities involved in gaming (that's another part of our mission that we often forget...but it's important!!). Not trying to discourage at all! And perhaps we'll get some cross SIG members. This will be important in the near future, as larger SIGs will get more revenue sharing of IGDA membership costs. So the more members...the more money we'll have to do more with! Perhaps, if I may, suggest that we revise the whitepaper to include the Design SIG and it would help both SIGs. Reid -- has the SIG been officially approved by the IGDA? I had not yet heard anything about it on the SIG chair list so when Reid brought it up I wasn't sure the status. Also, the Localization SIG chair (also a new SIG!) wants to do something with us too -- because captioning is an important issue for them and if THEY can also double the reason for doing it to ease localization (when games are ported to other regions of the world), then we all win there too. So maybe we can bring them into the discussion and we can have a tri-SIG initiative. (Ok...going a little "Harry Potter" here...tri-wizard initiative?) Anyway, we have a LOT going on in such a short span of time and it's exciting. There's a lot of things going on that are exciting here, other parts of the IGDA, and our partners-in-accessibility like AbleGamers that are doing some great things to push the accessibility agenda. If we all give each other a chance, then we will have one amazing year. BTW -- the 508 discussion for the AbleGamers piece is heating up. Thomas and others from other parts of the globe. It would be FANTASTIC to get you guys involved in this. Basically I know we all have an opinion as to whether or not games should be required BY LAW to be accessible. This has been a "hot button" issue for us for a while and it's time to get that debate out there and discover what our best advise is going to be for this particular industry! Email me or Mark for more information!! Let's keep up the passion and the energy! The way I see it...if we never had any disagreements, then I'd know that we were just not supportive of our own message. We all want the same thing in the end -- more accessible games. Not everyone will have time to be involved in everything and that's ok. But to take the "service" initiative going on here in the US with our new president, let's all remember that whether it's an hour or two a week or much more...get involved! I think that's a good thing for all of us all over the globe. :) Michelle At 10:24 PM +0100 1/27/09, Thomas Westin wrote: >Reid and Mark, > >While I agree with Mark that the design part is equally important >for this SIG, I do think it is vital that accessibility is not >treated as something special. > >This SIG is only needed as long as accessibility is treated as >something as 'for disabled'. When designers in general realize that >we are all disabled in some sense, then accessibility will be a top >priority in any game design which would be fantastic. I would be >very happy to see that this SIG wasn't needed! > >So I'm encouraging Reid's attempt to break into the design SIG >pushing accessibility into the mainstream zone where it should be. >It was actually the reason I got the idea for starting the SIG in >the first place, and why I turned the the IGDA where all the >mainstream devs are. > >So Reid's effort is right on the spot! However utopian it may seem >today, most or all accessibility features may be mainstream some >day. I hope. > >/Thomas > > >On 25 jan 2009, at 02.15, Mark Barlet wrote: > >>I think "Accessible Game Design" is not the third goal of this SIG >>but number ONE. I am thinking back to YOUR poster talk, and looking >>back at all of the talks this group has given at GDC over the years >>(and all of the proposals we have had rejected), and I think you >>would be hard pressed to argue that Game design is NOT a >>fundamental part of the work of this SIG. You state as the number >>one "Closed Captioning, slow game speed, high contrast graphics >>rendering" those are all "game design" aspects. ALL of those things >>fall under "Game Design"... I dare say that what you say is number >>2, while I am a huge supporter of, is in far less a part of this >>SIG. Also, I am looking at all the active member of this SIG, >>including you, and the Chair, and they are all game designers. >> >>I think it is a HUGE stretch to say "Accessible Game Design" does >>not belong in this SIG. So please, if you have time, can you >>enlighten me on what we have been doing for the last few years that >>I have been a member, and how I am to catalog the work from the >>past. >> >>Reid, what is really going on here? >> >>Mark Barlet >> >>On Sat, Jan 24, 2009 at 7:16 PM, Reid Kimball >><rkimball at gmail.com> wrote: >> >>It appears more explanation is necessary. >> >>The Accessible Game Design Initiative takes NOTHING away from the Game >>Accessibility SIG because it does not focus on helping disabled >>players. The work of the Game Accessibility SIG is still extremely >>valuable! >> >>I do think the ideas the initiative covers can be beneficial to the >>disabled, because as I like to say, "games for all". The focus areas I >>listed, such as "player tailoring" and a "hint system" can be helpful >>to both able and disabled players. >> >>To make absolutely clear, here's what I see coming from this SIG: >>* Support community for disabled players >>* Advocate and representative for disabled players >>* Research projects to help disabled players access more games for the: >>-- visually affected >>-- physically affected >>-- mentally affected >>-- aurally affected >>* Share information and assist developers wishing to implement >>features for disabled players >> >>I believe you can approach the goal of game accessibility from >>three directions: >> >>1. Special game features >>-- Closed Captioning, slow game speed, high contrast graphics rendering >> >>2. Alternative controllers >>-- Switch devices, Quad controllers, controller hacks, voice controls, >>brain wave controls >> >>3. Accessible Game Design >>-- Players customizing gameplay settings >>-- Dynamic Difficulty >>-- Content Navigation system (think VCR allowing rewind, fast forward, >>skip chapters) >>-- Hint system >> >>It is number three that I think this SIG and the Game Design SIG can >>collaborate on, however I feel it is more relevant to game design than >>this SIG. >> >>-Reid >> >> >>On Sat, Jan 24, 2009 at 2:25 PM, Mark Barlet >><ioo at ablegamers.com> wrote: >>> So Reid what does that make this SIG? I would think that this would have >>> been better served to start in our SIG, and invite others... this is like >>> going to a SIG for Minorities and saying "Let's design a game for disabled >>> minorities" almost a secondary verb when there is already a primary SIG. >>> >>> I think by not letting this come from the GA SIG, and us reaching out to >>> others, you have undercuts our mission a lot, Not sure that the motive is >>> here, and I hope you get what you are looking for, but I just >>>think you have >>> gone about this in a way that in the end hurts the hard work this SIG has >>> done. >>> >>> Good Luck in your mission, whatever it is... >>> >>> Mark Barlet >> >>_______________________________________________ >>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 Tue Jan 27 23:31:41 2009 From: hinn at uiuc.edu (d. michelle hinn) Date: Tue, 27 Jan 2009 22:31:41 -0600 Subject: [games_access] Help find a name for... In-Reply-To: <1201.76.119.138.66.1233111185.squirrel@webmail.enigami.com> References: <1201.76.119.138.66.1233111185.squirrel@webmail.enigami.com> Message-ID: Lol...Reid and I have been arguing this one for days. But, hey, as long as we keep it straight that there are ADDITIONAL concerns when we are designing for accessibility for disabled gamers then let's leave the usability/accessibility debate out of it. It just wastes time in a way that we don't have. The time for attack is NOW! Let's flood the industry with what we know! Michelle >Reid, > >They're wrong. You're right. > >Accessible Game Design is a perfect name for what you're doing. > >IMHOP > >jhb > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Wed Jan 28 03:28:00 2009 From: richard at audiogames.net (AudioGames.net) Date: Wed, 28 Jan 2009 09:28:00 +0100 Subject: [games_access] Accessible Game Design Initiative, in planning phase now. References: <191870b70901241425s4364898dv19b91cfd7b92186c@mail.gmail.com><191870b70901241715j14298044n4637a953bf1eac53@mail.gmail.com><78724812-613B-4BD7-9D5C-A1802766A847@pininteractive.com> Message-ID: Re: [games_access] Accessible Game Design Initiative, inHi guys, Just to let you know, I'm reading every thread and am still here! There's a lot to digest this first month of the year so so far I've only been able to listen in. Gr. Richard ----- Original Message ----- From: d. michelle hinn To: IGDA Games Accessibility SIG Mailing List Sent: Wednesday, January 28, 2009 5:26 AM Subject: Re: [games_access] Accessible Game Design Initiative, in planning phase now. Those are good points from everyone -- obviously this is a very passionate discussion and I'm just going to come in as mediator here. :) I personally am a little conflicted because I see far too often companies starting out with good intentions and then the disability part drops out and then what was originally going to be accessible...no longer is. I guess it's that "feature creep" thing, in part. But we're an old SIG now and perhaps we can help be mentors to the newer SIGs in order to get the accessibility word out. Perhaps, Reid, when we get closer to GDC, you could encourage those in the new SIG to come to the "Accessibility 101" talk so that they can get a crash course in the specific issues we discuss? And then they could come to the roundtable and group gathering to continue the conversation. Not everyone "gets" what it is that we're fighting for and it's our job to educate. I think that the more designers we can get into the room, the more powerful this initiative could be. I'm going to encourage Reid to give things a shot to see how it pans out. We CAN have a meeting at GDC about it -- we have some free room space that the IGDA gives for meetings and we might want to do this with other SIGs if enough people are there and enough progress is made (or it could kick off more progress). It will be interesting to see where the workload falls...I think we all know that these things take much more time from the lead of any one project and it can be a little crazy making at times. :) That's my main bit of advise to you, Reid, but you know that I have trouble taking advise about that myself. Of course, the problem right now is, we don't have that "accessibility/disability" auto-include thought process yet in the industry and we may be years away from that (think about other electronic media...people are still fighting movie theatres for captioning!!). But perhaps, eventually, we'll get to the point where we reach Thomas' Utopia. I'm all in favor for these things no longer being an issue...but as co-chair of the diversity committee...we still have GLBT, Women, Minorities and other SIGs and the Women in Games SIG has been around for a VERY long time and still has a ways to go. Thomas -- you've known me for so long that you know I have a dimmer view about the world's response to disability accessibility but that doesn't mean we can't dream of a day where the SIG serves as a reminder and a way to get more developers with disabilities involved in gaming (that's another part of our mission that we often forget...but it's important!!). Not trying to discourage at all! And perhaps we'll get some cross SIG members. This will be important in the near future, as larger SIGs will get more revenue sharing of IGDA membership costs. So the more members...the more money we'll have to do more with! Perhaps, if I may, suggest that we revise the whitepaper to include the Design SIG and it would help both SIGs. Reid -- has the SIG been officially approved by the IGDA? I had not yet heard anything about it on the SIG chair list so when Reid brought it up I wasn't sure the status. Also, the Localization SIG chair (also a new SIG!) wants to do something with us too -- because captioning is an important issue for them and if THEY can also double the reason for doing it to ease localization (when games are ported to other regions of the world), then we all win there too. So maybe we can bring them into the discussion and we can have a tri-SIG initiative. (Ok...going a little "Harry Potter" here...tri-wizard initiative?) Anyway, we have a LOT going on in such a short span of time and it's exciting. There's a lot of things going on that are exciting here, other parts of the IGDA, and our partners-in-accessibility like AbleGamers that are doing some great things to push the accessibility agenda. If we all give each other a chance, then we will have one amazing year. BTW -- the 508 discussion for the AbleGamers piece is heating up. Thomas and others from other parts of the globe. It would be FANTASTIC to get you guys involved in this. Basically I know we all have an opinion as to whether or not games should be required BY LAW to be accessible. This has been a "hot button" issue for us for a while and it's time to get that debate out there and discover what our best advise is going to be for this particular industry! Email me or Mark for more information!! Let's keep up the passion and the energy! The way I see it...if we never had any disagreements, then I'd know that we were just not supportive of our own message. We all want the same thing in the end -- more accessible games. Not everyone will have time to be involved in everything and that's ok. But to take the "service" initiative going on here in the US with our new president, let's all remember that whether it's an hour or two a week or much more...get involved! I think that's a good thing for all of us all over the globe. :) Michelle At 10:24 PM +0100 1/27/09, Thomas Westin wrote: Reid and Mark, While I agree with Mark that the design part is equally important for this SIG, I do think it is vital that accessibility is not treated as something special. This SIG is only needed as long as accessibility is treated as something as 'for disabled'. When designers in general realize that we are all disabled in some sense, then accessibility will be a top priority in any game design which would be fantastic. I would be very happy to see that this SIG wasn't needed! So I'm encouraging Reid's attempt to break into the design SIG pushing accessibility into the mainstream zone where it should be. It was actually the reason I got the idea for starting the SIG in the first place, and why I turned the the IGDA where all the mainstream devs are. So Reid's effort is right on the spot! However utopian it may seem today, most or all accessibility features may be mainstream some day. I hope. /Thomas On 25 jan 2009, at 02.15, Mark Barlet wrote: I think "Accessible Game Design" is not the third goal of this SIG but number ONE. I am thinking back to YOUR poster talk, and looking back at all of the talks this group has given at GDC over the years (and all of the proposals we have had rejected), and I think you would be hard pressed to argue that Game design is NOT a fundamental part of the work of this SIG. You state as the number one "Closed Captioning, slow game speed, high contrast graphics rendering" those are all "game design" aspects. ALL of those things fall under "Game Design"... I dare say that what you say is number 2, while I am a huge supporter of, is in far less a part of this SIG. Also, I am looking at all the active member of this SIG, including you, and the Chair, and they are all game designers. I think it is a HUGE stretch to say "Accessible Game Design" does not belong in this SIG. So please, if you have time, can you enlighten me on what we have been doing for the last few years that I have been a member, and how I am to catalog the work from the past. Reid, what is really going on here? Mark Barlet On Sat, Jan 24, 2009 at 7:16 PM, Reid Kimball wrote: It appears more explanation is necessary. The Accessible Game Design Initiative takes NOTHING away from the Game Accessibility SIG because it does not focus on helping disabled players. The work of the Game Accessibility SIG is still extremely valuable! I do think the ideas the initiative covers can be beneficial to the disabled, because as I like to say, "games for all". The focus areas I listed, such as "player tailoring" and a "hint system" can be helpful to both able and disabled players. To make absolutely clear, here's what I see coming from this SIG: * Support community for disabled players * Advocate and representative for disabled players * Research projects to help disabled players access more games for the: -- visually affected -- physically affected -- mentally affected -- aurally affected * Share information and assist developers wishing to implement features for disabled players I believe you can approach the goal of game accessibility from three directions: 1. Special game features -- Closed Captioning, slow game speed, high contrast graphics rendering 2. Alternative controllers -- Switch devices, Quad controllers, controller hacks, voice controls, brain wave controls 3. Accessible Game Design -- Players customizing gameplay settings -- Dynamic Difficulty -- Content Navigation system (think VCR allowing rewind, fast forward, skip chapters) -- Hint system It is number three that I think this SIG and the Game Design SIG can collaborate on, however I feel it is more relevant to game design than this SIG. -Reid On Sat, Jan 24, 2009 at 2:25 PM, Mark Barlet wrote: > So Reid what does that make this SIG? I would think that this would have > been better served to start in our SIG, and invite others... this is like > going to a SIG for Minorities and saying "Let's design a game for disabled > minorities" almost a secondary verb when there is already a primary SIG. > > I think by not letting this come from the GA SIG, and us reaching out to > others, you have undercuts our mission a lot, Not sure that the motive is > here, and I hope you get what you are looking for, but I just think you have > gone about this in a way that in the end hurts the hard work this SIG has > done. > > Good Luck in your mission, whatever it is... > > Mark Barlet _______________________________________________ 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 Wed Jan 28 03:36:06 2009 From: richard at audiogames.net (AudioGames.net) Date: Wed, 28 Jan 2009 09:36:06 +0100 Subject: [games_access] Help find a name for... References: <1201.76.119.138.66.1233111185.squirrel@webmail.enigami.com> Message-ID: <30D2783875CC4F1093EB584BEE789FAD@Delletje> Hi, I've been using "accessible game design" for the past years too, and even though I understand it has certain different connatations in the current game industry, I think it's the best term to use. Our 'definition' (so far - at least how I see it) embraces the meaning it has in the current game industry and simple adds "extremes" to this meaning. gr. Richard ----- Original Message ----- From: "John Bannick" To: Sent: Wednesday, January 28, 2009 3:53 AM Subject: [games_access] Help find a name for... > Reid, > > They're wrong. You're right. > > Accessible Game Design is a perfect name for what you're doing. > > IMHOP > > jhb > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Wed Jan 28 04:02:50 2009 From: richard at audiogames.net (AudioGames.net) Date: Wed, 28 Jan 2009 10:02:50 +0100 Subject: [games_access] Accessible Game Design Initiative, in planning phase now. References: <1130.76.119.138.66.1233110204.squirrel@webmail.enigami.com> Message-ID: <347C2E38BBB64DFBBC70A0D355AF3426@Delletje> Hi, *quote* The sad fact is that the GD SIG folks will undoubtedly focus mostly on stuff other than accessibility. *quote end* In my opinion it's simply a fact, not really "sad". I think it's merely important to show game designers what the true potential of "accessible game design" [1] is for them. In my opinion, Accessible Game Design is not about making the game Interface accessible (with accessible input technology or with accessible output technology, including the (re-)rendering of information and transformation of one medium to another) [2]. It is about make the actual game design accessible. This involves new ways of dealing with existing game design paramaters (such as adaptive parameters) and maybe finding new parameters (which could actually lead to new exciting game designs). For the past few years that I've been involved with game accessibility I found that this field is on a gliding scale ranging from "easy game accessibility" to "difficult game accessibility". There are accessibility issues that are relatively easy to solve but there are also issues for which no solution is apparant. I have the thesis that the simple issues are more related to the interfaces of games and that the difficult issues are more related to game design. And that there is also a relationship between the two: sometimes making a game interface accessible will still leave the game inaccessible - or not fun (my #6 in my 9+1 Game Accessibility Key Points document). So... I think it is just right that GD SIG folks focus on Game Design (it's what the SIG is for). Because I think it is that expertise that is needed to tackle difficult game accessibility issues. Greets, Richard [1] see other thread... [2] which would be Accessible Game Interface Design (with Interface *not* referring to the in-game HUD ;) ----- Original Message ----- From: "John Bannick" To: Sent: Wednesday, January 28, 2009 3:36 AM Subject: [games_access] Accessible Game Design Initiative,in planning phase now. > Folks, > > Personally, I agree with Michelle and Thomas: this is an opportunity to > share info. > > In fact, what Reid is doing is injecting GA SIG plasma into the GD SIG > cell. > > The sad fact is that the GD SIG folks will undoubtedly focus mostly on > stuff other than accessibility. I mean, do we expect them to be different > than the other 6 billion of us? > > At the end of the day, the GA SIG is the only place where academics, > developers, and media mavens (Mark, you're a victim of your own success) > meet to discuss accessible gaming. > > John the Geek > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Wed Jan 28 04:05:44 2009 From: richard at audiogames.net (AudioGames.net) Date: Wed, 28 Jan 2009 10:05:44 +0100 Subject: [games_access] Accessible Game Design Initiative, in planning phase now. References: <191870b70901241425s4364898dv19b91cfd7b92186c@mail.gmail.com><191870b70901241715j14298044n4637a953bf1eac53@mail.gmail.com> <78724812-613B-4BD7-9D5C-A1802766A847@pininteractive.com> Message-ID: <473ADE638F284B75A9C260A04F5D4E31@Delletje> *quote* However utopian it may seem today, most or all accessibility features may be mainstream some day. I hope. *quote end* (grin) Hopefelly, games may in day be designed as adaptive systems, not merely the simple interactive systems they are now, fixing accessibility issues on the spot... ;) ----- Original Message ----- From: Thomas Westin To: IGDA Games Accessibility SIG Mailing List Sent: Tuesday, January 27, 2009 10:24 PM Subject: Re: [games_access] Accessible Game Design Initiative,in planning phase now. Reid and Mark, While I agree with Mark that the design part is equally important for this SIG, I do think it is vital that accessibility is not treated as something special. This SIG is only needed as long as accessibility is treated as something as 'for disabled'. When designers in general realize that we are all disabled in some sense, then accessibility will be a top priority in any game design which would be fantastic. I would be very happy to see that this SIG wasn't needed! So I'm encouraging Reid's attempt to break into the design SIG pushing accessibility into the mainstream zone where it should be. It was actually the reason I got the idea for starting the SIG in the first place, and why I turned the the IGDA where all the mainstream devs are. So Reid's effort is right on the spot! However utopian it may seem today, most or all accessibility features may be mainstream some day. I hope. /Thomas On 25 jan 2009, at 02.15, Mark Barlet wrote: I think "Accessible Game Design" is not the third goal of this SIG but number ONE. I am thinking back to YOUR poster talk, and looking back at all of the talks this group has given at GDC over the years (and all of the proposals we have had rejected), and I think you would be hard pressed to argue that Game design is NOT a fundamental part of the work of this SIG. You state as the number one "Closed Captioning, slow game speed, high contrast graphics rendering" those are all "game design" aspects. ALL of those things fall under "Game Design"... I dare say that what you say is number 2, while I am a huge supporter of, is in far less a part of this SIG. Also, I am looking at all the active member of this SIG, including you, and the Chair, and they are all game designers. I think it is a HUGE stretch to say "Accessible Game Design" does not belong in this SIG. So please, if you have time, can you enlighten me on what we have been doing for the last few years that I have been a member, and how I am to catalog the work from the past. Reid, what is really going on here? Mark Barlet On Sat, Jan 24, 2009 at 7:16 PM, Reid Kimball wrote: It appears more explanation is necessary. The Accessible Game Design Initiative takes NOTHING away from the Game Accessibility SIG because it does not focus on helping disabled players. The work of the Game Accessibility SIG is still extremely valuable! I do think the ideas the initiative covers can be beneficial to the disabled, because as I like to say, "games for all". The focus areas I listed, such as "player tailoring" and a "hint system" can be helpful to both able and disabled players. To make absolutely clear, here's what I see coming from this SIG: * Support community for disabled players * Advocate and representative for disabled players * Research projects to help disabled players access more games for the: -- visually affected -- physically affected -- mentally affected -- aurally affected * Share information and assist developers wishing to implement features for disabled players I believe you can approach the goal of game accessibility from three directions: 1. Special game features -- Closed Captioning, slow game speed, high contrast graphics rendering 2. Alternative controllers -- Switch devices, Quad controllers, controller hacks, voice controls, brain wave controls 3. Accessible Game Design -- Players customizing gameplay settings -- Dynamic Difficulty -- Content Navigation system (think VCR allowing rewind, fast forward, skip chapters) -- Hint system It is number three that I think this SIG and the Game Design SIG can collaborate on, however I feel it is more relevant to game design than this SIG. -Reid On Sat, Jan 24, 2009 at 2:25 PM, Mark Barlet wrote: > So Reid what does that make this SIG? I would think that this would have > been better served to start in our SIG, and invite others... this is like > going to a SIG for Minorities and saying "Let's design a game for disabled > minorities" almost a secondary verb when there is already a primary SIG. > > I think by not letting this come from the GA SIG, and us reaching out to > others, you have undercuts our mission a lot, Not sure that the motive is > here, and I hope you get what you are looking for, but I just think you have > gone about this in a way that in the end hurts the hard work this SIG has > done. > > Good Luck in your mission, whatever it is... > > Mark Barlet _______________________________________________ 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 sandra_uhling at web.de Wed Jan 28 11:20:18 2009 From: sandra_uhling at web.de (Sandra Uhling) Date: Wed, 28 Jan 2009 17:20:18 +0100 Subject: [games_access] name for project, other SIGs Message-ID: <588606972@web.de> Hi, @Reid I also think that "Accessible Game Design" is a good name. In Germany I use "Barrierefreie Computerspiele" or "Barrierefreie Games". Because we use "Barrierefrei" instead of "Accessibility". @Michelle I am wondering, how people can become a GA-SIG Member ? Am I already a GA-SIG Member ? Or did I just joined the IGDA ? Maybe this is nice to know, when more people want to join ? Other SIGs: I think the idea to revise the whitepaper is very good. It is very good already, but maybe we could make it much better ? I am missing game examples: examples where people can have problems and examples how this can be solved. I am wondering, if we can use "Terrestrial Invaders" to show good examples? Maybe other SIGs can help to write detailed information about the Top 10 ? With other SIGs we can get also other point of views ? Maybe they have also great ideas ? "Game Accessibility 101" I am wondering if I can get somewhere the presentation ? Is it possible to get also the other GA-SIG presentation ? Maybe I can make two presentation in the next 6 month in Germany. It would be great to get some examples. Best regards, Sandra _______________________________________________________________________ NUR NOCH BIS 31.01.! WEB.DE FreeDSL - Telefonanschluss + DSL f?r nur 16,37 EURO/mtl.!* http://dsl.web.de/?ac=OM.AD.AD008K13805B7069a From reid at rbkdesign.com Wed Jan 28 12:38:06 2009 From: reid at rbkdesign.com (Reid Kimball) Date: Wed, 28 Jan 2009 09:38:06 -0800 Subject: [games_access] New one button game? Message-ID: Osmos is a new game, currently in Alpha I think (meaning it can change based on feedback) http://www.hemispheregames.com/?page_id=17 Take a look at the video to get a sense for the gameplay. It's a bit like Flow, you try to become bigger so you can eat others. You play by aiming your mouse behind your avatar and then left clicking to push it forward. This isn't strictly one button since it requires mouse controls, but does anyone think this could be made to be strictly one-button and if so, how? Here's one idea: 1. The mouse cursor is locked to an orbit around your avatar. 2. The locked mouse cursor rotates around your avatar continuously 3. You hit the button to propel yourself forward and at the same time the locked mouse cursor begins rotating around your avatar in the opposite direction Any others? This made me realize that with switch devices it uses two types of accessibility; hardware and game design. -Reid From barrie.ellis at oneswitch.org.uk Wed Jan 28 12:56:38 2009 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Wed, 28 Jan 2009 17:56:38 -0000 Subject: [games_access] New one button game? References: Message-ID: <666CA4264B674DD2B10819916546AFF7@oneswitch> Argh! "Press SPACE to retry".... Why do programmers insist on making players reach out and press extra controls that are otherwise superfluous to gameplay. So is this a Mouse, mouse click and keyboard game? Anyway - how would this be for a solution: http://uk.youtube.com/watch?v=pbpI5Tx_58E&feature=channel_page Barrie www.OneSwitch.org.uk ----- Original Message ----- From: "Reid Kimball" To: "IGDA Games Accessibility SIG Mailing List" Sent: Wednesday, January 28, 2009 5:38 PM Subject: [games_access] New one button game? > Osmos is a new game, currently in Alpha I think (meaning it can change > based on feedback) > > http://www.hemispheregames.com/?page_id=17 > > Take a look at the video to get a sense for the gameplay. It's a bit > like Flow, you try to become bigger so you can eat others. You play by > aiming your mouse behind your avatar and then left clicking to push it > forward. > > This isn't strictly one button since it requires mouse controls, but > does anyone think this could be made to be strictly one-button and if > so, how? > > Here's one idea: > 1. The mouse cursor is locked to an orbit around your avatar. > 2. The locked mouse cursor rotates around your avatar continuously > 3. You hit the button to propel yourself forward and at the same time > the locked mouse cursor begins rotating around your avatar in the > opposite direction > > Any others? > > This made me realize that with switch devices it uses two types of > accessibility; hardware and game design. > > -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 Wed Jan 28 12:57:26 2009 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Wed, 28 Jan 2009 17:57:26 -0000 Subject: [games_access] Interview with Famed Accessibility Guru MichelleHinn on AbleGamers.com References: <191870b70901261135s1231b072rf2eea3fe02b5be53@mail.gmail.com> Message-ID: <4B430A55C8BA42CB8A27981B40427312@oneswitch> Nice interview - blogged at the GASIG blog. Barrie ----- Original Message ----- From: Mark Barlet To: IGDA Games Accessibility SIG Mailing List Sent: Monday, January 26, 2009 7:35 PM Subject: [games_access] Interview with Famed Accessibility Guru MichelleHinn on AbleGamers.com Hello all, I wanted to point out an interview AbleGamers did with famed Accessibility Guru Michelle Hinn! http://ablegamers.com/general-news/409-introducing-the-hinn-house-with-michelle-hinn.html I am not sure if anyone on this list knows her, but I think she would be a great asset to the SIG. Anyway, you should click the link above and read all 3 pages of it. If you have a Digg, you should Digg it too! Enjoy! Mark Barlet AbleGamers.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: From richard at audiogames.net Wed Jan 28 13:18:02 2009 From: richard at audiogames.net (AudioGames.net) Date: Wed, 28 Jan 2009 19:18:02 +0100 Subject: [games_access] New one button game? References: Message-ID: <6009DFFB62CE41CF9C18DA00F0FF6C53@Delletje> Hi, Kinda like the mechanism I had in one of the 1-switch interface demos I had at the Accessibility Arcade... ? http://kmt.hku.nl/~richard/os/DragonSnail0072.htm Greets, Richard ----- Original Message ----- From: "Reid Kimball" To: "IGDA Games Accessibility SIG Mailing List" Sent: Wednesday, January 28, 2009 6:38 PM Subject: [games_access] New one button game? > Osmos is a new game, currently in Alpha I think (meaning it can change > based on feedback) > > http://www.hemispheregames.com/?page_id=17 > > Take a look at the video to get a sense for the gameplay. It's a bit > like Flow, you try to become bigger so you can eat others. You play by > aiming your mouse behind your avatar and then left clicking to push it > forward. > > This isn't strictly one button since it requires mouse controls, but > does anyone think this could be made to be strictly one-button and if > so, how? > > Here's one idea: > 1. The mouse cursor is locked to an orbit around your avatar. > 2. The locked mouse cursor rotates around your avatar continuously > 3. You hit the button to propel yourself forward and at the same time > the locked mouse cursor begins rotating around your avatar in the > opposite direction > > Any others? > > This made me realize that with switch devices it uses two types of > accessibility; hardware and game design. > > -Reid > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From rkimball at gmail.com Wed Jan 28 13:21:51 2009 From: rkimball at gmail.com (Reid Kimball) Date: Wed, 28 Jan 2009 10:21:51 -0800 Subject: [games_access] New one button game? In-Reply-To: <666CA4264B674DD2B10819916546AFF7@oneswitch> References: <666CA4264B674DD2B10819916546AFF7@oneswitch> Message-ID: Because as a general rule to all games, when the "continue/retry" button is the same as the main "action" button, players risk continuing by accident. Their button presses during gameplay could be frantic and if they suddenly lose, the "retry" screen appears while they are still trying to play and then they accidentally continue when they might not want to. Regarding your youtube example, that's close to 99% exact match of what I suggested. Glad to see it could work. -Reid On Wed, Jan 28, 2009 at 9:56 AM, Barrie Ellis wrote: > Argh! "Press SPACE to retry".... Why do programmers insist on making players > reach out and press extra controls that are otherwise superfluous to > gameplay. So is this a Mouse, mouse click and keyboard game? > > Anyway - how would this be for a solution: > > http://uk.youtube.com/watch?v=pbpI5Tx_58E&feature=channel_page > > Barrie > www.OneSwitch.org.uk > > > > > > > > > > ----- Original Message ----- From: "Reid Kimball" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Wednesday, January 28, 2009 5:38 PM > Subject: [games_access] New one button game? > > >> Osmos is a new game, currently in Alpha I think (meaning it can change >> based on feedback) >> >> http://www.hemispheregames.com/?page_id=17 >> >> Take a look at the video to get a sense for the gameplay. It's a bit >> like Flow, you try to become bigger so you can eat others. You play by >> aiming your mouse behind your avatar and then left clicking to push it >> forward. >> >> This isn't strictly one button since it requires mouse controls, but >> does anyone think this could be made to be strictly one-button and if >> so, how? >> >> Here's one idea: >> 1. The mouse cursor is locked to an orbit around your avatar. >> 2. The locked mouse cursor rotates around your avatar continuously >> 3. You hit the button to propel yourself forward and at the same time >> the locked mouse cursor begins rotating around your avatar in the >> opposite direction >> >> Any others? >> >> This made me realize that with switch devices it uses two types of >> accessibility; hardware and game design. >> >> -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 rkimball at gmail.com Wed Jan 28 13:26:34 2009 From: rkimball at gmail.com (Reid Kimball) Date: Wed, 28 Jan 2009 10:26:34 -0800 Subject: [games_access] New one button game? In-Reply-To: <6009DFFB62CE41CF9C18DA00F0FF6C53@Delletje> References: <6009DFFB62CE41CF9C18DA00F0FF6C53@Delletje> Message-ID: Right, kinda like that, but with each button press the avatar spins in the opposite direction. Either way works. -Reid On Wed, Jan 28, 2009 at 10:18 AM, AudioGames.net wrote: > Hi, > > Kinda like the mechanism I had in one of the 1-switch interface demos I had > at the Accessibility Arcade... ? > > http://kmt.hku.nl/~richard/os/DragonSnail0072.htm > > Greets, > > Richard From hinn at uiuc.edu Wed Jan 28 13:34:36 2009 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 28 Jan 2009 12:34:36 -0600 Subject: [games_access] name for project, other SIGs In-Reply-To: <588606972@web.de> References: <588606972@web.de> Message-ID: >@Michelle >I am wondering, how people can become a GA-SIG Member ? >Am I already a GA-SIG Member ? Or did I just joined the IGDA ? >Maybe this is nice to know, when more people want to join ? There is no other "official" way to join right now other than joining the IGDA and this email list. The IGDA will be implementing a system soon so that members can select which SIGs that they are a part of. >"Game Accessibility 101" >I am wondering if I can get somewhere the presentation ? >Is it possible to get also the other GA-SIG presentation ? This talk has not yet been given and is still under review by GDC. Without the "talk" the slides aren't super useful -- the way I present is off the cuff so I often have very little on my slides. >Maybe I can make two presentation in the next 6 month in Germany. >It would be great to get some examples. I've been invited to give this same talk at GDC-Europe in Germany this summer/early fall so perhaps we can meet in person there? Michelle From barrie.ellis at oneswitch.org.uk Wed Jan 28 14:44:35 2009 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Wed, 28 Jan 2009 19:44:35 -0000 Subject: [games_access] New one button game? References: <666CA4264B674DD2B10819916546AFF7@oneswitch> Message-ID: <60800C78036043DA8F0C8CF3D2A0FE0B@oneswitch> I would much prefer a "Game Over" type message and a pause where all controls are locked out - just for a brief couple of seconds. Much better access wise. That's my 1pence worth on that. Barrie ----- Original Message ----- From: "Reid Kimball" To: "IGDA Games Accessibility SIG Mailing List" Sent: Wednesday, January 28, 2009 6:21 PM Subject: Re: [games_access] New one button game? > Because as a general rule to all games, when the "continue/retry" > button is the same as the main "action" button, players risk > continuing by accident. > > Their button presses during gameplay could be frantic and if they > suddenly lose, the "retry" screen appears while they are still trying > to play and then they accidentally continue when they might not want > to. > > Regarding your youtube example, that's close to 99% exact match of > what I suggested. Glad to see it could work. > > -Reid > > On Wed, Jan 28, 2009 at 9:56 AM, Barrie Ellis > wrote: >> Argh! "Press SPACE to retry".... Why do programmers insist on making >> players >> reach out and press extra controls that are otherwise superfluous to >> gameplay. So is this a Mouse, mouse click and keyboard game? >> >> Anyway - how would this be for a solution: >> >> http://uk.youtube.com/watch?v=pbpI5Tx_58E&feature=channel_page >> >> Barrie >> www.OneSwitch.org.uk >> >> >> >> >> >> >> >> >> >> ----- Original Message ----- From: "Reid Kimball" >> To: "IGDA Games Accessibility SIG Mailing List" >> Sent: Wednesday, January 28, 2009 5:38 PM >> Subject: [games_access] New one button game? >> >> >>> Osmos is a new game, currently in Alpha I think (meaning it can change >>> based on feedback) >>> >>> http://www.hemispheregames.com/?page_id=17 >>> >>> Take a look at the video to get a sense for the gameplay. It's a bit >>> like Flow, you try to become bigger so you can eat others. You play by >>> aiming your mouse behind your avatar and then left clicking to push it >>> forward. >>> >>> This isn't strictly one button since it requires mouse controls, but >>> does anyone think this could be made to be strictly one-button and if >>> so, how? >>> >>> Here's one idea: >>> 1. The mouse cursor is locked to an orbit around your avatar. >>> 2. The locked mouse cursor rotates around your avatar continuously >>> 3. You hit the button to propel yourself forward and at the same time >>> the locked mouse cursor begins rotating around your avatar in the >>> opposite direction >>> >>> Any others? >>> >>> This made me realize that with switch devices it uses two types of >>> accessibility; hardware and game design. >>> >>> -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 richard at audiogames.net Wed Jan 28 16:31:46 2009 From: richard at audiogames.net (AudioGames.net) Date: Wed, 28 Jan 2009 22:31:46 +0100 Subject: [games_access] name for project, other SIGs References: <588606972@web.de> Message-ID: <3E36A67D4DCF4B7C803654E0FCC3BE1C@Delletje> Err.... GDC Europe? Did I miss something? When were you asked? ----- Original Message ----- From: "d. michelle hinn" To: "IGDA Games Accessibility SIG Mailing List" Sent: Wednesday, January 28, 2009 7:34 PM Subject: Re: [games_access] name for project, other SIGs > >@Michelle >>I am wondering, how people can become a GA-SIG Member ? >>Am I already a GA-SIG Member ? Or did I just joined the IGDA ? >>Maybe this is nice to know, when more people want to join ? > > There is no other "official" way to join right now other than joining > the IGDA and this email list. The IGDA will be implementing a system > soon so that members can select which SIGs that they are a part of. > >>"Game Accessibility 101" >>I am wondering if I can get somewhere the presentation ? >>Is it possible to get also the other GA-SIG presentation ? > > This talk has not yet been given and is still under review by GDC. > Without the "talk" the slides aren't super useful -- the way I > present is off the cuff so I often have very little on my slides. > >>Maybe I can make two presentation in the next 6 month in Germany. >>It would be great to get some examples. > > I've been invited to give this same talk at GDC-Europe in Germany > this summer/early fall so perhaps we can meet in person there? > > Michelle > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Wed Jan 28 17:00:02 2009 From: hinn at uiuc.edu (d. michelle hinn) Date: Wed, 28 Jan 2009 16:00:02 -0600 Subject: [games_access] name for project, other SIGs In-Reply-To: <3E36A67D4DCF4B7C803654E0FCC3BE1C@Delletje> References: <588606972@web.de> <3E36A67D4DCF4B7C803654E0FCC3BE1C@Delletje> Message-ID: Just a day or so ago by one of the conference organizers -- All the GDCs are run by the same group. Why? >Err.... GDC Europe? Did I miss something? When were you asked? > >----- Original Message ----- From: "d. michelle hinn" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Wednesday, January 28, 2009 7:34 PM >Subject: Re: [games_access] name for project, other SIGs > >> >@Michelle >>>I am wondering, how people can become a GA-SIG Member ? >>>Am I already a GA-SIG Member ? Or did I just joined the IGDA ? >>>Maybe this is nice to know, when more people want to join ? >> >>There is no other "official" way to join right now other than >>joining the IGDA and this email list. The IGDA will be implementing >>a system soon so that members can select which SIGs that they are a >>part of. >> >>>"Game Accessibility 101" >>>I am wondering if I can get somewhere the presentation ? >>>Is it possible to get also the other GA-SIG presentation ? >> >>This talk has not yet been given and is still under review by GDC. >>Without the "talk" the slides aren't super useful -- the way I >>present is off the cuff so I often have very little on my slides. >> >>>Maybe I can make two presentation in the next 6 month in Germany. >>>It would be great to get some examples. >> >>I've been invited to give this same talk at GDC-Europe in Germany >>this summer/early fall so perhaps we can meet in person there? >> >>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 From richard at audiogames.net Wed Jan 28 17:10:32 2009 From: richard at audiogames.net (AudioGames.net) Date: Wed, 28 Jan 2009 23:10:32 +0100 Subject: [games_access] name for project, other SIGs References: <588606972@web.de> <3E36A67D4DCF4B7C803654E0FCC3BE1C@Delletje> Message-ID: <9010220781BC42B9B71CD9CE3496A298@Delletje> Oh, just because I did not yet know that there was going to be a GDC Europe, so I was wondering how long you knew :) ----- Original Message ----- From: "d. michelle hinn" To: "IGDA Games Accessibility SIG Mailing List" Sent: Wednesday, January 28, 2009 11:00 PM Subject: Re: [games_access] name for project, other SIGs > Just a day or so ago by one of the conference organizers -- All the GDCs > are run by the same group. Why? > >>Err.... GDC Europe? Did I miss something? When were you asked? >> >>----- Original Message ----- From: "d. michelle hinn" >>To: "IGDA Games Accessibility SIG Mailing List" >>Sent: Wednesday, January 28, 2009 7:34 PM >>Subject: Re: [games_access] name for project, other SIGs >> >>> >@Michelle >>>>I am wondering, how people can become a GA-SIG Member ? >>>>Am I already a GA-SIG Member ? Or did I just joined the IGDA ? >>>>Maybe this is nice to know, when more people want to join ? >>> >>>There is no other "official" way to join right now other than joining the >>>IGDA and this email list. The IGDA will be implementing a system soon so >>>that members can select which SIGs that they are a part of. >>> >>>>"Game Accessibility 101" >>>>I am wondering if I can get somewhere the presentation ? >>>>Is it possible to get also the other GA-SIG presentation ? >>> >>>This talk has not yet been given and is still under review by GDC. >>>Without the "talk" the slides aren't super useful -- the way I present is >>>off the cuff so I often have very little on my slides. >>> >>>>Maybe I can make two presentation in the next 6 month in Germany. >>>>It would be great to get some examples. >>> >>>I've been invited to give this same talk at GDC-Europe in Germany this >>>summer/early fall so perhaps we can meet in person there? >>> >>>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 From barrie.ellis at oneswitch.org.uk Thu Jan 29 02:53:26 2009 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Thu, 29 Jan 2009 07:53:26 -0000 Subject: [games_access] New one button game? References: <6009DFFB62CE41CF9C18DA00F0FF6C53@Delletje> Message-ID: <727B3A4FBA18488ABBCFAA4362617D29@oneswitch> Very similar! Barrie ----- Original Message ----- From: "AudioGames.net" To: "IGDA Games Accessibility SIG Mailing List" Sent: Wednesday, January 28, 2009 6:18 PM Subject: Re: [games_access] New one button game? > Hi, > > Kinda like the mechanism I had in one of the 1-switch interface demos I > had at the Accessibility Arcade... ? > > http://kmt.hku.nl/~richard/os/DragonSnail0072.htm > > Greets, > > Richard > > > ----- Original Message ----- > From: "Reid Kimball" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Wednesday, January 28, 2009 6:38 PM > Subject: [games_access] New one button game? > > >> Osmos is a new game, currently in Alpha I think (meaning it can change >> based on feedback) >> >> http://www.hemispheregames.com/?page_id=17 >> >> Take a look at the video to get a sense for the gameplay. It's a bit >> like Flow, you try to become bigger so you can eat others. You play by >> aiming your mouse behind your avatar and then left clicking to push it >> forward. >> >> This isn't strictly one button since it requires mouse controls, but >> does anyone think this could be made to be strictly one-button and if >> so, how? >> >> Here's one idea: >> 1. The mouse cursor is locked to an orbit around your avatar. >> 2. The locked mouse cursor rotates around your avatar continuously >> 3. You hit the button to propel yourself forward and at the same time >> the locked mouse cursor begins rotating around your avatar in the >> opposite direction >> >> Any others? >> >> This made me realize that with switch devices it uses two types of >> accessibility; hardware and game design. >> >> -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 richard at audiogames.net Thu Jan 29 04:30:09 2009 From: richard at audiogames.net (AudioGames.net) Date: Thu, 29 Jan 2009 10:30:09 +0100 Subject: [games_access] name for project, other SIGs References: <588606972@web.de> <3E36A67D4DCF4B7C803654E0FCC3BE1C@Delletje> Message-ID: <46FD40D79BB84DC9A93B98764F38D1A6@Delletje> So... do you already know whether or not you are going? This could be a very interesting event in Europe :) ----- Original Message ----- From: "d. michelle hinn" To: "IGDA Games Accessibility SIG Mailing List" Sent: Wednesday, January 28, 2009 11:00 PM Subject: Re: [games_access] name for project, other SIGs > Just a day or so ago by one of the conference organizers -- All the GDCs > are run by the same group. Why? > >>Err.... GDC Europe? Did I miss something? When were you asked? >> >>----- Original Message ----- From: "d. michelle hinn" >>To: "IGDA Games Accessibility SIG Mailing List" >>Sent: Wednesday, January 28, 2009 7:34 PM >>Subject: Re: [games_access] name for project, other SIGs >> >>> >@Michelle >>>>I am wondering, how people can become a GA-SIG Member ? >>>>Am I already a GA-SIG Member ? Or did I just joined the IGDA ? >>>>Maybe this is nice to know, when more people want to join ? >>> >>>There is no other "official" way to join right now other than joining the >>>IGDA and this email list. The IGDA will be implementing a system soon so >>>that members can select which SIGs that they are a part of. >>> >>>>"Game Accessibility 101" >>>>I am wondering if I can get somewhere the presentation ? >>>>Is it possible to get also the other GA-SIG presentation ? >>> >>>This talk has not yet been given and is still under review by GDC. >>>Without the "talk" the slides aren't super useful -- the way I present is >>>off the cuff so I often have very little on my slides. >>> >>>>Maybe I can make two presentation in the next 6 month in Germany. >>>>It would be great to get some examples. >>> >>>I've been invited to give this same talk at GDC-Europe in Germany this >>>summer/early fall so perhaps we can meet in person there? >>> >>>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 From hinn at uiuc.edu Thu Jan 29 13:33:51 2009 From: hinn at uiuc.edu (d. michelle hinn) Date: Thu, 29 Jan 2009 12:33:51 -0600 Subject: [games_access] name for project, other SIGs In-Reply-To: <46FD40D79BB84DC9A93B98764F38D1A6@Delletje> References: <588606972@web.de> <3E36A67D4DCF4B7C803654E0FCC3BE1C@Del letje> <46FD40D79BB84DC9A93B98764F38D1A6@Delletje> Message-ID: Yes I accepted. >So... do you already know whether or not you are going? This could >be a very interesting event in Europe :) > > >----- Original Message ----- From: "d. michelle hinn" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Wednesday, January 28, 2009 11:00 PM >Subject: Re: [games_access] name for project, other SIGs > >>Just a day or so ago by one of the conference organizers -- All the >>GDCs are run by the same group. Why? >> >>>Err.... GDC Europe? Did I miss something? When were you asked? >>> >>>----- Original Message ----- From: "d. michelle hinn" >>>To: "IGDA Games Accessibility SIG Mailing List" >>>Sent: Wednesday, January 28, 2009 7:34 PM >>>Subject: Re: [games_access] name for project, other SIGs >>> >>>> >@Michelle >>>>>I am wondering, how people can become a GA-SIG Member ? >>>>>Am I already a GA-SIG Member ? Or did I just joined the IGDA ? >>>>>Maybe this is nice to know, when more people want to join ? >>>> >>>>There is no other "official" way to join right now other than >>>>joining the IGDA and this email list. The IGDA will be >>>>implementing a system soon so that members can select which SIGs >>>>that they are a part of. >>>> >>>>>"Game Accessibility 101" >>>>>I am wondering if I can get somewhere the presentation ? >>>>>Is it possible to get also the other GA-SIG presentation ? >>>> >>>>This talk has not yet been given and is still under review by >>>>GDC. Without the "talk" the slides aren't super useful -- the way >>>>I present is off the cuff so I often have very little on my >>>>slides. >>>> >>>>>Maybe I can make two presentation in the next 6 month in Germany. >>>>>It would be great to get some examples. >>>> >>>>I've been invited to give this same talk at GDC-Europe in Germany >>>>this summer/early fall so perhaps we can meet in person there? >>>> >>>>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 > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From richard at audiogames.net Thu Jan 29 14:18:35 2009 From: richard at audiogames.net (AudioGames.net) Date: Thu, 29 Jan 2009 20:18:35 +0100 Subject: [games_access] name for project, other SIGs References: <588606972@web.de><3E36A67D4DCF4B7C803654E0FCC3BE1C@Delletje> <46FD40D79BB84DC9A93B98764F38D1A6@Delletje> Message-ID: <852EEC847247437383BEC57AF5B2C819@Delletje> Do you know if there is a call or anything or.... ? Anyone else maybe planning on going? Barrie/Thomas? ----- Original Message ----- From: "d. michelle hinn" To: "IGDA Games Accessibility SIG Mailing List" Sent: Thursday, January 29, 2009 7:33 PM Subject: Re: [games_access] name for project, other SIGs > Yes I accepted. > >>So... do you already know whether or not you are going? This could be a >>very interesting event in Europe :) >> >> >>----- Original Message ----- From: "d. michelle hinn" >>To: "IGDA Games Accessibility SIG Mailing List" >>Sent: Wednesday, January 28, 2009 11:00 PM >>Subject: Re: [games_access] name for project, other SIGs >> >>>Just a day or so ago by one of the conference organizers -- All the GDCs >>>are run by the same group. Why? >>> >>>>Err.... GDC Europe? Did I miss something? When were you asked? >>>> >>>>----- Original Message ----- From: "d. michelle hinn" >>>>To: "IGDA Games Accessibility SIG Mailing List" >>>>Sent: Wednesday, January 28, 2009 7:34 PM >>>>Subject: Re: [games_access] name for project, other SIGs >>>> >>>>> >@Michelle >>>>>>I am wondering, how people can become a GA-SIG Member ? >>>>>>Am I already a GA-SIG Member ? Or did I just joined the IGDA ? >>>>>>Maybe this is nice to know, when more people want to join ? >>>>> >>>>>There is no other "official" way to join right now other than joining >>>>>the IGDA and this email list. The IGDA will be implementing a system >>>>>soon so that members can select which SIGs that they are a part of. >>>>> >>>>>>"Game Accessibility 101" >>>>>>I am wondering if I can get somewhere the presentation ? >>>>>>Is it possible to get also the other GA-SIG presentation ? >>>>> >>>>>This talk has not yet been given and is still under review by GDC. >>>>>Without the "talk" the slides aren't super useful -- the way I present >>>>>is off the cuff so I often have very little on my slides. >>>>> >>>>>>Maybe I can make two presentation in the next 6 month in Germany. >>>>>>It would be great to get some examples. >>>>> >>>>>I've been invited to give this same talk at GDC-Europe in Germany this >>>>>summer/early fall so perhaps we can meet in person there? >>>>> >>>>>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 >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Thu Jan 29 14:36:52 2009 From: hinn at uiuc.edu (d. michelle hinn) Date: Thu, 29 Jan 2009 13:36:52 -0600 Subject: [games_access] name for project, other SIGs In-Reply-To: <852EEC847247437383BEC57AF5B2C819@Delletje> References: <588606972@web.de><3E36A67D4DCF4B7C80 3654E0FCC3BE1C@Delletje> <46FD40D79BB84DC9A93B98764F38D1A6@Del letje> <852EEC847247437383BEC57AF5B2C819@Delletje> Message-ID: There will be. It's not up yet so I don't know the details. There are two conferences aiming to replace Leipzig and this is one of them and there's another I forget the name of. The Leipzig conference is cancelled so these two are it. I was thinking about putting in a panel when the call opens so if any of our past GDC SF speakers are planning on going then you'll all already be in the system so I can easily put together that. Richard -- you need to start subscribing to the 800 zillion industry email spam lists I get every day. ;) Lol. This conference has been in the works for months now! :D It was quite the controversy when Leipzig was trying not to drown! M >Do you know if there is a call or anything or.... ? Anyone else >maybe planning on going? Barrie/Thomas? > > >----- Original Message ----- From: "d. michelle hinn" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Thursday, January 29, 2009 7:33 PM >Subject: Re: [games_access] name for project, other SIGs > >>Yes I accepted. >> >>>So... do you already know whether or not you are going? This could >>>be a very interesting event in Europe :) >>> >>> >>>----- Original Message ----- From: "d. michelle hinn" >>>To: "IGDA Games Accessibility SIG Mailing List" >>>Sent: Wednesday, January 28, 2009 11:00 PM >>>Subject: Re: [games_access] name for project, other SIGs >>> >>>>Just a day or so ago by one of the conference organizers -- All >>>>the GDCs are run by the same group. Why? >>>> >>>>>Err.... GDC Europe? Did I miss something? When were you asked? >>>>> >>>>>----- Original Message ----- From: "d. michelle hinn" >>>>>To: "IGDA Games Accessibility SIG Mailing List" >>>>>Sent: Wednesday, January 28, 2009 7:34 PM >>>>>Subject: Re: [games_access] name for project, other SIGs >>>>> >>>>>> >@Michelle >>>>>>>I am wondering, how people can become a GA-SIG Member ? >>>>>>>Am I already a GA-SIG Member ? Or did I just joined the IGDA ? >>>>>>>Maybe this is nice to know, when more people want to join ? >>>>>> >>>>>>There is no other "official" way to join right now other than >>>>>>joining the IGDA and this email list. The IGDA will be >>>>>>implementing a system soon so that members can select which >>>>>>SIGs that they are a part of. >>>>>> >>>>>>>"Game Accessibility 101" >>>>>>>I am wondering if I can get somewhere the presentation ? >>>>>>>Is it possible to get also the other GA-SIG presentation ? >>>>>> >>>>>>This talk has not yet been given and is still under review by >>>>>>GDC. Without the "talk" the slides aren't super useful -- the >>>>>>way I present is off the cuff so I often have very little on my >>>>>>slides. >>>>>> >>>>>>>Maybe I can make two presentation in the next 6 month in Germany. >>>>>>>It would be great to get some examples. >>>>>> >>>>>>I've been invited to give this same talk at GDC-Europe in >>>>>>Germany this summer/early fall so perhaps we can meet in person >>>>>>there? >>>>>> >>>>>>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 >>> >>>_______________________________________________ >>>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 richard at audiogames.net Thu Jan 29 14:51:03 2009 From: richard at audiogames.net (AudioGames.net) Date: Thu, 29 Jan 2009 20:51:03 +0100 Subject: [games_access] name for project, other SIGs References: <588606972@web.de><3E36A67D4DCF4B7C803654E0FCC3BE1C@Delletje><46FD40D79BB84DC9A93B98764F38D1A6@Delletje> <852EEC847247437383BEC57AF5B2C819@Delletje> Message-ID: <78DAE760B48443478CBB16B0D3823B73@Delletje> (grin) Told you I was on another planet in 2008 ;) Yeah, I did catch a bit through Exoplanetary-email (thank god for Spitzer!) about the Leipzig conference being cancelled, as well as the E3 returning - I just wasn't aware with GDC Europe having *another* go at it ;) Can you recommend an industry emaillist for this type of news? I'm already on 6+ games' lists but most of them academic-ish (such as GamesNetwork), not super-industry-ish... :( Thanks! Ries ----- Original Message ----- From: "d. michelle hinn" To: "IGDA Games Accessibility SIG Mailing List" Sent: Thursday, January 29, 2009 8:36 PM Subject: Re: [games_access] name for project, other SIGs > There will be. It's not up yet so I don't know the details. There are two > conferences aiming to replace Leipzig and this is one of them and there's > another I forget the name of. The Leipzig conference is cancelled so these > two are it. > > I was thinking about putting in a panel when the call opens so if any of > our past GDC SF speakers are planning on going then you'll all already be > in the system so I can easily put together that. > > Richard -- you need to start subscribing to the 800 zillion industry email > spam lists I get every day. ;) Lol. This conference has been in the works > for months now! :D It was quite the controversy when Leipzig was trying > not to drown! > > M > >>Do you know if there is a call or anything or.... ? Anyone else maybe >>planning on going? Barrie/Thomas? >> >> >>----- Original Message ----- From: "d. michelle hinn" >>To: "IGDA Games Accessibility SIG Mailing List" >>Sent: Thursday, January 29, 2009 7:33 PM >>Subject: Re: [games_access] name for project, other SIGs >> >>>Yes I accepted. >>> >>>>So... do you already know whether or not you are going? This could be a >>>>very interesting event in Europe :) >>>> >>>> >>>>----- Original Message ----- From: "d. michelle hinn" >>>>To: "IGDA Games Accessibility SIG Mailing List" >>>>Sent: Wednesday, January 28, 2009 11:00 PM >>>>Subject: Re: [games_access] name for project, other SIGs >>>> >>>>>Just a day or so ago by one of the conference organizers -- All the >>>>>GDCs are run by the same group. Why? >>>>> >>>>>>Err.... GDC Europe? Did I miss something? When were you asked? >>>>>> >>>>>>----- Original Message ----- From: "d. michelle hinn" >>>>>>To: "IGDA Games Accessibility SIG Mailing List" >>>>>> >>>>>>Sent: Wednesday, January 28, 2009 7:34 PM >>>>>>Subject: Re: [games_access] name for project, other SIGs >>>>>> >>>>>>> >@Michelle >>>>>>>>I am wondering, how people can become a GA-SIG Member ? >>>>>>>>Am I already a GA-SIG Member ? Or did I just joined the IGDA ? >>>>>>>>Maybe this is nice to know, when more people want to join ? >>>>>>> >>>>>>>There is no other "official" way to join right now other than joining >>>>>>>the IGDA and this email list. The IGDA will be implementing a system >>>>>>>soon so that members can select which SIGs that they are a part of. >>>>>>> >>>>>>>>"Game Accessibility 101" >>>>>>>>I am wondering if I can get somewhere the presentation ? >>>>>>>>Is it possible to get also the other GA-SIG presentation ? >>>>>>> >>>>>>>This talk has not yet been given and is still under review by GDC. >>>>>>>Without the "talk" the slides aren't super useful -- the way I >>>>>>>present is off the cuff so I often have very little on my slides. >>>>>>> >>>>>>>>Maybe I can make two presentation in the next 6 month in Germany. >>>>>>>>It would be great to get some examples. >>>>>>> >>>>>>>I've been invited to give this same talk at GDC-Europe in Germany >>>>>>>this summer/early fall so perhaps we can meet in person there? >>>>>>> >>>>>>>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 >>>> >>>>_______________________________________________ >>>>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 richard at audiogames.net Thu Jan 29 14:58:04 2009 From: richard at audiogames.net (AudioGames.net) Date: Thu, 29 Jan 2009 20:58:04 +0100 Subject: [games_access] GAMES FOR HEALTH CONFERENCE 2009 - Call For Content (was: Re: name for project, other SIGs) References: <588606972@web.de><3E36A67D4DCF4B7C803654E0FCC3BE1C@Delletje><46FD40D79BB84DC9A93B98764F38D1A6@Delletje> <852EEC847247437383BEC57AF5B2C819@Delletje> <78DAE760B48443478CBB16B0D3823B73@Delletje> Message-ID: Hey, Speak of the devil... While checking my other lists, Ben Sawyers email about this years Games for Health Conference came through (copy-pasted below). Just to be sure: are there any plans for that already? I checked http://www.igda.org/wiki/GASIG_Projects but it's not (yet) in there. Greets, Richard *copy paste* The official announcement of our Games for Health 2009 conference is very soon but the call for content information is now done and I'm providing it here ahead of posting it more widely: GAMES FOR HEALTH CONFERENCE 2009 Hyatt Harborside, Boston, MA June 11-12, 2009 Pre-conference events on June 10. CALL FOR CONTENT The 2009 Games for Health conference is set to be held on June 11-12 in Boston, MA. Pre-conference events on accessibility and virtual worlds will take part on June 10. Our call for content is now officially open. Please send all submissions to content at gamesforhealth.org by Jan 27, 2008. All speakers receive free entry to the conference and all related events. Registration and official announcement of the conference will open on January 5, 2009. TOPICS & CONTENT REQUESTED The Games for Health Conference 2009 will feature over 40 sessions of content. Content planned includes panels, poster sessions, general lectures, case studies of projects and games, technology presentations, and how-to sessions. We seek a large variety of content across a range of topics and game types and health areas including: Effectiveness of Health Games Exergaming & Rehabitainment Health Behavior Change Disease Management & Education Public Health Messaging & Patient Communication Cognitive Health Training & Management Sims & Occupational Recruitment Accessibility for Games & Disability focused Games Epidemiology Pain Distraction & Stress Relief CyberPsychology Entertainment Games About Health or Substantial Health Related Play Health Effects of Games First Responders & Mass Casualty Training Medical Informatics & Health Data Collection Virtual Patients Interface & Visualization Applications Personal Health & Electronic Medical Record Systems For more information please see topic summaries below SUBMISSION REQUIREMENTS Please send your submission as a plain text email, Microsoft Word document, or Adobe PDF file. Email them to content at gamesforhealth.org. If you are suggesting a specific session style please label it as follows: Panel, Poster, Case Study/Demo, Lecture, How-To, etc. Include 2-3 Paragraph Bios for speaker(s) associated with session submission Please list the minimum time required by your session. Minimal time for presentations is 20 minutes. Maximum time is 90 minutes (Panels or How-To sessions only!) For all submissions referencing software please provide an explanation of the software's status (i.e. alpha, beta, completed, published, prototype, etc.) and 1-3 screenshots with your submission. Links to video demonstrations or downloadable demos may be sent in addition to your screenshots. All sessions must relate to the use of computer games / videogames or their related technologies or other industry resources. If your submission doesn't make this link obvious please provide an explanation under the heading "Game Connection" in your submission. If your submission requires Internet access, runs on a mobile platform, or requires other special equipment please let us know of these requirements so we may plan accordingly for such needs during your presentation. Please also ensure we have FULL CONTACT INFORMATION including mailing address, organization affiliation, title, office and mobile phones, and at least one alternative email address. SPECIAL OPPORTUNITIES Games for Health offers the following special opportunities for content submissions: Virtual Worlds & Health Games for Health will feature a full day of content focused on the use of virtual world systems and health. Virtual worlds combine social systems with game-based interfaces and graphics to create entirely new synthetic spaces to train, practice, and visualize. Such systems hold great promise to health and healthcare through layering on of game- play or enabling pure simulation or new forms of social interaction. Our Virtual Worlds & Health Day is accepting talks, case studies, poster sessions, and panels that cover the use of virtual world technologies and applications that support new ideas in health and healthcare. Games Accessibility Building upon last year's innaugural event Games for Health will also feature a pre-conference day-long event focuse Peer Review Status Opportunities Games for Health will be implementing a professional peer review process for the 2009 conference. This is limited to research oriented content wishing to submit for peer review. Please label your content submission "FOR PEER REVIEW". Up to six-eight submissions will be selected by a peer review committee and designated with peer review status if accepted. Accepted papers will be designated for lecture or poster presentation. Papers which do not achieve peer review acceptance may be considered for other portions of the conference but will not be given peer reviewed status. TOPIC AREA SUMMARIES Exergaming & Rehabitainment : Use of game software and/or associated hardware to motivate, track, and induce various forms of physical activity (aerobic, physical therapy, anti-atrophy, etc.) that provides specific health outcomes. Health Game Effectiveness : With the growing use of games in health, wellness, fitness now happening we're especially interested in sessions that share results on how effective (or not) such games are and what factors (in-game or out) encourage or discourage possible effectiveness. Health Behavior Change : Use of game software and related resources to effect and support individuals in changing behaviors that put them at- risk for poor health Disease Management & Education : Use of game software and related resources to educate people about diseases and especially to assist those with diseases and chronic illnesses to live well with those ailments. Public Health Messaging & Patient Communication : Use of game software and related resources to communicate to the public about health concerns, policies, or health issues. Cognitive Health : Exploring the theories and practices behind using games to improve various aspects of cognitive health via game-based conditioning/stimulation including but not limited to various forms of memory, equilibrium, and eye-hand coordination. Training & Managment Sims & Occupational Recruitment : Training skills, management practices using games. Using games to visualize health-related jobs, practices, and systems in an attempt to recruit talent to health-based occupations. Accessibility for Games & Disability focused Games : Making all games accessible or providing games specific to disabilities in order to people with lifelong or temporary disabilities enhanced quality of life, specific therapy, new social capabilities, or disability related training. Epidemiology : The use of games in all aspects of epidemiology including training, visualization, behavior research, modeling, and more. Pain Distraction & Stress Relief : Games or game-like environments provided to offer distraction from chronic, or temporary pain, medical procedures or as means to provide relief from stress. CyberPsychology : Games or game-based environments that provide support for psychological assessment, treatment, or education. Entertainment Games About Health or Substantial Health Related Play : Games that offer interesting media studios, design patterns, or other insight into how health is or could be portrayed in games. Health Effects of Games : Studies that show general health related outcomes from playing games in general (e.g. repetitive stress injuries, online game addiction, motion sickness, etc.) First Aide, First Responders & Mass Casualty Training : Games that specialize in training citizens and professional first responders in all forms of pre-hospital care and aide including for incidents involving mass casualties. Medical Informatics & Health Data Collection : The use of games, game technologies, and design patterns to aide in the collection, visualization, and analysis of health and medical information. Virtual Patients : Use of game-based technologies and design techniques to create believable physiological and psychological synthetic humans for use in training and other relevant situations. Interface & Visualization Applications : Applying game design techniques and game technologies to problems in health and healthcare involving application interface design and general issues of visualization. Personal Health & Electronic Medical Record Systems : Using interface ideas and avatar technologies from games along with other design and engineering resources to foster innovation in personal health and electronic medical record systems ABOUT GAMES FOR HEALTH Games for Health, the leading professional community in the field of health games, unites the best minds in health care and game development to advance game technologies that improve people's health and the delivery of health care. Through their national and regional events, as well as extensive online resources, Games for Health brings together researchers, medical professionals and game developers to share best practices and forge new, game-based solutions to pressing health and healthcare challenges. Games for Health is funded primarily by the Robert Wood Johnson Foundation's Pioneer Portfolio, which supports innovative ideas that may lead to significant breakthroughs in the future of health and health care. It was founded in 2004 by the Serious Games Initiative, a project of the Woodrow Wilson International Center for Scholars dedicated to applying innovative games and game technologies to a range of public and private policy, leadership and management issues. *copy paste end* ----- Original Message ----- From: "AudioGames.net" To: "IGDA Games Accessibility SIG Mailing List" Sent: Thursday, January 29, 2009 8:51 PM Subject: Re: [games_access] name for project, other SIGs > (grin) Told you I was on another planet in 2008 ;) Yeah, I did catch a bit > through Exoplanetary-email (thank god for Spitzer!) about the Leipzig > conference being cancelled, as well as the E3 returning - I just wasn't > aware with GDC Europe having *another* go at it ;) Can you recommend an > industry emaillist for this type of news? I'm already on 6+ games' lists > but most of them academic-ish (such as GamesNetwork), not > super-industry-ish... :( Thanks! > > Ries > > ----- Original Message ----- > From: "d. michelle hinn" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Thursday, January 29, 2009 8:36 PM > Subject: Re: [games_access] name for project, other SIGs > > >> There will be. It's not up yet so I don't know the details. There are two >> conferences aiming to replace Leipzig and this is one of them and there's >> another I forget the name of. The Leipzig conference is cancelled so >> these two are it. >> >> I was thinking about putting in a panel when the call opens so if any of >> our past GDC SF speakers are planning on going then you'll all already be >> in the system so I can easily put together that. >> >> Richard -- you need to start subscribing to the 800 zillion industry >> email spam lists I get every day. ;) Lol. This conference has been in the >> works for months now! :D It was quite the controversy when Leipzig was >> trying not to drown! >> >> M From richard at audiogames.net Thu Jan 29 14:59:08 2009 From: richard at audiogames.net (AudioGames.net) Date: Thu, 29 Jan 2009 20:59:08 +0100 Subject: [games_access] GAMES FOR HEALTH CONFERENCE 2009 - Call For Content(was: Re: name for project, other SIGs) References: <588606972@web.de><3E36A67D4DCF4B7C803654E0FCC3BE1C@Delletje><46FD40D79BB84DC9A93B98764F38D1A6@Delletje> <852EEC847247437383BEC57AF5B2C819@Delletje><78DAE760B48443478CBB16B0D3823B73@Delletje> Message-ID: <7B0B4BF33842481FBD42C2E1B772FEAC@Delletje> ps: deadline = 20 feb... ----- Original Message ----- From: "AudioGames.net" To: "IGDA Games Accessibility SIG Mailing List" Sent: Thursday, January 29, 2009 8:58 PM Subject: [games_access] GAMES FOR HEALTH CONFERENCE 2009 - Call For Content(was: Re: name for project, other SIGs) > Hey, > > Speak of the devil... > > While checking my other lists, Ben Sawyers email about this years Games > for Health Conference came through (copy-pasted below). Just to be sure: > are there any plans for that already? I checked > http://www.igda.org/wiki/GASIG_Projects but it's not (yet) in there. > > Greets, > > Richard > > > *copy paste* > > The official announcement of our Games for Health 2009 conference is > very soon but the call for content information is now done and I'm > providing it here ahead of posting it more widely: > > GAMES FOR HEALTH CONFERENCE 2009 > Hyatt Harborside, Boston, MA > June 11-12, 2009 > Pre-conference events on June 10. > > CALL FOR CONTENT > The 2009 Games for Health conference is set to be held on June 11-12 > in Boston, MA. Pre-conference events on accessibility and virtual > worlds will take part on June 10. > > Our call for content is now officially open. Please send all > submissions to content at gamesforhealth.org by Jan 27, 2008. All > speakers receive free entry to the conference and all related events. > > Registration and official announcement of the conference will open on > January 5, 2009. > > TOPICS & CONTENT REQUESTED > The Games for Health Conference 2009 will feature over 40 sessions of > content. Content planned includes panels, poster sessions, general > lectures, case studies of projects and games, technology > presentations, and how-to sessions. We seek a large variety of > content across a range of topics and game types and health areas > including: > > Effectiveness of Health Games > Exergaming & Rehabitainment > Health Behavior Change > Disease Management & Education > Public Health Messaging & Patient Communication > Cognitive Health > Training & Management Sims & Occupational Recruitment > Accessibility for Games & Disability focused Games > Epidemiology > Pain Distraction & Stress Relief > CyberPsychology > Entertainment Games About Health or Substantial Health Related Play > Health Effects of Games > First Responders & Mass Casualty Training > Medical Informatics & Health Data Collection > Virtual Patients > Interface & Visualization Applications > Personal Health & Electronic Medical Record Systems > > For more information please see topic summaries below > > SUBMISSION REQUIREMENTS > Please send your submission as a plain text email, Microsoft Word > document, or Adobe PDF file. Email them to content at > gamesforhealth.org. > > If you are suggesting a specific session style please label it as > follows: Panel, Poster, Case Study/Demo, Lecture, How-To, etc. > > Include 2-3 Paragraph Bios for speaker(s) associated with session > submission > > Please list the minimum time required by your session. Minimal time > for presentations is 20 minutes. Maximum time is 90 minutes (Panels > or How-To sessions only!) > > For all submissions referencing software please provide an explanation > of the software's status (i.e. alpha, beta, completed, published, > prototype, etc.) and 1-3 screenshots with your submission. Links to > video demonstrations or downloadable demos may be sent in addition to > your screenshots. > > All sessions must relate to the use of computer games / videogames or > their related technologies or other industry resources. If your > submission doesn't make this link obvious please provide an > explanation under the heading "Game Connection" in your submission. > > If your submission requires Internet access, runs on a mobile > platform, or requires other special equipment please let us know of > these requirements so we may plan accordingly for such needs during > your presentation. > > Please also ensure we have FULL CONTACT INFORMATION including mailing > address, organization affiliation, title, office and mobile phones, > and at least one alternative email address. > > SPECIAL OPPORTUNITIES > Games for Health offers the following special opportunities for > content submissions: > > Virtual Worlds & Health > Games for Health will feature a full day of content focused on the use > of virtual world systems and health. Virtual worlds combine social > systems with game-based interfaces and graphics to create entirely new > synthetic spaces to train, practice, and visualize. Such systems hold > great promise to health and healthcare through layering on of game- > play or enabling pure simulation or new forms of social interaction. > > Our Virtual Worlds & Health Day is accepting talks, case studies, > poster sessions, and panels that cover the use of virtual world > technologies and applications that support new ideas in health and > healthcare. > > Games Accessibility > Building upon last year's innaugural event Games for Health will also > feature a pre-conference day-long event focuse > > Peer Review Status Opportunities > Games for Health will be implementing a professional peer review > process for the 2009 conference. This is limited to research oriented > content wishing to submit for peer review. Please label your content > submission "FOR PEER REVIEW". > > Up to six-eight submissions will be selected by a peer review > committee and designated with peer review status if accepted. > Accepted papers will be designated for lecture or poster > presentation. Papers which do not achieve peer review acceptance may > be considered for other portions of the conference but will not be > given peer reviewed status. > > TOPIC AREA SUMMARIES > Exergaming & Rehabitainment : Use of game software and/or associated > hardware to motivate, track, and induce various forms of physical > activity (aerobic, physical therapy, anti-atrophy, etc.) that provides > specific health outcomes. > > Health Game Effectiveness : With the growing use of games in health, > wellness, fitness now happening we're especially interested in > sessions that share results on how effective (or not) such games are > and what factors (in-game or out) encourage or discourage possible > effectiveness. > > Health Behavior Change : Use of game software and related resources to > effect and support individuals in changing behaviors that put them at- > risk for poor health > > Disease Management & Education : Use of game software and related > resources to educate people about diseases and especially to assist > those with diseases and chronic illnesses to live well with those > ailments. > > Public Health Messaging & Patient Communication : Use of game software > and related resources to communicate to the public about health > concerns, policies, or health issues. > > Cognitive Health : Exploring the theories and practices behind using > games to improve various aspects of cognitive health via game-based > conditioning/stimulation including but not limited to various forms of > memory, equilibrium, and eye-hand coordination. > > Training & Managment Sims & Occupational Recruitment : Training > skills, management practices using games. Using games to visualize > health-related jobs, practices, and systems in an attempt to recruit > talent to health-based occupations. > > Accessibility for Games & Disability focused Games : Making all games > accessible or providing games specific to disabilities in order to > people with lifelong or temporary disabilities enhanced quality of > life, specific therapy, new social capabilities, or disability related > training. > > Epidemiology : The use of games in all aspects of epidemiology > including training, visualization, behavior research, modeling, and > more. > > Pain Distraction & Stress Relief : Games or game-like environments > provided to offer distraction from chronic, or temporary pain, medical > procedures or as means to provide relief from stress. > > CyberPsychology : Games or game-based environments that provide > support for psychological assessment, treatment, or education. > > Entertainment Games About Health or Substantial Health Related Play : > Games that offer interesting media studios, design patterns, or other > insight into how health is or could be portrayed in games. > > Health Effects of Games : Studies that show general health related > outcomes from playing games in general (e.g. repetitive stress > injuries, online game addiction, motion sickness, etc.) > > First Aide, First Responders & Mass Casualty Training : Games that > specialize in training citizens and professional first responders in > all forms of pre-hospital care and aide including for incidents > involving mass casualties. > > Medical Informatics & Health Data Collection : The use of games, game > technologies, and design patterns to aide in the collection, > visualization, and analysis of health and medical information. > > Virtual Patients : Use of game-based technologies and design > techniques to create believable physiological and psychological > synthetic humans for use in training and other relevant situations. > > Interface & Visualization Applications : Applying game design > techniques and game technologies to problems in health and healthcare > involving application interface design and general issues of > visualization. > > Personal Health & Electronic Medical Record Systems : Using interface > ideas and avatar technologies from games along with other design and > engineering resources to foster innovation in personal health and > electronic medical record systems > > ABOUT GAMES FOR HEALTH > Games for Health, the leading professional community in the field of > health games, unites the best minds in health care and game > development to advance game technologies that improve people's health > and the delivery of health care. Through their national and regional > events, as well as extensive online resources, Games for Health brings > together researchers, medical professionals and game developers to > share best practices and forge new, game-based solutions to pressing > health and healthcare challenges. > > Games for Health is funded primarily by the Robert Wood Johnson > Foundation's Pioneer Portfolio, which supports innovative ideas that > may lead to significant breakthroughs in the future of health and > health care. It was founded in 2004 by the Serious Games Initiative, a > project of the Woodrow Wilson International Center for Scholars > dedicated to applying innovative games and game technologies to a > range of public and private policy, leadership and management issues. > > > *copy paste end* > > > ----- Original Message ----- > From: "AudioGames.net" > To: "IGDA Games Accessibility SIG Mailing List" > Sent: Thursday, January 29, 2009 8:51 PM > Subject: Re: [games_access] name for project, other SIGs > > >> (grin) Told you I was on another planet in 2008 ;) Yeah, I did catch a >> bit through Exoplanetary-email (thank god for Spitzer!) about the Leipzig >> conference being cancelled, as well as the E3 returning - I just wasn't >> aware with GDC Europe having *another* go at it ;) Can you recommend an >> industry emaillist for this type of news? I'm already on 6+ games' lists >> but most of them academic-ish (such as GamesNetwork), not >> super-industry-ish... :( Thanks! >> >> Ries >> >> ----- Original Message ----- >> From: "d. michelle hinn" >> To: "IGDA Games Accessibility SIG Mailing List" >> Sent: Thursday, January 29, 2009 8:36 PM >> Subject: Re: [games_access] name for project, other SIGs >> >> >>> There will be. It's not up yet so I don't know the details. There are >>> two conferences aiming to replace Leipzig and this is one of them and >>> there's another I forget the name of. The Leipzig conference is >>> cancelled so these two are it. >>> >>> I was thinking about putting in a panel when the call opens so if any of >>> our past GDC SF speakers are planning on going then you'll all already >>> be in the system so I can easily put together that. >>> >>> Richard -- you need to start subscribing to the 800 zillion industry >>> email spam lists I get every day. ;) Lol. This conference has been in >>> the works for months now! :D It was quite the controversy when Leipzig >>> was trying not to drown! >>> >>> M > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Thu Jan 29 15:04:49 2009 From: hinn at uiuc.edu (d. michelle hinn) Date: Thu, 29 Jan 2009 14:04:49 -0600 Subject: [games_access] GAMES FOR HEALTH CONFERENCE 2009 - Call For Content (was: Re: name for project, other SIGs) In-Reply-To: References: <588606972@web.de><3E36A67D4DCF4B7C80 3654E0FCC3BE1C@Delletje><46FD40D79BB8 4DC9A93B98764F38D1A6@Delletje> <852EEC847247437383BEC57AF5B2C819@Del letje> <78DAE760B48443478CBB16B0D3823B73@Delletje> Message-ID: Yes, it's a part of our agreement to get the grant money. We're talking about it now. We have another one day workshop to give. I'm talking to him about getting the money from last year and this year. >Hey, > >Speak of the devil... > >While checking my other lists, Ben Sawyers email about this years >Games for Health Conference came through (copy-pasted below). Just >to be sure: are there any plans for that already? I checked >http://www.igda.org/wiki/GASIG_Projects but it's not (yet) in there. > >Greets, > >Richard > > >*copy paste* > >The official announcement of our Games for Health 2009 conference is >very soon but the call for content information is now done and I'm >providing it here ahead of posting it more widely: > >GAMES FOR HEALTH CONFERENCE 2009 >Hyatt Harborside, Boston, MA >June 11-12, 2009 >Pre-conference events on June 10. > >CALL FOR CONTENT >The 2009 Games for Health conference is set to be held on June 11-12 >in Boston, MA. Pre-conference events on accessibility and virtual >worlds will take part on June 10. > >Our call for content is now officially open. Please send all >submissions to content at gamesforhealth.org by Jan 27, 2008. All >speakers receive free entry to the conference and all related events. > >Registration and official announcement of the conference will open on >January 5, 2009. > >TOPICS & CONTENT REQUESTED >The Games for Health Conference 2009 will feature over 40 sessions of >content. Content planned includes panels, poster sessions, general >lectures, case studies of projects and games, technology >presentations, and how-to sessions. We seek a large variety of >content across a range of topics and game types and health areas >including: > >Effectiveness of Health Games >Exergaming & Rehabitainment >Health Behavior Change >Disease Management & Education >Public Health Messaging & Patient Communication >Cognitive Health >Training & Management Sims & Occupational Recruitment >Accessibility for Games & Disability focused Games >Epidemiology >Pain Distraction & Stress Relief >CyberPsychology >Entertainment Games About Health or Substantial Health Related Play >Health Effects of Games >First Responders & Mass Casualty Training >Medical Informatics & Health Data Collection >Virtual Patients >Interface & Visualization Applications >Personal Health & Electronic Medical Record Systems > >For more information please see topic summaries below > >SUBMISSION REQUIREMENTS >Please send your submission as a plain text email, Microsoft Word >document, or Adobe PDF file. Email them to content at >gamesforhealth.org. > >If you are suggesting a specific session style please label it as >follows: Panel, Poster, Case Study/Demo, Lecture, How-To, etc. > >Include 2-3 Paragraph Bios for speaker(s) associated with session >submission > >Please list the minimum time required by your session. Minimal time >for presentations is 20 minutes. Maximum time is 90 minutes (Panels >or How-To sessions only!) > >For all submissions referencing software please provide an explanation >of the software's status (i.e. alpha, beta, completed, published, >prototype, etc.) and 1-3 screenshots with your submission. Links to >video demonstrations or downloadable demos may be sent in addition to >your screenshots. > >All sessions must relate to the use of computer games / videogames or >their related technologies or other industry resources. If your >submission doesn't make this link obvious please provide an >explanation under the heading "Game Connection" in your submission. > >If your submission requires Internet access, runs on a mobile >platform, or requires other special equipment please let us know of >these requirements so we may plan accordingly for such needs during >your presentation. > >Please also ensure we have FULL CONTACT INFORMATION including mailing >address, organization affiliation, title, office and mobile phones, >and at least one alternative email address. > >SPECIAL OPPORTUNITIES >Games for Health offers the following special opportunities for >content submissions: > >Virtual Worlds & Health >Games for Health will feature a full day of content focused on the use >of virtual world systems and health. Virtual worlds combine social >systems with game-based interfaces and graphics to create entirely new >synthetic spaces to train, practice, and visualize. Such systems hold >great promise to health and healthcare through layering on of game- >play or enabling pure simulation or new forms of social interaction. > >Our Virtual Worlds & Health Day is accepting talks, case studies, >poster sessions, and panels that cover the use of virtual world >technologies and applications that support new ideas in health and >healthcare. > >Games Accessibility >Building upon last year's innaugural event Games for Health will also >feature a pre-conference day-long event focuse > >Peer Review Status Opportunities >Games for Health will be implementing a professional peer review >process for the 2009 conference. This is limited to research oriented >content wishing to submit for peer review. Please label your content >submission "FOR PEER REVIEW". > >Up to six-eight submissions will be selected by a peer review >committee and designated with peer review status if accepted. >Accepted papers will be designated for lecture or poster >presentation. Papers which do not achieve peer review acceptance may >be considered for other portions of the conference but will not be >given peer reviewed status. > >TOPIC AREA SUMMARIES >Exergaming & Rehabitainment : Use of game software and/or associated >hardware to motivate, track, and induce various forms of physical >activity (aerobic, physical therapy, anti-atrophy, etc.) that provides >specific health outcomes. > >Health Game Effectiveness : With the growing use of games in health, >wellness, fitness now happening we're especially interested in >sessions that share results on how effective (or not) such games are >and what factors (in-game or out) encourage or discourage possible >effectiveness. > >Health Behavior Change : Use of game software and related resources to >effect and support individuals in changing behaviors that put them at- >risk for poor health > >Disease Management & Education : Use of game software and related >resources to educate people about diseases and especially to assist >those with diseases and chronic illnesses to live well with those >ailments. > >Public Health Messaging & Patient Communication : Use of game software >and related resources to communicate to the public about health >concerns, policies, or health issues. > >Cognitive Health : Exploring the theories and practices behind using >games to improve various aspects of cognitive health via game-based >conditioning/stimulation including but not limited to various forms of >memory, equilibrium, and eye-hand coordination. > >Training & Managment Sims & Occupational Recruitment : Training >skills, management practices using games. Using games to visualize >health-related jobs, practices, and systems in an attempt to recruit >talent to health-based occupations. > >Accessibility for Games & Disability focused Games : Making all games >accessible or providing games specific to disabilities in order to >people with lifelong or temporary disabilities enhanced quality of >life, specific therapy, new social capabilities, or disability related >training. > >Epidemiology : The use of games in all aspects of epidemiology >including training, visualization, behavior research, modeling, and >more. > >Pain Distraction & Stress Relief : Games or game-like environments >provided to offer distraction from chronic, or temporary pain, medical >procedures or as means to provide relief from stress. > >CyberPsychology : Games or game-based environments that provide >support for psychological assessment, treatment, or education. > >Entertainment Games About Health or Substantial Health Related Play : >Games that offer interesting media studios, design patterns, or other >insight into how health is or could be portrayed in games. > >Health Effects of Games : Studies that show general health related >outcomes from playing games in general (e.g. repetitive stress >injuries, online game addiction, motion sickness, etc.) > >First Aide, First Responders & Mass Casualty Training : Games that >specialize in training citizens and professional first responders in >all forms of pre-hospital care and aide including for incidents >involving mass casualties. > >Medical Informatics & Health Data Collection : The use of games, game >technologies, and design patterns to aide in the collection, >visualization, and analysis of health and medical information. > >Virtual Patients : Use of game-based technologies and design >techniques to create believable physiological and psychological >synthetic humans for use in training and other relevant situations. > >Interface & Visualization Applications : Applying game design >techniques and game technologies to problems in health and healthcare >involving application interface design and general issues of >visualization. > >Personal Health & Electronic Medical Record Systems : Using interface >ideas and avatar technologies from games along with other design and >engineering resources to foster innovation in personal health and >electronic medical record systems > >ABOUT GAMES FOR HEALTH >Games for Health, the leading professional community in the field of >health games, unites the best minds in health care and game >development to advance game technologies that improve people's health >and the delivery of health care. Through their national and regional >events, as well as extensive online resources, Games for Health brings >together researchers, medical professionals and game developers to >share best practices and forge new, game-based solutions to pressing >health and healthcare challenges. > >Games for Health is funded primarily by the Robert Wood Johnson >Foundation's Pioneer Portfolio, which supports innovative ideas that >may lead to significant breakthroughs in the future of health and >health care. It was founded in 2004 by the Serious Games Initiative, a >project of the Woodrow Wilson International Center for Scholars >dedicated to applying innovative games and game technologies to a >range of public and private policy, leadership and management issues. > > >*copy paste end* > > >----- Original Message ----- From: "AudioGames.net" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Thursday, January 29, 2009 8:51 PM >Subject: Re: [games_access] name for project, other SIGs > >>(grin) Told you I was on another planet in 2008 ;) Yeah, I did >>catch a bit through Exoplanetary-email (thank god for Spitzer!) >>about the Leipzig conference being cancelled, as well as the E3 >>returning - I just wasn't aware with GDC Europe having *another* go >>at it ;) Can you recommend an industry emaillist for this type of >>news? I'm already on 6+ games' lists but most of them academic-ish >>(such as GamesNetwork), not super-industry-ish... :( Thanks! >> >>Ries >> >>----- Original Message ----- From: "d. michelle hinn" >>To: "IGDA Games Accessibility SIG Mailing List" >>Sent: Thursday, January 29, 2009 8:36 PM >>Subject: Re: [games_access] name for project, other SIGs >> >>>There will be. It's not up yet so I don't know the details. There >>>are two conferences aiming to replace Leipzig and this is one of >>>them and there's another I forget the name of. The Leipzig >>>conference is cancelled so these two are it. >>> >>>I was thinking about putting in a panel when the call opens so if >>>any of our past GDC SF speakers are planning on going then you'll >>>all already be in the system so I can easily put together that. >>> >>>Richard -- you need to start subscribing to the 800 zillion >>>industry email spam lists I get every day. ;) Lol. This conference >>>has been in the works for months now! :D It was quite the >>>controversy when Leipzig was trying not to drown! >>> >>>M > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From hinn at uiuc.edu Thu Jan 29 15:06:10 2009 From: hinn at uiuc.edu (d. michelle hinn) Date: Thu, 29 Jan 2009 14:06:10 -0600 Subject: [games_access] GAMES FOR HEALTH CONFERENCE 2009 - Call For Content(was: Re: name for project, other SIGs) In-Reply-To: <7B0B4BF33842481FBD42C2E1B772FEAC@Delletje> References: <588606972@web.de><3E36A67D4DCF4B7C80 3654E0FCC3BE1C@Delletje><46FD40D79BB8 4DC9A93B98764F38D1A6@Delletje> <852EEC847247437383BEC57AF5B2C819@Del letje><78DAE760B48443478CBB16B0D3823B 73@Delletje> <7B0B4BF33842481FBD42C2E1B772FEAC@Delletje> Message-ID: We're already accepted. :) Just need to come up with a new plan for this year. And Ben and I are talking about the SIG grant money now. >ps: deadline = 20 feb... > > >----- Original Message ----- From: "AudioGames.net" >To: "IGDA Games Accessibility SIG Mailing List" >Sent: Thursday, January 29, 2009 8:58 PM >Subject: [games_access] GAMES FOR HEALTH CONFERENCE 2009 - Call For >Content(was: Re: name for project, other SIGs) > >>Hey, >> >>Speak of the devil... >> >>While checking my other lists, Ben Sawyers email about this years >>Games for Health Conference came through (copy-pasted below). Just >>to be sure: are there any plans for that already? I checked >>http://www.igda.org/wiki/GASIG_Projects but it's not (yet) in there. >> >>Greets, >> >>Richard >> >> >>*copy paste* >> >>The official announcement of our Games for Health 2009 conference is >>very soon but the call for content information is now done and I'm >>providing it here ahead of posting it more widely: >> >>GAMES FOR HEALTH CONFERENCE 2009 >>Hyatt Harborside, Boston, MA >>June 11-12, 2009 >>Pre-conference events on June 10. >> >>CALL FOR CONTENT >>The 2009 Games for Health conference is set to be held on June 11-12 >>in Boston, MA. Pre-conference events on accessibility and virtual >>worlds will take part on June 10. >> >>Our call for content is now officially open. Please send all >>submissions to content at gamesforhealth.org by Jan 27, 2008. All >>speakers receive free entry to the conference and all related events. >> >>Registration and official announcement of the conference will open on >>January 5, 2009. >> >>TOPICS & CONTENT REQUESTED >>The Games for Health Conference 2009 will feature over 40 sessions of >>content. Content planned includes panels, poster sessions, general >>lectures, case studies of projects and games, technology >>presentations, and how-to sessions. We seek a large variety of >>content across a range of topics and game types and health areas >>including: >> >>Effectiveness of Health Games >>Exergaming & Rehabitainment >>Health Behavior Change >>Disease Management & Education >>Public Health Messaging & Patient Communication >>Cognitive Health >>Training & Management Sims & Occupational Recruitment >>Accessibility for Games & Disability focused Games >>Epidemiology >>Pain Distraction & Stress Relief >>CyberPsychology >>Entertainment Games About Health or Substantial Health Related Play >>Health Effects of Games >>First Responders & Mass Casualty Training >>Medical Informatics & Health Data Collection >>Virtual Patients >>Interface & Visualization Applications >>Personal Health & Electronic Medical Record Systems >> >>For more information please see topic summaries below >> >>SUBMISSION REQUIREMENTS >>Please send your submission as a plain text email, Microsoft Word >>document, or Adobe PDF file. Email them to content at >>gamesforhealth.org. >> >>If you are suggesting a specific session style please label it as >>follows: Panel, Poster, Case Study/Demo, Lecture, How-To, etc. >> >>Include 2-3 Paragraph Bios for speaker(s) associated with session >>submission >> >>Please list the minimum time required by your session. Minimal time >>for presentations is 20 minutes. Maximum time is 90 minutes (Panels >>or How-To sessions only!) >> >>For all submissions referencing software please provide an explanation >>of the software's status (i.e. alpha, beta, completed, published, >>prototype, etc.) and 1-3 screenshots with your submission. Links to >>video demonstrations or downloadable demos may be sent in addition to >>your screenshots. >> >>All sessions must relate to the use of computer games / videogames or >>their related technologies or other industry resources. If your >>submission doesn't make this link obvious please provide an >>explanation under the heading "Game Connection" in your submission. >> >>If your submission requires Internet access, runs on a mobile >>platform, or requires other special equipment please let us know of >>these requirements so we may plan accordingly for such needs during >>your presentation. >> >>Please also ensure we have FULL CONTACT INFORMATION including mailing >>address, organization affiliation, title, office and mobile phones, >>and at least one alternative email address. >> >>SPECIAL OPPORTUNITIES >>Games for Health offers the following special opportunities for >>content submissions: >> >>Virtual Worlds & Health >>Games for Health will feature a full day of content focused on the use >>of virtual world systems and health. Virtual worlds combine social >>systems with game-based interfaces and graphics to create entirely new >>synthetic spaces to train, practice, and visualize. Such systems hold >>great promise to health and healthcare through layering on of game- >>play or enabling pure simulation or new forms of social interaction. >> >>Our Virtual Worlds & Health Day is accepting talks, case studies, >>poster sessions, and panels that cover the use of virtual world >>technologies and applications that support new ideas in health and >>healthcare. >> >>Games Accessibility >>Building upon last year's innaugural event Games for Health will also >>feature a pre-conference day-long event focuse >> >>Peer Review Status Opportunities >>Games for Health will be implementing a professional peer review >>process for the 2009 conference. This is limited to research oriented >>content wishing to submit for peer review. Please label your content >>submission "FOR PEER REVIEW". >> >>Up to six-eight submissions will be selected by a peer review >>committee and designated with peer review status if accepted. >>Accepted papers will be designated for lecture or poster >>presentation. Papers which do not achieve peer review acceptance may >>be considered for other portions of the conference but will not be >>given peer reviewed status. >> >>TOPIC AREA SUMMARIES >>Exergaming & Rehabitainment : Use of game software and/or associated >>hardware to motivate, track, and induce various forms of physical >>activity (aerobic, physical therapy, anti-atrophy, etc.) that provides >>specific health outcomes. >> >>Health Game Effectiveness : With the growing use of games in health, >>wellness, fitness now happening we're especially interested in >>sessions that share results on how effective (or not) such games are >>and what factors (in-game or out) encourage or discourage possible >>effectiveness. >> >>Health Behavior Change : Use of game software and related resources to >>effect and support individuals in changing behaviors that put them at- >>risk for poor health >> >>Disease Management & Education : Use of game software and related >>resources to educate people about diseases and especially to assist >>those with diseases and chronic illnesses to live well with those >>ailments. >> >>Public Health Messaging & Patient Communication : Use of game software >>and related resources to communicate to the public about health >>concerns, policies, or health issues. >> >>Cognitive Health : Exploring the theories and practices behind using >>games to improve various aspects of cognitive health via game-based >>conditioning/stimulation including but not limited to various forms of >>memory, equilibrium, and eye-hand coordination. >> >>Training & Managment Sims & Occupational Recruitment : Training >>skills, management practices using games. Using games to visualize >>health-related jobs, practices, and systems in an attempt to recruit >>talent to health-based occupations. >> >>Accessibility for Games & Disability focused Games : Making all games >>accessible or providing games specific to disabilities in order to >>people with lifelong or temporary disabilities enhanced quality of >>life, specific therapy, new social capabilities, or disability related >>training. >> >>Epidemiology : The use of games in all aspects of epidemiology >>including training, visualization, behavior research, modeling, and >>more. >> >>Pain Distraction & Stress Relief : Games or game-like environments >>provided to offer distraction from chronic, or temporary pain, medical >>procedures or as means to provide relief from stress. >> >>CyberPsychology : Games or game-based environments that provide >>support for psychological assessment, treatment, or education. >> >>Entertainment Games About Health or Substantial Health Related Play : >>Games that offer interesting media studios, design patterns, or other >>insight into how health is or could be portrayed in games. >> >>Health Effects of Games : Studies that show general health related >>outcomes from playing games in general (e.g. repetitive stress >>injuries, online game addiction, motion sickness, etc.) >> >>First Aide, First Responders & Mass Casualty Training : Games that >>specialize in training citizens and professional first responders in >>all forms of pre-hospital care and aide including for incidents >>involving mass casualties. >> >>Medical Informatics & Health Data Collection : The use of games, game >>technologies, and design patterns to aide in the collection, >>visualization, and analysis of health and medical information. >> >>Virtual Patients : Use of game-based technologies and design >>techniques to create believable physiological and psychological >>synthetic humans for use in training and other relevant situations. >> >>Interface & Visualization Applications : Applying game design >>techniques and game technologies to problems in health and healthcare >>involving application interface design and general issues of >>visualization. >> >>Personal Health & Electronic Medical Record Systems : Using interface >>ideas and avatar technologies from games along with other design and >>engineering resources to foster innovation in personal health and >>electronic medical record systems >> >>ABOUT GAMES FOR HEALTH >>Games for Health, the leading professional community in the field of >>health games, unites the best minds in health care and game >>development to advance game technologies that improve people's health >>and the delivery of health care. Through their national and regional >>events, as well as extensive online resources, Games for Health brings >>together researchers, medical professionals and game developers to >>share best practices and forge new, game-based solutions to pressing >>health and healthcare challenges. >> >>Games for Health is funded primarily by the Robert Wood Johnson >>Foundation's Pioneer Portfolio, which supports innovative ideas that >>may lead to significant breakthroughs in the future of health and >>health care. It was founded in 2004 by the Serious Games Initiative, a >>project of the Woodrow Wilson International Center for Scholars >>dedicated to applying innovative games and game technologies to a >>range of public and private policy, leadership and management issues. >> >> >>*copy paste end* >> >> >>----- Original Message ----- From: "AudioGames.net" >>To: "IGDA Games Accessibility SIG Mailing List" >>Sent: Thursday, January 29, 2009 8:51 PM >>Subject: Re: [games_access] name for project, other SIGs >> >>>(grin) Told you I was on another planet in 2008 ;) Yeah, I did >>>catch a bit through Exoplanetary-email (thank god for Spitzer!) >>>about the Leipzig conference being cancelled, as well as the E3 >>>returning - I just wasn't aware with GDC Europe having *another* >>>go at it ;) Can you recommend an industry emaillist for this type >>>of news? I'm already on 6+ games' lists but most of them >>>academic-ish (such as GamesNetwork), not super-industry-ish... :( >>>Thanks! >>> >>>Ries >>> >>>----- Original Message ----- From: "d. michelle hinn" >>>To: "IGDA Games Accessibility SIG Mailing List" >>>Sent: Thursday, January 29, 2009 8:36 PM >>>Subject: Re: [games_access] name for project, other SIGs >>> >>>>There will be. It's not up yet so I don't know the details. There >>>>are two conferences aiming to replace Leipzig and this is one of >>>>them and there's another I forget the name of. The Leipzig >>>>conference is cancelled so these two are it. >>>> >>>>I was thinking about putting in a panel when the call opens so if >>>>any of our past GDC SF speakers are planning on going then you'll >>>>all already be in the system so I can easily put together that. >>>> >>>>Richard -- you need to start subscribing to the 800 zillion >>>>industry email spam lists I get every day. ;) Lol. This >>>>conference has been in the works for months now! :D It was quite >>>>the controversy when Leipzig was trying not to drown! >>>> >>>>M >> >>_______________________________________________ >>games_access mailing list >>games_access at igda.org >>http://seven.pairlist.net/mailman/listinfo/games_access > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From reid at rbkdesign.com Fri Jan 30 13:17:36 2009 From: reid at rbkdesign.com (Reid Kimball) Date: Fri, 30 Jan 2009 10:17:36 -0800 Subject: [games_access] Customizable Controls in The Conduit for Wii Message-ID: This is cool, there sounds like a lot of customization in the controls for an unreleased Wii game, The Conduit. "You can map pretty much whatever action you want wherever you like; not just the obvious stuff like moving and firing, either, but even things like what motion you prefer to use when tossing grenades can be tuned. This feature also extends to the HUD elements, which can be placed anywhere on the screen, and options such as look sensitivity and turning speed. Best of all, you needn't kick out to the main menu to tweak?it can all be done in-game." - http://kotaku.com/5142661/the-conduit-channels-hardcore-gaming-to-the-wii-hands+on Mark, High Voltage Software might be a good interview to ask how they came to decide on including customization options when so few games do. -Reid From sandra_uhling at web.de Fri Jan 30 13:20:01 2009 From: sandra_uhling at web.de (Sandra Uhling) Date: Fri, 30 Jan 2009 19:20:01 +0100 Subject: [games_access] GAMES FOR HEALTH CONFERENCE 2009 - Call For Content Message-ID: <591229280@web.de> Hi, Michelle wrote: > We're already accepted. :) Just need to come up with a new plan for > this year. And Ben and I are talking about the SIG grant money now. Wow that sounds great. I found the IGDA GA-SIG there last year (on a slide). And after it, I joined this SIG :-) I wish you all the best. Regards, Sandra __________________________________________________________________ Deutschlands gr??te Online-Videothek schenkt Ihnen 12.000 Videos!* http://entertainment.web.de/de/entertainment/maxdome/index.html From ioo at ablegamers.com Fri Jan 30 13:26:16 2009 From: ioo at ablegamers.com (Mark Barlet) Date: Fri, 30 Jan 2009 13:26:16 -0500 Subject: [games_access] Customizable Controls in The Conduit for Wii In-Reply-To: References: Message-ID: <851CC26F-0377-41BE-AA00-70D8C63A31DA@ablegamers.com> Thanks for the tip Reid. I will reach out to them asap. Mark. Sent from mobile device. On Jan 30, 2009, at 1:17 PM, Reid Kimball wrote: > This is cool, there sounds like a lot of customization in the controls > for an unreleased Wii game, The Conduit. > > "You can map pretty much whatever action you want wherever you like; > not just the obvious stuff like moving and firing, either, but even > things like what motion you prefer to use when tossing grenades can be > tuned. > > This feature also extends to the HUD elements, which can be placed > anywhere on the screen, and options such as look sensitivity and > turning speed. Best of all, you needn't kick out to the main menu to > tweak?it can all be done in-game." > - http://kotaku.com/5142661/the-conduit-channels-hardcore-gaming-to-the-wii-hands+on > > Mark, High Voltage Software might be a good interview to ask how they > came to decide on including customization options when so few games > do. > > -Reid > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access From sandra_uhling at web.de Fri Jan 30 13:35:44 2009 From: sandra_uhling at web.de (Sandra Uhling) Date: Fri, 30 Jan 2009 19:35:44 +0100 Subject: [games_access] GDC Germany Message-ID: <591241435@web.de> Hi, when someone needs information about Germany, I can ask the people here :-) We have now two big Game Events. So Leipzig is still there. But it is nearly impossible to say how it will be. They do change everything a lot !!! First they moved the date for the GamesCom (Cologne) now they moved the date for GamesConvention (Leipzig) For presentation it would be good to check about "age rating topic". The best is, to ask the organizer about it. For example, when you want to present a game, or a trailer about a game or a video of a game,... For news I do recommend the daily of www.gamesmarkt.de Here you get an email/day with all necessary information about Germany. Of course when someone is looking only for special information, I can send the information, when I see it. I am not sure if I will be there, but I will try. Michelle do you know which town the GDC will be ? Best regards, Sandra ____________________________________________________________________ Psssst! Schon vom neuen WEB.DE MultiMessenger geh?rt? Der kann`s mit allen: http://www.produkte.web.de/messenger/?did=3123 From hinn at uiuc.edu Fri Jan 30 13:58:08 2009 From: hinn at uiuc.edu (d. michelle hinn) Date: Fri, 30 Jan 2009 12:58:08 -0600 Subject: [games_access] GDC Germany In-Reply-To: <591241435@web.de> References: <591241435@web.de> Message-ID: GDC (it's GamesCom/GDC/something else) is in Cologne (http://www.gdceurope.com/). Leipzig, the old version, is dead but there's a new company that took it over. It was all over some game news sites yesterday. So, yes, it still exists...but it's no longer the same company so now who knows how it will go now. : I'm collecting info on the big gaming news sites (US and UK versions) so I can forward that. Yes, the game industry changes everywhere a lot...now E3 is back! But because they are different companies running them all the time, it's hard to know what the quality will be until it's over because there's no track record with the new companies. Very frustrating when you go because you hope it will be big and then...if it isn't then you feel like you didn't reach as many people as the travel, etc was worth. Still, reaching out to anyone is always good...but these days when you travel you want that to be as many people as possible!! If you have info on Cologne, please let me know off list -- it sounds like it's a nice region of Germany. I'm looking forward to it because I've been so sick for almost two years and now I finally can go to conferences and enjoy the event and the town and not just give a talk and spend the rest of the time sick at the hotel. Michelle >Hi, > >when someone needs information about Germany, >I can ask the people here :-) > >We have now two big Game Events. >So Leipzig is still there. > >But it is nearly impossible to say how it will be. >They do change everything a lot !!! >First they moved the date for the GamesCom (Cologne) >now they moved the date for GamesConvention (Leipzig) > >For presentation it would be good to check about "age rating topic". >The best is, to ask the organizer about it. >For example, when you want to present a game, or >a trailer about a game or a video of a game,... > >For news I do recommend the daily of www.gamesmarkt.de >Here you get an email/day with all necessary information about Germany. >Of course when someone is looking only for special information, >I can send the information, when I see it. > >I am not sure if I will be there, but I will try. >Michelle do you know which town the GDC will be ? > >Best regards, >Sandra > > > > > > >____________________________________________________________________ >Psssst! Schon vom neuen WEB.DE MultiMessenger geh?rt? >Der kann`s mit allen: http://www.produkte.web.de/messenger/?did=3123 > >_______________________________________________ >games_access mailing list >games_access at igda.org >http://seven.pairlist.net/mailman/listinfo/games_access From ioo at ablegamers.com Fri Jan 30 13:31:56 2009 From: ioo at ablegamers.com (Mark Barlet) Date: Fri, 30 Jan 2009 13:31:56 -0500 Subject: [games_access] =?windows-1252?q?AbleGamers=2Ecom_Awards_Mythic_En?= =?windows-1252?q?tertainment=92s_=93Warhammer_Online=3A_Age_of_Rec?= =?windows-1252?q?koning=94_the_2008_Accessible_Game_of_the_Year?= Message-ID: <191870b70901301031p743f036et236f852a532420ab@mail.gmail.com> Wanted to share this with the community. AbleGamers reached out to WarHammer, gave them feedback from our community, and they responded. Taking a very disabled friendly game, and making it better. They went so far as to invite AbleGamers to the studio to make sure that the changes they made meet the needs of the community. I know it is not 2008 anymore, but we are slow, lots to do. Thanks Mark ___________________ Press Release AbleGamers.com Awards Mythic Entertainment's "*Warhammer*Online: Age of Reckoning" the 2008 Accessible Game of the Year By far the most accessible MMO ever made. Harpers Ferry WV, January 30, 2009: AbleGamers.com the community for disabled gamers awards Mythic Entertainment's MMO "Warhammer Online: Age of Reckoning" our "2008 Game of the Year Award" for "Most Accessible Main stream Game". "The folks over at Mythic have really raised the bar when it comes to making a game that has the flexibility needed to bring many disabled gamers into battle.", says Mark Barlet, Editor-in-Chief of AbleGamers.com. "They are proving that you can make a game that has mass appeal, and can still address the needs of many disabled gamers." "Speaking as a veteran of MMO RPGS dating back to Ultima Online; Mythic has out done themselves by providing accessibility to so many different types of disability. Warhammer allows the mouse speed sensitivity to be set higher than I can control. No other MMO RPG currently allows such control for the mobility impaired." adds Steve Spohn, Senior Contributor for AbleGamers.com. Mythic has created a game that offers one of the highest levels of flexibility seen in a game. From having almost every action in the game mappable to the keyboard, to creating a game that can be played with only a mouse, they have given the disabled gamer more than one way to skin a Witch Elf. The game has addressed the issues that are issues to many people with disabilities including; ? Hearing Impaired Community ? With every event key to participation not only printed in the text box, but also scrolling in the center of the screen, accompanied with graphical events means deaf gamers are not out of the know. They have also enabled plugins from 3rd party developers to bring even more information to the screen. ? Physically Disabled Community ? The flexibility they have engineered into this game means that many physically disabled gamers can use special controllers made for their special needs to play the game. From very flexible keyboard mapping, to fully mousable interface, many people with physical disabilities can play this game. ? Visual Disabilities ? Mythic has used its own staff to make sure that people who are colorblind can still play MMO. ? Ongoing feedback loop ? Mythic has reached out to the disabled community in order to seek feedback and made changes to the game to better accommodate the disabled community. They even went so far as to bring AbleGamers into the office to verify that the issues had been addressed and suitable. *About AbleGamers:* AbleGamers.com is a community for disabled gamers founded in 2004. AbleGamers mission is to bring people with disabilities into the digital entertainment space and to reach out to producers in the digital entertainment space in order to make their final product as accessible as possible. ### If you would like more information about this topic, or to schedule an interview with Mark Barlet, or Steve Spohn please contact AbleGamers.com, 202-258-1937 or press at ablegamers.com -- Mark C. Barlet Editor-in-Chief AbleGamers.com -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: AbleGamers - WarHammer Game of the Year 2008.pdf Type: application/pdf Size: 173457 bytes Desc: not available URL: From barrie.ellis at oneswitch.org.uk Fri Jan 30 16:52:19 2009 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Fri, 30 Jan 2009 21:52:19 -0000 Subject: [games_access] Customizable Controls in The Conduit for Wii References: Message-ID: Worth shouting about if it really is as versatile as it sounds. Ties up with Kit Windsor's post here on "Resistance 2" on PS3: http://gamingkitsune.blogspot.com/2009/01/really-quick-update-about-resistance-2.html - who says the controls are highly reconfigurable. Barrie ----- Original Message ----- From: "Reid Kimball" To: "IGDA Games Accessibility SIG Mailing List" Sent: Friday, January 30, 2009 6:17 PM Subject: [games_access] Customizable Controls in The Conduit for Wii This is cool, there sounds like a lot of customization in the controls for an unreleased Wii game, The Conduit. "You can map pretty much whatever action you want wherever you like; not just the obvious stuff like moving and firing, either, but even things like what motion you prefer to use when tossing grenades can be tuned. This feature also extends to the HUD elements, which can be placed anywhere on the screen, and options such as look sensitivity and turning speed. Best of all, you needn't kick out to the main menu to tweak?it can all be done in-game." - http://kotaku.com/5142661/the-conduit-channels-hardcore-gaming-to-the-wii-hands+on Mark, High Voltage Software might be a good interview to ask how they came to decide on including customization options when so few games do. -Reid _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access From jbannick at 7128.com Fri Jan 30 17:14:00 2009 From: jbannick at 7128.com (John Bannick) Date: Fri, 30 Jan 2009 17:14:00 -0500 (EST) Subject: [games_access] =?iso-8859-1?q?AbleGamers=2Ecom_Awards_Mythic_Ente?= =?iso-8859-1?q?rtainment=92s_=93Warhammer_Online=3A_Age_of_Reckoning=94_t?= =?iso-8859-1?q?he_2008_Accessible_Game_of_the_Year?= Message-ID: <1071.76.119.138.66.1233353640.squirrel@webmail.enigami.com> Way to go, Mark! This is mega-proof of the impact capable and dedicated people can have. Congrats, jhb From rkimball at gmail.com Fri Jan 30 18:41:25 2009 From: rkimball at gmail.com (Reid Kimball) Date: Fri, 30 Jan 2009 15:41:25 -0800 Subject: [games_access] =?windows-1252?q?AbleGamers=2Ecom_Awards_Mythic_En?= =?windows-1252?q?tertainment=92s_=93Warhammer_Online=3A_Age_of_Rec?= =?windows-1252?q?koning=94_the_2008_Accessible_Game_of_the_Year?= In-Reply-To: <1071.76.119.138.66.1233353640.squirrel@webmail.enigami.com> References: <1071.76.119.138.66.1233353640.squirrel@webmail.enigami.com> Message-ID: Very cool and nice looking press release too. I think that's a great approach to win support from other devs by showing our support for their efforts. -Reid On Fri, Jan 30, 2009 at 2:14 PM, John Bannick wrote: > Way to go, Mark! > > This is mega-proof of the impact capable and dedicated people can have. > > Congrats, > > jhb > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > From ioo at ablegamers.com Fri Jan 30 19:41:24 2009 From: ioo at ablegamers.com (Mark Barlet) Date: Fri, 30 Jan 2009 19:41:24 -0500 Subject: [games_access] =?windows-1252?q?AbleGamers=2Ecom_Awards_Mythic_En?= =?windows-1252?q?tertainment=92s_=93Warhammer_Online=3A_Age_of_Rec?= =?windows-1252?q?koning=94_the_2008_Accessible_Game_of_the_Year?= In-Reply-To: References: <1071.76.119.138.66.1233353640.squirrel@webmail.enigami.com> Message-ID: <191870b70901301641p7482bbcbk15e5eda11f85af1d@mail.gmail.com> Thank you, it is a Microsoft template :) That is what I am hoping for. I can use some help in finding the 2009 noms.. Mark On Fri, Jan 30, 2009 at 6:41 PM, Reid Kimball wrote: > Very cool and nice looking press release too. I think that's a great > approach to win support from other devs by showing our support for > their efforts. > > -Reid > > On Fri, Jan 30, 2009 at 2:14 PM, John Bannick wrote: > > Way to go, Mark! > > > > This is mega-proof of the impact capable and dedicated people can have. > > > > Congrats, > > > > jhb > > > > _______________________________________________ > > 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 > -- Mark C. Barlet Editor-in-Chief AbleGamers.com -------------- next part -------------- An HTML attachment was scrubbed... URL: