[games_access] First experience of Kinect

Michelle Hinn hinn at uiuc.edu
Fri Aug 20 17:54:46 EDT 2010


Some of the things, sadly, still are not being done and we even had laminated lists that we handed out like mad at Develop and GDC but I think it probably got tossed when people throw out all the ads in the conference bags. It's in a book chapter but we could easily do a white paper that riffs off of that but also include the business case. We may need some people like you in industry to help us!!

Michelle

On Aug 20, 2010, at 4:22 PM, Brannon Zahand wrote:

> Thanks. Once it is updated, it would be great if it was formalized into a whitepaper that includes not only the suggestions, but examples of each and an overarching business case for including these features. That way, individuals at various publishers/developers could simply download it and present it to their management as is…
>  
> From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis
> Sent: Friday, August 20, 2010 1:41 PM
> To: IGDA Games Accessibility SIG Mailing List
> Subject: Re: [games_access] First experience of Kinect
>  
> The old Top 10 is here: http://wiki.igda.org/Top_Ten - Set-up about five years ago. As Sandra said, we must look at it again.
>  
> Barrie
>  
>  
> From: Michelle Hinn
> Sent: Friday, August 20, 2010 9:13 PM
> To: IGDA Games Accessibility SIG Mailing List
> Subject: Re: [games_access] First experience of Kinect
>  
> She is talking about our "top ten" list of how to make games more accessible -- it's the "low hanging fruit" but it's a way to get started and if all game companies did all of them then they would be in a better space to go further!
>  
> Michelle
>  
> On Aug 20, 2010, at 2:44 PM, Brannon Zahand wrote:
> 
> 
> Sandra, can you let me know what the IGDA GA-SIG List is that you refer to?
>  
> From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Sandra Uhling
> Sent: Thursday, August 19, 2010 2:15 PM
> To: IGDA GA-SIG Emailliste
> Subject: [games_access] First experience of Kinect
>  
> Hello,
>  
> here are my first experience with Kinect. Note I did not test it very well.
> I played only a little bit some beta version on the gamescom.
>  
> I am very interested in Reviews with Silver Gamer and Kinect. I have the feeling
> that the gameplay will be easier to understand than Wii games, but the gamespeed
> is still too high. And maybe sometimes the graphics are still too complex and disturbing.
> A changeable gamespeed and alternative simpler graphics would be great.
> For exergaming the games are usually very good. So my focus was Game Accessibility.
>  
>  
> The central point is, that we have now a technology where there are lots of possible inputs.
> e.g.:
> ·         Use/Need left/right arm (can be critical: see dance central)
> ·         Use/Need both arms
> ·         Sometimes you have to stand
> ·         Sometimes people have to jump
> ·         You have to use upper and or lower body
> ·         Someties you can use your voice
> ·         Gamepad can be used as alternative?
>  
> What is supported and what is required depends on the game and the developer.
> So the big question is: How can customer find out, what kind of input is needed to be able
> to play the game? I personally think that this question is very important to some customers.
> It would be great to have symbols on the cover: What kind of input is required to play the game
> and are there sometimes alternatives? But who is going to establish them?
>  
> I am wondering if they did ignore the IGDA GA-SIG List or if they never received it. E.g. an alternative
> for input and output was one point I added to the list. But it looks like that there are usually no Alternatives.
>  
>  
> Kinect Sport:
> It looks like that it is possible to use left or right hand
>  
> Dance Central:
> It offers a slow motion solution in training mode, when the gamer does not get the moves right.
> But I have the feeling that there is still a second slow motion needed. Also separate trainings for
> upper and lower body would be very useful.
> The key here, is the menu. It is the most difficult menu of the games I played. You have to use your
> right arm and it is very difficult. Also a person with good mobility needs some training for it.
>  
>  
> Ubisoft Games:
> I love the menu. You can use left or right arm. And it is very easy and intuitive  to use. The person said
> that maybe the menu of the sport game can also be used with a gamepad. Does anyone have contact to Ubisoft?
> It looks like the people are little bit open for these special needs.
>  
> Sonic Free Riders:
> I loooove this one. There is a swimming part where you can use your arms, but you do not need your arms.
> When the player does not move the arms, the figure is automatically moved forward. (But I do not know
> about the menu!) One open question is the jump, what happens when the person does not jump?
>  
> The key point usually is the menu. Also when the gameplay does not require much, the gamer still has to use
> the menu to be able to play the game.
>  
> Maybe a dancepad could also be a very interesting Alternative for use of the menu? Imagine someone
> who have no arms, he could play some games and control the menu with the dancepad. Or maybe the
> voice recognition could be used?
>  
> Summary:
> The menu is the most important part.
> Changeable gamespeed would be great.
> More alternative inputs would be great.
> Symbols on the cover would be great.
> Selection of the “menu-arm” would be great.
> Easier menu would be great.
> The support of a gamepad would be great (also it maybe not fit the gameplay very well. It is more important
> to be able to play with other together)
>  
> I see a very high potential for “Games for Health” games.
>  
> Best regards,
> Sandra
>  
>  
>  
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