[games_access] gameaccessibilityguidelines.com launched

Barrie Ellis oneswitch at gmail.com
Fri Sep 7 04:47:36 EDT 2012


That's brilliant to hear. Keep us in the loop, please.

Barrie


From: Scott Ruttencutter 
Sent: Thursday, September 06, 2012 2:43 PM
To: IGDA Games Accessibility SIG Mailing List 
Subject: Re: [games_access] gameaccessibilityguidelines.com launched


I'd like to thank all those involved for putting this together. We're currently building an accessible mobile and desktop game and this should come in handy as a reference. It was already a plan to allow customizable control schemes, and we've been testing with sighted, blind, and deaf testers--but this gives me a good number of new things to consider. 


Thanks!



-
Scott Ruttencutter
Interactive Director | Principal


IQ Foundry
608.237.1541 Ext. 200
www.iqfoundry.com 
scott at iqfoundry.com









On Sep 5, 2012, at 10:40 AM, Lynsey Graham <lgraham at blitzgamesstudios.com> wrote:


  It’s getting some good press, in addition to the stuff from the BBC and Rock Paper Shotgun that Ian mentioned:

  http://www.develop-online.net/news/41870/Accessibility-guidelines-help-devs-welcome-gamers-with-disabilities

  I’m glad to be a part of it! J


  From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Richard (AudioGames.net)
  Sent: 05 September 2012 13:37
  To: IGDA Games Accessibility SIG Mailing List
  Subject: Re: [games_access] gameaccessibilityguidelines.com launched
   
  Ditto: agree!



  On 5-9-2012 14:30, Thomas Westin wrote:
    I agree, 
     
    I can't see any reason why the SIG should not do it;
    this is part of what the SIG has been discussing and working for 
     
    Best wishes,
    Thomas

    --Do("orDoNot(" & QUOTE & "there is no try{}" & QUOTE & ")") 





     
    On 4Sep 2012, at 9:26 PM, Barrie Ellis wrote:



    Totally agree, Eleanor. I think it brings together so well so much of what we've all long discussed, debated and developed as members of the GASIG and independently. It brings in others work too, and on a personal note, love the inclusion of nods to people prone to motion-sickness. Definitely gets my IGDA GASIG member vote, and my OneSwitch backing too.
     
    There's much scope too, to flesh out these guidelines with deeper info, examples, review systems, software libraries, game competitions and beyond which could sit anywhere around the web.
     
    Really hope we can get consensus on this list to give it our backing, and start riding this new wave.
     
    Barrie
     

    From: Eleanor Robinson
    Sent: Tuesday, September 04, 2012 7:41 PM
    To: IGDA Games Accessibility SIG Mailing List
    Subject: Re: [games_access] gameaccessibilityguidelines.com launched
     
    I think it is a great idea to put a post on our website in support of it.  It is a fine piece of work.  

    Eleanor Robinson
    7-128 Software

    On 9/4/2012 12:15 PM, Tara Voelker wrote:
      So, 

      This is very awesome. As soon as I get the chance, I will make sure it's listed on our website.

      Would the SIG also be interested in putting it's official stamp of approval on this? I think it would be great. We could put a post on our website in support of it even.

      Thoughts?
      Tara

      On Tue, Sep 4, 2012 at 5:07 AM, Richard (AudioGames.net) <richard at audiogames.net> wrote:
      Congratulations!! Excellent!




      On 3-9-2012 15:31, Ian Hamilton wrote:
        Hi all

        I'm very happy to be able to announce a site launch - http://www.gameaccessibilityguidelines.com .

        It is intended to be a simple but extensive accessibility checklist for game studios to work from, covering as wide a range of considerations as possible while still remaining a simple to follow checklist - of real value from the accessibility side, but also practical and usable from the developer side. 

        The guidelines are categorised into basic/intermediate/advanced, based on a few factors but most importantly taking into account cost to develop, something crucial when dealing with any commercial organisation but rarely seen in accessibility guidelines for any industry. 

        There have been quite a few really nice extensive guideline projects in the past (Sandra has a great archive of them), but for a few reasons this is quite different to other approaches that have been taken in the past, it builds upon them very nicely and should also be quite complimentary to existing advice like GASIG/SE's top tens and another developer accessibility project that's due to be released soon.

        It has been a collaborative project between a mix of game studios, specialists and academics. They're quite purposefully unaffiliated, so that the way is paved for them in future to be combined with other efforts and ideally one day taken on by an industry body/consortium. 

        Although it's not an IGDA-GASIG project, the contributors include several GASIG members - myself, Barrie, Lynsey, Thomas and Dimitris.

        As well as the studios that helped to develop the guidelines we've spoken to quite a few others, from small indies to large AAAs, with lots of great support, and several games already in development that are using the guidelines. All of the people working on the project have given up their time for free, so it has been great to see that their efforts are already bearing fruit.

        The next step is awareness raising so if you like the project please do pass on word via Twitter etc, either to the site itself or to the press release that Dimoso have put out about it:

        http://www.gameaccessibilityguidelines.com

        http://www.realwire.com/releases/Making-video-gaming-accessible-to-all-guidelines-to-help-game-developers-meet-the-needs-of-the-20-of-gamers-who-have-disabilities-published-today

        Ian



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