[games_access] games_access Digest, Vol 101, Issue 44

Ian Hamilton i_h at hotmail.com
Thu Jun 28 10:45:28 EDT 2012


Haha yes point accepted, its the holy grail for some people - I'll happily agree with that!

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From: games_access-request at igda.org
To: <games_access at igda.org>
Subject: games_access Digest, Vol 101, Issue 44
Date: Thu, Jun 28, 2012 3:00 PM




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Today's Topics:

   1. Re: Article: have we found the Holy       Grail   of      accessibility?
      (Sandra Uhling)


----------------------------------------------------------------------

Message: 1
Date: Thu, 28 Jun 2012 14:04:31 +0200
From: "Sandra Uhling" <sandra_uhling at web.de>
Subject: Re: [games_access] Article: have we found the Holy     Grail   of
        accessibility?
To: "'IGDA Games Accessibility SIG Mailing List'"
        <games_access at igda.org>
Message-ID: <001801cd5526$2dfdfa30$89f9ee90$@de>
Content-Type: text/plain; charset="us-ascii"

Hi,



from gamer point of view it is the holy grail,

because it a solution that works now.



It will take some time until we have accessibility accepted.

So it depends on the point of views.



Best regards,

Sandra



Von: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] Im
Auftrag von Dimitris Grammenos
Gesendet: Donnerstag, 28. Juni 2012 12:27
An: 'IGDA Games Accessibility SIG Mailing List'
Betreff: Re: [games_access] Article: have we found the Holy Grail of
accessibility?



Hello Steve,



In my opinion, this is a nice and (potentially) helpful device for some
gamers with physical disabilities (setting aside the extra cost and overhead
of needing a PC in addition to the game console).



But my short answer to the article's last line "What do you think? Is XIM
the Holy Grail of accessibility?" is: "No way!"

It is just a handy support tool aiding to *hack* some accessibility features
to consoles, which may render a number of inaccessible console games
(partially) accessible to some players. For example, how can it solve all
those problems that have to do with adjustable game difficulty/speed,
requirements for multiple concurrent input? And what about body-controlled
games?



The Holy Grail of game accessibility lies within games themselves. Unless
they are designed with accessibility in mind, there can be no external
"add-on", no matter what kind of technology used, that can magically
transform them to accessible ones.



Please do not misunderstand me. I don't want by any means to lessen your
enthusiasm about this technological development, but on the other hand,
overstating the impact of such tools on accessibility may have a "boomerang
effect" on what we try to achieve, since game developers who read about it
may understand that the problem is solved (since we found the Holy Grail)
and thus there is no need for them to do anything more about it.



Best,



Dimitris











From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org]
On Behalf Of Steve Spohn
Sent: Thursday, June 28, 2012 1:53 AM
To: IGDA Games Accessibility SIG Mailing List
Subject: [games_access] Article: have we found the Holy Grail of
accessibility?



This was posted on AbleGamers this afternoon for those of you who might be
interested.
http://www.ablegamers.com/General-Game-News/have-we-found-the-holy-grail-of-
accessibility.html  - it is a technology that allows you to use your
computer to control either Xbox or PlayStation. For those with physical
disabilities, this is much closer to what both Barrie and I have dreamt
about for the physically disabled community for years.



It's not perfect, but it's getting closer.




--
Steve Spohn

Editor-In-Chief

The AbleGamers Foundation

AbleGamers.com <http://www.ablegamers.com/>  | AbleGamers.org
<http://www.ablegamers.org/>  | Facebook
<http://www.facebook.com/ablegamers>  | Twitter
<http://www.twitter.com/ablegamers>



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