[games_access] What is the target group of games? (Sandra Uhling)

Ian Hamilton i_h at hotmail.com
Sat Jun 23 10:28:04 EDT 2012



Games do generally have a specific target audience, the target audience for the first Tomb Raider game was 15-26 year old males. 
I'd be stunned if there was a game design doc anywhere that said that the target audience was eg. '18-35 but excluding anyone with any kind of disability', that comment they made in the study sounds like an off the cuff one made through lack of awareness, not an actual policy, I've heard denial like that all the time from developers, it's a pretty common initial reaction.
But clearly yes if you have for example a defined target audience of 18-35 males and have a game mechanic in which you need to be able to tell red from green, then you're instantly missing a major chunk of that target. 
At risk of sounding like a broken record though, although this all seems perfect sense, really it's just conjecture which doesn't stand up against denial (such as this recent example: "our players don't want remappable controls") and doesn't wash as a business case.. so on top we also need hard figures for how much features cost to develop Vs how many people used them Vs how much each player was worth. 
If you can demonstrate that a feature is profitable the the execs will take an interest and you'll have top-down pressure as well as bottom-up. Not everything can have analytics attached, but you only need a few good examples to start to demonstrate that accessibility is profitable.

> 
>    1. What is the target group of games? (Sandra Uhling)
> 
> 
> ----------------------------------------------------------------------
> 
> Message: 1
> Date: Sat, 23 Jun 2012 15:39:58 +0200
> From: "Sandra Uhling" <sandra_uhling at web.de>
> Subject: [games_access] What is the target group of games?
> To: "'IGDA Games Accessibility SIG Mailing List'"
> 	<games_access at igda.org>
> Message-ID: <001801cd5145$af548e80$0dfdab80$@de>
> Content-Type: text/plain;	charset="UTF-8"
> 
> Hello Dimitris,
> 
> i love your first two sections.
> I talked with game developers they said that they develop for a certain target group.
> And this is the big problem.
> 
> E.g. imagine a game like Tomb Raider.
> What is the target group? There is not special target group, like marketing defines it.
> The only part that is the same is: they love Tomb Raider. And that is all.
> (And do not forget the beginners :-) )
> 
> Also when you have a certain target group. Of course there can be gamers with a disability
> in this group. 
> 
> In my study one person said: person with disability are not our target group.
> That is bad. Sounds like taking the target group and say to all person with a disability
> sorry, but you are out. This is like German separation. That is bad and sucks.
> But this is the imagination of the people.
> 
> Maybe our message should be: there is huge varity of gamers.
> (Why do all these cheats programs, tools exists???)
> 
> 
> Best regards,
> Sandra
> 
> 
> -----Urspr?ngliche Nachricht-----
> Von: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] Im Auftrag von Dimitris Grammenos
> Gesendet: Freitag, 22. Juni 2012 14:28
> An: 'IGDA Games Accessibility SIG Mailing List'
> Betreff: Re: [games_access] games_access Digest, Vol 101, Issue 13
> 
> Hello all (sorry in advance for my lengthy e-mail), 
> 
> I would also like to share some of my thoughts about this subject since I disagree with some of the things mentioned in the conversation.
> 
> ---
> First of all, accessibility is not synonymous to ?people with permanent physical disabilities?  and probably this misconception is the root of most of the problems that we discuss about all of these years. It is not a marginal issue that concerns some niche groups of our society. It is a mainstream issue concerning the majority of people. 
> 
> Probably the historical reason for this misconception is that, in the past video game players constituted a rather coherent closed group with little variation regarding their characteristics such as age, skills, interests, even gender. Accessibility was not much of an issue, mainly because if you faced any accessibility problems, you simply would not become a ?game-player?.  From this point forward, things begun looking like a self-fulfilling prophecy. Since most games were created either by ?game-players? or in order to appeal to ?game-players?, even when more people (literally) started coming into play, game designers instead of trying to expand their notion of what is a video game and how people can (or like) to play it, continued reproducing the same recipe that was conceived to be appealing to ?game-players?. And this is the main reason why currently, although game companies have at their disposal highly advanced software and hardware technologies and vast human and mate
>  rial resources, still fail to considerably expand their target markets. 
> 
> Thus, in my opinion,  the biggest mistake of most game development companies is that they try hard to sell more games to the same people, instead of trying to find ways of selling the same games to more people. For example, typically I would not be considered as a person with a particular disability, but still there are several video games (as well as hardware components) with which I (would) face considerable accessibility problems.
> 
> ---
> 
> About the ?reasonable? approach. My main concern is who decides what is reasonable and by which means. For example, there was a time when it was considered reasonable that blind people should be confined to their home. As most of you already know there are people out there that it is reasonable that there is no reason for a person who cannot use his hands to play a video game. Anyway, I will not get this any further?
> 
> ---
> 
> About Ian?s comment that ?a game by definition can't be barrier free (without any barriers it's just a toy or narrative rather than a game)?. I think that there is a misunderstanding here between ?barrier? and ?challenge?. Games need to provide ?challenge? not ?barriers?. What constitutes a challenge may considerably vary for each distinct player and to some extend it is highly correlated with all previous conversations about game difficulty.
> 
> Furthermore, games do not tests skills. Skills are the means that players employ to overcome challenges. In my opinion, games (except in special cases) are mainly meant to provide entertaining experiences. Thus, the means (or skills if you prefer) people employ to achieve that should not be mistaken as their goal. Why should it matter if I play an FPS using Kinect, a mouse, a (virtual) keyboard, on switch, speech commands, mind waves? Or if I play with my eyes open or shut? It is still the same game with the same goal (find the treasure, kill the monsters, steal the cars, ...) 
> 
> ---
> 
> OK I will pause here for now, so that some people may actually read it... 
> 
> 
> 
> Cheers,
> 
> Dimitris
> 
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> End of games_access Digest, Vol 101, Issue 16
> *********************************************
 		 	   		  
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