From four at nucleus.com Tue Jul 2 04:35:24 2013 From: four at nucleus.com (Siobhan Thomas) Date: Tue, 2 Jul 2013 09:35:24 +0100 Subject: [games_access] one-switch racing games In-Reply-To: <004301cc0f05$caf29390$60d7bab0$@de> References: <004301cc0f05$caf29390$60d7bab0$@de> Message-ID: <4E43E93C-A19D-4BBB-95DC-22AA3F9D41C5@nucleus.com> Hi, Anyone have a list/ examples of one-switch racing games? Thanks! Siobhan From oneswitch at gmail.com Tue Jul 2 05:36:03 2013 From: oneswitch at gmail.com (Barrie Ellis) Date: Tue, 2 Jul 2013 10:36:03 +0100 Subject: [games_access] one-switch racing games In-Reply-To: <4E43E93C-A19D-4BBB-95DC-22AA3F9D41C5@nucleus.com> References: <004301cc0f05$caf29390$60d7bab0$@de> <4E43E93C-A19D-4BBB-95DC-22AA3F9D41C5@nucleus.com> Message-ID: <8C6D797C9EA242C6AF4C592C54EB45CC@OneSwitchPC> Hi Siobhan, http://www.oneswitch.org.uk/2/sd-race.htm - Love Orbit Racers. There's a tap-to-play version on iOS of that, but it's not a patch on the original Few more bits here: http://switchgaming.blogspot.co.uk/search?q=racing Micro-sprint is fun - but needs excellent tracking skills. And in a way of synchronicity - I was tinkering with Driver on PS3 where driving was controlled with one-switch, and the speed could be adjusted very accurately with a dial. Hope to get a video up on that soon. Cheers, Barrie From: Siobhan Thomas Sent: Tuesday, July 02, 2013 9:35 AM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] one-switch racing games Hi, Anyone have a list/ examples of one-switch racing games? Thanks! Siobhan _______________________________________________ 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 eleanor at 7128.com Mon Jul 8 14:30:52 2013 From: eleanor at 7128.com (Eleanor Robinson) Date: Mon, 08 Jul 2013 14:30:52 -0400 Subject: [games_access] Interesting use of 3D printing Message-ID: <51DB055C.9070802@7128.com> This article describes how Caleb Craft used 3D printing to make an inexpensive game controller for someone with muscular dystrophy. http://3dprintinginsider.com/custom-game-controllers-for-people-with-physical-disabilities_b6836 Eleanor Robinson 7-128 Software From javier.mairena at gmail.com Tue Jul 9 05:32:27 2013 From: javier.mairena at gmail.com (Javier Mairena) Date: Tue, 9 Jul 2013 11:32:27 +0200 Subject: [games_access] Accessibility usage data on The Last Door Message-ID: With more than 150,000 plays on our game The Last Door (www.TheLastDoor.com) here it is the accessibility usage data on the game: - 12.33% of the players who complete the game have closed captioning activated. - 13.78% of players who complete the game have dyslexia-friendly font activated. http://www.videojuegosaccesibles.es/2013/07/the-last-door-nuevo-capitulo-y-mas.html -------------- next part -------------- An HTML attachment was scrubbed... URL: From oneswitch at gmail.com Tue Jul 9 15:43:13 2013 From: oneswitch at gmail.com (Barrie Ellis) Date: Tue, 9 Jul 2013 20:43:13 +0100 Subject: [games_access] Accessibility usage data on The Last Door In-Reply-To: References: Message-ID: That's great evidence. Nice and high percentages really, so an excellent bit of weight to the cause. Barrie From: Javier Mairena Sent: Tuesday, July 09, 2013 10:32 AM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] Accessibility usage data on The Last Door With more than 150,000 plays on our game The Last Door (www.TheLastDoor.com) here it is the accessibility usage data on the game: a.. 12.33% of the players who complete the game have closed captioning activated. b.. 13.78% of players who complete the game have dyslexia-friendly font activated. http://www.videojuegosaccesibles.es/2013/07/the-last-door-nuevo-capitulo-y-mas.html -------------------------------------------------------------------------------- _______________________________________________ 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 richard at audiogames.net Thu Jul 11 04:26:12 2013 From: richard at audiogames.net (Richard (AudioGames.net)) Date: Thu, 11 Jul 2013 10:26:12 +0200 Subject: [games_access] Accessibility usage data on The Last Door In-Reply-To: References: Message-ID: <51DE6C24.4050707@audiogames.net> Just played it on Kongregate, love it!! On 9-7-2013 11:32, Javier Mairena wrote: > With more than 150,000 plays on our game The Last Door > (www.TheLastDoor.com ) here it is the > accessibility usage data on the game: > > * 12.33% of the players who complete the game have closed captioning > activated. > * 13.78% of players who complete the game have dyslexia-friendly > font activated. > > http://www.videojuegosaccesibles.es/2013/07/the-last-door-nuevo-capitulo-y-mas.html > > > _______________________________________________ > 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 Thu Jul 11 04:57:01 2013 From: i_h at hotmail.com (Ian Hamilton) Date: Thu, 11 Jul 2013 09:57:01 +0100 Subject: [games_access] games_access Digest, Vol 115, Issue 3 In-Reply-To: References: Message-ID: Couldn't agree more Barrie, and also surely no coincidence that the percentage of people choosing to use the easy-read font is precisely the same as the percentage of the adult population who have a primary school or lower reading age! If anyone's in a position to get any developers to track and publicise data like this (especially if cost to develop and value per player are taken into account, resulting in a profit/loss figure) it's one of the most important things that needs to be done. Altruism can only go so far, I've often spoken to on-the-ground developers who have tried to make their games more accessible but haven't been able to due to execs or publishers not understanding that there's a business case involved. > > > Today's Topics: > > 1. Re: Accessibility usage data on The Last Door (Barrie Ellis) > > > ---------------------------------------------------------------------- > > Message: 1 > Date: Tue, 9 Jul 2013 20:43:13 +0100 > > That's great evidence. Nice and high percentages really, so an excellent bit of weight to the cause. > > Barrie > > > From: Javier Mairena > Sent: Tuesday, July 09, 2013 10:32 AM > To: IGDA Games Accessibility SIG Mailing List > Subject: [games_access] Accessibility usage data on The Last Door > > > With more than 150,000 plays on our game The Last Door (www.TheLastDoor.com) here it is the accessibility usage data on the game: > > > a.. 12.33% of the players who complete the game have closed captioning activated. > b.. 13.78% of players who complete the game have dyslexia-friendly font activated. > http://www.videojuegosaccesibles.es/2013/07/the-last-door-nuevo-capitulo-y-mas.html > > > > -------------------------------------------------------------------------------- > > > _______________________________________________ > 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 115, Issue 3 > ******************************************** -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Fri Jul 12 09:18:47 2013 From: i_h at hotmail.com (Ian Hamilton) Date: Fri, 12 Jul 2013 14:18:47 +0100 Subject: [games_access] games_access Digest, Vol 115, Issue 4 In-Reply-To: References: Message-ID: Something that's really worth highlighting on The Last Door is the fact that the accessibility options are talked about up-front, every single person playing the game is aware that they exist. Compare this to Flow Free. They implemented a colourblind mode, but still have an almost daily stream of people on twitter complaining that they can't play it because they're colourblind. So although options are great, unless you make people aware of them they'll often go to waste. I've seen this on games that I've worked on too, you really have to make an effort to educate gamers that options like that exist, often they would never think to go hunting through settings screens for them. Many games do a great job of explaining options and concepts during gameplay through nicely integrated tutorials, for example asking you if you want to invert your controls actually during the first level, there's no reason why you can't showcase a few key accessibility options in the same way, and use that as a prompt to explore the settings. > From: games_access-request at igda.org > Subject: games_access Digest, Vol 115, Issue 4 > To: games_access at igda.org > Date: Thu, 11 Jul 2013 10:00:05 -0400 > > 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: Accessibility usage data on The Last Door > (Richard (AudioGames.net)) > 2. Re: games_access Digest, Vol 115, Issue 3 (Ian Hamilton) > > > ---------------------------------------------------------------------- > > Message: 1 > Date: Thu, 11 Jul 2013 10:26:12 +0200 > From: "Richard (AudioGames.net)" > Subject: Re: [games_access] Accessibility usage data on The Last Door > To: games_access at igda.org > Message-ID: <51DE6C24.4050707 at audiogames.net> > Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" > > Just played it on Kongregate, love it!! > > > On 9-7-2013 11:32, Javier Mairena wrote: > > With more than 150,000 plays on our game The Last Door > > (www.TheLastDoor.com ) here it is the > > accessibility usage data on the game: > > > > * 12.33% of the players who complete the game have closed captioning > > activated. > > * 13.78% of players who complete the game have dyslexia-friendly > > font activated. > > > > http://www.videojuegosaccesibles.es/2013/07/the-last-door-nuevo-capitulo-y-mas.html > > > > > > _______________________________________________ > > 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: Thu, 11 Jul 2013 09:57:01 +0100 > From: Ian Hamilton > Subject: Re: [games_access] games_access Digest, Vol 115, Issue 3 > To: "games_access at igda.org" > Message-ID: > Content-Type: text/plain; charset="iso-8859-1" > > Couldn't agree more Barrie, and also surely no coincidence that the percentage of people choosing to use the easy-read font is precisely the same as the percentage of the adult population who have a primary school or lower reading age! > > If anyone's in a position to get any developers to track and publicise data like this (especially if cost to develop and value per player are taken into account, resulting in a profit/loss figure) it's one of the most important things that needs to be done. > > Altruism can only go so far, I've often spoken to on-the-ground developers who have tried to make their games more accessible but haven't been able to due to execs or publishers not understanding that there's a business case involved. > > > > > > > > Today's Topics: > > > > 1. Re: Accessibility usage data on The Last Door (Barrie Ellis) > > > > > > ---------------------------------------------------------------------- > > > > Message: 1 > > Date: Tue, 9 Jul 2013 20:43:13 +0100 > > > > That's great evidence. Nice and high percentages really, so an excellent bit of weight to the cause. > > > > Barrie > > > > > > From: Javier Mairena > > Sent: Tuesday, July 09, 2013 10:32 AM > > To: IGDA Games Accessibility SIG Mailing List > > Subject: [games_access] Accessibility usage data on The Last Door > > > > > > With more than 150,000 plays on our game The Last Door (www.TheLastDoor.com) here it is the accessibility usage data on the game: > > > > > > a.. 12.33% of the players who complete the game have closed captioning activated. > > b.. 13.78% of players who complete the game have dyslexia-friendly font activated. > > http://www.videojuegosaccesibles.es/2013/07/the-last-door-nuevo-capitulo-y-mas.html > > > > > > > > -------------------------------------------------------------------------------- > > > > > > _______________________________________________ > > 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 115, Issue 3 > > ******************************************** > > -------------- 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 115, Issue 4 > ******************************************** -------------- next part -------------- An HTML attachment was scrubbed... URL: From oneswitch at gmail.com Fri Jul 12 09:22:57 2013 From: oneswitch at gmail.com (Barrie Ellis) Date: Fri, 12 Jul 2013 14:22:57 +0100 Subject: [games_access] games_access Digest, Vol 115, Issue 4 In-Reply-To: References: Message-ID: Agreed - although I wish they'd used the Game Accessibility Info symbol, as it seems such a good fit. Barrie From: Ian Hamilton Sent: Friday, July 12, 2013 2:18 PM To: games_access at igda.org Subject: Re: [games_access] games_access Digest, Vol 115, Issue 4 Something that's really worth highlighting on The Last Door is the fact that the accessibility options are talked about up-front, every single person playing the game is aware that they exist. Compare this to Flow Free. They implemented a colourblind mode, but still have an almost daily stream of people on twitter complaining that they can't play it because they're colourblind. So although options are great, unless you make people aware of them they'll often go to waste. I've seen this on games that I've worked on too, you really have to make an effort to educate gamers that options like that exist, often they would never think to go hunting through settings screens for them. Many games do a great job of explaining options and concepts during gameplay through nicely integrated tutorials, for example asking you if you want to invert your controls actually during the first level, there's no reason why you can't showcase a few key accessibility options in the same way, and use that as a prompt to explore the settings. > From: games_access-request at igda.org > Subject: games_access Digest, Vol 115, Issue 4 > To: games_access at igda.org > Date: Thu, 11 Jul 2013 10:00:05 -0400 > > 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: Accessibility usage data on The Last Door > (Richard (AudioGames.net)) > 2. Re: games_access Digest, Vol 115, Issue 3 (Ian Hamilton) > > > ---------------------------------------------------------------------- > > Message: 1 > Date: Thu, 11 Jul 2013 10:26:12 +0200 > From: "Richard (AudioGames.net)" > Subject: Re: [games_access] Accessibility usage data on The Last Door > To: games_access at igda.org > Message-ID: <51DE6C24.4050707 at audiogames.net> > Content-Type: text/plain; charset="iso-8859-1"; Format="flowed" > > Just played it on Kongregate, love it!! > > > On 9-7-2013 11:32, Javier Mairena wrote: > > With more than 150,000 plays on our game The Last Door > > (www.TheLastDoor.com ) here it is the > > accessibility usage data on the game: > > > > * 12.33% of the players who complete the game have closed captioning > > activated. > > * 13.78% of players who complete the game have dyslexia-friendly > > font activated. > > > > http://www.videojuegosaccesibles.es/2013/07/the-last-door-nuevo-capitulo-y-mas.html > > > > > > _______________________________________________ > > 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: Thu, 11 Jul 2013 09:57:01 +0100 > From: Ian Hamilton > Subject: Re: [games_access] games_access Digest, Vol 115, Issue 3 > To: "games_access at igda.org" > Message-ID: > Content-Type: text/plain; charset="iso-8859-1" > > Couldn't agree more Barrie, and also surely no coincidence that the percentage of people choosing to use the easy-read font is precisely the same as the percentage of the adult population who have a primary school or lower reading age! > > If anyone's in a position to get any developers to track and publicise data like this (especially if cost to develop and value per player are taken into account, resulting in a profit/loss figure) it's one of the most important things that needs to be done. > > Altruism can only go so far, I've often spoken to on-the-ground developers who have tried to make their games more accessible but haven't been able to due to execs or publishers not understanding that there's a business case involved. > > > > > > > > Today's Topics: > > > > 1. Re: Accessibility usage data on The Last Door (Barrie Ellis) > > > > > > ---------------------------------------------------------------------- > > > > Message: 1 > > Date: Tue, 9 Jul 2013 20:43:13 +0100 > > > > That's great evidence. Nice and high percentages really, so an excellent bit of weight to the cause. > > > > Barrie > > > > > > From: Javier Mairena > > Sent: Tuesday, July 09, 2013 10:32 AM > > To: IGDA Games Accessibility SIG Mailing List > > Subject: [games_access] Accessibility usage data on The Last Door > > > > > > With more than 150,000 plays on our game The Last Door (www.TheLastDoor.com) here it is the accessibility usage data on the game: > > > > > > a.. 12.33% of the players who complete the game have closed captioning activated. > > b.. 13.78% of players who complete the game have dyslexia-friendly font activated. > > http://www.videojuegosaccesibles.es/2013/07/the-last-door-nuevo-capitulo-y-mas.html > > > > > > > > -------------------------------------------------------------------------------- > > > > > > _______________________________________________ > > 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 115, Issue 3 > > ******************************************** > > -------------- 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 115, Issue 4 > ******************************************** -------------------------------------------------------------------------------- _______________________________________________ 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 sandra_uhling at web.de Tue Jul 16 15:07:26 2013 From: sandra_uhling at web.de (Sandra Uhling) Date: Tue, 16 Jul 2013 21:07:26 +0200 Subject: [games_access] Are there Game Usability Experts / Game Designer on this list? Message-ID: <000001ce8257$b667baa0$23372fe0$@de> Hello, I would like to know if we have Game Usability Experts and Game Designer on this list. When yes, are you interested in a nice small project? I need feedback from experts :-) Regards, Sandra From sheri at designdirectdeliver.com Tue Jul 16 15:21:18 2013 From: sheri at designdirectdeliver.com (Sheri Rubin) Date: Tue, 16 Jul 2013 14:21:18 -0500 Subject: [games_access] Are there Game Usability Experts / Game Designer on this list? In-Reply-To: <000001ce8257$b667baa0$23372fe0$@de> References: <000001ce8257$b667baa0$23372fe0$@de> Message-ID: <51E59D2E.1000301@designdirectdeliver.com> Sandra, Feel free to contact me off list to see if I can help. Sheri On 7/16/2013 2:07 PM, Sandra Uhling wrote: > Hello, > > I would like to know if we have Game Usability Experts and Game Designer on > this list. > When yes, are you interested in a nice small project? > I need feedback from experts :-) > > > Regards, > Sandra > > _______________________________________________ > 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 > -- *Sheri Rubin* Founder and CEO *Design Direct Deliver* Website: http://www.designdirectdeliver.com Email: sheri at designdirectdeliver.com -------------- next part -------------- An HTML attachment was scrubbed... URL: From oneswitch at gmail.com Wed Jul 17 16:13:09 2013 From: oneswitch at gmail.com (Barrie Ellis) Date: Wed, 17 Jul 2013 21:13:09 +0100 Subject: [games_access] PS4 controller irritation Message-ID: <7395DB15051B4F9690DC748A901551E5@OneSwitchPC> It's probably the heat, but I found this Sony press statement very irritating: http://www.joystiq.com/2013/07/10/giant-dualshock-knack-accessible-lessons/ Just seems like a bit of self-stroking, gob-smacking naivety and two-fingers up to physically disabled gamers... For how long will main-stream consoles keep up this level of contempt I wonder. Atari were onto this in 1983 with the Kids Controller. Surely we should have moved on since then from console producers. Dual Shock 4 looks like a nightmare to make broadly accessible: http://youtu.be/vv5uI2vlXE8 assuming there's no push from Sony for providing alternatives. Sony seem to be enemy number one for access to games machines. And it's so sad, because they make great products if you can use them. Barrie OneSwitch -------------- next part -------------- An HTML attachment was scrubbed... URL: From lgraham at blitzgamesstudios.com Wed Jul 17 17:14:53 2013 From: lgraham at blitzgamesstudios.com (Lynsey Graham) Date: Wed, 17 Jul 2013 22:14:53 +0100 Subject: [games_access] PS4 controller irritation In-Reply-To: <7395DB15051B4F9690DC748A901551E5@OneSwitchPC> Message-ID: <20130717211453.9ca78fb6@mail-2.blitzgamesstudios.com> About 8 years ago, we worked on a game featuring a certain cartoon sponge. One of the levels featured a vehicle section, where you steered and fired a tank. Right towards the end of the project, we did usability testing on children. I still remember the look of horror on the tank section designer's face as he saw the children at the younger end of the age range struggle with the controls due to the size of the controller vs the size of the their hands. The problem was that you used the right stick to aim the turret, and R1 to fire. The younger children couldn't do both, they had to keep on moving their right hand - aim the turret, then move hand around to fire... by which point, the thing that they were aiming at at moved, or they were being attacked due to being stationary, etc. This provided a valuable lesson in really considering the audience - not just in difficulty, or in conveying information, but the actual physicality of what you're asking them to do. Outside of kids games, this still applies - don't assume that everybody has the dexterity of a concert pianist (or in the case of Kinect, the stamina of an athlete!). Other lesson - start usability testing MUCH EARLIER! It'd be nice if the big manufacturers do start encouraging remapping and alternative control methods - the big button and eye controller setups that Special Effect demonstrated at the Backspace Festival were amazing, but it'd be nice if they were more generally available. _____ From: Barrie Ellis [mailto:oneswitch at gmail.com] To: games_access at igda.org Sent: Wed, 17 Jul 2013 21:13:09 +0000 Subject: [games_access] PS4 controller irritation It's probably the heat, but I found this Sony press statement very irritating: http://www.joystiq.com/2013/07/10/giant-dualshock-knack-accessible-lessons/ Just seems like a bit of self-stroking, gob-smacking naivety and two-fingers up to physically disabled gamers... For how long will main-stream consoles keep up this level of contempt I wonder. Atari were onto this in 1983 with the Kids Controller. Surely we should have moved on since then from console producers. Dual Shock 4 looks like a nightmare to make broadly accessible: http://youtu.be/vv5uI2vlXE8 assuming there's no push from Sony for providing alternatives. Sony seem to be enemy number one for access to games machines. And it's so sad, because they make great products if you can use them. Barrie OneSwitch *********** 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 richard at audiogames.net Thu Jul 18 04:33:13 2013 From: richard at audiogames.net (Richard (AudioGames.net)) Date: Thu, 18 Jul 2013 10:33:13 +0200 Subject: [games_access] Are there Game Usability Experts / Game Designer on this list? In-Reply-To: <000001ce8257$b667baa0$23372fe0$@de> References: <000001ce8257$b667baa0$23372fe0$@de> Message-ID: <51E7A849.1040300@audiogames.net> (raises hand) What can I help you with? On 16-7-2013 21:07, Sandra Uhling wrote: > Hello, > > I would like to know if we have Game Usability Experts and Game Designer on > this list. > When yes, are you interested in a nice small project? > I need feedback from experts :-) > > > Regards, > Sandra > > _______________________________________________ > 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 sandra_uhling at web.de Sun Jul 21 05:26:00 2013 From: sandra_uhling at web.de (Sandra Uhling) Date: Sun, 21 Jul 2013 11:26:00 +0200 Subject: [games_access] nice article Message-ID: <000001ce85f4$547aee20$fd70ca60$@de> http://www.ictparliament.org/node/10492 From blazeeagle at suddenlink.net Tue Jul 23 17:30:06 2013 From: blazeeagle at suddenlink.net (BlazeEagle) Date: Tue, 23 Jul 2013 17:30:06 -0400 Subject: [games_access] Random Game Accessibility Ideas Message-ID: <008903657AA64BAAAC4E6892200F6851@Aarons> Does a game accessibility label exist on game packaging? If not, This would obviously be an excellent idea to let disabled gamers know what accessibility features, if any, exist in a game. Since disabilities are so varied, There needs to be a company that produces inexpensive, quality custom controllers. A gamer could be evaluated by this company to see what adaptions or custom controls are needed. So many variations exist within disabilities that customizations or even completely original controllers are often the only option. Thoughts?, BlazeEagle - Peace & God Bless you all, Amen. -------------- next part -------------- An HTML attachment was scrubbed... URL: From eleanor at 7128.com Tue Jul 23 20:29:33 2013 From: eleanor at 7128.com (Eleanor Robinson) Date: Tue, 23 Jul 2013 20:29:33 -0400 Subject: [games_access] Random Game Message-ID: <51EF1FED.8060607@7128.com> Blaze Eagle talked about accessibility labels on game packaging. First, many games are downloaded and don't have packaging. Second, while mobility issues are varied, there are more disabilities than motion impairment that need to be included in accessibility labels. Vision impairment, hearing impairment and cognitive impairment also need to be considered in addition to motion impairment. We, at 7-128 Software, put Accessibility Ratings on our games. They are not action games, but each game is rated as to its accessibility. I do think that games should be rated as to their accessibility regardless of the type of game. That would preclude just using ratings based on game controllers since many gamers don't use controllers. Looking at the mobile statistics indicates that they need to also be reviewed as to their accessibility accommodations as well as desktops, laptops and controllers. Eleanor Robinson 7-128 Software From sandra_uhling at web.de Wed Jul 24 02:38:01 2013 From: sandra_uhling at web.de (Sandra Uhling) Date: Wed, 24 Jul 2013 08:38:01 +0200 Subject: [games_access] Accessible Play Gets Huge Boost Toward All-Inclusive Playground Message-ID: <000001ce8838$58d1be90$0a753bb0$@de> Accessible Play Gets Huge Boost Toward All-Inclusive Playground http://hazelwood.patch.com/groups/giving/p/accessible-play-gets-huge-boost-t oward-allinclusive-playground?a_dgi=aolshare_facebook From i_h at hotmail.com Wed Jul 24 10:19:15 2013 From: i_h at hotmail.com (Ian Hamilton) Date: Wed, 24 Jul 2013 15:19:15 +0100 Subject: [games_access] Accessible Play Gets Huge Boost Toward In-Reply-To: References: Message-ID: I love it :) This my favourite non gaming related accessible recreation thing: http://www.jst.org.uk/default.aspx Ian > ------------------------------ > > Message: 3 > Date: Wed, 24 Jul 2013 08:38:01 +0200 > From: "Sandra Uhling" > Subject: [games_access] Accessible Play Gets Huge Boost Toward > All-Inclusive Playground > To: "'IGDA Games Accessibility SIG Mailing List'" > > Message-ID: <000001ce8838$58d1be90$0a753bb0$@de> > Content-Type: text/plain; charset="us-ascii" > > > Accessible Play Gets Huge Boost Toward All-Inclusive Playground > > http://hazelwood.patch.com/groups/giving/p/accessible-play-gets-huge-boost-t > oward-allinclusive-playground?a_dgi=aolshare_facebook > > > > ------------------------------ > > _______________________________________________ > 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 115, Issue 9 > ******************************************** -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Wed Jul 24 11:07:11 2013 From: i_h at hotmail.com (Ian Hamilton) Date: Wed, 24 Jul 2013 16:07:11 +0100 Subject: [games_access] games_access Digest, Vol 115, Issue 9 In-Reply-To: References: Message-ID: Absolutely agree with Eleanor that you can't have a single label that says that whether a game is accessible or not. But also agree wholeheartedly that lack of information is a huge issue and that symbols would be a fantastic help, for a number of reasons. I think as far as symbols go there are two ways you can go. Firstly having a few symbols for the most common things, like subtitles, remapping, or colour-blind safe. On DVDs for example it's standard do have a symbol showing whether or not there are subtitles, but nothing on packaging for games though. Second a symbol that just states that accessibility has been thought about, with a link or URL for more information. For that purpose there's the game accessibility symbol: http://www.oneswitch.org.uk/game-access.htm Getting information onto websites is far easier than onto packaging. The symbol has now been used on a couple of games' websites, eg. http://www.um.com.au/spaceout/ (which incidentally has a very nice shoot1up style high contrast mode). It would be great to see the symbol gain momentum. Inexpensive quality custom controllers and free evaluations would be fantastic, but it means high production costs and time spent on evaluations which also costs. Both of things mean that the end products can't be inexpensive. In terms of commercial companies probably the closest to what you're thinking of is Evil Controllers, who work directly with gamers to produce modified versions of their mainstream controllers. Not completely inexpensive and not hugely custom, but still fantastic. Assistive tech is usually horrendously (prohibitively) expensive, sometimes justifiably so due to the low production runs, sometimes not justifiably so at all. It does usually get better over time though, for example the extreme costs of things like screenreaders and GPS not too many years ago, which both now just come as standard in your phone. But either way, this is encouraging, especially his thoughts on getting a community together to connect people capable of modding controllers with gamers who would benefit from them: http://thecontrollerproject.com/ Ian > > ---------------------------------------------------------------------- > > Message: 1 > Date: Tue, 23 Jul 2013 17:30:06 -0400 > From: "BlazeEagle" > Subject: [games_access] Random Game Accessibility Ideas > To: > Message-ID: <008903657AA64BAAAC4E6892200F6851 at Aarons> > Content-Type: text/plain; charset="iso-8859-1" > > Does a game accessibility label exist on game packaging? If not, This would obviously be an excellent idea to let disabled gamers know what accessibility features, if any, exist in a game. > > Since disabilities are so varied, There needs to be a company that produces inexpensive, quality custom controllers. A gamer could be evaluated by this company to see what adaptions or custom controls are needed. > > So many variations exist within disabilities that customizations or even completely original controllers are often the only option. > > Thoughts?, > > BlazeEagle - Peace & God Bless you all, Amen. > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: > > ------------------------------ > > Message: 2 > Date: Tue, 23 Jul 2013 20:29:33 -0400 > From: Eleanor Robinson > Subject: [games_access] Random Game > To: IGDA Games Accessibility SIG Mailing List > Message-ID: <51EF1FED.8060607 at 7128.com> > Content-Type: text/plain; charset=ISO-8859-1; format=flowed > > Blaze Eagle talked about accessibility labels on game packaging. First, > many games are downloaded and don't have packaging. Second, while > mobility issues are varied, there are more disabilities than motion > impairment that need to be included in accessibility labels. Vision > impairment, hearing impairment and cognitive impairment also need to be > considered in addition to motion impairment. > > We, at 7-128 Software, put Accessibility Ratings on our games. They are > not action games, but each game is rated as to its accessibility. I do > think that games should be rated as to their accessibility regardless of > the type of game. That would preclude just using ratings based on game > controllers since many gamers don't use controllers. Looking at the > mobile statistics indicates that they need to also be reviewed as to > their accessibility accommodations as well as desktops, laptops and > controllers. > > Eleanor Robinson > 7-128 Software > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From oneswitch at gmail.com Tue Jul 30 18:44:02 2013 From: oneswitch at gmail.com (Barrie Ellis) Date: Tue, 30 Jul 2013 23:44:02 +0100 Subject: [games_access] Historic 1983 Game Accessibility article Message-ID: <0179CDC0D7E74DA38F8FBB936C2789F5@OneSwitchPC> Thought I'd share these with you all: http://www.oneswitch.org.uk/ARTICLES/1983-FEB-ElectronicGames.jpg http://switchgaming.blogspot.co.uk/2013/07/fingertip-controllers-1982.html -------------- next part -------------- An HTML attachment was scrubbed... URL: