From oneswitch at gmail.com Sun Feb 3 04:33:05 2013 From: oneswitch at gmail.com (Barrie Ellis) Date: Sun, 3 Feb 2013 09:33:05 -0000 Subject: [games_access] Global Game Jam contest & diversifier (MichelleHinn) In-Reply-To: References: Message-ID: Definitely. Do you know the specific questions asked, out of curiosity? From: Ian Hamilton Sent: Thursday, January 24, 2013 2:49 PM To: games_access at igda.org Subject: Re: [games_access] Global Game Jam contest & diversifier (MichelleHinn) Another very nice bit of accessibility news from GGJ, they also have research projects running, and one of the accepted proposals this year is an accessibility one, by Joseph Mansour of PHI labs in the USA. The way the research projects work is through a survey distributed to all of the jammers at the end of the weekend, and his will be asking them about their attitudes towards accessibility, if they've done any work like it before and why/why not. Although GGJ is weighted towards a certain demographic of the industry, at 10,000+ potential respondents as far as I'm aware it's the largest bit of game accessibility research that has done before (that's only as far as I'm aware though, I could be wrong!) so it should be very interesting to see his findings! Ian -------------------------------------------------------------------------------- _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access The main SIG website page is http://igda-gasig.org -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Sun Feb 3 11:18:55 2013 From: i_h at hotmail.com (Ian Hamilton) Date: Sun, 3 Feb 2013 16:18:55 +0000 Subject: [games_access] Global Game Jam contest & diversifier In-Reply-To: References: Message-ID: Unfortunately not, Ali Arya was managing the research side of it though so he might be a good person to ask Ian > From: games_access-request at igda.org > Subject: games_access Digest, Vol 110, Issue 1 > To: games_access at igda.org > Date: Sun, 3 Feb 2013 10:00:04 -0500 > > Send games_access mailing list submissions to > games_access at igda.org > > To subscribe or unsubscribe via the World Wide Web, visit > http://seven.pairlist.net/mailman/listinfo/games_access > or, via email, send a message with subject or body 'help' to > games_access-request at igda.org > > You can reach the person managing the list at > games_access-owner at igda.org > > When replying, please edit your Subject line so it is more specific > than "Re: Contents of games_access digest..." > > > Today's Topics: > > 1. Re: Global Game Jam contest & diversifier (MichelleHinn) > (Barrie Ellis) > > > ---------------------------------------------------------------------- > > Message: 1 > Date: Sun, 3 Feb 2013 09:33:05 -0000 > From: "Barrie Ellis" > Subject: Re: [games_access] Global Game Jam contest & diversifier > (MichelleHinn) > To: "IGDA Games Accessibility SIG Mailing List" > > Message-ID: > Content-Type: text/plain; charset="iso-8859-1" > > Definitely. Do you know the specific questions asked, out of curiosity? > > > From: Ian Hamilton > Sent: Thursday, January 24, 2013 2:49 PM > To: games_access at igda.org > Subject: Re: [games_access] Global Game Jam contest & diversifier (MichelleHinn) > > > Another very nice bit of accessibility news from GGJ, they also have research projects running, and one of the accepted proposals this year is an accessibility one, by Joseph Mansour of PHI labs in the USA. > > > The way the research projects work is through a survey distributed to all of the jammers at the end of the weekend, and his will be asking them about their attitudes towards accessibility, if they've done any work like it before and why/why not. > > > Although GGJ is weighted towards a certain demographic of the industry, at 10,000+ potential respondents as far as I'm aware it's the largest bit of game accessibility research that has done before (that's only as far as I'm aware though, I could be wrong!) so it should be very interesting to see his findings! > > > Ian > > > -------------------------------------------------------------------------------- > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: > > ------------------------------ > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > > End of games_access Digest, Vol 110, Issue 1 > ******************************************** -------------- next part -------------- An HTML attachment was scrubbed... URL: From tvoelker at igda-gasig.org Tue Feb 5 12:36:48 2013 From: tvoelker at igda-gasig.org (Tara Voelker) Date: Tue, 5 Feb 2013 12:36:48 -0500 Subject: [games_access] New Leadership for the SIG Message-ID: Hello All, Although I've had a great time being Chairperson, and I can't thank this group enough for giving me the chance to make an impact on our actions and goals, the time has come for me to officially step down as the Chairperson of the IGDA Game Accessibility Special Interest Group. When I first took the role, I dedicated myself to the job, but after switching studios and moving, I found myself unable to give the SIG the amount of time and commitment it deserves. I want the SIG to have strong leadership from active members, and with this in mind, I will be turning over the responsibilities of Chair Person to the steering committee, comprised of Michelle Hinn, Barrie Ellis, and Thomas Westin, while I return to being a regular SIG member and remain on our email list. Together, I'm sure they will be an awesome team to lead us to even stronger and more productive SIG. I can't wait to see where they bring us, and wish them the best of luck. Sincerely, -- Tara (Tefertiller) Voelker - The Now Former Chairperson : igda-gasig.org -------------- next part -------------- An HTML attachment was scrubbed... URL: From michellehinn at gmail.com Tue Feb 5 13:30:00 2013 From: michellehinn at gmail.com (Michelle Hinn) Date: Tue, 5 Feb 2013 13:30:00 -0500 Subject: [games_access] New Leadership for the SIG In-Reply-To: References: Message-ID: Hey Tara! First, thank you so, so much for your service to the SIG and to game accessibility issues these past few years. It is an enormous job, which is why you have the absolute support of us "dusty" former chairs and most importantly SIG members taking it on as a group. We are very excited about it as there is just so much that needs to get done and we are ready to get them started! We hope that everyone joins us in this celebration of Tara's service to the SIG! Most of you know that Tara was once a student of mine at Illinois and I just have to say that she is one of those rare former students who stays in touch, becomes a friend, and you know that their next steps in live are always going to be ones to watch! Tara -- I am absolutely proud of you and the job you've done! And you guys come to NYC sometime after you stop living in hyper crunch time! *hugs* and hurray to a job well done! Re: SIG business We will be giving you a more formal introduction to ourselves later in the week! Please fee free to send us your ideas and ways you'd like to become more involved in the SIG! To get in touch with the group leadership for now, here are our individual emails (we will soon have one that goes to all three of us at once): Michelle Hinn Barrie Ellis Thomas Westin Michelle On Tue, Feb 5, 2013 at 12:36 PM, Tara Voelker wrote: > Hello All, > > Although I've had a great time being Chairperson, and I can't thank this > group enough for giving me the chance to make an impact on our actions and > goals, the time has come for me to officially step down as the Chairperson > of the IGDA Game Accessibility Special Interest Group. When I first took > the role, I dedicated myself to the job, but after switching studios and > moving, I found myself unable to give the SIG the amount of time and > commitment it deserves. > > I want the SIG to have strong leadership from active members, and with > this in mind, I will be turning over the responsibilities of Chair Person > to the steering committee, comprised of Michelle Hinn, Barrie Ellis, and > Thomas Westin, while I return to being a regular SIG member and remain on > our email list. > > Together, I'm sure they will be an awesome team to lead us to even > stronger and more productive SIG. > > I can't wait to see where they bring us, and wish them the best of luck. > > Sincerely, > > -- > Tara (Tefertiller) Voelker - The Now Former Chairperson : > igda-gasig.org > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From sandra_uhling at web.de Sat Feb 9 10:55:26 2013 From: sandra_uhling at web.de (Sandra Uhling) Date: Sat, 9 Feb 2013 16:55:26 +0100 Subject: [games_access] Good didactic - how to explain stuff Message-ID: <000301ce06dd$e12e73a0$a38b5ae0$@de> Hello, I have to learn ITIL at the moment. Normally we use an online learning program. But I am very very very lucky that I got the tip for an amazing book. I am feeling like a child that gets complex information easy explained J J J This is something that is important for Game Accessibility. We need information that are * easy to understand * have a very good structure * is noobfriendly (is this term used in other countries, too?) * well written, plain English * consistent * fits point of view, background and knowledge of the target group. They use also a very very very nice and comprehensive example with a women who uses a hotel. It would be awesome when we have Game Accessibility Information that are easy to understand J J J Best regards, Sandra -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Tue Feb 19 20:23:43 2013 From: i_h at hotmail.com (Ian Hamilton) Date: Wed, 20 Feb 2013 01:23:43 +0000 Subject: [games_access] Global Gam Jam 2013 Message-ID: Hi all Quick bit of background - Global Game Jam is an annual game hack weekend, where teams around the world are given a common theme to work to (this year's was 'heart beat'), and divide into teams to produce an entire end to end functioning game by the end of the 48 hours. Accessibility challenge A couple of years back Tara (while GASIG chair) kicked of an accessibility challenge at the Orlando venue, with teams volunteering to take on an extra challenge outside of the usual GGJ theme, competing to produce the most accessible game. In 2012 we expanded it further to cover several venues around the UK. In 2013 the challenge grew again to cover venues in the UK, Australia and Canada. For the 2013 event entries were initially judged at an individual venue level on some fixed accessibility criteria, and then went to a panel of judges (Mark Barlet of AbleGamers, Lynsey Graham of Blitz Games Studios, Barrie Ellis of OneSwitch, and myself) for the final vote on the international winner. Global winner The winner was a game called 'A Wise Choice', from the London venue. There were many games produced with limited vision in mind, and many produced with simple controls in mind, but A Wise Choice attempted both and many more, with features ranging from easy to read text to full self-voicing, and even a scanning switch interface for profound motor impairment. The primary focus was blind gamers, catered for through pre-recorded full self-voicing. Creating a fully self-voiced game is no mean feat even with a decent timescale and budget, and it was very clear that not only had some good thought gone into the interaction, but also that a real effort had been made to ensure that the game was just as enjoyable regardless whether the player could see or not. In addition to profound visual and motor impairment other less profound impairments were also well catered for, from low reading age to dyslexia, partial deafness to hyperopia. Some quotes from the judges: "A wonderfully accessible mix of Oliver Postgate style story telling and Gong hippy-dom""Impressive given the combination of the timescale, the disability they catered for and the scope of the game.""Hugely impressive access. Very well thought out" You can download and play the game here: http://165.225.150.231/ggj13/a%20wise%20choice-Default-1.0.0.7.zip More information on the game available here: http://globalgamejam.org/2013/wise-choice Other entries A few highlights from some of the other regional winners and commended entries: http://www.youtube.com/watch?v=mUnbrIeA610&feature=youtu.behttp://globalgamejam.org/2013/wrongbothttp://globalgamejam.org/2013/fear-0http://globalgamejam.org/2013/samurai-xxhttp://globalgamejam.org/2013/shot-darkhttp://globalgamejam.org/2013/pump Accessibility diversifier There was also a second element, added by the GGJ organisers - an official accessibility diversifier. Diversifiers are secondary themes that are not competitive, and are open to every single person from every venue. This meant that all jammers around the world gained some awareness of accessibility. Many teams deciding to tackle it themselves, with with around 200 developers deciding to take up the challenge, producing over 80 games with accessibility in mind. Many of these were games that widened their audience by thinking about things like control complexity, text formatting, contrast, colour-blind friendly schemes and so on, and others aimed to tackle more tricky accessibility issues, opening up play to gamers with profound impairments. The most popularly tackled of these by far were blind-friendly / audio only games: http://globalgamejam.org/2013/panichttp://globalgamejam.org/2013/darkest-mazehttp://globalgamejam.org/2013/heartbeasthttp://globalgamejam.org/2013/enigmahttp://globalgamejam.org/2013/blind-samurai-0http://globalgamejam.org/2013/i-am-fearhttp://globalgamejam.org/2013/blackhttp://globalgamejam.org/2013/living-mazehttp://globalgamejam.org/2013/deprivisionhttp://globalgamejam.org/2013/whack-telltale-hearthttp://globalgamejam.org/2013/terror-ciegashttp://globalgamejam.org/2013/dark-pulse-0http://globalgamejam.org/2013/voixhttp://globalgamejam.org/2013/blind-samuraihttp://globalgamejam.org/2013/heart-darkness-1http://globalgamejam.org/2013/blindmorning-0 Single button games were also quite popular: http://globalgamejam.org/2013/escape-velocityhttp://globalgamejam.org/2013/cardiac-arrest-1http://globalgamejam.org/2013/egg-beat-old-delete-mehttp://globalgamejam.org/2013/luck-broken-hearthttp://globalgamejam.org/2013/beatingmyheart And there were some pretty interesting and creative one-off ideas too: http://globalgamejam.org/2013/puzzle-beatbeathttp://globalgamejam.org/2013/tandem-base-jumphttp://globalgamejam.org/2013/synchttp://globalgamejam.org/2013/plusehttp://benhumphreys.co.uk/naovatar/ To reach these kinds of audiences in the space of 48 hours is obviously quite a feat, yet that's exactly what both the challenge and diversifier games often achieved.. a greater level of accessibility than is found in commercial games. A quote from Mark Barlet, one that I wholeheartedly agree with - "I thought that all of the entries show that making games with accessibility in mind can be done! I was impressed to see what could be done in 48 hours. What this really proves is that there is no excuse for adding basic accessibility to games, regardless of the budget." Ian -------------- next part -------------- An HTML attachment was scrubbed... URL: From tvoelker at igda-gasig.org Tue Feb 19 21:16:57 2013 From: tvoelker at igda-gasig.org (Tara Voelker) Date: Tue, 19 Feb 2013 21:16:57 -0500 Subject: [games_access] Global Gam Jam 2013 In-Reply-To: References: Message-ID: <249751A7-1A00-4435-8D0A-ADA79800347B@igda-gasig.org> This is so great! I love how much this has expanded and I hope it continues to grow and be awesome. Great job, Ian! Sent from my iPhone On Feb 19, 2013, at 8:23 PM, Ian Hamilton wrote: > Hi all > > > Quick bit of background - > > > Global Game Jam is an annual game hack weekend, where teams around the world are given a common theme to work to (this year's was 'heart beat'), and divide into teams to produce an entire end to end functioning game by the end of the 48 hours. > > > > Accessibility challenge > > > A couple of years back Tara (while GASIG chair) kicked of an accessibility challenge at the Orlando venue, with teams volunteering to take on an extra challenge outside of the usual GGJ theme, competing to produce the most accessible game. In 2012 we expanded it further to cover several venues around the UK. In 2013 the challenge grew again to cover venues in the UK, Australia and Canada. > > > For the 2013 event entries were initially judged at an individual venue level on some fixed accessibility criteria, and then went to a panel of judges (Mark Barlet of AbleGamers, Lynsey Graham of Blitz Games Studios, Barrie Ellis of OneSwitch, and myself) for the final vote on the international winner. > > > Global winner > > > The winner was a game called 'A Wise Choice', from the London venue. There were many games produced with limited vision in mind, and many produced with simple controls in mind, but A Wise Choice attempted both and many more, with features ranging from easy to read text to full self-voicing, and even a scanning switch interface for profound motor impairment. > > > The primary focus was blind gamers, catered for through pre-recorded full self-voicing. Creating a fully self-voiced game is no mean feat even with a decent timescale and budget, and it was very clear that not only had some good thought gone into the interaction, but also that a real effort had been made to ensure that the game was just as enjoyable regardless whether the player could see or not. > > > In addition to profound visual and motor impairment other less profound impairments were also well catered for, from low reading age to dyslexia, partial deafness to hyperopia. > > > Some quotes from the judges: > > > "A wonderfully accessible mix of Oliver Postgate style story telling and Gong hippy-dom" > "Impressive given the combination of the timescale, the disability they catered for and the scope of the game." > "Hugely impressive access. Very well thought out" > > > You can download and play the game here: > > > http://165.225.150.231/ggj13/a%20wise%20choice-Default-1.0.0.7.zip > > > More information on the game available here: > > > http://globalgamejam.org/2013/wise-choice > > > > Other entries > > > A few highlights from some of the other regional winners and commended entries: > > > http://www.youtube.com/watch?v=mUnbrIeA610&feature=youtu.be > http://globalgamejam.org/2013/wrongbot > http://globalgamejam.org/2013/fear-0 > http://globalgamejam.org/2013/samurai-xx > http://globalgamejam.org/2013/shot-dark > http://globalgamejam.org/2013/pump > > > > > Accessibility diversifier > > > There was also a second element, added by the GGJ organisers - an official accessibility diversifier. Diversifiers are secondary themes that are not competitive, and are open to every single person from every venue. This meant that all jammers around the world gained some awareness of accessibility. Many teams deciding to tackle it themselves, with with around 200 developers deciding to take up the challenge, producing over 80 games with accessibility in mind. > > > Many of these were games that widened their audience by thinking about things like control complexity, text formatting, contrast, colour-blind friendly schemes and so on, and others aimed to tackle more tricky accessibility issues, opening up play to gamers with profound impairments. > > > The most popularly tackled of these by far were blind-friendly / audio only games: > > > http://globalgamejam.org/2013/panic > http://globalgamejam.org/2013/darkest-maze > http://globalgamejam.org/2013/heartbeast > http://globalgamejam.org/2013/enigma > http://globalgamejam.org/2013/blind-samurai-0 > http://globalgamejam.org/2013/i-am-fear > http://globalgamejam.org/2013/black > http://globalgamejam.org/2013/living-maze > http://globalgamejam.org/2013/deprivision > http://globalgamejam.org/2013/whack-telltale-heart > http://globalgamejam.org/2013/terror-ciegas > http://globalgamejam.org/2013/dark-pulse-0 > http://globalgamejam.org/2013/voix > http://globalgamejam.org/2013/blind-samurai > http://globalgamejam.org/2013/heart-darkness-1 > http://globalgamejam.org/2013/blindmorning-0 > > > Single button games were also quite popular: > > > http://globalgamejam.org/2013/escape-velocity > http://globalgamejam.org/2013/cardiac-arrest-1 > http://globalgamejam.org/2013/egg-beat-old-delete-me > http://globalgamejam.org/2013/luck-broken-heart > http://globalgamejam.org/2013/beatingmyheart > > > And there were some pretty interesting and creative one-off ideas too: > > > http://globalgamejam.org/2013/puzzle-beatbeat > http://globalgamejam.org/2013/tandem-base-jump > http://globalgamejam.org/2013/sync > http://globalgamejam.org/2013/pluse > http://benhumphreys.co.uk/naovatar/ > > > To reach these kinds of audiences in the space of 48 hours is obviously quite a feat, yet that's exactly what both the challenge and diversifier games often achieved.. a greater level of accessibility than is found in commercial games. > > > A quote from Mark Barlet, one that I wholeheartedly agree with - > > > "I thought that all of the entries show that making games with accessibility in mind can be done! I was impressed to see what could be done in 48 hours. What this really proves is that there is no excuse for adding basic accessibility to games, regardless of the budget." > > > > Ian > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org -------------- next part -------------- An HTML attachment was scrubbed... URL: From michellehinn at gmail.com Tue Feb 19 21:36:59 2013 From: michellehinn at gmail.com (Michelle Hinn) Date: Tue, 19 Feb 2013 21:36:59 -0500 Subject: [games_access] Global Gam Jam 2013 In-Reply-To: References: Message-ID: Thank you so much Ian!! It's great to get the post mortem from GGJ and I'm excited by the discussion and plans to move the accessibility diversifier to be used throughout all of GGJ next year that are already underway! An update on that and steps for everyone interested to get involved with is coming shortly! Mark and Ian are right -- if people can do this in a 48 hour challenge, what is everyone else waiting for? If we can all work toward making the accessibility diversifier happen throughout the entire GGJ 2014, I think that will be fantastic -- the GGJ seem to be very excited our doing this. To that end we will need more judges, local GGJ hosts, and more in the coming year. My heart is gladdened to see how many groups are involved with this! Congrats to everyone who has participated in this so far! What I've heard about it via stories and experiences gained, how can this not be something we all continue to be involved with? I'm looking forward to working with you all in the coming year and gathering together more people to help out! Way to go everyone!! PS -- Did you participate but your name was not on Ian's summary below? Let me know and we'll make sure we include your name and group affiliation in a recap we'll be submitting to both GGJ and IGDA in the next coming days! Michelle On Tue, Feb 19, 2013 at 8:23 PM, Ian Hamilton wrote: > Hi all > > > Quick bit of background - > > > Global Game Jam is an annual game hack weekend, where teams around the world > are given a common theme to work to (this year's was 'heart beat'), and > divide into teams to produce an entire end to end functioning game by the > end of the 48 hours. > > > > Accessibility challenge > > > A couple of years back Tara (while GASIG chair) kicked of an accessibility > challenge at the Orlando venue, with teams volunteering to take on an extra > challenge outside of the usual GGJ theme, competing to produce the most > accessible game. In 2012 we expanded it further to cover several venues > around the UK. In 2013 the challenge grew again to cover venues in the UK, > Australia and Canada. > > > For the 2013 event entries were initially judged at an individual venue > level on some fixed accessibility criteria, and then went to a panel of > judges (Mark Barlet of AbleGamers, Lynsey Graham of Blitz Games Studios, > Barrie Ellis of OneSwitch, and myself) for the final vote on the > international winner. > > > Global winner > > > The winner was a game called 'A Wise Choice', from the London venue. There > were many games produced with limited vision in mind, and many produced with > simple controls in mind, but A Wise Choice attempted both and many more, > with features ranging from easy to read text to full self-voicing, and even > a scanning switch interface for profound motor impairment. > > > The primary focus was blind gamers, catered for through pre-recorded full > self-voicing. Creating a fully self-voiced game is no mean feat even with a > decent timescale and budget, and it was very clear that not only had some > good thought gone into the interaction, but also that a real effort had been > made to ensure that the game was just as enjoyable regardless whether the > player could see or not. > > > In addition to profound visual and motor impairment other less profound > impairments were also well catered for, from low reading age to dyslexia, > partial deafness to hyperopia. > > > Some quotes from the judges: > > > "A wonderfully accessible mix of Oliver Postgate style story telling and > Gong hippy-dom" > "Impressive given the combination of the timescale, the disability they > catered for and the scope of the game." > "Hugely impressive access. Very well thought out" > > > You can download and play the game here: > > > http://165.225.150.231/ggj13/a%20wise%20choice-Default-1.0.0.7.zip > > > More information on the game available here: > > > http://globalgamejam.org/2013/wise-choice > > > > Other entries > > > A few highlights from some of the other regional winners and commended > entries: > > > http://www.youtube.com/watch?v=mUnbrIeA610&feature=youtu.be > http://globalgamejam.org/2013/wrongbot > http://globalgamejam.org/2013/fear-0 > http://globalgamejam.org/2013/samurai-xx > http://globalgamejam.org/2013/shot-dark > http://globalgamejam.org/2013/pump > > > > > Accessibility diversifier > > > There was also a second element, added by the GGJ organisers - an official > accessibility diversifier. Diversifiers are secondary themes that are not > competitive, and are open to every single person from every venue. This > meant that all jammers around the world gained some awareness of > accessibility. Many teams deciding to tackle it themselves, with with around > 200 developers deciding to take up the challenge, producing over 80 games > with accessibility in mind. > > > Many of these were games that widened their audience by thinking about > things like control complexity, text formatting, contrast, colour-blind > friendly schemes and so on, and others aimed to tackle more tricky > accessibility issues, opening up play to gamers with profound impairments. > > > The most popularly tackled of these by far were blind-friendly / audio only > games: > > > http://globalgamejam.org/2013/panic > http://globalgamejam.org/2013/darkest-maze > http://globalgamejam.org/2013/heartbeast > http://globalgamejam.org/2013/enigma > http://globalgamejam.org/2013/blind-samurai-0 > http://globalgamejam.org/2013/i-am-fear > http://globalgamejam.org/2013/black > http://globalgamejam.org/2013/living-maze > http://globalgamejam.org/2013/deprivision > http://globalgamejam.org/2013/whack-telltale-heart > http://globalgamejam.org/2013/terror-ciegas > http://globalgamejam.org/2013/dark-pulse-0 > http://globalgamejam.org/2013/voix > http://globalgamejam.org/2013/blind-samurai > http://globalgamejam.org/2013/heart-darkness-1 > http://globalgamejam.org/2013/blindmorning-0 > > > Single button games were also quite popular: > > > http://globalgamejam.org/2013/escape-velocity > http://globalgamejam.org/2013/cardiac-arrest-1 > http://globalgamejam.org/2013/egg-beat-old-delete-me > http://globalgamejam.org/2013/luck-broken-heart > http://globalgamejam.org/2013/beatingmyheart > > > And there were some pretty interesting and creative one-off ideas too: > > > http://globalgamejam.org/2013/puzzle-beatbeat > http://globalgamejam.org/2013/tandem-base-jump > http://globalgamejam.org/2013/sync > http://globalgamejam.org/2013/pluse > http://benhumphreys.co.uk/naovatar/ > > > To reach these kinds of audiences in the space of 48 hours is obviously > quite a feat, yet that's exactly what both the challenge and diversifier > games often achieved.. a greater level of accessibility than is found in > commercial games. > > > A quote from Mark Barlet, one that I wholeheartedly agree with - > > > "I thought that all of the entries show that making games with accessibility > in mind can be done! I was impressed to see what could be done in 48 hours. > What this really proves is that there is no excuse for adding basic > accessibility to games, regardless of the budget." > > > > Ian > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > From oneswitch at gmail.com Fri Feb 22 05:30:49 2013 From: oneswitch at gmail.com (Barrie Ellis) Date: Fri, 22 Feb 2013 10:30:49 -0000 Subject: [games_access] Global Gam Jam 2013 In-Reply-To: References: Message-ID: <3AE24F4A0F444AC380C66534550AB5CA@OneSwitchPC> Brilliant! I'll get something up on the GASIG Blog very soon, to record this. Really liked "A Wise Move", and so impressed with the other entrants. Great collaborative work! Barrie From: Michelle Hinn Sent: Wednesday, February 20, 2013 2:36 AM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Global Gam Jam 2013 Thank you so much Ian!! It's great to get the post mortem from GGJ and I'm excited by the discussion and plans to move the accessibility diversifier to be used throughout all of GGJ next year that are already underway! An update on that and steps for everyone interested to get involved with is coming shortly! Mark and Ian are right -- if people can do this in a 48 hour challenge, what is everyone else waiting for? If we can all work toward making the accessibility diversifier happen throughout the entire GGJ 2014, I think that will be fantastic -- the GGJ seem to be very excited our doing this. To that end we will need more judges, local GGJ hosts, and more in the coming year. My heart is gladdened to see how many groups are involved with this! Congrats to everyone who has participated in this so far! What I've heard about it via stories and experiences gained, how can this not be something we all continue to be involved with? I'm looking forward to working with you all in the coming year and gathering together more people to help out! Way to go everyone!! PS -- Did you participate but your name was not on Ian's summary below? Let me know and we'll make sure we include your name and group affiliation in a recap we'll be submitting to both GGJ and IGDA in the next coming days! Michelle On Tue, Feb 19, 2013 at 8:23 PM, Ian Hamilton wrote: > Hi all > > > Quick bit of background - > > > Global Game Jam is an annual game hack weekend, where teams around the world > are given a common theme to work to (this year's was 'heart beat'), and > divide into teams to produce an entire end to end functioning game by the > end of the 48 hours. > > > > Accessibility challenge > > > A couple of years back Tara (while GASIG chair) kicked of an accessibility > challenge at the Orlando venue, with teams volunteering to take on an extra > challenge outside of the usual GGJ theme, competing to produce the most > accessible game. In 2012 we expanded it further to cover several venues > around the UK. In 2013 the challenge grew again to cover venues in the UK, > Australia and Canada. > > > For the 2013 event entries were initially judged at an individual venue > level on some fixed accessibility criteria, and then went to a panel of > judges (Mark Barlet of AbleGamers, Lynsey Graham of Blitz Games Studios, > Barrie Ellis of OneSwitch, and myself) for the final vote on the > international winner. > > > Global winner > > > The winner was a game called 'A Wise Choice', from the London venue. There > were many games produced with limited vision in mind, and many produced with > simple controls in mind, but A Wise Choice attempted both and many more, > with features ranging from easy to read text to full self-voicing, and even > a scanning switch interface for profound motor impairment. > > > The primary focus was blind gamers, catered for through pre-recorded full > self-voicing. Creating a fully self-voiced game is no mean feat even with a > decent timescale and budget, and it was very clear that not only had some > good thought gone into the interaction, but also that a real effort had been > made to ensure that the game was just as enjoyable regardless whether the > player could see or not. > > > In addition to profound visual and motor impairment other less profound > impairments were also well catered for, from low reading age to dyslexia, > partial deafness to hyperopia. > > > Some quotes from the judges: > > > "A wonderfully accessible mix of Oliver Postgate style story telling and > Gong hippy-dom" > "Impressive given the combination of the timescale, the disability they > catered for and the scope of the game." > "Hugely impressive access. Very well thought out" > > > You can download and play the game here: > > > http://165.225.150.231/ggj13/a%20wise%20choice-Default-1.0.0.7.zip > > > More information on the game available here: > > > http://globalgamejam.org/2013/wise-choice > > > > Other entries > > > A few highlights from some of the other regional winners and commended > entries: > > > http://www.youtube.com/watch?v=mUnbrIeA610&feature=youtu.be > http://globalgamejam.org/2013/wrongbot > http://globalgamejam.org/2013/fear-0 > http://globalgamejam.org/2013/samurai-xx > http://globalgamejam.org/2013/shot-dark > http://globalgamejam.org/2013/pump > > > > > Accessibility diversifier > > > There was also a second element, added by the GGJ organisers - an official > accessibility diversifier. Diversifiers are secondary themes that are not > competitive, and are open to every single person from every venue. This > meant that all jammers around the world gained some awareness of > accessibility. Many teams deciding to tackle it themselves, with with around > 200 developers deciding to take up the challenge, producing over 80 games > with accessibility in mind. > > > Many of these were games that widened their audience by thinking about > things like control complexity, text formatting, contrast, colour-blind > friendly schemes and so on, and others aimed to tackle more tricky > accessibility issues, opening up play to gamers with profound impairments. > > > The most popularly tackled of these by far were blind-friendly / audio only > games: > > > http://globalgamejam.org/2013/panic > http://globalgamejam.org/2013/darkest-maze > http://globalgamejam.org/2013/heartbeast > http://globalgamejam.org/2013/enigma > http://globalgamejam.org/2013/blind-samurai-0 > http://globalgamejam.org/2013/i-am-fear > http://globalgamejam.org/2013/black > http://globalgamejam.org/2013/living-maze > http://globalgamejam.org/2013/deprivision > http://globalgamejam.org/2013/whack-telltale-heart > http://globalgamejam.org/2013/terror-ciegas > http://globalgamejam.org/2013/dark-pulse-0 > http://globalgamejam.org/2013/voix > http://globalgamejam.org/2013/blind-samurai > http://globalgamejam.org/2013/heart-darkness-1 > http://globalgamejam.org/2013/blindmorning-0 > > > Single button games were also quite popular: > > > http://globalgamejam.org/2013/escape-velocity > http://globalgamejam.org/2013/cardiac-arrest-1 > http://globalgamejam.org/2013/egg-beat-old-delete-me > http://globalgamejam.org/2013/luck-broken-heart > http://globalgamejam.org/2013/beatingmyheart > > > And there were some pretty interesting and creative one-off ideas too: > > > http://globalgamejam.org/2013/puzzle-beatbeat > http://globalgamejam.org/2013/tandem-base-jump > http://globalgamejam.org/2013/sync > http://globalgamejam.org/2013/pluse > http://benhumphreys.co.uk/naovatar/ > > > To reach these kinds of audiences in the space of 48 hours is obviously > quite a feat, yet that's exactly what both the challenge and diversifier > games often achieved.. a greater level of accessibility than is found in > commercial games. > > > A quote from Mark Barlet, one that I wholeheartedly agree with - > > > "I thought that all of the entries show that making games with accessibility > in mind can be done! I was impressed to see what could be done in 48 hours. > What this really proves is that there is no excuse for adding basic > accessibility to games, regardless of the budget." > > > > Ian > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access The main SIG website page is http://igda-gasig.org -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at pininteractive.com Fri Feb 22 06:08:35 2013 From: thomas at pininteractive.com (Thomas Westin) Date: Fri, 22 Feb 2013 12:08:35 +0100 Subject: [games_access] Global Gam Jam 2013 In-Reply-To: <3AE24F4A0F444AC380C66534550AB5CA@OneSwitchPC> References: <3AE24F4A0F444AC380C66534550AB5CA@OneSwitchPC> Message-ID: <229E663F-B8E6-4594-99D3-FD825DB933AA@pininteractive.com> excellent Ian, I showed to my students too Best regards, Thomas On 22Feb 2013, at 11:30 AM, Barrie Ellis wrote: > Brilliant! I'll get something up on the GASIG Blog very soon, to record this. Really liked "A Wise Move", and so impressed with the other entrants. Great collaborative work! > > Barrie > > From: Michelle Hinn > Sent: Wednesday, February 20, 2013 2:36 AM > To: IGDA Games Accessibility SIG Mailing List > Subject: Re: [games_access] Global Gam Jam 2013 > > Thank you so much Ian!! It's great to get the post mortem from GGJ and > I'm excited by the discussion and plans to move the accessibility > diversifier to be used throughout all of GGJ next year that are > already underway! An update on that and steps for everyone interested > to get involved with is coming shortly! > > Mark and Ian are right -- if people can do this in a 48 hour > challenge, what is everyone else waiting for? If we can all work > toward making the accessibility diversifier happen throughout the > entire GGJ 2014, I think that will be fantastic -- the GGJ seem to be > very excited our doing this. To that end we will need more judges, > local GGJ hosts, and more in the coming year. My heart is gladdened to > see how many groups are involved with this! > > Congrats to everyone who has participated in this so far! What I've > heard about it via stories and experiences gained, how can this not be > something we all continue to be involved with? I'm looking forward to > working with you all in the coming year and gathering together more > people to help out! > > Way to go everyone!! > > PS -- Did you participate but your name was not on Ian's summary > below? Let me know and we'll make sure we include your name and group > affiliation in a recap we'll be submitting to both GGJ and IGDA in the > next coming days! > > Michelle > > On Tue, Feb 19, 2013 at 8:23 PM, Ian Hamilton wrote: > > Hi all > > > > > > Quick bit of background - > > > > > > Global Game Jam is an annual game hack weekend, where teams around the world > > are given a common theme to work to (this year's was 'heart beat'), and > > divide into teams to produce an entire end to end functioning game by the > > end of the 48 hours. > > > > > > > > Accessibility challenge > > > > > > A couple of years back Tara (while GASIG chair) kicked of an accessibility > > challenge at the Orlando venue, with teams volunteering to take on an extra > > challenge outside of the usual GGJ theme, competing to produce the most > > accessible game. In 2012 we expanded it further to cover several venues > > around the UK. In 2013 the challenge grew again to cover venues in the UK, > > Australia and Canada. > > > > > > For the 2013 event entries were initially judged at an individual venue > > level on some fixed accessibility criteria, and then went to a panel of > > judges (Mark Barlet of AbleGamers, Lynsey Graham of Blitz Games Studios, > > Barrie Ellis of OneSwitch, and myself) for the final vote on the > > international winner. > > > > > > Global winner > > > > > > The winner was a game called 'A Wise Choice', from the London venue. There > > were many games produced with limited vision in mind, and many produced with > > simple controls in mind, but A Wise Choice attempted both and many more, > > with features ranging from easy to read text to full self-voicing, and even > > a scanning switch interface for profound motor impairment. > > > > > > The primary focus was blind gamers, catered for through pre-recorded full > > self-voicing. Creating a fully self-voiced game is no mean feat even with a > > decent timescale and budget, and it was very clear that not only had some > > good thought gone into the interaction, but also that a real effort had been > > made to ensure that the game was just as enjoyable regardless whether the > > player could see or not. > > > > > > In addition to profound visual and motor impairment other less profound > > impairments were also well catered for, from low reading age to dyslexia, > > partial deafness to hyperopia. > > > > > > Some quotes from the judges: > > > > > > "A wonderfully accessible mix of Oliver Postgate style story telling and > > Gong hippy-dom" > > "Impressive given the combination of the timescale, the disability they > > catered for and the scope of the game." > > "Hugely impressive access. Very well thought out" > > > > > > You can download and play the game here: > > > > > > http://165.225.150.231/ggj13/a%20wise%20choice-Default-1.0.0.7.zip > > > > > > More information on the game available here: > > > > > > http://globalgamejam.org/2013/wise-choice > > > > > > > > Other entries > > > > > > A few highlights from some of the other regional winners and commended > > entries: > > > > > > http://www.youtube.com/watch?v=mUnbrIeA610&feature=youtu.be > > http://globalgamejam.org/2013/wrongbot > > http://globalgamejam.org/2013/fear-0 > > http://globalgamejam.org/2013/samurai-xx > > http://globalgamejam.org/2013/shot-dark > > http://globalgamejam.org/2013/pump > > > > > > > > > > Accessibility diversifier > > > > > > There was also a second element, added by the GGJ organisers - an official > > accessibility diversifier. Diversifiers are secondary themes that are not > > competitive, and are open to every single person from every venue. This > > meant that all jammers around the world gained some awareness of > > accessibility. Many teams deciding to tackle it themselves, with with around > > 200 developers deciding to take up the challenge, producing over 80 games > > with accessibility in mind. > > > > > > Many of these were games that widened their audience by thinking about > > things like control complexity, text formatting, contrast, colour-blind > > friendly schemes and so on, and others aimed to tackle more tricky > > accessibility issues, opening up play to gamers with profound impairments. > > > > > > The most popularly tackled of these by far were blind-friendly / audio only > > games: > > > > > > http://globalgamejam.org/2013/panic > > http://globalgamejam.org/2013/darkest-maze > > http://globalgamejam.org/2013/heartbeast > > http://globalgamejam.org/2013/enigma > > http://globalgamejam.org/2013/blind-samurai-0 > > http://globalgamejam.org/2013/i-am-fear > > http://globalgamejam.org/2013/black > > http://globalgamejam.org/2013/living-maze > > http://globalgamejam.org/2013/deprivision > > http://globalgamejam.org/2013/whack-telltale-heart > > http://globalgamejam.org/2013/terror-ciegas > > http://globalgamejam.org/2013/dark-pulse-0 > > http://globalgamejam.org/2013/voix > > http://globalgamejam.org/2013/blind-samurai > > http://globalgamejam.org/2013/heart-darkness-1 > > http://globalgamejam.org/2013/blindmorning-0 > > > > > > Single button games were also quite popular: > > > > > > http://globalgamejam.org/2013/escape-velocity > > http://globalgamejam.org/2013/cardiac-arrest-1 > > http://globalgamejam.org/2013/egg-beat-old-delete-me > > http://globalgamejam.org/2013/luck-broken-heart > > http://globalgamejam.org/2013/beatingmyheart > > > > > > And there were some pretty interesting and creative one-off ideas too: > > > > > > http://globalgamejam.org/2013/puzzle-beatbeat > > http://globalgamejam.org/2013/tandem-base-jump > > http://globalgamejam.org/2013/sync > > http://globalgamejam.org/2013/pluse > > http://benhumphreys.co.uk/naovatar/ > > > > > > To reach these kinds of audiences in the space of 48 hours is obviously > > quite a feat, yet that's exactly what both the challenge and diversifier > > games often achieved.. a greater level of accessibility than is found in > > commercial games. > > > > > > A quote from Mark Barlet, one that I wholeheartedly agree with - > > > > > > "I thought that all of the entries show that making games with accessibility > > in mind can be done! I was impressed to see what could be done in 48 hours. > > What this really proves is that there is no excuse for adding basic > > accessibility to games, regardless of the budget." > > > > > > > > Ian > > > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > The main SIG website page is http://igda-gasig.org > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Fri Feb 22 07:23:45 2013 From: i_h at hotmail.com (Ian Hamilton) Date: 22 Feb 2013 04:23:45 -0800 Subject: [games_access] =?utf-8?q?Global_Gam_Jam_2013?= Message-ID: I'd really recommend checking out the links at the very bottom, the 'other creative and interesting ideas'. They include a neurosky mind control game, someone who used the scripting language in a piece of music production software to turn it into an audio puzzle game, and a speech recognition based audio adventure controlled by having conversations with a real life robot, all great stuff and again pretty astounding for 48 hours' work. Ian ----- Reply message ----- From: games_access-request at igda.org To: Subject: games_access Digest, Vol 110, Issue 7 Date: Fri, Feb 22, 2013 11:08 AM Send games_access mailing list submissions to games_access at igda.org To subscribe or unsubscribe via the World Wide Web, visit http://seven.pairlist.net/mailman/listinfo/games_access or, via email, send a message with subject or body 'help' to games_access-request at igda.org You can reach the person managing the list at games_access-owner at igda.org When replying, please edit your Subject line so it is more specific than "Re: Contents of games_access digest..." Today's Topics: 1. Re: Global Gam Jam 2013 (Barrie Ellis) 2. Re: Global Gam Jam 2013 (Thomas Westin) ---------------------------------------------------------------------- Message: 1 Date: Fri, 22 Feb 2013 10:30:49 -0000 From: "Barrie Ellis" Subject: Re: [games_access] Global Gam Jam 2013 To: "IGDA Games Accessibility SIG Mailing List" Message-ID: <3AE24F4A0F444AC380C66534550AB5CA at OneSwitchPC> Content-Type: text/plain; charset="iso-8859-1" Brilliant! I'll get something up on the GASIG Blog very soon, to record this. Really liked "A Wise Move", and so impressed with the other entrants. Great collaborative work! Barrie From: Michelle Hinn Sent: Wednesday, February 20, 2013 2:36 AM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Global Gam Jam 2013 Thank you so much Ian!! It's great to get the post mortem from GGJ and I'm excited by the discussion and plans to move the accessibility diversifier to be used throughout all of GGJ next year that are already underway! An update on that and steps for everyone interested to get involved with is coming shortly! Mark and Ian are right -- if people can do this in a 48 hour challenge, what is everyone else waiting for? If we can all work toward making the accessibility diversifier happen throughout the entire GGJ 2014, I think that will be fantastic -- the GGJ seem to be very excited our doing this. To that end we will need more judges, local GGJ hosts, and more in the coming year. My heart is gladdened to see how many groups are involved with this! Congrats to everyone who has participated in this so far! What I've heard about it via stories and experiences gained, how can this not be something we all continue to be involved with? I'm looking forward to working with you all in the coming year and gathering together more people to help out! Way to go everyone!! PS -- Did you participate but your name was not on Ian's summary below? Let me know and we'll make sure we include your name and group affiliation in a recap we'll be submitting to both GGJ and IGDA in the next coming days! Michelle On Tue, Feb 19, 2013 at 8:23 PM, Ian Hamilton wrote: > Hi all > > > Quick bit of background - > > > Global Game Jam is an annual game hack weekend, where teams around the world > are given a common theme to work to (this year's was 'heart beat'), and > divide into teams to produce an entire end to end functioning game by the > end of the 48 hours. > > > > Accessibility challenge > > > A couple of years back Tara (while GASIG chair) kicked of an accessibility > challenge at the Orlando venue, with teams volunteering to take on an extra > challenge outside of the usual GGJ theme, competing to produce the most > accessible game. In 2012 we expanded it further to cover several venues > around the UK. In 2013 the challenge grew again to cover venues in the UK, > Australia and Canada. > > > For the 2013 event entries were initially judged at an individual venue > level on some fixed accessibility criteria, and then went to a panel of > judges (Mark Barlet of AbleGamers, Lynsey Graham of Blitz Games Studios, > Barrie Ellis of OneSwitch, and myself) for the final vote on the > international winner. > > > Global winner > > > The winner was a game called 'A Wise Choice', from the London venue. There > were many games produced with limited vision in mind, and many produced with > simple controls in mind, but A Wise Choice attempted both and many more, > with features ranging from easy to read text to full self-voicing, and even > a scanning switch interface for profound motor impairment. > > > The primary focus was blind gamers, catered for through pre-recorded full > self-voicing. Creating a fully self-voiced game is no mean feat even with a > decent timescale and budget, and it was very clear that not only had some > good thought gone into the interaction, but also that a real effort had been > made to ensure that the game was just as enjoyable regardless whether the > player could see or not. > > > In addition to profound visual and motor impairment other less profound > impairments were also well catered for, from low reading age to dyslexia, > partial deafness to hyperopia. > > > Some quotes from the judges: > > > "A wonderfully accessible mix of Oliver Postgate style story telling and > Gong hippy-dom" > "Impressive given the combination of the timescale, the disability they > catered for and the scope of the game." > "Hugely impressive access. Very well thought out" > > > You can download and play the game here: > > > http://165.225.150.231/ggj13/a%20wise%20choice-Default-1.0.0.7.zip > > > More information on the game available here: > > > http://globalgamejam.org/2013/wise-choice > > > > Other entries > > > A few highlights from some of the other regional winners and commended > entries: > > > http://www.youtube.com/watch?v=mUnbrIeA610&feature=youtu.be > http://globalgamejam.org/2013/wrongbot > http://globalgamejam.org/2013/fear-0 > http://globalgamejam.org/2013/samurai-xx > http://globalgamejam.org/2013/shot-dark > http://globalgamejam.org/2013/pump > > > > > Accessibility diversifier > > > There was also a second element, added by the GGJ organisers - an official > accessibility diversifier. Diversifiers are secondary themes that are not > competitive, and are open to every single person from every venue. This > meant that all jammers around the world gained some awareness of > accessibility. Many teams deciding to tackle it themselves, with with around > 200 developers deciding to take up the challenge, producing over 80 games > with accessibility in mind. > > > Many of these were games that widened their audience by thinking about > things like control complexity, text formatting, contrast, colour-blind > friendly schemes and so on, and others aimed to tackle more tricky > accessibility issues, opening up play to gamers with profound impairments. > > > The most popularly tackled of these by far were blind-friendly / audio only > games: > > > http://globalgamejam.org/2013/panic > http://globalgamejam.org/2013/darkest-maze > http://globalgamejam.org/2013/heartbeast > http://globalgamejam.org/2013/enigma > http://globalgamejam.org/2013/blind-samurai-0 > http://globalgamejam.org/2013/i-am-fear > http://globalgamejam.org/2013/black > http://globalgamejam.org/2013/living-maze > http://globalgamejam.org/2013/deprivision > http://globalgamejam.org/2013/whack-telltale-heart > http://globalgamejam.org/2013/terror-ciegas > http://globalgamejam.org/2013/dark-pulse-0 > http://globalgamejam.org/2013/voix > http://globalgamejam.org/2013/blind-samurai > http://globalgamejam.org/2013/heart-darkness-1 > http://globalgamejam.org/2013/blindmorning-0 > > > Single button games were also quite popular: > > > http://globalgamejam.org/2013/escape-velocity > http://globalgamejam.org/2013/cardiac-arrest-1 > http://globalgamejam.org/2013/egg-beat-old-delete-me > http://globalgamejam.org/2013/luck-broken-heart > http://globalgamejam.org/2013/beatingmyheart > > > And there were some pretty interesting and creative one-off ideas too: > > > http://globalgamejam.org/2013/puzzle-beatbeat > http://globalgamejam.org/2013/tandem-base-jump > http://globalgamejam.org/2013/sync > http://globalgamejam.org/2013/pluse > http://benhumphreys.co.uk/naovatar/ > > > To reach these kinds of audiences in the space of 48 hours is obviously > quite a feat, yet that's exactly what both the challenge and diversifier > games often achieved.. a greater level of accessibility than is found in > commercial games. > > > A quote from Mark Barlet, one that I wholeheartedly agree with - > > > "I thought that all of the entries show that making games with accessibility > in mind can be done! I was impressed to see what could be done in 48 hours. > What this really proves is that there is no excuse for adding basic > accessibility to games, regardless of the budget." > > > > Ian > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access The main SIG website page is http://igda-gasig.org -------------- next part -------------- An HTML attachment was scrubbed... URL: ------------------------------ Message: 2 Date: Fri, 22 Feb 2013 12:08:35 +0100 From: Thomas Westin Subject: Re: [games_access] Global Gam Jam 2013 To: Barrie Ellis , IGDA Games Accessibility SIG Mailing List Message-ID: <229E663F-B8E6-4594-99D3-FD825DB933AA at pininteractive.com> Content-Type: text/plain; charset="iso-8859-1" excellent Ian, I showed to my students too Best regards, Thomas On 22Feb 2013, at 11:30 AM, Barrie Ellis wrote: > Brilliant! I'll get something up on the GASIG Blog very soon, to record this. Really liked "A Wise Move", and so impressed with the other entrants. Great collaborative work! > > Barrie > > From: Michelle Hinn > Sent: Wednesday, February 20, 2013 2:36 AM > To: IGDA Games Accessibility SIG Mailing List > Subject: Re: [games_access] Global Gam Jam 2013 > > Thank you so much Ian!! It's great to get the post mortem from GGJ and > I'm excited by the discussion and plans to move the accessibility > diversifier to be used throughout all of GGJ next year that are > already underway! An update on that and steps for everyone interested > to get involved with is coming shortly! > > Mark and Ian are right -- if people can do this in a 48 hour > challenge, what is everyone else waiting for? If we can all work > toward making the accessibility diversifier happen throughout the > entire GGJ 2014, I think that will be fantastic -- the GGJ seem to be > very excited our doing this. To that end we will need more judges, > local GGJ hosts, and more in the coming year. My heart is gladdened to > see how many groups are involved with this! > > Congrats to everyone who has participated in this so far! What I've > heard about it via stories and experiences gained, how can this not be > something we all continue to be involved with? I'm looking forward to > working with you all in the coming year and gathering together more > people to help out! > > Way to go everyone!! > > PS -- Did you participate but your name was not on Ian's summary > below? Let me know and we'll make sure we include your name and group > affiliation in a recap we'll be submitting to both GGJ and IGDA in the > next coming days! > > Michelle > > On Tue, Feb 19, 2013 at 8:23 PM, Ian Hamilton wrote: > > Hi all > > > > > > Quick bit of background - > > > > > > Global Game Jam is an annual game hack weekend, where teams around the world > > are given a common theme to work to (this year's was 'heart beat'), and > > divide into teams to produce an entire end to end functioning game by the > > end of the 48 hours. > > > > > > > > Accessibility challenge > > > > > > A couple of years back Tara (while GASIG chair) kicked of an accessibility > > challenge at the Orlando venue, with teams volunteering to take on an extra > > challenge outside of the usual GGJ theme, competing to produce the most > > accessible game. In 2012 we expanded it further to cover several venues > > around the UK. In 2013 the challenge grew again to cover venues in the UK, > > Australia and Canada. > > > > > > For the 2013 event entries were initially judged at an individual venue > > level on some fixed accessibility criteria, and then went to a panel of > > judges (Mark Barlet of AbleGamers, Lynsey Graham of Blitz Games Studios, > > Barrie Ellis of OneSwitch, and myself) for the final vote on the > > international winner. > > > > > > Global winner > > > > > > The winner was a game called 'A Wise Choice', from the London venue. There > > were many games produced with limited vision in mind, and many produced with > > simple controls in mind, but A Wise Choice attempted both and many more, > > with features ranging from easy to read text to full self-voicing, and even > > a scanning switch interface for profound motor impairment. > > > > > > The primary focus was blind gamers, catered for through pre-recorded full > > self-voicing. Creating a fully self-voiced game is no mean feat even with a > > decent timescale and budget, and it was very clear that not only had some > > good thought gone into the interaction, but also that a real effort had been > > made to ensure that the game was just as enjoyable regardless whether the > > player could see or not. > > > > > > In addition to profound visual and motor impairment other less profound > > impairments were also well catered for, from low reading age to dyslexia, > > partial deafness to hyperopia. > > > > > > Some quotes from the judges: > > > > > > "A wonderfully accessible mix of Oliver Postgate style story telling and > > Gong hippy-dom" > > "Impressive given the combination of the timescale, the disability they > > catered for and the scope of the game." > > "Hugely impressive access. Very well thought out" > > > > > > You can download and play the game here: > > > > > > http://165.225.150.231/ggj13/a%20wise%20choice-Default-1.0.0.7.zip > > > > > > More information on the game available here: > > > > > > http://globalgamejam.org/2013/wise-choice > > > > > > > > Other entries > > > > > > A few highlights from some of the other regional winners and commended > > entries: > > > > > > http://www.youtube.com/watch?v=mUnbrIeA610&feature=youtu.be > > http://globalgamejam.org/2013/wrongbot > > http://globalgamejam.org/2013/fear-0 > > http://globalgamejam.org/2013/samurai-xx > > http://globalgamejam.org/2013/shot-dark > > http://globalgamejam.org/2013/pump > > > > > > > > > > Accessibility diversifier > > > > > > There was also a second element, added by the GGJ organisers - an official > > accessibility diversifier. Diversifiers are secondary themes that are not > > competitive, and are open to every single person from every venue. This > > meant that all jammers around the world gained some awareness of > > accessibility. Many teams deciding to tackle it themselves, with with around > > 200 developers deciding to take up the challenge, producing over 80 games > > with accessibility in mind. > > > > > > Many of these were games that widened their audience by thinking about > > things like control complexity, text formatting, contrast, colour-blind > > friendly schemes and so on, and others aimed to tackle more tricky > > accessibility issues, opening up play to gamers with profound impairments. > > > > > > The most popularly tackled of these by far were blind-friendly / audio only > > games: > > > > > > http://globalgamejam.org/2013/panic > > http://globalgamejam.org/2013/darkest-maze > > http://globalgamejam.org/2013/heartbeast > > http://globalgamejam.org/2013/enigma > > http://globalgamejam.org/2013/blind-samurai-0 > > http://globalgamejam.org/2013/i-am-fear > > http://globalgamejam.org/2013/black > > http://globalgamejam.org/2013/living-maze > > http://globalgamejam.org/2013/deprivision > > http://globalgamejam.org/2013/whack-telltale-heart > > http://globalgamejam.org/2013/terror-ciegas > > http://globalgamejam.org/2013/dark-pulse-0 > > http://globalgamejam.org/2013/voix > > http://globalgamejam.org/2013/blind-samurai > > http://globalgamejam.org/2013/heart-darkness-1 > > http://globalgamejam.org/2013/blindmorning-0 > > > > > > Single button games were also quite popular: > > > > > > http://globalgamejam.org/2013/escape-velocity > > http://globalgamejam.org/2013/cardiac-arrest-1 > > http://globalgamejam.org/2013/egg-beat-old-delete-me > > http://globalgamejam.org/2013/luck-broken-heart > > http://globalgamejam.org/2013/beatingmyheart > > > > > > And there were some pretty interesting and creative one-off ideas too: > > > > > > http://globalgamejam.org/2013/puzzle-beatbeat > > http://globalgamejam.org/2013/tandem-base-jump > > http://globalgamejam.org/2013/sync > > http://globalgamejam.org/2013/pluse > > http://benhumphreys.co.uk/naovatar/ > > > > > > To reach these kinds of audiences in the space of 48 hours is obviously > > quite a feat, yet that's exactly what both the challenge and diversifier > > games often achieved.. a greater level of accessibility than is found in > > commercial games. > > > > > > A quote from Mark Barlet, one that I wholeheartedly agree with - > > > > > > "I thought that all of the entries show that making games with accessibility > > in mind can be done! I was impressed to see what could be done in 48 hours. > > What this really proves is that there is no excuse for adding basic > > accessibility to games, regardless of the budget." > > > > > > > > Ian > > > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > The main SIG website page is http://igda-gasig.org > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org -------------- next part -------------- An HTML attachment was scrubbed... URL: ------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access The main SIG website page is http://igda-gasig.org End of games_access Digest, Vol 110, Issue 7 ******************************************** From lgraham at blitzgamesstudios.com Fri Feb 22 07:38:49 2013 From: lgraham at blitzgamesstudios.com (Lynsey Graham) Date: Fri, 22 Feb 2013 12:38:49 +0000 Subject: [games_access] Global Gam Jam 2013 In-Reply-To: References: Message-ID: <2edf0754-9f58-4ac9-b7cf-a0a3566c36e7@blitzgamesstudios.com> It's very encouraging, I just wish more big studios and publishers would pay more attention! It's been fantastic when I've done talks on accessibility in games development at universities, because many of the students freely admit that they've never considered the issue, but having discussed it can't believe that there aren't more industry-wide standards concerning button remapping, subtitles, etc. -----Original Message----- From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Ian Hamilton Sent: 22 February 2013 12:24 To: games_access at igda.org Subject: Re: [games_access] Global Gam Jam 2013 I'd really recommend checking out the links at the very bottom, the 'other creative and interesting ideas'. They include a neurosky mind control game, someone who used the scripting language in a piece of music production software to turn it into an audio puzzle game, and a speech recognition based audio adventure controlled by having conversations with a real life robot, all great stuff and again pretty astounding for 48 hours' work. Ian ----- Reply message ----- From: games_access-request at igda.org To: Subject: games_access Digest, Vol 110, Issue 7 Date: Fri, Feb 22, 2013 11:08 AM Send games_access mailing list submissions to games_access at igda.org To subscribe or unsubscribe via the World Wide Web, visit http://seven.pairlist.net/mailman/listinfo/games_access or, via email, send a message with subject or body 'help' to games_access-request at igda.org You can reach the person managing the list at games_access-owner at igda.org When replying, please edit your Subject line so it is more specific than "Re: Contents of games_access digest..." Today's Topics: 1. Re: Global Gam Jam 2013 (Barrie Ellis) 2. Re: Global Gam Jam 2013 (Thomas Westin) ---------------------------------------------------------------------- Message: 1 Date: Fri, 22 Feb 2013 10:30:49 -0000 From: "Barrie Ellis" Subject: Re: [games_access] Global Gam Jam 2013 To: "IGDA Games Accessibility SIG Mailing List" Message-ID: <3AE24F4A0F444AC380C66534550AB5CA at OneSwitchPC> Content-Type: text/plain; charset="iso-8859-1" Brilliant! I'll get something up on the GASIG Blog very soon, to record this. Really liked "A Wise Move", and so impressed with the other entrants. Great collaborative work! Barrie From: Michelle Hinn Sent: Wednesday, February 20, 2013 2:36 AM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Global Gam Jam 2013 Thank you so much Ian!! It's great to get the post mortem from GGJ and I'm excited by the discussion and plans to move the accessibility diversifier to be used throughout all of GGJ next year that are already underway! An update on that and steps for everyone interested to get involved with is coming shortly! Mark and Ian are right -- if people can do this in a 48 hour challenge, what is everyone else waiting for? If we can all work toward making the accessibility diversifier happen throughout the entire GGJ 2014, I think that will be fantastic -- the GGJ seem to be very excited our doing this. To that end we will need more judges, local GGJ hosts, and more in the coming year. My heart is gladdened to see how many groups are involved with this! Congrats to everyone who has participated in this so far! What I've heard about it via stories and experiences gained, how can this not be something we all continue to be involved with? I'm looking forward to working with you all in the coming year and gathering together more people to help out! Way to go everyone!! PS -- Did you participate but your name was not on Ian's summary below? Let me know and we'll make sure we include your name and group affiliation in a recap we'll be submitting to both GGJ and IGDA in the next coming days! Michelle On Tue, Feb 19, 2013 at 8:23 PM, Ian Hamilton wrote: > Hi all > > > Quick bit of background - > > > Global Game Jam is an annual game hack weekend, where teams around the > world are given a common theme to work to (this year's was 'heart > beat'), and divide into teams to produce an entire end to end > functioning game by the end of the 48 hours. > > > > Accessibility challenge > > > A couple of years back Tara (while GASIG chair) kicked of an > accessibility challenge at the Orlando venue, with teams volunteering > to take on an extra challenge outside of the usual GGJ theme, > competing to produce the most accessible game. In 2012 we expanded it > further to cover several venues around the UK. In 2013 the challenge > grew again to cover venues in the UK, Australia and Canada. > > > For the 2013 event entries were initially judged at an individual > venue level on some fixed accessibility criteria, and then went to a > panel of judges (Mark Barlet of AbleGamers, Lynsey Graham of Blitz > Games Studios, Barrie Ellis of OneSwitch, and myself) for the final > vote on the international winner. > > > Global winner > > > The winner was a game called 'A Wise Choice', from the London venue. > There were many games produced with limited vision in mind, and many > produced with simple controls in mind, but A Wise Choice attempted > both and many more, with features ranging from easy to read text to > full self-voicing, and even a scanning switch interface for profound motor impairment. > > > The primary focus was blind gamers, catered for through pre-recorded > full self-voicing. Creating a fully self-voiced game is no mean feat > even with a decent timescale and budget, and it was very clear that > not only had some good thought gone into the interaction, but also > that a real effort had been made to ensure that the game was just as > enjoyable regardless whether the player could see or not. > > > In addition to profound visual and motor impairment other less > profound impairments were also well catered for, from low reading age > to dyslexia, partial deafness to hyperopia. > > > Some quotes from the judges: > > > "A wonderfully accessible mix of Oliver Postgate style story telling > and Gong hippy-dom" > "Impressive given the combination of the timescale, the disability > they catered for and the scope of the game." > "Hugely impressive access. Very well thought out" > > > You can download and play the game here: > > > http://165.225.150.231/ggj13/a%20wise%20choice-Default-1.0.0.7.zip > > > More information on the game available here: > > > http://globalgamejam.org/2013/wise-choice > > > > Other entries > > > A few highlights from some of the other regional winners and commended > entries: > > > http://www.youtube.com/watch?v=mUnbrIeA610&feature=youtu.be > http://globalgamejam.org/2013/wrongbot > http://globalgamejam.org/2013/fear-0 > http://globalgamejam.org/2013/samurai-xx > http://globalgamejam.org/2013/shot-dark > http://globalgamejam.org/2013/pump > > > > > Accessibility diversifier > > > There was also a second element, added by the GGJ organisers - an > official accessibility diversifier. Diversifiers are secondary themes > that are not competitive, and are open to every single person from > every venue. This meant that all jammers around the world gained some > awareness of accessibility. Many teams deciding to tackle it > themselves, with with around > 200 developers deciding to take up the challenge, producing over 80 > games with accessibility in mind. > > > Many of these were games that widened their audience by thinking about > things like control complexity, text formatting, contrast, > colour-blind friendly schemes and so on, and others aimed to tackle > more tricky accessibility issues, opening up play to gamers with profound impairments. > > > The most popularly tackled of these by far were blind-friendly / audio > only > games: > > > http://globalgamejam.org/2013/panic > http://globalgamejam.org/2013/darkest-maze > http://globalgamejam.org/2013/heartbeast > http://globalgamejam.org/2013/enigma > http://globalgamejam.org/2013/blind-samurai-0 > http://globalgamejam.org/2013/i-am-fear > http://globalgamejam.org/2013/black > http://globalgamejam.org/2013/living-maze > http://globalgamejam.org/2013/deprivision > http://globalgamejam.org/2013/whack-telltale-heart > http://globalgamejam.org/2013/terror-ciegas > http://globalgamejam.org/2013/dark-pulse-0 > http://globalgamejam.org/2013/voix > http://globalgamejam.org/2013/blind-samurai > http://globalgamejam.org/2013/heart-darkness-1 > http://globalgamejam.org/2013/blindmorning-0 > > > Single button games were also quite popular: > > > http://globalgamejam.org/2013/escape-velocity > http://globalgamejam.org/2013/cardiac-arrest-1 > http://globalgamejam.org/2013/egg-beat-old-delete-me > http://globalgamejam.org/2013/luck-broken-heart > http://globalgamejam.org/2013/beatingmyheart > > > And there were some pretty interesting and creative one-off ideas too: > > > http://globalgamejam.org/2013/puzzle-beatbeat > http://globalgamejam.org/2013/tandem-base-jump > http://globalgamejam.org/2013/sync > http://globalgamejam.org/2013/pluse > http://benhumphreys.co.uk/naovatar/ > > > To reach these kinds of audiences in the space of 48 hours is > obviously quite a feat, yet that's exactly what both the challenge and > diversifier games often achieved.. a greater level of accessibility > than is found in commercial games. > > > A quote from Mark Barlet, one that I wholeheartedly agree with - > > > "I thought that all of the entries show that making games with > accessibility in mind can be done! I was impressed to see what could be done in 48 hours. > What this really proves is that there is no excuse for adding basic > accessibility to games, regardless of the budget." > > > > Ian > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access The main SIG website page is http://igda-gasig.org -------------- next part -------------- An HTML attachment was scrubbed... URL: ------------------------------ Message: 2 Date: Fri, 22 Feb 2013 12:08:35 +0100 From: Thomas Westin Subject: Re: [games_access] Global Gam Jam 2013 To: Barrie Ellis , IGDA Games Accessibility SIG Mailing List Message-ID: <229E663F-B8E6-4594-99D3-FD825DB933AA at pininteractive.com> Content-Type: text/plain; charset="iso-8859-1" excellent Ian, I showed to my students too Best regards, Thomas On 22Feb 2013, at 11:30 AM, Barrie Ellis wrote: > Brilliant! I'll get something up on the GASIG Blog very soon, to record this. Really liked "A Wise Move", and so impressed with the other entrants. Great collaborative work! > > Barrie > > From: Michelle Hinn > Sent: Wednesday, February 20, 2013 2:36 AM > To: IGDA Games Accessibility SIG Mailing List > Subject: Re: [games_access] Global Gam Jam 2013 > > Thank you so much Ian!! It's great to get the post mortem from GGJ and > I'm excited by the discussion and plans to move the accessibility > diversifier to be used throughout all of GGJ next year that are > already underway! An update on that and steps for everyone interested > to get involved with is coming shortly! > > Mark and Ian are right -- if people can do this in a 48 hour > challenge, what is everyone else waiting for? If we can all work > toward making the accessibility diversifier happen throughout the > entire GGJ 2014, I think that will be fantastic -- the GGJ seem to be > very excited our doing this. To that end we will need more judges, > local GGJ hosts, and more in the coming year. My heart is gladdened to > see how many groups are involved with this! > > Congrats to everyone who has participated in this so far! What I've > heard about it via stories and experiences gained, how can this not be > something we all continue to be involved with? I'm looking forward to > working with you all in the coming year and gathering together more > people to help out! > > Way to go everyone!! > > PS -- Did you participate but your name was not on Ian's summary > below? Let me know and we'll make sure we include your name and group > affiliation in a recap we'll be submitting to both GGJ and IGDA in the > next coming days! > > Michelle > > On Tue, Feb 19, 2013 at 8:23 PM, Ian Hamilton wrote: > > Hi all > > > > > > Quick bit of background - > > > > > > Global Game Jam is an annual game hack weekend, where teams around > > the world are given a common theme to work to (this year's was > > 'heart beat'), and divide into teams to produce an entire end to end > > functioning game by the end of the 48 hours. > > > > > > > > Accessibility challenge > > > > > > A couple of years back Tara (while GASIG chair) kicked of an > > accessibility challenge at the Orlando venue, with teams > > volunteering to take on an extra challenge outside of the usual GGJ > > theme, competing to produce the most accessible game. In 2012 we > > expanded it further to cover several venues around the UK. In 2013 > > the challenge grew again to cover venues in the UK, Australia and Canada. > > > > > > For the 2013 event entries were initially judged at an individual > > venue level on some fixed accessibility criteria, and then went to a > > panel of judges (Mark Barlet of AbleGamers, Lynsey Graham of Blitz > > Games Studios, Barrie Ellis of OneSwitch, and myself) for the final > > vote on the international winner. > > > > > > Global winner > > > > > > The winner was a game called 'A Wise Choice', from the London venue. > > There were many games produced with limited vision in mind, and many > > produced with simple controls in mind, but A Wise Choice attempted > > both and many more, with features ranging from easy to read text to > > full self-voicing, and even a scanning switch interface for profound motor impairment. > > > > > > The primary focus was blind gamers, catered for through pre-recorded > > full self-voicing. Creating a fully self-voiced game is no mean feat > > even with a decent timescale and budget, and it was very clear that > > not only had some good thought gone into the interaction, but also > > that a real effort had been made to ensure that the game was just as > > enjoyable regardless whether the player could see or not. > > > > > > In addition to profound visual and motor impairment other less > > profound impairments were also well catered for, from low reading > > age to dyslexia, partial deafness to hyperopia. > > > > > > Some quotes from the judges: > > > > > > "A wonderfully accessible mix of Oliver Postgate style story telling > > and Gong hippy-dom" > > "Impressive given the combination of the timescale, the disability > > they catered for and the scope of the game." > > "Hugely impressive access. Very well thought out" > > > > > > You can download and play the game here: > > > > > > http://165.225.150.231/ggj13/a%20wise%20choice-Default-1.0.0.7.zip > > > > > > More information on the game available here: > > > > > > http://globalgamejam.org/2013/wise-choice > > > > > > > > Other entries > > > > > > A few highlights from some of the other regional winners and > > commended > > entries: > > > > > > http://www.youtube.com/watch?v=mUnbrIeA610&feature=youtu.be > > http://globalgamejam.org/2013/wrongbot > > http://globalgamejam.org/2013/fear-0 > > http://globalgamejam.org/2013/samurai-xx > > http://globalgamejam.org/2013/shot-dark > > http://globalgamejam.org/2013/pump > > > > > > > > > > Accessibility diversifier > > > > > > There was also a second element, added by the GGJ organisers - an > > official accessibility diversifier. Diversifiers are secondary > > themes that are not competitive, and are open to every single person > > from every venue. This meant that all jammers around the world > > gained some awareness of accessibility. Many teams deciding to > > tackle it themselves, with with around > > 200 developers deciding to take up the challenge, producing over 80 > > games with accessibility in mind. > > > > > > Many of these were games that widened their audience by thinking > > about things like control complexity, text formatting, contrast, > > colour-blind friendly schemes and so on, and others aimed to tackle > > more tricky accessibility issues, opening up play to gamers with profound impairments. > > > > > > The most popularly tackled of these by far were blind-friendly / > > audio only > > games: > > > > > > http://globalgamejam.org/2013/panic > > http://globalgamejam.org/2013/darkest-maze > > http://globalgamejam.org/2013/heartbeast > > http://globalgamejam.org/2013/enigma > > http://globalgamejam.org/2013/blind-samurai-0 > > http://globalgamejam.org/2013/i-am-fear > > http://globalgamejam.org/2013/black > > http://globalgamejam.org/2013/living-maze > > http://globalgamejam.org/2013/deprivision > > http://globalgamejam.org/2013/whack-telltale-heart > > http://globalgamejam.org/2013/terror-ciegas > > http://globalgamejam.org/2013/dark-pulse-0 > > http://globalgamejam.org/2013/voix > > http://globalgamejam.org/2013/blind-samurai > > http://globalgamejam.org/2013/heart-darkness-1 > > http://globalgamejam.org/2013/blindmorning-0 > > > > > > Single button games were also quite popular: > > > > > > http://globalgamejam.org/2013/escape-velocity > > http://globalgamejam.org/2013/cardiac-arrest-1 > > http://globalgamejam.org/2013/egg-beat-old-delete-me > > http://globalgamejam.org/2013/luck-broken-heart > > http://globalgamejam.org/2013/beatingmyheart > > > > > > And there were some pretty interesting and creative one-off ideas too: > > > > > > http://globalgamejam.org/2013/puzzle-beatbeat > > http://globalgamejam.org/2013/tandem-base-jump > > http://globalgamejam.org/2013/sync > > http://globalgamejam.org/2013/pluse > > http://benhumphreys.co.uk/naovatar/ > > > > > > To reach these kinds of audiences in the space of 48 hours is > > obviously quite a feat, yet that's exactly what both the challenge > > and diversifier games often achieved.. a greater level of > > accessibility than is found in commercial games. > > > > > > A quote from Mark Barlet, one that I wholeheartedly agree with - > > > > > > "I thought that all of the entries show that making games with > > accessibility in mind can be done! I was impressed to see what could be done in 48 hours. > > What this really proves is that there is no excuse for adding basic > > accessibility to games, regardless of the budget." > > > > > > > > Ian > > > > _______________________________________________ > > games_access mailing list > > games_access at igda.org > > http://seven.pairlist.net/mailman/listinfo/games_access > > The main SIG website page is http://igda-gasig.org > > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org -------------- next part -------------- An HTML attachment was scrubbed... URL: ------------------------------ _______________________________________________ games_access mailing list games_access at igda.org http://seven.pairlist.net/mailman/listinfo/games_access The main SIG website page is http://igda-gasig.org End of games_access Digest, Vol 110, Issue 7 ******************************************** *********** Blitz Games Studios Limited is registered in England (company no: 2482913) with registered office at Regent Square House, The Parade, Leamington Spa, Warwickshire, CV32 4NL, UK. This message is intended solely for the addressee and may contain confidential information. If you have received this message in error please send it back to us and immediately and permanently delete it from your system. Do not use, copy or disclose the information contained in this message or in any attachment. Please also note that transmission cannot be guaranteed to be secure or error-free. *********** -------------- next part -------------- An HTML attachment was scrubbed... URL: From oneswitch at gmail.com Fri Feb 22 15:39:59 2013 From: oneswitch at gmail.com (Barrie Ellis) Date: Fri, 22 Feb 2013 20:39:59 -0000 Subject: [games_access] Kenji Eno dies at 42 Message-ID: <1B5E2AA0612E4C54A698D7BDA6DF00F1@OneSwitchPC> Sad news: http://www.gamesindustry.biz/articles/2013-02-21-kenji-eno-dies-at-42 and http://fyto.com/en/ A true game accessibility pioneer (Regret of the Wind): http://en.wikipedia.org/wiki/Real_Sound:_Kaze_no_Regret. Would love to play an English translation of that. D2 on the Dreamcast was really great at the time too. Barrie -------------- next part -------------- An HTML attachment was scrubbed... URL: From steve at ablegamers.com Fri Feb 22 15:47:42 2013 From: steve at ablegamers.com (Steve Spohn) Date: Fri, 22 Feb 2013 15:47:42 -0500 Subject: [games_access] Kenji Eno dies at 42 In-Reply-To: <1B5E2AA0612E4C54A698D7BDA6DF00F1@OneSwitchPC> References: <1B5E2AA0612E4C54A698D7BDA6DF00F1@OneSwitchPC> Message-ID: Very sad. Tweeted. On Fri, Feb 22, 2013 at 3:39 PM, Barrie Ellis wrote: > ** > Sad news: > http://www.gamesindustry.biz/articles/2013-02-21-kenji-eno-dies-at-42 and > http://fyto.com/en/ > > A true game accessibility pioneer (Regret of the Wind): > http://en.wikipedia.org/wiki/Real_Sound:_Kaze_no_Regret. Would love to > play an English translation of that. > > D2 on the Dreamcast was really great at the time too. > > Barrie > > _______________________________________________ > games_access mailing list > games_access at igda.org > http://seven.pairlist.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > > -- Steve Spohn Editor-In-Chief The AbleGamers Foundation AbleGamers.com | AbleGamers.org | Facebook | Twitter -------------- next part -------------- An HTML attachment was scrubbed... URL: