[games_access] GDC 2009!

Reid Kimball rkimball at gmail.com
Sat Mar 21 21:54:05 EDT 2009


This is a pleasant surprise. We went from only one session to having
four. I like how you are including all gamers and not just the
disabled.

Good luck to everyone attending GDC. I won't be there, but I will be
keeping up to date on AbleGamers.com.

-Reid

On Sat, Mar 21, 2009 at 5:16 PM, d. michelle hinn <hinn at uiuc.edu> wrote:

> Hi All!!

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

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

> the email you can read the full descriptions!

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

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

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

> Location (room): Room 3007, West Hall

> Track: Serious Games Summit

> Talk Two: Game Accessibility SIG Roundtable

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

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

> Location (room): Room 120, North Hall

> Track: Game Design

> Talk Three: Accessibility 101: Crash Course for Beginners

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

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

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

> Location (room): Room 2002, West Hall

> Track: Game Design

> Talk Four: Game Accessibility & Developers with Disabilities Social

> Gathering

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

> University/KTH)

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

> Location (room): IGDA Booth, West Hall

> Track: Game Design

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

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

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

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

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

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

> the industry.

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

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

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

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

> about through some big time activism!

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

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

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

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

> Upcoming conference appearances by members of the SIG include:

> * GDC Canada

> * GDC Europe

> * GDC China

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

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

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

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

> (@AudioGames), and more! :)

> Michelle

> Chairperson,

> IGDA Game Accessibility SIG

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

> Full Descriptions of Sessions:

> ---------

> Talk 1:

> The Story of AudiOdyssey & My Journey through Usability

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

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

> Location (room): Room 3007, West Hall

> Track: Serious Games Summit

> Format: 30-minute Lecture

> Experience Level: All

>

> Session Description

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

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

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

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

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

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

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

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

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

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

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

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

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

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

> experience.

> -----

> Talk 2:

> Game Accessibility SIG

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

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

> Location (room): Room 120, North Hall

> Track: Game Design

> Format: 60-minute Roundtable

> Experience Level: All

>

> Session Description

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

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

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

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

> initiatives to tackle and we are actively recruiting volunteers and

> contributors.

> -----

> Talk 3:

> Accessibility 101: Crash Course for Beginners

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

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

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

> Location (room): Room 2002, West Hall

> Track: Game Design

> Format: 60-minute Lecture

> Experience Level: All

>

> Session Description

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

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

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

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

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

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

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

> your development cycle!

>

> Takeaway

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

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

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

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

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

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

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

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

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

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

>

> Intended Audience and Prerequisites

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

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

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

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

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

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

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

> willingness to seriously consider making games accessible to MORE!

> -----

> Talk 4:

> Game Accessibility & Developers with Disabilities Social Gathering

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

> University/KTH)

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

> Location (room): IGDA Booth, West Hall

> Track: Game Design

> Format: 60-minute Social Gathering

> Experience Level: All

>

> Session Description

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

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

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

> partake in witty small talk.

>

> Takeaway

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

> community.

>

> Intended Audience and Prerequisites

> Developers interested in game accessibility and developers with

> disabilities.

> _______________________________________________

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> games_access at igda.org

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>

>



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