From sandra_uhling at web.de Wed May 8 04:31:10 2013 From: sandra_uhling at web.de (Sandra Uhling) Date: Wed, 8 May 2013 10:31:10 +0200 Subject: [games_access] Film funding germany - only for accessible films Message-ID: <001b01ce4bc6$69a3e6c0$3cebb440$@de> Hello, Films are only funded when they are accessible to deaf and blind people in Germany. German: http://www.kobinet-nachrichten.org/de/1/nachrichten/26634?utm_source=twitter feed&utm_medium=twitter -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Thu May 16 11:26:10 2013 From: i_h at hotmail.com (Ian Hamilton) Date: Thu, 16 May 2013 16:26:10 +0100 Subject: [games_access] Harsh penalties for lack of accessibility Message-ID: Just off the back of the previous couple of general accessibility issues, the following isn't related to games at all but interesting to see quite how seriously accessibility is being taken in this case: http://www.thestar.com/business/small_business/money/2013/05/15/aoda-and-small-business--severe-penalties-for-lack-of-accessibil.html -------------- next part -------------- An HTML attachment was scrubbed... URL: From oneswitch at gmail.com Fri May 17 03:54:00 2013 From: oneswitch at gmail.com (Barrie Ellis) Date: Fri, 17 May 2013 08:54:00 +0100 Subject: [games_access] Computer Crazy (My Son's Not Rainman) Message-ID: Some interesting links (I thought) for you all: Computer Crazy (My Son's Not Rainman blog) http://www.mysonsnotrainman.com/1/post/2013/05/computer-crazy.html How can I make my games more inclusive? (Gamasutra) http://gamasutra.com/blogs/DanielCook/20130513/192170/How_can_I_make_my_games_more_inclusive.php Secrets of the Wii-U gamepad (Eurogamer) http://www.eurogamer.net/articles/digitalfoundry-secrets-of-the-wii-u-gamepad -------------- next part -------------- An HTML attachment was scrubbed... URL: From javier.mairena at gmail.com Fri May 17 16:07:00 2013 From: javier.mairena at gmail.com (Javier Mairena) Date: Fri, 17 May 2013 22:07:00 +0200 Subject: [games_access] Therapeutic game for children with Cystic Fibrosis Message-ID: Hi all! We have started a crowdfunding campaing at the beggining of May in order to collect enough resources for making a therapeutic video game for children with Cystic Fibrosis, a game which can turn their daily physical therapy into a more enjoyable activity. We have called it ?My Carnival? and it will be published online for free in two languages english and spanish. It?s really important to spread this project worldwide in order to get our goal, Help us making this iniciative come true, please! We have only 14 days left to collect 29,000$ (the tipping point) to fund this video game. You can find more information about the crowdfunding campaign here: http://startsomegood.com/mycarnival And an explanatory video at Youtube: http://www.youtube.com/watch?v=rFdqY9b8mhs The game will have special design and options to be accessible for children between 3 and 6 years, a range in which the skills are very different. Options like game type selector, difficulty level and game speed will be in the game for sure. Thanks! Javi. -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Sat May 18 10:32:54 2013 From: i_h at hotmail.com (Ian Hamilton) Date: 18 May 2013 07:32:54 -0700 Subject: [games_access] =?utf-8?q?games=5Faccess_Digest=2C_Vol_113=2C_Issu?= =?utf-8?q?e_4?= Message-ID: I've backed / donated, looks great ----- Reply message ----- From: games_access-request at igda.org To: Subject: games_access Digest, Vol 113, Issue 4 Date: Sat, May 18, 2013 3:00 PM 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. Therapeutic game for children with Cystic Fibrosis (Javier Mairena) ---------------------------------------------------------------------- Message: 1 Date: Fri, 17 May 2013 22:07:00 +0200 From: Javier Mairena Subject: [games_access] Therapeutic game for children with Cystic Fibrosis To: IGDA Games Accessibility SIG Mailing List Message-ID: Content-Type: text/plain; charset="windows-1252" Hi all! We have started a crowdfunding campaing at the beggining of May in order to collect enough resources for making a therapeutic video game for children with Cystic Fibrosis, a game which can turn their daily physical therapy into a more enjoyable activity. We have called it ?My Carnival? and it will be published online for free in two languages english and spanish. It?s really important to spread this project worldwide in order to get our goal, Help us making this iniciative come true, please! We have only 14 days left to collect 29,000$ (the tipping point) to fund this video game. You can find more information about the crowdfunding campaign here: http://startsomegood.com/mycarnival And an explanatory video at Youtube: http://www.youtube.com/watch?v=rFdqY9b8mhs The game will have special design and options to be accessible for children between 3 and 6 years, a range in which the skills are very different. Options like game type selector, difficulty level and game speed will be in the game for sure. Thanks! Javi. -------------- 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 113, Issue 4 ******************************************** From oneswitch at gmail.com Sun May 19 04:37:27 2013 From: oneswitch at gmail.com (Barrie Ellis) Date: Sun, 19 May 2013 09:37:27 +0100 Subject: [games_access] Therapeutic game for children with Cystic Fibrosis In-Reply-To: References: Message-ID: Brilliant cause, and exciting looking project. I'll get something up on the GASIG and OneSwitch blogs shortly, and will back it too. Long way to go. Hope you make it. Barrie From: Javier Mairena Sent: Friday, May 17, 2013 9:07 PM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] Therapeutic game for children with Cystic Fibrosis Hi all! We have started a crowdfunding campaing at the beggining of May in order to collect enough resources for making a therapeutic video game for children with Cystic Fibrosis, a game which can turn their daily physical therapy into a more enjoyable activity. We have called it ?My Carnival? and it will be published online for free in two languages english and spanish. It?s really important to spread this project worldwide in order to get our goal, Help us making this iniciative come true, please! We have only 14 days left to collect 29,000$ (the tipping point) to fund this video game. You can find more information about the crowdfunding campaign here: http://startsomegood.com/mycarnival And an explanatory video at Youtube: http://www.youtube.com/watch?v=rFdqY9b8mhs The game will have special design and options to be accessible for children between 3 and 6 years, a range in which the skills are very different. Options like game type selector, difficulty level and game speed will be in the game for sure. Thanks! Javi. -------------------------------------------------------------------------------- _______________________________________________ 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 May 19 04:59:15 2013 From: i_h at hotmail.com (Ian Hamilton) Date: 19 May 2013 01:59:15 -0700 Subject: [games_access] =?utf-8?q?Papers_from_fgd2013?= Message-ID: Two accessibility related papers from this year's FDG conference. The one on haptics is particularly interesting as it's abbot games for people who are deaf-blind: http://www.fdg2013.org/program/festival/sightlence.pdf http://www.fdg2013.org/program/festival/sightlence.pdf -------------- next part -------------- An HTML attachment was scrubbed... URL: From javier.mairena at gmail.com Sun May 19 05:13:52 2013 From: javier.mairena at gmail.com (Javier Mairena) Date: Sun, 19 May 2013 11:13:52 +0200 Subject: [games_access] Therapeutic game for children with Cystic Fibrosis In-Reply-To: References: Message-ID: Thanks Barrie! Yep, there is still a long way until reach the tipping point, but we will not surrender! Most crowdfunding that achieve their goal do it in the last 3 days. On 19 May 2013 10:37, Barrie Ellis wrote: > ** > Brilliant cause, and exciting looking project. I'll get something up on > the GASIG and OneSwitch blogs shortly, and will back it too. Long way to > go. Hope you make it. > > Barrie > > *From:* Javier Mairena > *Sent:* Friday, May 17, 2013 9:07 PM > *To:* IGDA Games Accessibility SIG Mailing List > *Subject:* [games_access] Therapeutic game for children with Cystic > Fibrosis > > Hi all! > > We have started a crowdfunding campaing at the beggining of May in order > to collect enough resources for making a therapeutic video game for > children with Cystic Fibrosis, a game which can turn their daily physical > therapy into a more enjoyable activity. > > We have called it ?My Carnival? and it will be published online for free > in two languages english and spanish. > > It?s really important to spread this project worldwide in order to get our > goal, Help us making this iniciative come true, please! > > We have only 14 days left to collect 29,000$ (the tipping point) to fund > this video game. > > You can find more information about the crowdfunding campaign here: > http://startsomegood.com/mycarnival > > And an explanatory video at Youtube: > http://www.youtube.com/watch?v=rFdqY9b8mhs > > The game will have special design and options to be accessible for > children between 3 and 6 years, a range in which the skills are very > different. Options like game type selector, difficulty level and game speed > will be in the game for sure. > > Thanks! > Javi. > > ------------------------------ > > _______________________________________________ > 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 sandra_uhling at web.de Sun May 19 14:36:48 2013 From: sandra_uhling at web.de (Sandra Uhling) Date: Sun, 19 May 2013 20:36:48 +0200 Subject: [games_access] Brainstorming Tomb Raider 2013 Message-ID: <002701ce54bf$d3a66ff0$7af34fd0$@de> Hello, I just played Tomb Raider. @Ian you said something about the quality of the subtitles? Quick Time Events (sorry did not remind the correct term) * Can be turned off: combat difficulty on easy Automatic aiming: * Can be turned off: combat difficulty on easy I like it, but I would prefer to be able to select them separately. I have big problems with the combats, but like the quick time events. I do not like that it changed to a shoter. The combats are very very very very very difficult. (also on easy) There are still time puzzles that cannot be set on very easy. It seems to be much more difficult to play it with gamepad than with a keyboard in the combat. My result: It is nice to have more accessibility, but it should be implemented with more quality. For this they need easy to understand information. Regards, Sandra -------------- next part -------------- An HTML attachment was scrubbed... URL: From chris at dual-ring.net Sun May 19 14:47:19 2013 From: chris at dual-ring.net (Chris Ellis) Date: Sun, 19 May 2013 19:47:19 +0100 Subject: [games_access] Brainstorming Tomb Raider 2013 In-Reply-To: <002701ce54bf$d3a66ff0$7af34fd0$@de> References: <002701ce54bf$d3a66ff0$7af34fd0$@de> Message-ID: Hi Sandra, The new Tomb Raider did change a lot of things from the older games, but we found that it was generally fairly accessible when we looked at it. ( http://www.dual-ring.net/tomb-raider-accessibility-review/ ). I am interested that you note that the QTE's can be turned off. We had the most difficulty with these and ended up writing work arounds to reduce them to single key presses ( http://www.dual-ring.net/replace-button-mashing-in-tomb-raider-with-one-button-press/ ) but if there's a way to turn them off or reduce their numbers we would be very interested in finding out about it! Thanks! Chris Ellis Dual Ring Accessible Gaming www.dual-ring.net +44 (0) 7449976714 On 19 May 2013 19:36, Sandra Uhling wrote: > Hello,**** > > ** ** > > I just played Tomb Raider.**** > > ** ** > > @Ian you said something about the quality of the subtitles?**** > > ** ** > > Quick Time Events (sorry did not remind the correct term)**** > > * Can be turned off: combat difficulty on easy**** > > ** ** > > Automatic aiming:**** > > * Can be turned off: combat difficulty on easy**** > > ** ** > > ** ** > > ** ** > > I like it, but I would prefer to be able to select them separately. **** > > I have big problems with the combats, but like the quick time events.**** > > ** ** > > I do not like that it changed to a shoter.**** > > The combats are very very very very very difficult. (also on easy)**** > > ** ** > > There are still time puzzles that cannot be set on very easy.**** > > ** ** > > ** ** > > It seems to be much more difficult to play it with gamepad**** > > than with a keyboard in the combat.**** > > ** ** > > ** ** > > My result: It is nice to have more accessibility, but**** > > it should be implemented with more quality.**** > > For this they need easy to understand information.**** > > ** ** > > 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 > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From mathias.nordvall at liu.se Sun May 19 18:06:42 2013 From: mathias.nordvall at liu.se (Mathias Nordvall) Date: Mon, 20 May 2013 00:06:42 +0200 Subject: [games_access] Papers from fgd2013 (Ian Hamilton) (Mathias Nordvall Message-ID: Thanks a bunch for the quick shout out Ian. You really bet me to it there :-). It was super fun being able to present the game there. It has been an interesting design project to design haptics that make games playable without grapics or audio. Was happy that it got such a nice reception over there. If anyone is interested in knowing more about it don't hesitate to get back to me! Cheers, Mathias Nordvall mathias.nordvall at gmail.com From sandra_uhling at web.de Sun May 19 18:29:31 2013 From: sandra_uhling at web.de (Sandra Uhling) Date: Mon, 20 May 2013 00:29:31 +0200 Subject: [games_access] Brainstorming Tomb Raider 2013 In-Reply-To: References: <002701ce54bf$d3a66ff0$7af34fd0$@de> Message-ID: <001501ce54e0$55c5b1b0$01511510$@de> Hi Chris, Gameplay Option (or something like this) Set combat to easy. Then you will see the sequences without having to press a button. I have no disability, but I struggle a lot to be able to play it. I play games to have fun and not struggle to control it. I would love to see Accessibility as improvement for usability for all gamers. Regards, Sandra Von: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] Im Auftrag von Chris Ellis Gesendet: Sonntag, 19. Mai 2013 20:47 An: IGDA Games Accessibility SIG Mailing List Betreff: Re: [games_access] Brainstorming Tomb Raider 2013 Hi Sandra, The new Tomb Raider did change a lot of things from the older games, but we found that it was generally fairly accessible when we looked at it. ( http://www.dual-ring.net/tomb-raider-accessibility-review/ ). I am interested that you note that the QTE's can be turned off. We had the most difficulty with these and ended up writing work arounds to reduce them to single key presses ( http://www.dual-ring.net/replace-button-mashing-in-tomb-raider-with-one-butt on-press/ ) but if there's a way to turn them off or reduce their numbers we would be very interested in finding out about it! Thanks! Chris Ellis Dual Ring Accessible Gaming www.dual-ring.net +44 (0) 7449976714 On 19 May 2013 19:36, Sandra Uhling wrote: Hello, I just played Tomb Raider. @Ian you said something about the quality of the subtitles? Quick Time Events (sorry did not remind the correct term) * Can be turned off: combat difficulty on easy Automatic aiming: * Can be turned off: combat difficulty on easy I like it, but I would prefer to be able to select them separately. I have big problems with the combats, but like the quick time events. I do not like that it changed to a shoter. The combats are very very very very very difficult. (also on easy) There are still time puzzles that cannot be set on very easy. It seems to be much more difficult to play it with gamepad than with a keyboard in the combat. My result: It is nice to have more accessibility, but it should be implemented with more quality. For this they need easy to understand information. 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 -------------- next part -------------- An HTML attachment was scrubbed... URL: From lgraham at blitzgamesstudios.com Mon May 20 05:01:45 2013 From: lgraham at blitzgamesstudios.com (Lynsey Graham) Date: Mon, 20 May 2013 10:01:45 +0100 Subject: [games_access] Backspace Special Effect showcase this afternoon Message-ID: <429d9d1b-9a80-4d11-b931-fd177e932f00@blitzgamesstudios.com> Ahoy! At the moment there's a festival taking place in Royal Leamington Spa, celebrating the town's role in the UK games industry. There's a range of exhibitions and events going on, and this afternoon there's a showcase by Special Effect, showing games such as Forza and GRID being played with adapted controllers and the like. Hopefully it'll raise awareness . J http://www.leamingtonlooksback.co.uk/wp-content/uploads/2013/04/Backspace-Lineup.jpg Lynsey Lynsey Graham Designer +44 (0)1926 880000 Regent Square House, The Parade, Leamington Spa, CV32 4NL. UK www.BlitzGames.com *********** 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: -------------- next part -------------- A non-text attachment was scrubbed... Name: image003.png Type: image/png Size: 1443 bytes Desc: not available URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: image002.png Type: image/png Size: 485 bytes Desc: not available URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: image001.jpg Type: image/jpeg Size: 9676 bytes Desc: not available URL: From sandra_uhling at web.de Mon May 20 09:47:04 2013 From: sandra_uhling at web.de (Sandra Uhling) Date: Mon, 20 May 2013 15:47:04 +0200 Subject: [games_access] Brainstorming Tomb Raider 2013 In-Reply-To: References: <002701ce54bf$d3a66ff0$7af34fd0$@de> Message-ID: <001201ce5560$85172130$8f456390$@de> Hi Chris, where do I activate automatic aiming? Von: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] Im Auftrag von Chris Ellis Gesendet: Sonntag, 19. Mai 2013 20:47 An: IGDA Games Accessibility SIG Mailing List Betreff: Re: [games_access] Brainstorming Tomb Raider 2013 Hi Sandra, The new Tomb Raider did change a lot of things from the older games, but we found that it was generally fairly accessible when we looked at it. ( http://www.dual-ring.net/tomb-raider-accessibility-review/ ). I am interested that you note that the QTE's can be turned off. We had the most difficulty with these and ended up writing work arounds to reduce them to single key presses ( http://www.dual-ring.net/replace-button-mashing-in-tomb-raider-with-one-butt on-press/ ) but if there's a way to turn them off or reduce their numbers we would be very interested in finding out about it! Thanks! Chris Ellis Dual Ring Accessible Gaming www.dual-ring.net +44 (0) 7449976714 On 19 May 2013 19:36, Sandra Uhling wrote: Hello, I just played Tomb Raider. @Ian you said something about the quality of the subtitles? Quick Time Events (sorry did not remind the correct term) * Can be turned off: combat difficulty on easy Automatic aiming: * Can be turned off: combat difficulty on easy I like it, but I would prefer to be able to select them separately. I have big problems with the combats, but like the quick time events. I do not like that it changed to a shoter. The combats are very very very very very difficult. (also on easy) There are still time puzzles that cannot be set on very easy. It seems to be much more difficult to play it with gamepad than with a keyboard in the combat. My result: It is nice to have more accessibility, but it should be implemented with more quality. For this they need easy to understand information. 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 -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Tue May 21 02:31:34 2013 From: i_h at hotmail.com (Ian Hamilton) Date: 20 May 2013 23:31:34 -0700 Subject: [games_access] =?utf-8?q?Big_red_barrel_gaming_for_good_series?= Message-ID: Nice angle on the benefits of gaming from someone with social anxiety. First in a series of articles too, others to include Ablegamers and SpecialEffect: http://www.bigredbarrel.com/blog/2013/05/gaming-for-good-you-and-me/ -------------- next part -------------- An HTML attachment was scrubbed... URL: From michellehinn at gmail.com Tue May 21 03:04:33 2013 From: michellehinn at gmail.com (Michelle Hinn) Date: Tue, 21 May 2013 03:04:33 -0400 Subject: [games_access] Big red barrel gaming for good series In-Reply-To: References: Message-ID: Terrific article and I look forward to the future articles in the series covering AbleGamers and SpecialEffect! Interesting to read about the author's social anxiety and gaming. I must say that I am still trying to find that game that will match up with my anxiety and depression that is engaging when I am struggling rather than ending up making me feel like all I have done is mark time. A very tough thing to crack open and potentially very individualistic. I'm wondering if the type and severity of these things lend themselves for certain games but not others. I imagine that some of the social causes of these also play a great role in what will work for some but not for others. Michelle On Tue, May 21, 2013 at 2:31 AM, Ian Hamilton wrote: > Nice angle on the benefits of gaming from someone with social anxiety. > First in a series of articles too, others to include Ablegamers and > SpecialEffect: > > > http://www.bigredbarrel.com/blog/2013/05/gaming-for-good-you-and-me/ > > > > _______________________________________________ > 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 oneswitch at gmail.com Tue May 21 03:10:17 2013 From: oneswitch at gmail.com (Barrie Ellis) Date: Tue, 21 May 2013 08:10:17 +0100 Subject: [games_access] Big red barrel gaming for good series In-Reply-To: References: Message-ID: Maybe it's time to make that elusive game? http://www.auntiepixelante.com/twine/ - And that process in itself may be the engaging game, and do more than just mark time? I'm tempted (plus to make a two-switch accessible Twine game using TAB and RETURN, and accessibility guidance). On a different note, I liked this unusual game featuring a paralysed man: http://switchgaming.blogspot.co.uk/2013/05/the-world-is-in-your-hands.html. Barrie From: Michelle Hinn Sent: Tuesday, May 21, 2013 8:04 AM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Big red barrel gaming for good series Terrific article and I look forward to the future articles in the series covering AbleGamers and SpecialEffect! Interesting to read about the author's social anxiety and gaming. I must say that I am still trying to find that game that will match up with my anxiety and depression that is engaging when I am struggling rather than ending up making me feel like all I have done is mark time. A very tough thing to crack open and potentially very individualistic. I'm wondering if the type and severity of these things lend themselves for certain games but not others. I imagine that some of the social causes of these also play a great role in what will work for some but not for others. Michelle On Tue, May 21, 2013 at 2:31 AM, Ian Hamilton wrote: Nice angle on the benefits of gaming from someone with social anxiety. First in a series of articles too, others to include Ablegamers and SpecialEffect: http://www.bigredbarrel.com/blog/2013/05/gaming-for-good-you-and-me/ _______________________________________________ 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 michellehinn at gmail.com Tue May 21 03:15:39 2013 From: michellehinn at gmail.com (Michelle Hinn) Date: Tue, 21 May 2013 03:15:39 -0400 Subject: [games_access] Big red barrel gaming for good series In-Reply-To: References: Message-ID: Perhaps you are right Barrie...perhaps it is time! Where should we start? On Tue, May 21, 2013 at 3:10 AM, Barrie Ellis wrote: > ** > Maybe it's time to make that elusive game? > http://www.auntiepixelante.com/twine/ - And that process in itself may be > the engaging game, and do more than just mark time? I'm tempted (plus to > make a two-switch accessible Twine game using TAB and RETURN, and > accessibility guidance). > > On a different note, I liked this unusual game featuring a paralysed man: > http://switchgaming.blogspot.co.uk/2013/05/the-world-is-in-your-hands.html > . > > Barrie > > > > > *From:* Michelle Hinn > *Sent:* Tuesday, May 21, 2013 8:04 AM > *To:* IGDA Games Accessibility SIG Mailing List > *Subject:* Re: [games_access] Big red barrel gaming for good series > > Terrific article and I look forward to the future articles in the series > covering AbleGamers and SpecialEffect! > > Interesting to read about the author's social anxiety and gaming. I must > say that I am still trying to find that game that will match up with my > anxiety and depression that is engaging when I am struggling rather than > ending up making me feel like all I have done is mark time. A very tough > thing to crack open and potentially very individualistic. I'm wondering if > the type and severity of these things lend themselves for certain games but > not others. I imagine that some of the social causes of these also play a > great role in what will work for some but not for others. > > Michelle > > > On Tue, May 21, 2013 at 2:31 AM, Ian Hamilton wrote: > >> Nice angle on the benefits of gaming from someone with social anxiety. >> First in a series of articles too, others to include Ablegamers and >> SpecialEffect: >> >> >> http://www.bigredbarrel.com/blog/2013/05/gaming-for-good-you-and-me/ >> >> >> >> _______________________________________________ >> 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 Tue May 21 03:23:04 2013 From: i_h at hotmail.com (Ian Hamilton) Date: 21 May 2013 00:23:04 -0700 Subject: [games_access] =?utf-8?q?games=5Faccess_Digest=2C_Vol_113=2C_Issu?= =?utf-8?q?e_8?= Message-ID: I had a chat with someone recently who had developed a highly accessible twine game and was planning in releasing what he had produced as free plugins to try to build a bit of a community effort around it, I'll see if I can dig it out ----- Reply message ----- From: games_access-request at igda.org To: Subject: games_access Digest, Vol 113, Issue 8 Date: Tue, May 21, 2013 8:15 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. Big red barrel gaming for good series (Ian Hamilton) 2. Re: Big red barrel gaming for good series (Michelle Hinn) 3. Re: Big red barrel gaming for good series (Barrie Ellis) 4. Re: Big red barrel gaming for good series (Michelle Hinn) ---------------------------------------------------------------------- Message: 1 Date: 20 May 2013 23:31:34 -0700 From: Ian Hamilton Subject: [games_access] Big red barrel gaming for good series To: games_access at igda.org Message-ID: Content-Type: text/plain; charset="utf-8" Nice angle on the benefits of gaming from someone with social anxiety. First in a series of articles too, others to include Ablegamers and SpecialEffect: http://www.bigredbarrel.com/blog/2013/05/gaming-for-good-you-and-me/ -------------- next part -------------- An HTML attachment was scrubbed... URL: ------------------------------ Message: 2 Date: Tue, 21 May 2013 03:04:33 -0400 From: Michelle Hinn Subject: Re: [games_access] Big red barrel gaming for good series To: IGDA Games Accessibility SIG Mailing List Message-ID: Content-Type: text/plain; charset="iso-8859-1" Terrific article and I look forward to the future articles in the series covering AbleGamers and SpecialEffect! Interesting to read about the author's social anxiety and gaming. I must say that I am still trying to find that game that will match up with my anxiety and depression that is engaging when I am struggling rather than ending up making me feel like all I have done is mark time. A very tough thing to crack open and potentially very individualistic. I'm wondering if the type and severity of these things lend themselves for certain games but not others. I imagine that some of the social causes of these also play a great role in what will work for some but not for others. Michelle On Tue, May 21, 2013 at 2:31 AM, Ian Hamilton wrote: > Nice angle on the benefits of gaming from someone with social anxiety. > First in a series of articles too, others to include Ablegamers and > SpecialEffect: > > > http://www.bigredbarrel.com/blog/2013/05/gaming-for-good-you-and-me/ > > > > _______________________________________________ > 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: 3 Date: Tue, 21 May 2013 08:10:17 +0100 From: "Barrie Ellis" Subject: Re: [games_access] Big red barrel gaming for good series To: "IGDA Games Accessibility SIG Mailing List" Message-ID: Content-Type: text/plain; charset="iso-8859-1" Maybe it's time to make that elusive game? http://www.auntiepixelante.com/twine/ - And that process in itself may be the engaging game, and do more than just mark time? I'm tempted (plus to make a two-switch accessible Twine game using TAB and RETURN, and accessibility guidance). On a different note, I liked this unusual game featuring a paralysed man: http://switchgaming.blogspot.co.uk/2013/05/the-world-is-in-your-hands.html. Barrie From: Michelle Hinn Sent: Tuesday, May 21, 2013 8:04 AM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Big red barrel gaming for good series Terrific article and I look forward to the future articles in the series covering AbleGamers and SpecialEffect! Interesting to read about the author's social anxiety and gaming. I must say that I am still trying to find that game that will match up with my anxiety and depression that is engaging when I am struggling rather than ending up making me feel like all I have done is mark time. A very tough thing to crack open and potentially very individualistic. I'm wondering if the type and severity of these things lend themselves for certain games but not others. I imagine that some of the social causes of these also play a great role in what will work for some but not for others. Michelle On Tue, May 21, 2013 at 2:31 AM, Ian Hamilton wrote: Nice angle on the benefits of gaming from someone with social anxiety. First in a series of articles too, others to include Ablegamers and SpecialEffect: http://www.bigredbarrel.com/blog/2013/05/gaming-for-good-you-and-me/ _______________________________________________ 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: 4 Date: Tue, 21 May 2013 03:15:39 -0400 From: Michelle Hinn Subject: Re: [games_access] Big red barrel gaming for good series To: Barrie Ellis , IGDA Games Accessibility SIG Mailing List Message-ID: Content-Type: text/plain; charset="iso-8859-1" Perhaps you are right Barrie...perhaps it is time! Where should we start? On Tue, May 21, 2013 at 3:10 AM, Barrie Ellis wrote: > ** > Maybe it's time to make that elusive game? > http://www.auntiepixelante.com/twine/ - And that process in itself may be > the engaging game, and do more than just mark time? I'm tempted (plus to > make a two-switch accessible Twine game using TAB and RETURN, and > accessibility guidance). > > On a different note, I liked this unusual game featuring a paralysed man: > http://switchgaming.blogspot.co.uk/2013/05/the-world-is-in-your-hands.html > . > > Barrie > > > > > *From:* Michelle Hinn > *Sent:* Tuesday, May 21, 2013 8:04 AM > *To:* IGDA Games Accessibility SIG Mailing List > *Subject:* Re: [games_access] Big red barrel gaming for good series > > Terrific article and I look forward to the future articles in the series > covering AbleGamers and SpecialEffect! > > Interesting to read about the author's social anxiety and gaming. I must > say that I am still trying to find that game that will match up with my > anxiety and depression that is engaging when I am struggling rather than > ending up making me feel like all I have done is mark time. A very tough > thing to crack open and potentially very individualistic. I'm wondering if > the type and severity of these things lend themselves for certain games but > not others. I imagine that some of the social causes of these also play a > great role in what will work for some but not for others. > > Michelle > > > On Tue, May 21, 2013 at 2:31 AM, Ian Hamilton wrote: > >> Nice angle on the benefits of gaming from someone with social anxiety. >> First in a series of articles too, others to include Ablegamers and >> SpecialEffect: >> >> >> http://www.bigredbarrel.com/blog/2013/05/gaming-for-good-you-and-me/ >> >> >> >> _______________________________________________ >> 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 113, Issue 8 ******************************************** From i_h at hotmail.com Tue May 21 03:55:17 2013 From: i_h at hotmail.com (Ian Hamilton) Date: 21 May 2013 00:55:17 -0700 Subject: [games_access] =?utf-8?q?twine?= Message-ID: Also two-switch should just work out of the box, minor CSS tweaks if anything. HTML in a browser is two switch accessible by default, you have to actively do something to break it, like hide the focus rectangle. What you could do though to take it to the next level is single switch. I've worked on single switch HTML accessibility (in case anyone isn't familiar with twine, it's a simple text/image adventure creator that outputs as HTML) before and it's dead easy, all you need is to know a little JavaScript, or know a friendly developer who does. Focus indication and tab sequence are already taken care of by the browser, so all you need is to set up a timer and on that timer move to the next item in the tab order. That's the basics taken care of, and if you have that it's a pretty trivial job to then make the timer value a variable, giving you customisable scanning speed, and also a trivial job to allow a choice of focus rectangle colors via CSS. Then release it as a free plugin, together with video of a single switch user enjoying the game, and get it up on gameaccessibilitycode too. Job done! Ian ----- Reply message ----- From: games_access-request at igda.org To: Subject: games_access Digest, Vol 113, Issue 8 Date: Tue, May 21, 2013 8:15 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. Big red barrel gaming for good series (Ian Hamilton) 2. Re: Big red barrel gaming for good series (Michelle Hinn) 3. Re: Big red barrel gaming for good series (Barrie Ellis) 4. Re: Big red barrel gaming for good series (Michelle Hinn) ---------------------------------------------------------------------- Message: 1 Date: 20 May 2013 23:31:34 -0700 From: Ian Hamilton Subject: [games_access] Big red barrel gaming for good series To: games_access at igda.org Message-ID: Content-Type: text/plain; charset="utf-8" Nice angle on the benefits of gaming from someone with social anxiety. First in a series of articles too, others to include Ablegamers and SpecialEffect: http://www.bigredbarrel.com/blog/2013/05/gaming-for-good-you-and-me/ -------------- next part -------------- An HTML attachment was scrubbed... URL: ------------------------------ Message: 2 Date: Tue, 21 May 2013 03:04:33 -0400 From: Michelle Hinn Subject: Re: [games_access] Big red barrel gaming for good series To: IGDA Games Accessibility SIG Mailing List Message-ID: Content-Type: text/plain; charset="iso-8859-1" Terrific article and I look forward to the future articles in the series covering AbleGamers and SpecialEffect! Interesting to read about the author's social anxiety and gaming. I must say that I am still trying to find that game that will match up with my anxiety and depression that is engaging when I am struggling rather than ending up making me feel like all I have done is mark time. A very tough thing to crack open and potentially very individualistic. I'm wondering if the type and severity of these things lend themselves for certain games but not others. I imagine that some of the social causes of these also play a great role in what will work for some but not for others. Michelle On Tue, May 21, 2013 at 2:31 AM, Ian Hamilton wrote: > Nice angle on the benefits of gaming from someone with social anxiety. > First in a series of articles too, others to include Ablegamers and > SpecialEffect: > > > http://www.bigredbarrel.com/blog/2013/05/gaming-for-good-you-and-me/ > > > > _______________________________________________ > 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: 3 Date: Tue, 21 May 2013 08:10:17 +0100 From: "Barrie Ellis" Subject: Re: [games_access] Big red barrel gaming for good series To: "IGDA Games Accessibility SIG Mailing List" Message-ID: Content-Type: text/plain; charset="iso-8859-1" Maybe it's time to make that elusive game? http://www.auntiepixelante.com/twine/ - And that process in itself may be the engaging game, and do more than just mark time? I'm tempted (plus to make a two-switch accessible Twine game using TAB and RETURN, and accessibility guidance). On a different note, I liked this unusual game featuring a paralysed man: http://switchgaming.blogspot.co.uk/2013/05/the-world-is-in-your-hands.html. Barrie From: Michelle Hinn Sent: Tuesday, May 21, 2013 8:04 AM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Big red barrel gaming for good series Terrific article and I look forward to the future articles in the series covering AbleGamers and SpecialEffect! Interesting to read about the author's social anxiety and gaming. I must say that I am still trying to find that game that will match up with my anxiety and depression that is engaging when I am struggling rather than ending up making me feel like all I have done is mark time. A very tough thing to crack open and potentially very individualistic. I'm wondering if the type and severity of these things lend themselves for certain games but not others. I imagine that some of the social causes of these also play a great role in what will work for some but not for others. Michelle On Tue, May 21, 2013 at 2:31 AM, Ian Hamilton wrote: Nice angle on the benefits of gaming from someone with social anxiety. First in a series of articles too, others to include Ablegamers and SpecialEffect: http://www.bigredbarrel.com/blog/2013/05/gaming-for-good-you-and-me/ _______________________________________________ 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: 4 Date: Tue, 21 May 2013 03:15:39 -0400 From: Michelle Hinn Subject: Re: [games_access] Big red barrel gaming for good series To: Barrie Ellis , IGDA Games Accessibility SIG Mailing List Message-ID: Content-Type: text/plain; charset="iso-8859-1" Perhaps you are right Barrie...perhaps it is time! Where should we start? On Tue, May 21, 2013 at 3:10 AM, Barrie Ellis wrote: > ** > Maybe it's time to make that elusive game? > http://www.auntiepixelante.com/twine/ - And that process in itself may be > the engaging game, and do more than just mark time? I'm tempted (plus to > make a two-switch accessible Twine game using TAB and RETURN, and > accessibility guidance). > > On a different note, I liked this unusual game featuring a paralysed man: > http://switchgaming.blogspot.co.uk/2013/05/the-world-is-in-your-hands.html > . > > Barrie > > > > > *From:* Michelle Hinn > *Sent:* Tuesday, May 21, 2013 8:04 AM > *To:* IGDA Games Accessibility SIG Mailing List > *Subject:* Re: [games_access] Big red barrel gaming for good series > > Terrific article and I look forward to the future articles in the series > covering AbleGamers and SpecialEffect! > > Interesting to read about the author's social anxiety and gaming. I must > say that I am still trying to find that game that will match up with my > anxiety and depression that is engaging when I am struggling rather than > ending up making me feel like all I have done is mark time. A very tough > thing to crack open and potentially very individualistic. I'm wondering if > the type and severity of these things lend themselves for certain games but > not others. I imagine that some of the social causes of these also play a > great role in what will work for some but not for others. > > Michelle > > > On Tue, May 21, 2013 at 2:31 AM, Ian Hamilton wrote: > >> Nice angle on the benefits of gaming from someone with social anxiety. >> First in a series of articles too, others to include Ablegamers and >> SpecialEffect: >> >> >> http://www.bigredbarrel.com/blog/2013/05/gaming-for-good-you-and-me/ >> >> >> >> _______________________________________________ >> 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 113, Issue 8 ******************************************** From oneswitch at gmail.com Tue May 21 16:19:00 2013 From: oneswitch at gmail.com (Barrie Ellis) Date: Tue, 21 May 2013 21:19:00 +0100 Subject: [games_access] The New Wave: Xbox One Message-ID: <1E6852B0E0CC48D58713DCDF3710B1C6@OneSwitchPC> Just caught a few bits on the new "Xbox One". Not much revealed on accessibility that I've seen yet, but... Kinect 2 sounds promising, with better tracking and resolution. Hopes for cheap head/eye-gaze control I'm thinking. Maybe some carry over for the OAK "Air Switch" ideas. The new joypad doesn't look like a radical departure, so hopefully as ripe for adaptation as the Xbox 360 joypad. That's good news. I wonder if Microsoft are still keeping the 3rd party controller blocks on. Hope not. Voice control and gesture could be great, if highly reconfigurable. Wait and see time, I guess. Microsoft got a whole slew of ideas for accessibility at the original Kinect accessibility session years back. Really hope they'll put some into action. Barrie -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: XboxOneController.jpg Type: image/jpeg Size: 14303 bytes Desc: not available URL: From oneswitch at gmail.com Tue May 21 16:43:42 2013 From: oneswitch at gmail.com (Barrie Ellis) Date: Tue, 21 May 2013 21:43:42 +0100 Subject: [games_access] twine In-Reply-To: References: Message-ID: <60B84E09A02A48BCA8FA5E20E000CD27@OneSwitchPC> Re. Twine... Just such a great looking platform for absolute beginners. I'm so tempted... Download the game making kit from here: http://gimcrackd.com/etc/src/. Example game: http://aliendovecote.com/uploads/twine/myriad.html#1o - (Nice simple design in this game "Myriad" with clear, large high contrast fonts). Great tips for absolute, absolute beginners from Auntie Pixelante at the bottom of this: http://www.auntiepixelante.com/twine/ Dropping images in looks easy enough (and then use ALT text for speech-reader compatibility). Re. two-switch access, it does work out of the box - but if you don't offer a way to restart the game, players can end up trapped down dead-ends. Be great to find out more on the plug-ins, Ian, but even without them, access should come easily to match up with two-switch access, high-visibility fonts, plain English where ideally needed, screen-reader compatibility (I'm assuming). Wonder how well it will work with Google language translate too. You can certainly cut and paste. Barrie From: Ian Hamilton Sent: Tuesday, May 21, 2013 8:55 AM To: games_access at igda.org Subject: Re: [games_access] twine Also two-switch should just work out of the box, minor CSS tweaks if anything. HTML in a browser is two switch accessible by default, you have to actively do something to break it, like hide the focus rectangle. What you could do though to take it to the next level is single switch. I've worked on single switch HTML accessibility (in case anyone isn't familiar with twine, it's a simple text/image adventure creator that outputs as HTML) before and it's dead easy, all you need is to know a little JavaScript, or know a friendly developer who does. Focus indication and tab sequence are already taken care of by the browser, so all you need is to set up a timer and on that timer move to the next item in the tab order. That's the basics taken care of, and if you have that it's a pretty trivial job to then make the timer value a variable, giving you customisable scanning speed, and also a trivial job to allow a choice of focus rectangle colors via CSS. Then release it as a free plugin, together with video of a single switch user enjoying the game, and get it up on gameaccessibilitycode too. Job done! Ian ----- Reply message ----- From: games_access-request at igda.org To: Subject: games_access Digest, Vol 113, Issue 8 Date: Tue, May 21, 2013 8:15 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. Big red barrel gaming for good series (Ian Hamilton) 2. Re: Big red barrel gaming for good series (Michelle Hinn) 3. Re: Big red barrel gaming for good series (Barrie Ellis) 4. Re: Big red barrel gaming for good series (Michelle Hinn) ---------------------------------------------------------------------- Message: 1 Date: 20 May 2013 23:31:34 -0700 From: Ian Hamilton Subject: [games_access] Big red barrel gaming for good series To: games_access at igda.org Message-ID: Content-Type: text/plain; charset="utf-8" Nice angle on the benefits of gaming from someone with social anxiety. First in a series of articles too, others to include Ablegamers and SpecialEffect: http://www.bigredbarrel.com/blog/2013/05/gaming-for-good-you-and-me/ -------------- next part -------------- An HTML attachment was scrubbed... URL: ------------------------------ Message: 2 Date: Tue, 21 May 2013 03:04:33 -0400 From: Michelle Hinn Subject: Re: [games_access] Big red barrel gaming for good series To: IGDA Games Accessibility SIG Mailing List Message-ID: Content-Type: text/plain; charset="iso-8859-1" Terrific article and I look forward to the future articles in the series covering AbleGamers and SpecialEffect! Interesting to read about the author's social anxiety and gaming. I must say that I am still trying to find that game that will match up with my anxiety and depression that is engaging when I am struggling rather than ending up making me feel like all I have done is mark time. A very tough thing to crack open and potentially very individualistic. I'm wondering if the type and severity of these things lend themselves for certain games but not others. I imagine that some of the social causes of these also play a great role in what will work for some but not for others. Michelle On Tue, May 21, 2013 at 2:31 AM, Ian Hamilton wrote: > Nice angle on the benefits of gaming from someone with social anxiety. > First in a series of articles too, others to include Ablegamers and > SpecialEffect: > > > http://www.bigredbarrel.com/blog/2013/05/gaming-for-good-you-and-me/ > > > > _______________________________________________ > 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: 3 Date: Tue, 21 May 2013 08:10:17 +0100 From: "Barrie Ellis" Subject: Re: [games_access] Big red barrel gaming for good series To: "IGDA Games Accessibility SIG Mailing List" Message-ID: Content-Type: text/plain; charset="iso-8859-1" Maybe it's time to make that elusive game? http://www.auntiepixelante.com/twine/ - And that process in itself may be the engaging game, and do more than just mark time? I'm tempted (plus to make a two-switch accessible Twine game using TAB and RETURN, and accessibility guidance). On a different note, I liked this unusual game featuring a paralysed man: http://switchgaming.blogspot.co.uk/2013/05/the-world-is-in-your-hands.html. Barrie From: Michelle Hinn Sent: Tuesday, May 21, 2013 8:04 AM To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] Big red barrel gaming for good series Terrific article and I look forward to the future articles in the series covering AbleGamers and SpecialEffect! Interesting to read about the author's social anxiety and gaming. I must say that I am still trying to find that game that will match up with my anxiety and depression that is engaging when I am struggling rather than ending up making me feel like all I have done is mark time. A very tough thing to crack open and potentially very individualistic. I'm wondering if the type and severity of these things lend themselves for certain games but not others. I imagine that some of the social causes of these also play a great role in what will work for some but not for others. Michelle On Tue, May 21, 2013 at 2:31 AM, Ian Hamilton wrote: Nice angle on the benefits of gaming from someone with social anxiety. First in a series of articles too, others to include Ablegamers and SpecialEffect: http://www.bigredbarrel.com/blog/2013/05/gaming-for-good-you-and-me/ _______________________________________________ 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: 4 Date: Tue, 21 May 2013 03:15:39 -0400 From: Michelle Hinn Subject: Re: [games_access] Big red barrel gaming for good series To: Barrie Ellis , IGDA Games Accessibility SIG Mailing List Message-ID: Content-Type: text/plain; charset="iso-8859-1" Perhaps you are right Barrie...perhaps it is time! Where should we start? On Tue, May 21, 2013 at 3:10 AM, Barrie Ellis wrote: > ** > Maybe it's time to make that elusive game? > http://www.auntiepixelante.com/twine/ - And that process in itself may be > the engaging game, and do more than just mark time? I'm tempted (plus to > make a two-switch accessible Twine game using TAB and RETURN, and > accessibility guidance). > > On a different note, I liked this unusual game featuring a paralysed man: > http://switchgaming.blogspot.co.uk/2013/05/the-world-is-in-your-hands.html > . > > Barrie > > > > > *From:* Michelle Hinn > *Sent:* Tuesday, May 21, 2013 8:04 AM > *To:* IGDA Games Accessibility SIG Mailing List > *Subject:* Re: [games_access] Big red barrel gaming for good series > > Terrific article and I look forward to the future articles in the series > covering AbleGamers and SpecialEffect! > > Interesting to read about the author's social anxiety and gaming. I must > say that I am still trying to find that game that will match up with my > anxiety and depression that is engaging when I am struggling rather than > ending up making me feel like all I have done is mark time. A very tough > thing to crack open and potentially very individualistic. I'm wondering if > the type and severity of these things lend themselves for certain games but > not others. I imagine that some of the social causes of these also play a > great role in what will work for some but not for others. > > Michelle > > > On Tue, May 21, 2013 at 2:31 AM, Ian Hamilton wrote: > >> Nice angle on the benefits of gaming from someone with social anxiety. >> First in a series of articles too, others to include Ablegamers and >> SpecialEffect: >> >> >> http://www.bigredbarrel.com/blog/2013/05/gaming-for-good-you-and-me/ >> >> >> >> _______________________________________________ >> 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 113, Issue 8 ******************************************** -------------------------------------------------------------------------------- _______________________________________________ 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 Wed May 22 04:37:01 2013 From: i_h at hotmail.com (Ian Hamilton) Date: Wed, 22 May 2013 09:37:01 +0100 Subject: [games_access] Accessibility at GGJ Message-ID: Nice academic paper on the process and benefits, referring to the 2012 jam that Tara led the effort on: http://arxiv.org/ftp/arxiv/papers/1305/1305.4359.pdf -------------- next part -------------- An HTML attachment was scrubbed... URL: From eleanor at 7128.com Wed May 22 08:27:17 2013 From: eleanor at 7128.com (Eleanor Robinson) Date: Wed, 22 May 2013 08:27:17 -0400 Subject: [games_access] Accessibility at GGJ Message-ID: <519CB9A5.3000008@7128.com> That was a very nice paper - Thanks Tara and Ian for your efforts. Eleanor Robinson 7-128 Software From i_h at hotmail.com Wed May 22 08:57:05 2013 From: i_h at hotmail.com (Ian Hamilton) Date: Wed, 22 May 2013 13:57:05 +0100 Subject: [games_access] twine In-Reply-To: References: Message-ID: It's some work by Anthony Russo, available here, basic principle was to provide an easy way of adding in high quality audio (meaning bespokely recorded rather than screenreader support) into twine games, to make it easy to increase the number of high quality blind-accessible games available: http://twineaudio.com/ > Message: 2 > Date: Tue, 21 May 2013 21:43:42 +0100 > From: "Barrie Ellis" > Subject: Re: [games_access] twine > To: "IGDA Games Accessibility SIG Mailing List" > > Message-ID: <60B84E09A02A48BCA8FA5E20E000CD27 at OneSwitchPC> > Content-Type: text/plain; charset="utf-8" > > Re. Twine... Just such a great looking platform for absolute beginners. I'm so tempted... > > Download the game making kit from here: http://gimcrackd.com/etc/src/. > > Example game: http://aliendovecote.com/uploads/twine/myriad.html#1o - (Nice simple design in this game "Myriad" with clear, large high contrast fonts). > > Great tips for absolute, absolute beginners from Auntie Pixelante at the bottom of this: http://www.auntiepixelante.com/twine/ > > > Dropping images in looks easy enough (and then use ALT text for speech-reader compatibility). > > Re. two-switch access, it does work out of the box - but if you don't offer a way to restart the game, players can end up trapped down dead-ends. > > Be great to find out more on the plug-ins, Ian, but even without them, access should come easily to match up with two-switch access, high-visibility fonts, plain English where ideally needed, screen-reader compatibility (I'm assuming). Wonder how well it will work with Google language translate too. You can certainly cut and paste. > > > Barrie > > > > > > > From: Ian Hamilton > Sent: Tuesday, May 21, 2013 8:55 AM > To: games_access at igda.org > Subject: Re: [games_access] twine > > > > Also two-switch should just work out of the box, minor CSS tweaks if anything. HTML in a browser is two switch accessible by default, you have to actively do something to break it, like hide the focus rectangle. > > > What you could do though to take it to the next level is single switch. > > > I've worked on single switch HTML accessibility (in case anyone isn't familiar with twine, it's a simple text/image adventure creator that outputs as HTML) before and it's dead easy, all you need is to know a little JavaScript, or know a friendly developer who does. > > > Focus indication and tab sequence are already taken care of by the browser, so all you need is to set up a timer and on that timer move to the next item in the tab order. That's the basics taken care of, and if you have that it's a pretty trivial job to then make the timer value a variable, giving you customisable scanning speed, and also a trivial job to allow a choice of focus rectangle colors via CSS. > > > Then release it as a free plugin, together with video of a single switch user enjoying the game, and get it up on gameaccessibilitycode too. Job done! > > > Ian > > ----- Reply message ----- > From: games_access-request at igda.org > To: > Subject: games_access Digest, Vol 113, Issue 8 > Date: Tue, May 21, 2013 8:15 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. Big red barrel gaming for good series (Ian Hamilton) > 2. Re: Big red barrel gaming for good series (Michelle Hinn) > 3. Re: Big red barrel gaming for good series (Barrie Ellis) > 4. Re: Big red barrel gaming for good series (Michelle Hinn) > > > ---------------------------------------------------------------------- > > Message: 1 > Date: 20 May 2013 23:31:34 -0700 > From: Ian Hamilton > Subject: [games_access] Big red barrel gaming for good series > To: games_access at igda.org > Message-ID: > Content-Type: text/plain; charset="utf-8" > > > Nice angle on the benefits of gaming from someone with social anxiety. First in a series of articles too, others to include Ablegamers and SpecialEffect: > > > http://www.bigredbarrel.com/blog/2013/05/gaming-for-good-you-and-me/ > > > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: > > ------------------------------ > > Message: 2 > Date: Tue, 21 May 2013 03:04:33 -0400 > From: Michelle Hinn > Subject: Re: [games_access] Big red barrel gaming for good series > To: IGDA Games Accessibility SIG Mailing List > Message-ID: > > Content-Type: text/plain; charset="iso-8859-1" > > Terrific article and I look forward to the future articles in the series > covering AbleGamers and SpecialEffect! > > Interesting to read about the author's social anxiety and gaming. I must > say that I am still trying to find that game that will match up with my > anxiety and depression that is engaging when I am struggling rather than > ending up making me feel like all I have done is mark time. A very tough > thing to crack open and potentially very individualistic. I'm wondering if > the type and severity of these things lend themselves for certain games but > not others. I imagine that some of the social causes of these also play a > great role in what will work for some but not for others. > > Michelle > > > On Tue, May 21, 2013 at 2:31 AM, Ian Hamilton wrote: > > > Nice angle on the benefits of gaming from someone with social anxiety. > > First in a series of articles too, others to include Ablegamers and > > SpecialEffect: > > > > > > http://www.bigredbarrel.com/blog/2013/05/gaming-for-good-you-and-me/ > > > > > > > > _______________________________________________ > > 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: 3 > Date: Tue, 21 May 2013 08:10:17 +0100 > From: "Barrie Ellis" > Subject: Re: [games_access] Big red barrel gaming for good series > To: "IGDA Games Accessibility SIG Mailing List" > > Message-ID: > Content-Type: text/plain; charset="iso-8859-1" > > Maybe it's time to make that elusive game? http://www.auntiepixelante.com/twine/ - And that process in itself may be the engaging game, and do more than just mark time? I'm tempted (plus to make a two-switch accessible Twine game using TAB and RETURN, and accessibility guidance). > > On a different note, I liked this unusual game featuring a paralysed man: http://switchgaming.blogspot.co.uk/2013/05/the-world-is-in-your-hands.html. > > Barrie > > > > > > From: Michelle Hinn > Sent: Tuesday, May 21, 2013 8:04 AM > To: IGDA Games Accessibility SIG Mailing List > Subject: Re: [games_access] Big red barrel gaming for good series > > > Terrific article and I look forward to the future articles in the series covering AbleGamers and SpecialEffect! > > Interesting to read about the author's social anxiety and gaming. I must say that I am still trying to find that game that will match up with my anxiety and depression that is engaging when I am struggling rather than ending up making me feel like all I have done is mark time. A very tough thing to crack open and potentially very individualistic. I'm wondering if the type and severity of these things lend themselves for certain games but not others. I imagine that some of the social causes of these also play a great role in what will work for some but not for others. > > Michelle > > > > On Tue, May 21, 2013 at 2:31 AM, Ian Hamilton wrote: > > Nice angle on the benefits of gaming from someone with social anxiety. First in a series of articles too, others to include Ablegamers and SpecialEffect: > > > http://www.bigredbarrel.com/blog/2013/05/gaming-for-good-you-and-me/ > > > > _______________________________________________ > 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: 4 > Date: Tue, 21 May 2013 03:15:39 -0400 > From: Michelle Hinn > Subject: Re: [games_access] Big red barrel gaming for good series > To: Barrie Ellis , IGDA Games Accessibility SIG > Mailing List > Message-ID: > > Content-Type: text/plain; charset="iso-8859-1" > > Perhaps you are right Barrie...perhaps it is time! Where should we start? > > > On Tue, May 21, 2013 at 3:10 AM, Barrie Ellis wrote: > > > ** > > Maybe it's time to make that elusive game? > > http://www.auntiepixelante.com/twine/ - And that process in itself may be > > the engaging game, and do more than just mark time? I'm tempted (plus to > > make a two-switch accessible Twine game using TAB and RETURN, and > > accessibility guidance). > > > > On a different note, I liked this unusual game featuring a paralysed man: > > http://switchgaming.blogspot.co.uk/2013/05/the-world-is-in-your-hands.html > > . > > > > Barrie > > > > > > > > > > *From:* Michelle Hinn > > *Sent:* Tuesday, May 21, 2013 8:04 AM > > *To:* IGDA Games Accessibility SIG Mailing List > > *Subject:* Re: [games_access] Big red barrel gaming for good series > > > > Terrific article and I look forward to the future articles in the series > > covering AbleGamers and SpecialEffect! > > > > Interesting to read about the author's social anxiety and gaming. I must > > say that I am still trying to find that game that will match up with my > > anxiety and depression that is engaging when I am struggling rather than > > ending up making me feel like all I have done is mark time. A very tough > > thing to crack open and potentially very individualistic. I'm wondering if > > the type and severity of these things lend themselves for certain games but > > not others. I imagine that some of the social causes of these also play a > > great role in what will work for some but not for others. > > > > Michelle > > > > > > On Tue, May 21, 2013 at 2:31 AM, Ian Hamilton wrote: > > > >> Nice angle on the benefits of gaming from someone with social anxiety. > >> First in a series of articles too, others to include Ablegamers and > >> SpecialEffect: > >> > >> > >> http://www.bigredbarrel.com/blog/2013/05/gaming-for-good-you-and-me/ > >> > >> > >> > >> _______________________________________________ > >> 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 113, Issue 8 > ******************************************** > > > > -------------------------------------------------------------------------------- > > > _______________________________________________ > 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 113, Issue 10 > ********************************************* -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Wed May 22 09:42:17 2013 From: i_h at hotmail.com (Ian Hamilton) Date: Wed, 22 May 2013 14:42:17 +0100 Subject: [games_access] XBox One reception on twitter Message-ID: There has been a fair bit of twitter chatter from disabled gamers following the launch announcement, mostly around the fact that it is not possible to buy an XBox without a Kinect, and that it will not turn on without a Kinect attached. Most of the concerns are due to the the assumption that you won't be able to use the console without gestures and speech. Personally I'd be surprised if the main console interface requires gestures/speech, but Microsoft's statement on the issue shows a pretty dangerous side to it: "By having it as a consistent part of every Xbox One, game and entertainment creators can build experiences that assume the availability of voice, gesture and natural sensing, leading to unrivaled ease of use, premium experiences and interactivity for you." This is where the real problem lies. Currently Kinect accessibility at OS level and in non-exclusive games too is pretty good, with simpler alternative input methods often available. MS clearly wants developers to feel assured that all of their players are kinect-capable so that they feel comfortable with greater reliance on Kinect-exclusive input. All of their players being kinect-capable is obviously not the case, and although it's far too early to know for certain I'm concerned that we'll see more and more kinect-exclusive controls, expecting people to be able to move their bodies, talk, and operate complex controls simultaneously. Microsoft could avoid this extremely easily by simple including some accessibility requirements in the XBox One TCRs, but as that would directly clash with the business objective of pushing the new platform.. well, we'll see soon enough. Changes to controller design @KnarkyBadger at IGNUK hmm as a disabled gamer I think its looks a bit suspect to me dont think I'll be able to use it :( Kinect required at all times @spritesbitesDear Microsoft will Xbox One have a kinect REQUIREMENT? What about disabled gamers who struggle with body movements? @CaniLupineAnother thing Microsoft overlooked: Disabled gamers. How are they going to use the Kinect if they are physically unable to do what it asks? @pandatr0nicsGamers with various disabilities may have problems with Xbox One being Kinect required we'll just have to wait and see @bagmanmanXbox One requiring Kinect to actually use the device is a HUGE way to alienate the disabled gamer community. @nebulaegirlOk, new XBOX looks great, but what about game accessibility for disabled gamers? # xboxreveal # AbleGamers @GamingJay85Wow, back in 2010, I wrote about how Kinect was flipping off disabled gamers and how it'd be a party game implement. http://www.pinkanddeadly.com/?p=283 @shogan01but yet again with these consoles #xboxone discriminates the disabled gamer @justineckblad at N0M4DTV As a fellow disabled gamer, whats your take on Xbox1 requiring the kinect? Not sure it works with me in my WC & my bad voice. :/ @TheNewBoyWonder at Xbox How does requiring Kinect effect disabled gamer? What if I can't stand on my feet during a 2 hr CoD session? @Zzephferus at MicrosoftXbox Why is the connected needed for the Xbox One to work? What about disabled gamers or gamers with speech problems? @skipsophrenic at NaomiKyle #xboxone as a disabled gamer who relies on the controller reports on it needing the kinect has me concerned need to test b4 buy. Paying fees for used games @VirtuousLumox at EmInterrupted As a disabled gamer with no income who uses games to pass the time so I don't rot my brain watching TV, I'm very concerned. -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Wed May 22 10:06:16 2013 From: i_h at hotmail.com (Ian Hamilton) Date: Wed, 22 May 2013 15:06:16 +0100 Subject: [games_access] XBox One reception on twitter In-Reply-To: References: Message-ID: On the plus side though, the pause/save at any point thing looks very nice. I sent some suggestions in for TCRs (technical certification requirements, the list of requriements that every game must meet before Microsoft allows it to be be published) which apparently went to the TCR panel for consideration, I'll be very interested to see if any of them make it in as that's a surefire way for MS to increase accessibility across the board.. not holding my breath though as they need to keep the list as short as possible to avoid overburdening developers. I've given them a poke about TCRs for XBox One kinect accessibility too, can't hurt to try. If anyone else is interested in speaking to Microsoft about accessibility and you don't have a direct contact there, they have a page about their accessibility policy that contains an email address to contact them directly about any issues: http://support.xbox.com/en-GB/xbox-360/kinect/accessibility-kinectxaccess at microsoft.com From: i_h at hotmail.com To: games_access at igda.org Subject: XBox One reception on twitter Date: Wed, 22 May 2013 14:42:17 +0100 There has been a fair bit of twitter chatter from disabled gamers following the launch announcement, mostly around the fact that it is not possible to buy an XBox without a Kinect, and that it will not turn on without a Kinect attached. Most of the concerns are due to the the assumption that you won't be able to use the console without gestures and speech. Personally I'd be surprised if the main console interface requires gestures/speech, but Microsoft's statement on the issue shows a pretty dangerous side to it: "By having it as a consistent part of every Xbox One, game and entertainment creators can build experiences that assume the availability of voice, gesture and natural sensing, leading to unrivaled ease of use, premium experiences and interactivity for you." This is where the real problem lies. Currently Kinect accessibility at OS level and in non-exclusive games too is pretty good, with simpler alternative input methods often available. MS clearly wants developers to feel assured that all of their players are kinect-capable so that they feel comfortable with greater reliance on Kinect-exclusive input. All of their players being kinect-capable is obviously not the case, and although it's far too early to know for certain I'm concerned that we'll see more and more kinect-exclusive controls, expecting people to be able to move their bodies, talk, and operate complex controls simultaneously. Microsoft could avoid this extremely easily by simple including some accessibility requirements in the XBox One TCRs, but as that would directly clash with the business objective of pushing the new platform.. well, we'll see soon enough. Changes to controller design @KnarkyBadger at IGNUK hmm as a disabled gamer I think its looks a bit suspect to me dont think I'll be able to use it :( Kinect required at all times @spritesbitesDear Microsoft will Xbox One have a kinect REQUIREMENT? What about disabled gamers who struggle with body movements? @CaniLupineAnother thing Microsoft overlooked: Disabled gamers. How are they going to use the Kinect if they are physically unable to do what it asks? @pandatr0nicsGamers with various disabilities may have problems with Xbox One being Kinect required we'll just have to wait and see @bagmanmanXbox One requiring Kinect to actually use the device is a HUGE way to alienate the disabled gamer community. @nebulaegirlOk, new XBOX looks great, but what about game accessibility for disabled gamers? # xboxreveal # AbleGamers @GamingJay85Wow, back in 2010, I wrote about how Kinect was flipping off disabled gamers and how it'd be a party game implement. http://www.pinkanddeadly.com/?p=283 @shogan01but yet again with these consoles #xboxone discriminates the disabled gamer @justineckblad at N0M4DTV As a fellow disabled gamer, whats your take on Xbox1 requiring the kinect? Not sure it works with me in my WC & my bad voice. :/ @TheNewBoyWonder at Xbox How does requiring Kinect effect disabled gamer? What if I can't stand on my feet during a 2 hr CoD session? @Zzephferus at MicrosoftXbox Why is the connected needed for the Xbox One to work? What about disabled gamers or gamers with speech problems? @skipsophrenic at NaomiKyle #xboxone as a disabled gamer who relies on the controller reports on it needing the kinect has me concerned need to test b4 buy. Paying fees for used games @VirtuousLumox at EmInterrupted As a disabled gamer with no income who uses games to pass the time so I don't rot my brain watching TV, I'm very concerned. -------------- next part -------------- An HTML attachment was scrubbed... URL: From jrporter at uw.edu Wed May 22 11:08:34 2013 From: jrporter at uw.edu (John R. Porter) Date: Wed, 22 May 2013 08:08:34 -0700 Subject: [games_access] XBox One reception on twitter In-Reply-To: References: Message-ID: As I see a lot of these tweets and articles passing through, a great many of them come off as somewhat preemptively alarmist to me. People are, in many cases, talking about the new Kinect as a controller-killer, but that's improbable to the degree of being completely moot. By its nature, its never going to be as efficient as a traditional controller for a lot of games, so developers will never be crazy enough to force its exclusive use. Ultimately, the most likely long-term effect of forcing the Kinect hardware to be ubiquitous is that games will start to embrace it more frequently for *supplemental* interaction. It will be used in addition to, not in replacement of, traditional controllers. Admittedly, this is still potentially cause for concern among disabled gamers, but it will largely depend on how these supplemental interactions manifest. I don't see games requiring you to suddenly put down the controller and start flailing around in the middle of a game very often, because that's totally an immersion-breaking and inefficient bit of design. More likely, we'll see more and more games using things like Mass Effect's squad voice commands, and potentially (depending on hardware capabilities) things like gaze tracking for menu navigation and targeting. The Kinect is so much more than a tool that lets you play Dance Central, even though that paradigm might have dominated the first generation of motion control. That certainly doesn't mean it's all the technology has to offer, though. Just my two cents... -John ** *-- -- -- -- -- John R. Porter III www.jrp3.net University of Washington,** Human Centered Design & Engineering* On Wed, May 22, 2013 at 6:42 AM, Ian Hamilton wrote: > * > * > There has been a fair bit of twitter chatter from disabled gamers > following the launch announcement, mostly around the fact that it is not > possible to buy an XBox without a Kinect, and that it will not turn on > without a Kinect attached. > > > Most of the concerns are due to the the assumption that you won't be able > to use the console without gestures and speech. Personally I'd be surprised > if the main console interface requires gestures/speech, but Microsoft's > statement on the issue shows a pretty dangerous side to it: > > > *"By having it as a consistent part of every Xbox One, game and > entertainment creators can build experiences that assume the availability > of voice, gesture and natural sensing, leading to unrivaled ease of use, > premium experiences and interactivity for you."* > * > * > * > * > This is where the real problem lies. Currently Kinect accessibility at OS > level and in non-exclusive games too is pretty good, with simpler > alternative input methods often available. MS clearly wants developers to > feel assured that all of their players are kinect-capable so that they feel > comfortable with greater reliance on Kinect-exclusive input. > > > All of their players being kinect-capable is obviously not the case, and > although it's far too early to know for certain I'm concerned that we'll > see more and more kinect-exclusive controls, expecting people to be able to > move their bodies, talk, and operate complex controls simultaneously. > * > * > * > * > Microsoft could avoid this extremely easily by simple including some > accessibility requirements in the XBox One TCRs, but as that would directly > clash with the business objective of pushing the new platform.. well, we'll > see soon enough. > * > * > * > * > *Changes to controller design* > > > @KnarkyBadger > @IGNUK hmm as a disabled gamer I think its looks a bit suspect to me dont > think I'll be able to use it :( > > > *Kinect required at all times* > > > @spritesbites > Dear Microsoft will Xbox One have a kinect REQUIREMENT? What about > disabled gamers who struggle with body movements? > > > @CaniLupine > Another thing Microsoft overlooked: Disabled gamers. How are they going to > use the Kinect if they are physically unable to do what it asks? > > > @pandatr0nics > Gamers with various disabilities may have problems with Xbox One being > Kinect required we'll just have to wait and see > > > @bagmanman > Xbox One requiring Kinect to actually use the device is a HUGE way to > alienate the disabled gamer community. > > > @nebulaegirl > Ok, new XBOX looks great, but what about game accessibility for disabled > gamers? # xboxreveal # AbleGamers > > > @GamingJay85 > Wow, back in 2010, I wrote about how Kinect was flipping off disabled > gamers and how it'd be a party game implement. > http://www.pinkanddeadly.com/?p=283 > > > @shogan01 > but yet again with these consoles #xboxone discriminates the disabled gamer > > > @justineckblad > @N0M4DTV As a fellow disabled gamer, whats your take on Xbox1 requiring > the kinect? Not sure it works with me in my WC & my bad voice. :/ > > > @TheNewBoyWonder > @Xbox How does requiring Kinect effect disabled gamer? What if I can't > stand on my feet during a 2 hr CoD session? > > > @Zzephferus > @MicrosoftXbox Why is the connected needed for the Xbox One to work? What > about disabled gamers or gamers with speech problems? > > > @skipsophrenic > @NaomiKyle #xboxone as a disabled gamer who relies on the controller > reports on it needing the kinect has me concerned need to test b4 buy. > > > *Paying fees for used games* > > > @VirtuousLumox > @EmInterrupted As a disabled gamer with no income who uses games to pass > the time so I don't rot my brain watching TV, I'm very concerned. > > _______________________________________________ > 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 steve at ablegamers.com Wed May 22 11:11:41 2013 From: steve at ablegamers.com (Steve Spohn) Date: Wed, 22 May 2013 11:11:41 -0400 Subject: [games_access] XBox One reception on twitter In-Reply-To: References: Message-ID: Here's AbleGamers take on it. Accessibility thoughts on Xbox One by AbleGamers' Rob McCaulley -- You let us down Microsoft -- http://www.ablegamers.com/Disabled-Gamers-General-News/thoughts-on-xbox-one.html Also, from the conversations AbleGamers has had with Microsoft, they are aware of the need for greater accessibility with Xbox One. Kinect always being on was their way of trying to add it. It could work or it could backfire. Don't forget, Kinect locked many people like myself out, but added some people like our friend Giddeon from an abilities Expo to the gamer community. On Wed, May 22, 2013 at 11:08 AM, John R. Porter wrote: > As I see a lot of these tweets and articles passing through, a great many > of them come off as somewhat preemptively alarmist to me. People are, in > many cases, talking about the new Kinect as a controller-killer, but that's > improbable to the degree of being completely moot. By its nature, its never > going to be as efficient as a traditional controller for a lot of games, so > developers will never be crazy enough to force its exclusive use. > > Ultimately, the most likely long-term effect of forcing the Kinect > hardware to be ubiquitous is that games will start to embrace it more > frequently for *supplemental* interaction. It will be used in addition to, > not in replacement of, traditional controllers. Admittedly, this is still > potentially cause for concern among disabled gamers, but it will largely > depend on how these supplemental interactions manifest. > > I don't see games requiring you to suddenly put down the controller and > start flailing around in the middle of a game very often, because that's > totally an immersion-breaking and inefficient bit of design. More likely, > we'll see more and more games using things like Mass Effect's squad voice > commands, and potentially (depending on hardware capabilities) things like > gaze tracking for menu navigation and targeting. The Kinect is so much more > than a tool that lets you play Dance Central, even though that paradigm > might have dominated the first generation of motion control. That certainly > doesn't mean it's all the technology has to offer, though. > > Just my two cents... > -John > > ** > > *-- -- -- -- -- > John R. Porter III > www.jrp3.net > University of Washington,** > Human Centered Design & Engineering* > > > On Wed, May 22, 2013 at 6:42 AM, Ian Hamilton wrote: > >> * >> * >> There has been a fair bit of twitter chatter from disabled gamers >> following the launch announcement, mostly around the fact that it is not >> possible to buy an XBox without a Kinect, and that it will not turn on >> without a Kinect attached. >> >> >> Most of the concerns are due to the the assumption that you won't be >> able to use the console without gestures and speech. Personally I'd be >> surprised if the main console interface requires gestures/speech, but >> Microsoft's statement on the issue shows a pretty dangerous side to it: >> >> >> *"By having it as a consistent part of every Xbox One, game and >> entertainment creators can build experiences that assume the availability >> of voice, gesture and natural sensing, leading to unrivaled ease of use, >> premium experiences and interactivity for you."* >> * >> * >> * >> * >> This is where the real problem lies. Currently Kinect accessibility at OS >> level and in non-exclusive games too is pretty good, with simpler >> alternative input methods often available. MS clearly wants developers to >> feel assured that all of their players are kinect-capable so that they feel >> comfortable with greater reliance on Kinect-exclusive input. >> >> >> All of their players being kinect-capable is obviously not the case, and >> although it's far too early to know for certain I'm concerned that we'll >> see more and more kinect-exclusive controls, expecting people to be able to >> move their bodies, talk, and operate complex controls simultaneously. >> * >> * >> * >> * >> Microsoft could avoid this extremely easily by simple including some >> accessibility requirements in the XBox One TCRs, but as that would directly >> clash with the business objective of pushing the new platform.. well, we'll >> see soon enough. >> * >> * >> * >> * >> *Changes to controller design* >> >> >> @KnarkyBadger >> @IGNUK hmm as a disabled gamer I think its looks a bit suspect to me dont >> think I'll be able to use it :( >> >> >> *Kinect required at all times* >> >> >> @spritesbites >> Dear Microsoft will Xbox One have a kinect REQUIREMENT? What about >> disabled gamers who struggle with body movements? >> >> >> @CaniLupine >> Another thing Microsoft overlooked: Disabled gamers. How are they going >> to use the Kinect if they are physically unable to do what it asks? >> >> >> @pandatr0nics >> Gamers with various disabilities may have problems with Xbox One being >> Kinect required we'll just have to wait and see >> >> >> @bagmanman >> Xbox One requiring Kinect to actually use the device is a HUGE way to >> alienate the disabled gamer community. >> >> >> @nebulaegirl >> Ok, new XBOX looks great, but what about game accessibility for disabled >> gamers? # xboxreveal # AbleGamers >> >> >> @GamingJay85 >> Wow, back in 2010, I wrote about how Kinect was flipping off disabled >> gamers and how it'd be a party game implement. >> http://www.pinkanddeadly.com/?p=283 >> >> >> @shogan01 >> but yet again with these consoles #xboxone discriminates the disabled >> gamer >> >> >> @justineckblad >> @N0M4DTV As a fellow disabled gamer, whats your take on Xbox1 requiring >> the kinect? Not sure it works with me in my WC & my bad voice. :/ >> >> >> @TheNewBoyWonder >> @Xbox How does requiring Kinect effect disabled gamer? What if I can't >> stand on my feet during a 2 hr CoD session? >> >> >> @Zzephferus >> @MicrosoftXbox Why is the connected needed for the Xbox One to work? What >> about disabled gamers or gamers with speech problems? >> >> >> @skipsophrenic >> @NaomiKyle #xboxone as a disabled gamer who relies on the controller >> reports on it needing the kinect has me concerned need to test b4 buy. >> >> >> *Paying fees for used games* >> >> >> @VirtuousLumox >> @EmInterrupted As a disabled gamer with no income who uses games to pass >> the time so I don't rot my brain watching TV, I'm very concerned. >> >> _______________________________________________ >> 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 > > -- Steve Spohn Editor-In-Chief The AbleGamers Foundation AbleGamers.com | AbleGamers.org | Facebook | Twitter -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Wed May 22 11:28:14 2013 From: i_h at hotmail.com (Ian Hamilton) Date: Wed, 22 May 2013 16:28:14 +0100 Subject: [games_access] games_access Digest, Vol 113, Issue 13 In-Reply-To: References: Message-ID: Yep likewise, I'd be astounded if you were required to use speech or gestures in the way that many are assuming, it sounds more like a hardware requirement than a software requirement to me, that the requirement is just for it to be present and plugged in, nothing more. Clearly they're seeing lack of adoption as a barrier to developers using it, so they're trying to guarantee greater adoption. I totally agree about that being the approach to take too, using it just for optional enhancements, that are either trivial enough that lack of access doesn't matter, or that are also accessible using other input methods. I haven't done any Kinect development but have worked on a fair few regular webcam games, and the same principle applies.. there are very very few games that genuinely require motion detection, they're almost always perfectly suited to regular controls too. The usual line I've been given is "that would ruin the whole fun of the game".. if what you're seeing as 'the whole fun of the game' is the fact that it uses a novel input device, then you're already in trouble! I just hope firstly that MS firstly thinks that way too, and secondly gets that message across to developers, as there are certainly plenty of developers crazy enough to do Kinect-exclusives still, even when you've got things like Child of Eden that show how totally unnecessary Kinect-exclusive controls are. > > Message: 2 > Date: Wed, 22 May 2013 08:08:34 -0700 > From: "John R. Porter" > Subject: Re: [games_access] XBox One reception on twitter > To: IGDA Games Accessibility SIG Mailing List > Message-ID: > > Content-Type: text/plain; charset="iso-8859-1" > > As I see a lot of these tweets and articles passing through, a great many > of them come off as somewhat preemptively alarmist to me. People are, in > many cases, talking about the new Kinect as a controller-killer, but that's > improbable to the degree of being completely moot. By its nature, its never > going to be as efficient as a traditional controller for a lot of games, so > developers will never be crazy enough to force its exclusive use. > > Ultimately, the most likely long-term effect of forcing the Kinect hardware > to be ubiquitous is that games will start to embrace it more frequently for > *supplemental* interaction. It will be used in addition to, not in > replacement of, traditional controllers. Admittedly, this is still > potentially cause for concern among disabled gamers, but it will largely > depend on how these supplemental interactions manifest. > > I don't see games requiring you to suddenly put down the controller and > start flailing around in the middle of a game very often, because that's > totally an immersion-breaking and inefficient bit of design. More likely, > we'll see more and more games using things like Mass Effect's squad voice > commands, and potentially (depending on hardware capabilities) things like > gaze tracking for menu navigation and targeting. The Kinect is so much more > than a tool that lets you play Dance Central, even though that paradigm > might have dominated the first generation of motion control. That certainly > doesn't mean it's all the technology has to offer, though. > > Just my two cents... > -John > > ** > > *-- -- -- -- -- > John R. Porter III > www.jrp3.net > University of Washington,** > Human Centered Design & Engineering* > > > On Wed, May 22, 2013 at 6:42 AM, Ian Hamilton wrote: > > > * > > * > > There has been a fair bit of twitter chatter from disabled gamers > > following the launch announcement, mostly around the fact that it is not > > possible to buy an XBox without a Kinect, and that it will not turn on > > without a Kinect attached. > > > > > > Most of the concerns are due to the the assumption that you won't be able > > to use the console without gestures and speech. Personally I'd be surprised > > if the main console interface requires gestures/speech, but Microsoft's > > statement on the issue shows a pretty dangerous side to it: > > > > > > *"By having it as a consistent part of every Xbox One, game and > > entertainment creators can build experiences that assume the availability > > of voice, gesture and natural sensing, leading to unrivaled ease of use, > > premium experiences and interactivity for you."* > > * > > * > > * > > * > > This is where the real problem lies. Currently Kinect accessibility at OS > > level and in non-exclusive games too is pretty good, with simpler > > alternative input methods often available. MS clearly wants developers to > > feel assured that all of their players are kinect-capable so that they feel > > comfortable with greater reliance on Kinect-exclusive input. > > > > > > All of their players being kinect-capable is obviously not the case, and > > although it's far too early to know for certain I'm concerned that we'll > > see more and more kinect-exclusive controls, expecting people to be able to > > move their bodies, talk, and operate complex controls simultaneously. > > * > > * > > * > > * > > Microsoft could avoid this extremely easily by simple including some > > accessibility requirements in the XBox One TCRs, but as that would directly > > clash with the business objective of pushing the new platform.. well, we'll > > see soon enough. > > * > > * > > * > > * > > *Changes to controller design* > > > > > > @KnarkyBadger > > @IGNUK hmm as a disabled gamer I think its looks a bit suspect to me dont > > think I'll be able to use it :( > > > > > > *Kinect required at all times* > > > > > > @spritesbites > > Dear Microsoft will Xbox One have a kinect REQUIREMENT? What about > > disabled gamers who struggle with body movements? > > > > > > @CaniLupine > > Another thing Microsoft overlooked: Disabled gamers. How are they going to > > use the Kinect if they are physically unable to do what it asks? > > > > > > @pandatr0nics > > Gamers with various disabilities may have problems with Xbox One being > > Kinect required we'll just have to wait and see > > > > > > @bagmanman > > Xbox One requiring Kinect to actually use the device is a HUGE way to > > alienate the disabled gamer community. > > > > > > @nebulaegirl > > Ok, new XBOX looks great, but what about game accessibility for disabled > > gamers? # xboxreveal # AbleGamers > > > > > > @GamingJay85 > > Wow, back in 2010, I wrote about how Kinect was flipping off disabled > > gamers and how it'd be a party game implement. > > http://www.pinkanddeadly.com/?p=283 > > > > > > @shogan01 > > but yet again with these consoles #xboxone discriminates the disabled gamer > > > > > > @justineckblad > > @N0M4DTV As a fellow disabled gamer, whats your take on Xbox1 requiring > > the kinect? Not sure it works with me in my WC & my bad voice. :/ > > > > > > @TheNewBoyWonder > > @Xbox How does requiring Kinect effect disabled gamer? What if I can't > > stand on my feet during a 2 hr CoD session? > > > > > > @Zzephferus > > @MicrosoftXbox Why is the connected needed for the Xbox One to work? What > > about disabled gamers or gamers with speech problems? > > > > > > @skipsophrenic > > @NaomiKyle #xboxone as a disabled gamer who relies on the controller > > reports on it needing the kinect has me concerned need to test b4 buy. > > > > > > *Paying fees for used games* > > > > > > @VirtuousLumox > > @EmInterrupted As a disabled gamer with no income who uses games to pass > > the time so I don't rot my brain watching TV, I'm very concerned. > > > > _______________________________________________ > > 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 113, Issue 13 > ********************************************* -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Wed May 22 11:53:06 2013 From: i_h at hotmail.com (Ian Hamilton) Date: 22 May 2013 08:53:06 -0700 Subject: [games_access] =?utf-8?q?XBox_One_reception_on_twitter_=28Steve_S?= =?utf-8?q?pohn=29?= Message-ID: Nice article, esp. the TV mention. That's the real shame about Kinect, that it's give with one hand take away with the other, when it would be so easy for them to avoid it being bad for anyone, and be left with only the benefits - if only there was enough will from the decision makers. But still, maybe their advice to developers will be different this time around. Can live in hope I suppose. ----- Reply message ----- From: games_access-request at igda.org To: Subject: games_access Digest, Vol 113, Issue 14 Date: Wed, May 22, 2013 5:28 PM 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: XBox One reception on twitter (Steve Spohn) 2. Re: games_access Digest, Vol 113, Issue 13 (Ian Hamilton) ---------------------------------------------------------------------- Message: 1 Date: Wed, 22 May 2013 11:11:41 -0400 From: Steve Spohn Subject: Re: [games_access] XBox One reception on twitter To: IGDA Games Accessibility SIG Mailing List Message-ID: Content-Type: text/plain; charset="iso-8859-1" Here's AbleGamers take on it. Accessibility thoughts on Xbox One by AbleGamers' Rob McCaulley -- You let us down Microsoft -- http://www.ablegamers.com/Disabled-Gamers-General-News/thoughts-on-xbox-one.html Also, from the conversations AbleGamers has had with Microsoft, they are aware of the need for greater accessibility with Xbox One. Kinect always being on was their way of trying to add it. It could work or it could backfire. Don't forget, Kinect locked many people like myself out, but added some people like our friend Giddeon from an abilities Expo to the gamer community. On Wed, May 22, 2013 at 11:08 AM, John R. Porter wrote: > As I see a lot of these tweets and articles passing through, a great many > of them come off as somewhat preemptively alarmist to me. People are, in > many cases, talking about the new Kinect as a controller-killer, but that's > improbable to the degree of being completely moot. By its nature, its never > going to be as efficient as a traditional controller for a lot of games, so > developers will never be crazy enough to force its exclusive use. > > Ultimately, the most likely long-term effect of forcing the Kinect > hardware to be ubiquitous is that games will start to embrace it more > frequently for *supplemental* interaction. It will be used in addition to, > not in replacement of, traditional controllers. Admittedly, this is still > potentially cause for concern among disabled gamers, but it will largely > depend on how these supplemental interactions manifest. > > I don't see games requiring you to suddenly put down the controller and > start flailing around in the middle of a game very often, because that's > totally an immersion-breaking and inefficient bit of design. More likely, > we'll see more and more games using things like Mass Effect's squad voice > commands, and potentially (depending on hardware capabilities) things like > gaze tracking for menu navigation and targeting. The Kinect is so much more > than a tool that lets you play Dance Central, even though that paradigm > might have dominated the first generation of motion control. That certainly > doesn't mean it's all the technology has to offer, though. > > Just my two cents... > -John > > ** > > *-- -- -- -- -- > John R. Porter III > www.jrp3.net > University of Washington,** > Human Centered Design & Engineering* > > > On Wed, May 22, 2013 at 6:42 AM, Ian Hamilton wrote: > >> * >> * >> There has been a fair bit of twitter chatter from disabled gamers >> following the launch announcement, mostly around the fact that it is not >> possible to buy an XBox without a Kinect, and that it will not turn on >> without a Kinect attached. >> >> >> Most of the concerns are due to the the assumption that you won't be >> able to use the console without gestures and speech. Personally I'd be >> surprised if the main console interface requires gestures/speech, but >> Microsoft's statement on the issue shows a pretty dangerous side to it: >> >> >> *"By having it as a consistent part of every Xbox One, game and >> entertainment creators can build experiences that assume the availability >> of voice, gesture and natural sensing, leading to unrivaled ease of use, >> premium experiences and interactivity for you."* >> * >> * >> * >> * >> This is where the real problem lies. Currently Kinect accessibility at OS >> level and in non-exclusive games too is pretty good, with simpler >> alternative input methods often available. MS clearly wants developers to >> feel assured that all of their players are kinect-capable so that they feel >> comfortable with greater reliance on Kinect-exclusive input. >> >> >> All of their players being kinect-capable is obviously not the case, and >> although it's far too early to know for certain I'm concerned that we'll >> see more and more kinect-exclusive controls, expecting people to be able to >> move their bodies, talk, and operate complex controls simultaneously. >> * >> * >> * >> * >> Microsoft could avoid this extremely easily by simple including some >> accessibility requirements in the XBox One TCRs, but as that would directly >> clash with the business objective of pushing the new platform.. well, we'll >> see soon enough. >> * >> * >> * >> * >> *Changes to controller design* >> >> >> @KnarkyBadger >> @IGNUK hmm as a disabled gamer I think its looks a bit suspect to me dont >> think I'll be able to use it :( >> >> >> *Kinect required at all times* >> >> >> @spritesbites >> Dear Microsoft will Xbox One have a kinect REQUIREMENT? What about >> disabled gamers who struggle with body movements? >> >> >> @CaniLupine >> Another thing Microsoft overlooked: Disabled gamers. How are they going >> to use the Kinect if they are physically unable to do what it asks? >> >> >> @pandatr0nics >> Gamers with various disabilities may have problems with Xbox One being >> Kinect required we'll just have to wait and see >> >> >> @bagmanman >> Xbox One requiring Kinect to actually use the device is a HUGE way to >> alienate the disabled gamer community. >> >> >> @nebulaegirl >> Ok, new XBOX looks great, but what about game accessibility for disabled >> gamers? # xboxreveal # AbleGamers >> >> >> @GamingJay85 >> Wow, back in 2010, I wrote about how Kinect was flipping off disabled >> gamers and how it'd be a party game implement. >> http://www.pinkanddeadly.com/?p=283 >> >> >> @shogan01 >> but yet again with these consoles #xboxone discriminates the disabled >> gamer >> >> >> @justineckblad >> @N0M4DTV As a fellow disabled gamer, whats your take on Xbox1 requiring >> the kinect? Not sure it works with me in my WC & my bad voice. :/ >> >> >> @TheNewBoyWonder >> @Xbox How does requiring Kinect effect disabled gamer? What if I can't >> stand on my feet during a 2 hr CoD session? >> >> >> @Zzephferus >> @MicrosoftXbox Why is the connected needed for the Xbox One to work? What >> about disabled gamers or gamers with speech problems? >> >> >> @skipsophrenic >> @NaomiKyle #xboxone as a disabled gamer who relies on the controller >> reports on it needing the kinect has me concerned need to test b4 buy. >> >> >> *Paying fees for used games* >> >> >> @VirtuousLumox >> @EmInterrupted As a disabled gamer with no income who uses games to pass >> the time so I don't rot my brain watching TV, I'm very concerned. >> >> _______________________________________________ >> 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 > > -- Steve Spohn Editor-In-Chief The AbleGamers Foundation AbleGamers.com | AbleGamers.org | Facebook | Twitter -------------- next part -------------- An HTML attachment was scrubbed... URL: ------------------------------ Message: 2 Date: Wed, 22 May 2013 16:28:14 +0100 From: Ian Hamilton Subject: Re: [games_access] games_access Digest, Vol 113, Issue 13 To: "games_access at igda.org" Message-ID: Content-Type: text/plain; charset="iso-8859-1" Yep likewise, I'd be astounded if you were required to use speech or gestures in the way that many are assuming, it sounds more like a hardware requirement than a software requirement to me, that the requirement is just for it to be present and plugged in, nothing more. Clearly they're seeing lack of adoption as a barrier to developers using it, so they're trying to guarantee greater adoption. I totally agree about that being the approach to take too, using it just for optional enhancements, that are either trivial enough that lack of access doesn't matter, or that are also accessible using other input methods. I haven't done any Kinect development but have worked on a fair few regular webcam games, and the same principle applies.. there are very very few games that genuinely require motion detection, they're almost always perfectly suited to regular controls too. The usual line I've been given is "that would ruin the whole fun of the game".. if what you're seeing as 'the whole fun of the game' is the fact that it uses a novel input device, then you're already in trouble! I just hope firstly that MS firstly thinks that way too, and secondly gets that message across to developers, as there are certainly plenty of developers crazy enough to do Kinect-exclusives still, even when you've got things like Child of Eden that show how totally unnecessary Kinect-exclusive controls are. > > Message: 2 > Date: Wed, 22 May 2013 08:08:34 -0700 > From: "John R. Porter" > Subject: Re: [games_access] XBox One reception on twitter > To: IGDA Games Accessibility SIG Mailing List > Message-ID: > > Content-Type: text/plain; charset="iso-8859-1" > > As I see a lot of these tweets and articles passing through, a great many > of them come off as somewhat preemptively alarmist to me. People are, in > many cases, talking about the new Kinect as a controller-killer, but that's > improbable to the degree of being completely moot. By its nature, its never > going to be as efficient as a traditional controller for a lot of games, so > developers will never be crazy enough to force its exclusive use. > > Ultimately, the most likely long-term effect of forcing the Kinect hardware > to be ubiquitous is that games will start to embrace it more frequently for > *supplemental* interaction. It will be used in addition to, not in > replacement of, traditional controllers. Admittedly, this is still > potentially cause for concern among disabled gamers, but it will largely > depend on how these supplemental interactions manifest. > > I don't see games requiring you to suddenly put down the controller and > start flailing around in the middle of a game very often, because that's > totally an immersion-breaking and inefficient bit of design. More likely, > we'll see more and more games using things like Mass Effect's squad voice > commands, and potentially (depending on hardware capabilities) things like > gaze tracking for menu navigation and targeting. The Kinect is so much more > than a tool that lets you play Dance Central, even though that paradigm > might have dominated the first generation of motion control. That certainly > doesn't mean it's all the technology has to offer, though. > > Just my two cents... > -John > > ** > > *-- -- -- -- -- > John R. Porter III > www.jrp3.net > University of Washington,** > Human Centered Design & Engineering* > > > On Wed, May 22, 2013 at 6:42 AM, Ian Hamilton wrote: > > > * > > * > > There has been a fair bit of twitter chatter from disabled gamers > > following the launch announcement, mostly around the fact that it is not > > possible to buy an XBox without a Kinect, and that it will not turn on > > without a Kinect attached. > > > > > > Most of the concerns are due to the the assumption that you won't be able > > to use the console without gestures and speech. Personally I'd be surprised > > if the main console interface requires gestures/speech, but Microsoft's > > statement on the issue shows a pretty dangerous side to it: > > > > > > *"By having it as a consistent part of every Xbox One, game and > > entertainment creators can build experiences that assume the availability > > of voice, gesture and natural sensing, leading to unrivaled ease of use, > > premium experiences and interactivity for you."* > > * > > * > > * > > * > > This is where the real problem lies. Currently Kinect accessibility at OS > > level and in non-exclusive games too is pretty good, with simpler > > alternative input methods often available. MS clearly wants developers to > > feel assured that all of their players are kinect-capable so that they feel > > comfortable with greater reliance on Kinect-exclusive input. > > > > > > All of their players being kinect-capable is obviously not the case, and > > although it's far too early to know for certain I'm concerned that we'll > > see more and more kinect-exclusive controls, expecting people to be able to > > move their bodies, talk, and operate complex controls simultaneously. > > * > > * > > * > > * > > Microsoft could avoid this extremely easily by simple including some > > accessibility requirements in the XBox One TCRs, but as that would directly > > clash with the business objective of pushing the new platform.. well, we'll > > see soon enough. > > * > > * > > * > > * > > *Changes to controller design* > > > > > > @KnarkyBadger > > @IGNUK hmm as a disabled gamer I think its looks a bit suspect to me dont > > think I'll be able to use it :( > > > > > > *Kinect required at all times* > > > > > > @spritesbites > > Dear Microsoft will Xbox One have a kinect REQUIREMENT? What about > > disabled gamers who struggle with body movements? > > > > > > @CaniLupine > > Another thing Microsoft overlooked: Disabled gamers. How are they going to > > use the Kinect if they are physically unable to do what it asks? > > > > > > @pandatr0nics > > Gamers with various disabilities may have problems with Xbox One being > > Kinect required we'll just have to wait and see > > > > > > @bagmanman > > Xbox One requiring Kinect to actually use the device is a HUGE way to > > alienate the disabled gamer community. > > > > > > @nebulaegirl > > Ok, new XBOX looks great, but what about game accessibility for disabled > > gamers? # xboxreveal # AbleGamers > > > > > > @GamingJay85 > > Wow, back in 2010, I wrote about how Kinect was flipping off disabled > > gamers and how it'd be a party game implement. > > http://www.pinkanddeadly.com/?p=283 > > > > > > @shogan01 > > but yet again with these consoles #xboxone discriminates the disabled gamer > > > > > > @justineckblad > > @N0M4DTV As a fellow disabled gamer, whats your take on Xbox1 requiring > > the kinect? Not sure it works with me in my WC & my bad voice. :/ > > > > > > @TheNewBoyWonder > > @Xbox How does requiring Kinect effect disabled gamer? What if I can't > > stand on my feet during a 2 hr CoD session? > > > > > > @Zzephferus > > @MicrosoftXbox Why is the connected needed for the Xbox One to work? What > > about disabled gamers or gamers with speech problems? > > > > > > @skipsophrenic > > @NaomiKyle #xboxone as a disabled gamer who relies on the controller > > reports on it needing the kinect has me concerned need to test b4 buy. > > > > > > *Paying fees for used games* > > > > > > @VirtuousLumox > > @EmInterrupted As a disabled gamer with no income who uses games to pass > > the time so I don't rot my brain watching TV, I'm very concerned. > > > > _______________________________________________ > > 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 113, Issue 13 > ********************************************* -------------- 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 113, Issue 14 ********************************************* From oneswitch at gmail.com Thu May 23 03:28:03 2013 From: oneswitch at gmail.com (Barrie Ellis) Date: Thu, 23 May 2013 08:28:03 +0100 Subject: [games_access] XBox One reception on twitter (Steve Spohn) In-Reply-To: References: Message-ID: The state of game accessibility worries me a bit at the minute. Especially so re. physical access. I like very much what Komodo Open Lab and others have done to make Apple iOS games more accessible... But the fact remains the vast majority of games are impossible to play unless you can touch the screen. And I've never seen a worse platform for games that should be possible to make one-switch accessible, and yet remain out of reach. I won't lie, I don't fully understand the Android platform for it's potential accessibility - but it does leave me feeling confused. I wonder how non-experienced Game Accessibility people find it when trying to find access solutions. Sony seem obsessed with making the most complex, jam-packed controller possible. It's sad to me that some of my favourite games on the PS3 remain extremely hard/impossible for me to make accessible for quite a broad portion of the physical disabilities spectrum (Flower and Heavy Rain) due to Six-Axis being forced on the player with no alternative. The new controller looks like a potential nightmare for excluding people who can't cope with the huge array of possibilities - because I'm 99.9% sure that Sony won't give any advice on offering more accessible options for controls. Look at the new shiny thing! Nintendo were utterly short-sighted with the Wii, forcing people to use a controller that requires a high-degree of physical accuracy to just navigate the menu screens - and not asking people to consider those who might not be able to use the Wii-remote. The Wii-U? Seems like an absurd degree of accuracy is needed for that and I see no fixes for it that aren't going to cost a huge amount. Microsoft's blocks on 3rd party controllers was highly disabling frankly for the Xbox 360. What a mean minded decision that was, to try to stop people using alternative controls. I think Microsoft redeemed themselves by not trying to take down the adapters that help get around this issue, and ended up allowing a massive range of alternative controls. The Kinect promised so much, so I do remain hopeful for Kinect 2. But as Ian indicated, without some guidance coming from Microsoft to developers I can foresee Xbox One living moving into iOS/Wii territory of there only being a handful of games that think about those who will prefer/need to use an alternative control method - but the majority not giving it a thought. I hope I'm wrong. Maybe a carefully worded open letter (more so than above!) might be something we could present to all platform developers with their ever more demanding proprietary control methods. Game accessibility was better in so many ways back in 1982 which seems so wrong to me. Barrie From: Ian Hamilton Sent: Wednesday, May 22, 2013 4:53 PM To: games_access at igda.org Subject: Re: [games_access]XBox One reception on twitter (Steve Spohn) Nice article, esp. the TV mention. That's the real shame about Kinect, that it's give with one hand take away with the other, when it would be so easy for them to avoid it being bad for anyone, and be left with only the benefits - if only there was enough will from the decision makers. But still, maybe their advice to developers will be different this time around. Can live in hope I suppose. ----- Reply message ----- From: games_access-request at igda.org To: Subject: games_access Digest, Vol 113, Issue 14 Date: Wed, May 22, 2013 5:28 PM 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: XBox One reception on twitter (Steve Spohn) 2. Re: games_access Digest, Vol 113, Issue 13 (Ian Hamilton) ---------------------------------------------------------------------- Message: 1 Date: Wed, 22 May 2013 11:11:41 -0400 From: Steve Spohn Subject: Re: [games_access] XBox One reception on twitter To: IGDA Games Accessibility SIG Mailing List Message-ID: Content-Type: text/plain; charset="iso-8859-1" Here's AbleGamers take on it. Accessibility thoughts on Xbox One by AbleGamers' Rob McCaulley -- You let us down Microsoft -- http://www.ablegamers.com/Disabled-Gamers-General-News/thoughts-on-xbox-one.html Also, from the conversations AbleGamers has had with Microsoft, they are aware of the need for greater accessibility with Xbox One. Kinect always being on was their way of trying to add it. It could work or it could backfire. Don't forget, Kinect locked many people like myself out, but added some people like our friend Giddeon from an abilities Expo to the gamer community. On Wed, May 22, 2013 at 11:08 AM, John R. Porter wrote: > As I see a lot of these tweets and articles passing through, a great many > of them come off as somewhat preemptively alarmist to me. People are, in > many cases, talking about the new Kinect as a controller-killer, but that's > improbable to the degree of being completely moot. By its nature, its never > going to be as efficient as a traditional controller for a lot of games, so > developers will never be crazy enough to force its exclusive use. > > Ultimately, the most likely long-term effect of forcing the Kinect > hardware to be ubiquitous is that games will start to embrace it more > frequently for *supplemental* interaction. It will be used in addition to, > not in replacement of, traditional controllers. Admittedly, this is still > potentially cause for concern among disabled gamers, but it will largely > depend on how these supplemental interactions manifest. > > I don't see games requiring you to suddenly put down the controller and > start flailing around in the middle of a game very often, because that's > totally an immersion-breaking and inefficient bit of design. More likely, > we'll see more and more games using things like Mass Effect's squad voice > commands, and potentially (depending on hardware capabilities) things like > gaze tracking for menu navigation and targeting. The Kinect is so much more > than a tool that lets you play Dance Central, even though that paradigm > might have dominated the first generation of motion control. That certainly > doesn't mean it's all the technology has to offer, though. > > Just my two cents... > -John > > ** > > *-- -- -- -- -- > John R. Porter III > www.jrp3.net > University of Washington,** > Human Centered Design & Engineering* > > > On Wed, May 22, 2013 at 6:42 AM, Ian Hamilton wrote: > >> * >> * >> There has been a fair bit of twitter chatter from disabled gamers >> following the launch announcement, mostly around the fact that it is not >> possible to buy an XBox without a Kinect, and that it will not turn on >> without a Kinect attached. >> >> >> Most of the concerns are due to the the assumption that you won't be >> able to use the console without gestures and speech. Personally I'd be >> surprised if the main console interface requires gestures/speech, but >> Microsoft's statement on the issue shows a pretty dangerous side to it: >> >> >> *"By having it as a consistent part of every Xbox One, game and >> entertainment creators can build experiences that assume the availability >> of voice, gesture and natural sensing, leading to unrivaled ease of use, >> premium experiences and interactivity for you."* >> * >> * >> * >> * >> This is where the real problem lies. Currently Kinect accessibility at OS >> level and in non-exclusive games too is pretty good, with simpler >> alternative input methods often available. MS clearly wants developers to >> feel assured that all of their players are kinect-capable so that they feel >> comfortable with greater reliance on Kinect-exclusive input. >> >> >> All of their players being kinect-capable is obviously not the case, and >> although it's far too early to know for certain I'm concerned that we'll >> see more and more kinect-exclusive controls, expecting people to be able to >> move their bodies, talk, and operate complex controls simultaneously. >> * >> * >> * >> * >> Microsoft could avoid this extremely easily by simple including some >> accessibility requirements in the XBox One TCRs, but as that would directly >> clash with the business objective of pushing the new platform.. well, we'll >> see soon enough. >> * >> * >> * >> * >> *Changes to controller design* >> >> >> @KnarkyBadger >> @IGNUK hmm as a disabled gamer I think its looks a bit suspect to me dont >> think I'll be able to use it :( >> >> >> *Kinect required at all times* >> >> >> @spritesbites >> Dear Microsoft will Xbox One have a kinect REQUIREMENT? What about >> disabled gamers who struggle with body movements? >> >> >> @CaniLupine >> Another thing Microsoft overlooked: Disabled gamers. How are they going >> to use the Kinect if they are physically unable to do what it asks? >> >> >> @pandatr0nics >> Gamers with various disabilities may have problems with Xbox One being >> Kinect required we'll just have to wait and see >> >> >> @bagmanman >> Xbox One requiring Kinect to actually use the device is a HUGE way to >> alienate the disabled gamer community. >> >> >> @nebulaegirl >> Ok, new XBOX looks great, but what about game accessibility for disabled >> gamers? # xboxreveal # AbleGamers >> >> >> @GamingJay85 >> Wow, back in 2010, I wrote about how Kinect was flipping off disabled >> gamers and how it'd be a party game implement. >> http://www.pinkanddeadly.com/?p=283 >> >> >> @shogan01 >> but yet again with these consoles #xboxone discriminates the disabled >> gamer >> >> >> @justineckblad >> @N0M4DTV As a fellow disabled gamer, whats your take on Xbox1 requiring >> the kinect? Not sure it works with me in my WC & my bad voice. :/ >> >> >> @TheNewBoyWonder >> @Xbox How does requiring Kinect effect disabled gamer? What if I can't >> stand on my feet during a 2 hr CoD session? >> >> >> @Zzephferus >> @MicrosoftXbox Why is the connected needed for the Xbox One to work? What >> about disabled gamers or gamers with speech problems? >> >> >> @skipsophrenic >> @NaomiKyle #xboxone as a disabled gamer who relies on the controller >> reports on it needing the kinect has me concerned need to test b4 buy. >> >> >> *Paying fees for used games* >> >> >> @VirtuousLumox >> @EmInterrupted As a disabled gamer with no income who uses games to pass >> the time so I don't rot my brain watching TV, I'm very concerned. >> >> _______________________________________________ >> 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 > > -- Steve Spohn Editor-In-Chief The AbleGamers Foundation AbleGamers.com | AbleGamers.org | Facebook | Twitter -------------- next part -------------- An HTML attachment was scrubbed... URL: ------------------------------ Message: 2 Date: Wed, 22 May 2013 16:28:14 +0100 From: Ian Hamilton Subject: Re: [games_access] games_access Digest, Vol 113, Issue 13 To: "games_access at igda.org" Message-ID: Content-Type: text/plain; charset="iso-8859-1" Yep likewise, I'd be astounded if you were required to use speech or gestures in the way that many are assuming, it sounds more like a hardware requirement than a software requirement to me, that the requirement is just for it to be present and plugged in, nothing more. Clearly they're seeing lack of adoption as a barrier to developers using it, so they're trying to guarantee greater adoption. I totally agree about that being the approach to take too, using it just for optional enhancements, that are either trivial enough that lack of access doesn't matter, or that are also accessible using other input methods. I haven't done any Kinect development but have worked on a fair few regular webcam games, and the same principle applies.. there are very very few games that genuinely require motion detection, they're almost always perfectly suited to regular controls too. The usual line I've been given is "that would ruin the whole fun of the game".. if what you're seeing as 'the whole fun of the game' is the fact that it uses a novel input device, then you're already in trouble! I just hope firstly that MS firstly thinks that way too, and secondly gets that message across to developers, as there are certainly plenty of developers crazy enough to do Kinect-exclusives still, even when you've got things like Child of Eden that show how totally unnecessary Kinect-exclusive controls are. > > Message: 2 > Date: Wed, 22 May 2013 08:08:34 -0700 > From: "John R. Porter" > Subject: Re: [games_access] XBox One reception on twitter > To: IGDA Games Accessibility SIG Mailing List > Message-ID: > > Content-Type: text/plain; charset="iso-8859-1" > > As I see a lot of these tweets and articles passing through, a great many > of them come off as somewhat preemptively alarmist to me. People are, in > many cases, talking about the new Kinect as a controller-killer, but that's > improbable to the degree of being completely moot. By its nature, its never > going to be as efficient as a traditional controller for a lot of games, so > developers will never be crazy enough to force its exclusive use. > > Ultimately, the most likely long-term effect of forcing the Kinect hardware > to be ubiquitous is that games will start to embrace it more frequently for > *supplemental* interaction. It will be used in addition to, not in > replacement of, traditional controllers. Admittedly, this is still > potentially cause for concern among disabled gamers, but it will largely > depend on how these supplemental interactions manifest. > > I don't see games requiring you to suddenly put down the controller and > start flailing around in the middle of a game very often, because that's > totally an immersion-breaking and inefficient bit of design. More likely, > we'll see more and more games using things like Mass Effect's squad voice > commands, and potentially (depending on hardware capabilities) things like > gaze tracking for menu navigation and targeting. The Kinect is so much more > than a tool that lets you play Dance Central, even though that paradigm > might have dominated the first generation of motion control. That certainly > doesn't mean it's all the technology has to offer, though. > > Just my two cents... > -John > > ** > > *-- -- -- -- -- > John R. Porter III > www.jrp3.net > University of Washington,** > Human Centered Design & Engineering* > > > On Wed, May 22, 2013 at 6:42 AM, Ian Hamilton wrote: > > > * > > * > > There has been a fair bit of twitter chatter from disabled gamers > > following the launch announcement, mostly around the fact that it is not > > possible to buy an XBox without a Kinect, and that it will not turn on > > without a Kinect attached. > > > > > > Most of the concerns are due to the the assumption that you won't be able > > to use the console without gestures and speech. Personally I'd be surprised > > if the main console interface requires gestures/speech, but Microsoft's > > statement on the issue shows a pretty dangerous side to it: > > > > > > *"By having it as a consistent part of every Xbox One, game and > > entertainment creators can build experiences that assume the availability > > of voice, gesture and natural sensing, leading to unrivaled ease of use, > > premium experiences and interactivity for you."* > > * > > * > > * > > * > > This is where the real problem lies. Currently Kinect accessibility at OS > > level and in non-exclusive games too is pretty good, with simpler > > alternative input methods often available. MS clearly wants developers to > > feel assured that all of their players are kinect-capable so that they feel > > comfortable with greater reliance on Kinect-exclusive input. > > > > > > All of their players being kinect-capable is obviously not the case, and > > although it's far too early to know for certain I'm concerned that we'll > > see more and more kinect-exclusive controls, expecting people to be able to > > move their bodies, talk, and operate complex controls simultaneously. > > * > > * > > * > > * > > Microsoft could avoid this extremely easily by simple including some > > accessibility requirements in the XBox One TCRs, but as that would directly > > clash with the business objective of pushing the new platform.. well, we'll > > see soon enough. > > * > > * > > * > > * > > *Changes to controller design* > > > > > > @KnarkyBadger > > @IGNUK hmm as a disabled gamer I think its looks a bit suspect to me dont > > think I'll be able to use it :( > > > > > > *Kinect required at all times* > > > > > > @spritesbites > > Dear Microsoft will Xbox One have a kinect REQUIREMENT? What about > > disabled gamers who struggle with body movements? > > > > > > @CaniLupine > > Another thing Microsoft overlooked: Disabled gamers. How are they going to > > use the Kinect if they are physically unable to do what it asks? > > > > > > @pandatr0nics > > Gamers with various disabilities may have problems with Xbox One being > > Kinect required we'll just have to wait and see > > > > > > @bagmanman > > Xbox One requiring Kinect to actually use the device is a HUGE way to > > alienate the disabled gamer community. > > > > > > @nebulaegirl > > Ok, new XBOX looks great, but what about game accessibility for disabled > > gamers? # xboxreveal # AbleGamers > > > > > > @GamingJay85 > > Wow, back in 2010, I wrote about how Kinect was flipping off disabled > > gamers and how it'd be a party game implement. > > http://www.pinkanddeadly.com/?p=283 > > > > > > @shogan01 > > but yet again with these consoles #xboxone discriminates the disabled gamer > > > > > > @justineckblad > > @N0M4DTV As a fellow disabled gamer, whats your take on Xbox1 requiring > > the kinect? Not sure it works with me in my WC & my bad voice. :/ > > > > > > @TheNewBoyWonder > > @Xbox How does requiring Kinect effect disabled gamer? What if I can't > > stand on my feet during a 2 hr CoD session? > > > > > > @Zzephferus > > @MicrosoftXbox Why is the connected needed for the Xbox One to work? What > > about disabled gamers or gamers with speech problems? > > > > > > @skipsophrenic > > @NaomiKyle #xboxone as a disabled gamer who relies on the controller > > reports on it needing the kinect has me concerned need to test b4 buy. > > > > > > *Paying fees for used games* > > > > > > @VirtuousLumox > > @EmInterrupted As a disabled gamer with no income who uses games to pass > > the time so I don't rot my brain watching TV, I'm very concerned. > > > > _______________________________________________ > > 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 113, Issue 13 > ********************************************* -------------- 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 113, Issue 14 ********************************************* -------------------------------------------------------------------------------- _______________________________________________ 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: -------------- next part -------------- A non-text attachment was scrubbed... Name: PS4.jpg Type: image/jpeg Size: 33373 bytes Desc: not available URL: From i_h at hotmail.com Thu May 23 07:31:15 2013 From: i_h at hotmail.com (Ian Hamilton) Date: Thu, 23 May 2013 12:31:15 +0100 Subject: [games_access] XBox One reception on twitter (Barrie Ellis) In-Reply-To: References: Message-ID: Switch accessibility on Android isn't wildly different, it's a little easier to develop for than iOS as Komodo do an emulator app for Android that you can test with, and it maps more directly to keyboard input rather than the dodgy VoiceOver hack that you have to rely on in iOS. The problem with switch on mobile though comes from because mobiles/tablets (well, iOS ones at least) aren't designed ground-up to be controlled using external devices. That means there isn't a simple way of doing switch access, so unlike desktop where everything just maps to a keyboard key, every different switch box has a slightly (or very) different way of working - direct hardware access, internal keyboard mapping, external bluetooth keyboard mapping, mapping to multi-touch voiceover gestures.. That means that you don't make something switch-accessible, you make it accessible for a particular switch box on a particular platform. You can't even make something cross-platform that is Komodo-compatible, as Komodo works differently on iOS and Android, and Komodo is just one brand of switch box, there are all the other common devices to cater for too. I've had some experience of doing that, it's possible but it is a right pain and completely defeats the point of switch, a far far cry from desktop where all you need to do is listen out for a keyboard key and not care about the tech. The team had a decent amount of past form with desktop switch, but even with that and getting some decent dialogue going with the device manufacturers themselves it was still a bit of a nightmare, as you say I can't imagine anyone with less expertise than that having much chance of getting a broadly compatible solution in place. I'm meant to be starting work soon on a similar game that needs to support a wide range of switches on different mobile platforms, but this time with a company who have no previous knowledge of switch accessibility.. that's going to be fun. But yes, absolutely huge wasted potential when you consider how many phone/tablet games there are that have simple controls that would be perfectly suited to one/two switch. Totally agree about the 'new shiny' thing, it's the same story with developers in other industries too. No doubt there'll be lots of silly & design exclusionary decisions made, like pinch-zoom with no button equivalent, but on the plus side the PS4 touchpad doesn't have as many useful practical applications as sixaxis did thanks to the touch being divorced from the screen, no direct manipulation, which removes most of the usefulness of touch interaction. It's like a Wii-U or a Vita with the most useful aspect removed. As far as MS's 3rd party peripheral blocks go there are some echoes of that here, hopefully they've learned from something from last time though: http://www.ign.com/articles/2013/05/22/xbox-one-incompatible-with-current-gaming-headsets Ian > > Message: 2 > Date: Thu, 23 May 2013 08:28:03 +0100 > From: "Barrie Ellis" > Subject: Re: [games_access] XBox One reception on twitter (Steve > Spohn) > To: "IGDA Games Accessibility SIG Mailing List" > > Message-ID: > Content-Type: text/plain; charset="utf-8" > > The state of game accessibility worries me a bit at the minute. Especially so re. physical access. > > I like very much what Komodo Open Lab and others have done to make Apple iOS games more accessible... But the fact remains the vast majority of games are impossible to play unless you can touch the screen. And I've never seen a worse platform for games that should be possible to make one-switch accessible, and yet remain out of reach. > > I won't lie, I don't fully understand the Android platform for it's potential accessibility - but it does leave me feeling confused. I wonder how non-experienced Game Accessibility people find it when trying to find access solutions. > > Sony seem obsessed with making the most complex, jam-packed controller possible. It's sad to me that some of my favourite games on the PS3 remain extremely hard/impossible for me to make accessible for quite a broad portion of the physical disabilities spectrum (Flower and Heavy Rain) due to Six-Axis being forced on the player with no alternative. The new controller looks like a potential nightmare for excluding people who can't cope with the huge array of possibilities - because I'm 99.9% sure that Sony won't give any advice on offering more accessible options for controls. Look at the new shiny thing! > > > > Nintendo were utterly short-sighted with the Wii, forcing people to use a controller that requires a high-degree of physical accuracy to just navigate the menu screens - and not asking people to consider those who might not be able to use the Wii-remote. The Wii-U? Seems like an absurd degree of accuracy is needed for that and I see no fixes for it that aren't going to cost a huge amount. > > Microsoft's blocks on 3rd party controllers was highly disabling frankly for the Xbox 360. What a mean minded decision that was, to try to stop people using alternative controls. I think Microsoft redeemed themselves by not trying to take down the adapters that help get around this issue, and ended up allowing a massive range of alternative controls. The Kinect promised so much, so I do remain hopeful for Kinect 2. But as Ian indicated, without some guidance coming from Microsoft to developers I can foresee Xbox One living moving into iOS/Wii territory of there only being a handful of games that think about those who will prefer/need to use an alternative control method - but the majority not giving it a thought. I hope I'm wrong. > > Maybe a carefully worded open letter (more so than above!) might be something we could present to all platform developers with their ever more demanding proprietary control methods. > > Game accessibility was better in so many ways back in 1982 which seems so wrong to me. > > Barrie > > > > > > > ******************************** -------------- next part -------------- An HTML attachment was scrubbed... URL: From lgraham at blitzgamesstudios.com Thu May 23 17:23:56 2013 From: lgraham at blitzgamesstudios.com (Lynsey Graham) Date: Thu, 23 May 2013 22:23:56 +0100 Subject: [games_access] Android In-Reply-To: <8431327171544EE6ADCFB94C8226F0E0@OneSwitchPC> References: <8431327171544EE6ADCFB94C8226F0E0@OneSwitchPC> Message-ID: <32A7A174-AD4E-4DA7-BE99-3A07E22E07EE@blitzgamesstudios.com> My husband actually already has a dev Ouya. I think it can support USB peripherals, but it's again a matter of the developers taking it into account, not 100% sure. I'll have a look on the dev forum. Sent from my iPad On 23 May 2013, at 21:37, "Barrie Ellis" wrote: > Thanks Lynsey. So hard (and expensive) to keep up with all the platforms out there. Wish more developers thought like Blitz. I'm quite excited by the Ouya. Looks like the controller should be reasonable to adapt. I've read of Wi-Fi access to PS3/Xbox controllers. I'd be particularly interested to find out if the USB interface allows wired controllers too which would open up (potentially) a massive range of controls. These people seem hopeful: http://www.reddit.com/r/ouya/comments/1dkj9h/usb_classic_controllers/ > > Will you (or anyone else on this list) be getting one? > > Barrie > > > > From: Lynsey Graham > Sent: Thursday, May 23, 2013 10:04 AM > To: 'Barrie Ellis' ; 'IGDA Games Accessibility SIG Mailing List' > Subject: RE: [games_access] XBox One reception on twitter (Steve Spohn) > > Android is interesting, because you can use Bluetooth peripherals with it? I can?t remember exactly what my husband was playing, but I remember him using a PS3 controller to play an Android game. I know when we at Blitz were musing about making a mobile platform adventure game, it was specifically mentioned having multiple control systems (touchscreen only, onscreen virtual controls & external controller compatible controls). We might see more games being compatible with external controllers if Ouya takes off, as it also uses Android ? there might be more developers looking to release the same titles on both the Ouya and mobile/tablet Android devices. > > From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis > Sent: 23 May 2013 08:28 > To: IGDA Games Accessibility SIG Mailing List > Subject: Re: [games_access] XBox One reception on twitter (Steve Spohn) > > The state of game accessibility worries me a bit at the minute. Especially so re. physical access. > > I like very much what Komodo Open Lab and others have done to make Apple iOS games more accessible... But the fact remains the vast majority of games are impossible to play unless you can touch the screen. And I've never seen a worse platform for games that should be possible to make one-switch accessible, and yet remain out of reach. > > I won't lie, I don't fully understand the Android platform for it's potential accessibility - but it does leave me feeling confused. I wonder how non-experienced Game Accessibility people find it when trying to find access solutions. > > Sony seem obsessed with making the most complex, jam-packed controller possible. It's sad to me that some of my favourite games on the PS3 remain extremely hard/impossible for me to make accessible for quite a broad portion of the physical disabilities spectrum (Flower and Heavy Rain) due to Six-Axis being forced on the player with no alternative. The new controller looks like a potential nightmare for excluding people who can't cope with the huge array of possibilities - because I'm 99.9% sure that Sony won't give any advice on offering more accessible options for controls. Look at the new shiny thing! > > > > Nintendo were utterly short-sighted with the Wii, forcing people to use a controller that requires a high-degree of physical accuracy to just navigate the menu screens - and not asking people to consider those who might not be able to use the Wii-remote. The Wii-U? Seems like an absurd degree of accuracy is needed for that and I see no fixes for it that aren't going to cost a huge amount. > > Microsoft's blocks on 3rd party controllers was highly disabling frankly for the Xbox 360. What a mean minded decision that was, to try to stop people using alternative controls. I think Microsoft redeemed themselves by not trying to take down the adapters that help get around this issue, and ended up allowing a massive range of alternative controls. The Kinect promised so much, so I do remain hopeful for Kinect 2. But as Ian indicated, without some guidance coming from Microsoft to developers I can foresee Xbox One living moving into iOS/Wii territory of there only being a handful of games that think about those who will prefer/need to use an alternative control method - but the majority not giving it a thought. I hope I'm wrong. > > Maybe a carefully worded open letter (more so than above!) might be something we could present to all platform developers with their ever more demanding proprietary control methods. > > Game accessibility was better in so many ways back in 1982 which seems so wrong to me. > > Barrie > > > > > > > From: Ian Hamilton > Sent: Wednesday, May 22, 2013 4:53 PM > To: games_access at igda.org > Subject: Re: [games_access]XBox One reception on twitter (Steve Spohn) > > > Nice article, esp. the TV mention. > > That's the real shame about Kinect, that it's give with one hand take away with the other, when it would be so easy for them to avoid it being bad for anyone, and be left with only the benefits - if only there was enough will from the decision makers. > > But still, maybe their advice to developers will be different this time around. Can live in hope I suppose. > > ----- Reply message ----- > From: games_access-request at igda.org > To: > Subject: games_access Digest, Vol 113, Issue 14 > Date: Wed, May 22, 2013 5:28 PM > > > > > 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: XBox One reception on twitter (Steve Spohn) > 2. Re: games_access Digest, Vol 113, Issue 13 (Ian Hamilton) > > > ---------------------------------------------------------------------- > > Message: 1 > Date: Wed, 22 May 2013 11:11:41 -0400 > From: Steve Spohn > Subject: Re: [games_access] XBox One reception on twitter > To: IGDA Games Accessibility SIG Mailing List > Message-ID: > > Content-Type: text/plain; charset="iso-8859-1" > > Here's AbleGamers take on it. Accessibility thoughts on Xbox One by > AbleGamers' Rob McCaulley -- You let us down Microsoft -- > http://www.ablegamers.com/Disabled-Gamers-General-News/thoughts-on-xbox-one.html > > Also, from the conversations AbleGamers has had with Microsoft, they are > aware of the need for greater accessibility with Xbox One. Kinect always > being on was their way of trying to add it. It could work or it could > backfire. Don't forget, Kinect locked many people like myself out, but > added some people like our friend Giddeon from an abilities Expo to the > gamer community. > > > On Wed, May 22, 2013 at 11:08 AM, John R. Porter wrote: > > > As I see a lot of these tweets and articles passing through, a great many > > of them come off as somewhat preemptively alarmist to me. People are, in > > many cases, talking about the new Kinect as a controller-killer, but that's > > improbable to the degree of being completely moot. By its nature, its never > > going to be as efficient as a traditional controller for a lot of games, so > > developers will never be crazy enough to force its exclusive use. > > > > Ultimately, the most likely long-term effect of forcing the Kinect > > hardware to be ubiquitous is that games will start to embrace it more > > frequently for *supplemental* interaction. It will be used in addition to, > > not in replacement of, traditional controllers. Admittedly, this is still > > potentially cause for concern among disabled gamers, but it will largely > > depend on how these supplemental interactions manifest. > > > > I don't see games requiring you to suddenly put down the controller and > > start flailing around in the middle of a game very often, because that's > > totally an immersion-breaking and inefficient bit of design. More likely, > > we'll see more and more games using things like Mass Effect's squad voice > > commands, and potentially (depending on hardware capabilities) things like > > gaze tracking for menu navigation and targeting. The Kinect is so much more > > than a tool that lets you play Dance Central, even though that paradigm > > might have dominated the first generation of motion control. That certainly > > doesn't mean it's all the technology has to offer, though. > > > > Just my two cents... > > -John > > > > ** > > > > *-- -- -- -- -- > > John R. Porter III > > www.jrp3.net > > University of Washington,** > > Human Centered Design & Engineering* > > > > > > On Wed, May 22, 2013 at 6:42 AM, Ian Hamilton wrote: > > > >> * > >> * > >> There has been a fair bit of twitter chatter from disabled gamers > >> following the launch announcement, mostly around the fact that it is not > >> possible to buy an XBox without a Kinect, and that it will not turn on > >> without a Kinect attached. > >> > >> > >> Most of the concerns are due to the the assumption that you won't be > >> able to use the console without gestures and speech. Personally I'd be > >> surprised if the main console interface requires gestures/speech, but > >> Microsoft's statement on the issue shows a pretty dangerous side to it: > >> > >> > >> *"By having it as a consistent part of every Xbox One, game and > >> entertainment creators can build experiences that assume the availability > >> of voice, gesture and natural sensing, leading to unrivaled ease of use, > >> premium experiences and interactivity for you."* > >> * > >> * > >> * > >> * > >> This is where the real problem lies. Currently Kinect accessibility at OS > >> level and in non-exclusive games too is pretty good, with simpler > >> alternative input methods often available. MS clearly wants developers to > >> feel assured that all of their players are kinect-capable so that they feel > >> comfortable with greater reliance on Kinect-exclusive input. > >> > >> > >> All of their players being kinect-capable is obviously not the case, and > >> although it's far too early to know for certain I'm concerned that we'll > >> see more and more kinect-exclusive controls, expecting people to be able to > >> move their bodies, talk, and operate complex controls simultaneously. > >> * > >> * > >> * > >> * > >> Microsoft could avoid this extremely easily by simple including some > >> accessibility requirements in the XBox One TCRs, but as that would directly > >> clash with the business objective of pushing the new platform.. well, we'll > >> see soon enough. > >> * > >> * > >> * > >> * > >> *Changes to controller design* > >> > >> > >> @KnarkyBadger > >> @IGNUK hmm as a disabled gamer I think its looks a bit suspect to me dont > >> think I'll be able to use it :( > >> > >> > >> *Kinect required at all times* > >> > >> > >> @spritesbites > >> Dear Microsoft will Xbox One have a kinect REQUIREMENT? What about > >> disabled gamers who struggle with body movements? > >> > >> > >> @CaniLupine > >> Another thing Microsoft overlooked: Disabled gamers. How are they going > >> to use the Kinect if they are physically unable to do what it asks? > >> > >> > >> @pandatr0nics > >> Gamers with various disabilities may have problems with Xbox One being > >> Kinect required we'll just have to wait and see > >> > >> > >> @bagmanman > >> Xbox One requiring Kinect to actually use the device is a HUGE way to > >> alienate the disabled gamer community. > >> > >> > >> @nebulaegirl > >> Ok, new XBOX looks great, but what about game accessibility for disabled > >> gamers? # xboxreveal # AbleGamers > >> > >> > >> @GamingJay85 > >> Wow, back in 2010, I wrote about how Kinect was flipping off disabled > >> gamers and how it'd be a party game implement. > >> http://www.pinkanddeadly.com/?p=283 > >> > >> > >> @shogan01 > >> but yet again with these consoles #xboxone discriminates the disabled > >> gamer > >> > >> > >> @justineckblad > >> @N0M4DTV As a fellow disabled gamer, whats your take on Xbox1 requiring > >> the kinect? Not sure it works with me in my WC & my bad voice. :/ > >> > >> > >> @TheNewBoyWonder > >> @Xbox How does requiring Kinect effect disabled gamer? What if I can't > >> stand on my feet during a 2 hr CoD session? > >> > >> > >> @Zzephferus > >> @MicrosoftXbox Why is the connected needed for the Xbox One to work? What > >> about disabled gamers or gamers with speech problems? > >> > >> > >> @skipsophrenic > >> @NaomiKyle #xboxone as a disabled gamer who relies on the controller > >> reports on it needing the kinect has me concerned need to test b4 buy. > >> > >> > >> *Paying fees for used games* > >> > >> > >> @VirtuousLumox > >> @EmInterrupted As a disabled gamer with no income who uses games to pass > >> the time so I don't rot my brain watching TV, I'm very concerned. > >> > >> _______________________________________________ > >> 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 > > > > > > > -- > Steve Spohn > Editor-In-Chief > The AbleGamers Foundation > AbleGamers.com | > AbleGamers.org > | Facebook | > Twitter > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: > > ------------------------------ > > Message: 2 > Date: Wed, 22 May 2013 16:28:14 +0100 > From: Ian Hamilton > Subject: Re: [games_access] games_access Digest, Vol 113, Issue 13 > To: "games_access at igda.org" > Message-ID: > Content-Type: text/plain; charset="iso-8859-1" > > Yep likewise, I'd be astounded if you were required to use speech or gestures in the way that many are assuming, it sounds more like a hardware requirement than a software requirement to me, that the requirement is just for it to be present and plugged in, nothing more. Clearly they're seeing lack of adoption as a barrier to developers using it, so they're trying to guarantee greater adoption. > > I totally agree about that being the approach to take too, using it just for optional enhancements, that are either trivial enough that lack of access doesn't matter, or that are also accessible using other input methods. > > I haven't done any Kinect development but have worked on a fair few regular webcam games, and the same principle applies.. there are very very few games that genuinely require motion detection, they're almost always perfectly suited to regular controls too. The usual line I've been given is "that would ruin the whole fun of the game".. if what you're seeing as 'the whole fun of the game' is the fact that it uses a novel input device, then you're already in trouble! > > I just hope firstly that MS firstly thinks that way too, and secondly gets that message across to developers, as there are certainly plenty of developers crazy enough to do Kinect-exclusives still, even when you've got things like Child of Eden that show how totally unnecessary Kinect-exclusive controls are. > > > > > Message: 2 > > Date: Wed, 22 May 2013 08:08:34 -0700 > > From: "John R. Porter" > > Subject: Re: [games_access] XBox One reception on twitter > > To: IGDA Games Accessibility SIG Mailing List > > Message-ID: > > > > Content-Type: text/plain; charset="iso-8859-1" > > > > As I see a lot of these tweets and articles passing through, a great many > > of them come off as somewhat preemptively alarmist to me. People are, in > > many cases, talking about the new Kinect as a controller-killer, but that's > > improbable to the degree of being completely moot. By its nature, its never > > going to be as efficient as a traditional controller for a lot of games, so > > developers will never be crazy enough to force its exclusive use. > > > > Ultimately, the most likely long-term effect of forcing the Kinect hardware > > to be ubiquitous is that games will start to embrace it more frequently for > > *supplemental* interaction. It will be used in addition to, not in > > replacement of, traditional controllers. Admittedly, this is still > > potentially cause for concern among disabled gamers, but it will largely > > depend on how these supplemental interactions manifest. > > > > I don't see games requiring you to suddenly put down the controller and > > start flailing around in the middle of a game very often, because that's > > totally an immersion-breaking and inefficient bit of design. More likely, > > we'll see more and more games using things like Mass Effect's squad voice > > commands, and potentially (depending on hardware capabilities) things like > > gaze tracking for menu navigation and targeting. The Kinect is so much more > > than a tool that lets you play Dance Central, even though that paradigm > > might have dominated the first generation of motion control. That certainly > > doesn't mean it's all the technology has to offer, though. > > > > Just my two cents... > > -John > > > > ** > > > > *-- -- -- -- -- > > John R. Porter III > > www.jrp3.net > > University of Washington,** > > Human Centered Design & Engineering* > > > > > > On Wed, May 22, 2013 at 6:42 AM, Ian Hamilton wrote: > > > > > * > > > * > > > There has been a fair bit of twitter chatter from disabled gamers > > > following the launch announcement, mostly around the fact that it is not > > > possible to buy an XBox without a Kinect, and that it will not turn on > > > without a Kinect attached. > > > > > > > > > Most of the concerns are due to the the assumption that you won't be able > > > to use the console without gestures and speech. Personally I'd be surprised > > > if the main console interface requires gestures/speech, but Microsoft's > > > statement on the issue shows a pretty dangerous side to it: > > > > > > > > > *"By having it as a consistent part of every Xbox One, game and > > > entertainment creators can build experiences that assume the availability > > > of voice, gesture and natural sensing, leading to unrivaled ease of use, > > > premium experiences and interactivity for you."* > > > * > > > * > > > * > > > * > > > This is where the real problem lies. Currently Kinect accessibility at OS > > > level and in non-exclusive games too is pretty good, with simpler > > > alternative input methods often available. MS clearly wants developers to > > > feel assured that all of their players are kinect-capable so that they feel > > > comfortable with greater reliance on Kinect-exclusive input. > > > > > > > > > All of their players being kinect-capable is obviously not the case, and > > > although it's far too early to know for certain I'm concerned that we'll > > > see more and more kinect-exclusive controls, expecting people to be able to > > > move their bodies, talk, and operate complex controls simultaneously. > > > * > > > * > > > * > > > * > > > Microsoft could avoid this extremely easily by simple including some > > > accessibility requirements in the XBox One TCRs, but as that would directly > > > clash with the business objective of pushing the new platform.. well, we'll > > > see soon enough. > > > * > > > * > > > * > > > * > > > *Changes to controller design* > > > > > > > > > @KnarkyBadger > > > @IGNUK hmm as a disabled gamer I think its looks a bit suspect to me dont > > > think I'll be able to use it :( > > > > > > > > > *Kinect required at all times* > > > > > > > > > @spritesbites > > > Dear Microsoft will Xbox One have a kinect REQUIREMENT? What about > > > disabled gamers who struggle with body movements? > > > > > > > > > @CaniLupine > > > Another thing Microsoft overlooked: Disabled gamers. How are they going to > > > use the Kinect if they are physically unable to do what it asks? > > > > > > > > > @pandatr0nics > > > Gamers with various disabilities may have problems with Xbox One being > > > Kinect required we'll just have to wait and see > > > > > > > > > @bagmanman > > > Xbox One requiring Kinect to actually use the device is a HUGE way to > > > alienate the disabled gamer community. > > > > > > > > > @nebulaegirl > > > Ok, new XBOX looks great, but what about game accessibility for disabled > > > gamers? # xboxreveal # AbleGamers > > > > > > > > > @GamingJay85 > > > Wow, back in 2010, I wrote about how Kinect was flipping off disabled > > > gamers and how it'd be a party game implement. > > > http://www.pinkanddeadly.com/?p=283 > > > > > > > > > @shogan01 > > > but yet again with these consoles #xboxone discriminates the disabled gamer > > > > > > > > > @justineckblad > > > @N0M4DTV As a fellow disabled gamer, whats your take on Xbox1 requiring > > > the kinect? Not sure it works with me in my WC & my bad voice. :/ > > > > > > > > > @TheNewBoyWonder > > > @Xbox How does requiring Kinect effect disabled gamer? What if I can't > > > stand on my feet during a 2 hr CoD session? > > > > > > > > > @Zzephferus > > > @MicrosoftXbox Why is the connected needed for the Xbox One to work? What > > > about disabled gamers or gamers with speech problems? > > > > > > > > > @skipsophrenic > > > @NaomiKyle #xboxone as a disabled gamer who relies on the controller > > > reports on it needing the kinect has me concerned need to test b4 buy. > > > > > > > > > *Paying fees for used games* > > > > > > > > > @VirtuousLumox > > > @EmInterrupted As a disabled gamer with no income who uses games to pass > > > the time so I don't rot my brain watching TV, I'm very concerned. > > > > > > _______________________________________________ > > > 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 113, Issue 13 > > ********************************************* > > -------------- 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 113, Issue 14 > ********************************************* > _______________________________________________ > 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 > > > > *********** > 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. > *********** > > > *********** 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 Thu May 23 16:35:46 2013 From: oneswitch at gmail.com (Barrie Ellis) Date: Thu, 23 May 2013 21:35:46 +0100 Subject: [games_access] Android In-Reply-To: References: Message-ID: <8431327171544EE6ADCFB94C8226F0E0@OneSwitchPC> Thanks Lynsey. So hard (and expensive) to keep up with all the platforms out there. Wish more developers thought like Blitz. I'm quite excited by the Ouya. Looks like the controller should be reasonable to adapt. I've read of Wi-Fi access to PS3/Xbox controllers. I'd be particularly interested to find out if the USB interface allows wired controllers too which would open up (potentially) a massive range of controls. These people seem hopeful: http://www.reddit.com/r/ouya/comments/1dkj9h/usb_classic_controllers/ Will you (or anyone else on this list) be getting one? Barrie From: Lynsey Graham Sent: Thursday, May 23, 2013 10:04 AM To: 'Barrie Ellis' ; 'IGDA Games Accessibility SIG Mailing List' Subject: RE: [games_access] XBox One reception on twitter (Steve Spohn) Android is interesting, because you can use Bluetooth peripherals with it? I can?t remember exactly what my husband was playing, but I remember him using a PS3 controller to play an Android game. I know when we at Blitz were musing about making a mobile platform adventure game, it was specifically mentioned having multiple control systems (touchscreen only, onscreen virtual controls & external controller compatible controls). We might see more games being compatible with external controllers if Ouya takes off, as it also uses Android ? there might be more developers looking to release the same titles on both the Ouya and mobile/tablet Android devices. From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: 23 May 2013 08:28 To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] XBox One reception on twitter (Steve Spohn) The state of game accessibility worries me a bit at the minute. Especially so re. physical access. I like very much what Komodo Open Lab and others have done to make Apple iOS games more accessible... But the fact remains the vast majority of games are impossible to play unless you can touch the screen. And I've never seen a worse platform for games that should be possible to make one-switch accessible, and yet remain out of reach. I won't lie, I don't fully understand the Android platform for it's potential accessibility - but it does leave me feeling confused. I wonder how non-experienced Game Accessibility people find it when trying to find access solutions. Sony seem obsessed with making the most complex, jam-packed controller possible. It's sad to me that some of my favourite games on the PS3 remain extremely hard/impossible for me to make accessible for quite a broad portion of the physical disabilities spectrum (Flower and Heavy Rain) due to Six-Axis being forced on the player with no alternative. The new controller looks like a potential nightmare for excluding people who can't cope with the huge array of possibilities - because I'm 99.9% sure that Sony won't give any advice on offering more accessible options for controls. Look at the new shiny thing! Nintendo were utterly short-sighted with the Wii, forcing people to use a controller that requires a high-degree of physical accuracy to just navigate the menu screens - and not asking people to consider those who might not be able to use the Wii-remote. The Wii-U? Seems like an absurd degree of accuracy is needed for that and I see no fixes for it that aren't going to cost a huge amount. Microsoft's blocks on 3rd party controllers was highly disabling frankly for the Xbox 360. What a mean minded decision that was, to try to stop people using alternative controls. I think Microsoft redeemed themselves by not trying to take down the adapters that help get around this issue, and ended up allowing a massive range of alternative controls. The Kinect promised so much, so I do remain hopeful for Kinect 2. But as Ian indicated, without some guidance coming from Microsoft to developers I can foresee Xbox One living moving into iOS/Wii territory of there only being a handful of games that think about those who will prefer/need to use an alternative control method - but the majority not giving it a thought. I hope I'm wrong. Maybe a carefully worded open letter (more so than above!) might be something we could present to all platform developers with their ever more demanding proprietary control methods. Game accessibility was better in so many ways back in 1982 which seems so wrong to me. Barrie From: Ian Hamilton Sent: Wednesday, May 22, 2013 4:53 PM To: games_access at igda.org Subject: Re: [games_access]XBox One reception on twitter (Steve Spohn) Nice article, esp. the TV mention. That's the real shame about Kinect, that it's give with one hand take away with the other, when it would be so easy for them to avoid it being bad for anyone, and be left with only the benefits - if only there was enough will from the decision makers. But still, maybe their advice to developers will be different this time around. Can live in hope I suppose. ----- Reply message ----- From: games_access-request at igda.org To: Subject: games_access Digest, Vol 113, Issue 14 Date: Wed, May 22, 2013 5:28 PM 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: XBox One reception on twitter (Steve Spohn) 2. Re: games_access Digest, Vol 113, Issue 13 (Ian Hamilton) ---------------------------------------------------------------------- Message: 1 Date: Wed, 22 May 2013 11:11:41 -0400 From: Steve Spohn Subject: Re: [games_access] XBox One reception on twitter To: IGDA Games Accessibility SIG Mailing List Message-ID: Content-Type: text/plain; charset="iso-8859-1" Here's AbleGamers take on it. Accessibility thoughts on Xbox One by AbleGamers' Rob McCaulley -- You let us down Microsoft -- http://www.ablegamers.com/Disabled-Gamers-General-News/thoughts-on-xbox-one.html Also, from the conversations AbleGamers has had with Microsoft, they are aware of the need for greater accessibility with Xbox One. Kinect always being on was their way of trying to add it. It could work or it could backfire. Don't forget, Kinect locked many people like myself out, but added some people like our friend Giddeon from an abilities Expo to the gamer community. On Wed, May 22, 2013 at 11:08 AM, John R. Porter wrote: > As I see a lot of these tweets and articles passing through, a great many > of them come off as somewhat preemptively alarmist to me. People are, in > many cases, talking about the new Kinect as a controller-killer, but that's > improbable to the degree of being completely moot. By its nature, its never > going to be as efficient as a traditional controller for a lot of games, so > developers will never be crazy enough to force its exclusive use. > > Ultimately, the most likely long-term effect of forcing the Kinect > hardware to be ubiquitous is that games will start to embrace it more > frequently for *supplemental* interaction. It will be used in addition to, > not in replacement of, traditional controllers. Admittedly, this is still > potentially cause for concern among disabled gamers, but it will largely > depend on how these supplemental interactions manifest. > > I don't see games requiring you to suddenly put down the controller and > start flailing around in the middle of a game very often, because that's > totally an immersion-breaking and inefficient bit of design. More likely, > we'll see more and more games using things like Mass Effect's squad voice > commands, and potentially (depending on hardware capabilities) things like > gaze tracking for menu navigation and targeting. The Kinect is so much more > than a tool that lets you play Dance Central, even though that paradigm > might have dominated the first generation of motion control. That certainly > doesn't mean it's all the technology has to offer, though. > > Just my two cents... > -John > > ** > > *-- -- -- -- -- > John R. Porter III > www.jrp3.net > University of Washington,** > Human Centered Design & Engineering* > > > On Wed, May 22, 2013 at 6:42 AM, Ian Hamilton wrote: > >> * >> * >> There has been a fair bit of twitter chatter from disabled gamers >> following the launch announcement, mostly around the fact that it is not >> possible to buy an XBox without a Kinect, and that it will not turn on >> without a Kinect attached. >> >> >> Most of the concerns are due to the the assumption that you won't be >> able to use the console without gestures and speech. Personally I'd be >> surprised if the main console interface requires gestures/speech, but >> Microsoft's statement on the issue shows a pretty dangerous side to it: >> >> >> *"By having it as a consistent part of every Xbox One, game and >> entertainment creators can build experiences that assume the availability >> of voice, gesture and natural sensing, leading to unrivaled ease of use, >> premium experiences and interactivity for you."* >> * >> * >> * >> * >> This is where the real problem lies. Currently Kinect accessibility at OS >> level and in non-exclusive games too is pretty good, with simpler >> alternative input methods often available. MS clearly wants developers to >> feel assured that all of their players are kinect-capable so that they feel >> comfortable with greater reliance on Kinect-exclusive input. >> >> >> All of their players being kinect-capable is obviously not the case, and >> although it's far too early to know for certain I'm concerned that we'll >> see more and more kinect-exclusive controls, expecting people to be able to >> move their bodies, talk, and operate complex controls simultaneously. >> * >> * >> * >> * >> Microsoft could avoid this extremely easily by simple including some >> accessibility requirements in the XBox One TCRs, but as that would directly >> clash with the business objective of pushing the new platform.. well, we'll >> see soon enough. >> * >> * >> * >> * >> *Changes to controller design* >> >> >> @KnarkyBadger >> @IGNUK hmm as a disabled gamer I think its looks a bit suspect to me dont >> think I'll be able to use it :( >> >> >> *Kinect required at all times* >> >> >> @spritesbites >> Dear Microsoft will Xbox One have a kinect REQUIREMENT? What about >> disabled gamers who struggle with body movements? >> >> >> @CaniLupine >> Another thing Microsoft overlooked: Disabled gamers. How are they going >> to use the Kinect if they are physically unable to do what it asks? >> >> >> @pandatr0nics >> Gamers with various disabilities may have problems with Xbox One being >> Kinect required we'll just have to wait and see >> >> >> @bagmanman >> Xbox One requiring Kinect to actually use the device is a HUGE way to >> alienate the disabled gamer community. >> >> >> @nebulaegirl >> Ok, new XBOX looks great, but what about game accessibility for disabled >> gamers? # xboxreveal # AbleGamers >> >> >> @GamingJay85 >> Wow, back in 2010, I wrote about how Kinect was flipping off disabled >> gamers and how it'd be a party game implement. >> http://www.pinkanddeadly.com/?p=283 >> >> >> @shogan01 >> but yet again with these consoles #xboxone discriminates the disabled >> gamer >> >> >> @justineckblad >> @N0M4DTV As a fellow disabled gamer, whats your take on Xbox1 requiring >> the kinect? Not sure it works with me in my WC & my bad voice. :/ >> >> >> @TheNewBoyWonder >> @Xbox How does requiring Kinect effect disabled gamer? What if I can't >> stand on my feet during a 2 hr CoD session? >> >> >> @Zzephferus >> @MicrosoftXbox Why is the connected needed for the Xbox One to work? What >> about disabled gamers or gamers with speech problems? >> >> >> @skipsophrenic >> @NaomiKyle #xboxone as a disabled gamer who relies on the controller >> reports on it needing the kinect has me concerned need to test b4 buy. >> >> >> *Paying fees for used games* >> >> >> @VirtuousLumox >> @EmInterrupted As a disabled gamer with no income who uses games to pass >> the time so I don't rot my brain watching TV, I'm very concerned. >> >> _______________________________________________ >> 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 > > -- Steve Spohn Editor-In-Chief The AbleGamers Foundation AbleGamers.com | AbleGamers.org | Facebook | Twitter -------------- next part -------------- An HTML attachment was scrubbed... URL: ------------------------------ Message: 2 Date: Wed, 22 May 2013 16:28:14 +0100 From: Ian Hamilton Subject: Re: [games_access] games_access Digest, Vol 113, Issue 13 To: "games_access at igda.org" Message-ID: Content-Type: text/plain; charset="iso-8859-1" Yep likewise, I'd be astounded if you were required to use speech or gestures in the way that many are assuming, it sounds more like a hardware requirement than a software requirement to me, that the requirement is just for it to be present and plugged in, nothing more. Clearly they're seeing lack of adoption as a barrier to developers using it, so they're trying to guarantee greater adoption. I totally agree about that being the approach to take too, using it just for optional enhancements, that are either trivial enough that lack of access doesn't matter, or that are also accessible using other input methods. I haven't done any Kinect development but have worked on a fair few regular webcam games, and the same principle applies.. there are very very few games that genuinely require motion detection, they're almost always perfectly suited to regular controls too. The usual line I've been given is "that would ruin the whole fun of the game".. if what you're seeing as 'the whole fun of the game' is the fact that it uses a novel input device, then you're already in trouble! I just hope firstly that MS firstly thinks that way too, and secondly gets that message across to developers, as there are certainly plenty of developers crazy enough to do Kinect-exclusives still, even when you've got things like Child of Eden that show how totally unnecessary Kinect-exclusive controls are. > > Message: 2 > Date: Wed, 22 May 2013 08:08:34 -0700 > From: "John R. Porter" > Subject: Re: [games_access] XBox One reception on twitter > To: IGDA Games Accessibility SIG Mailing List > Message-ID: > > Content-Type: text/plain; charset="iso-8859-1" > > As I see a lot of these tweets and articles passing through, a great many > of them come off as somewhat preemptively alarmist to me. People are, in > many cases, talking about the new Kinect as a controller-killer, but that's > improbable to the degree of being completely moot. By its nature, its never > going to be as efficient as a traditional controller for a lot of games, so > developers will never be crazy enough to force its exclusive use. > > Ultimately, the most likely long-term effect of forcing the Kinect hardware > to be ubiquitous is that games will start to embrace it more frequently for > *supplemental* interaction. It will be used in addition to, not in > replacement of, traditional controllers. Admittedly, this is still > potentially cause for concern among disabled gamers, but it will largely > depend on how these supplemental interactions manifest. > > I don't see games requiring you to suddenly put down the controller and > start flailing around in the middle of a game very often, because that's > totally an immersion-breaking and inefficient bit of design. More likely, > we'll see more and more games using things like Mass Effect's squad voice > commands, and potentially (depending on hardware capabilities) things like > gaze tracking for menu navigation and targeting. The Kinect is so much more > than a tool that lets you play Dance Central, even though that paradigm > might have dominated the first generation of motion control. That certainly > doesn't mean it's all the technology has to offer, though. > > Just my two cents... > -John > > ** > > *-- -- -- -- -- > John R. Porter III > www.jrp3.net > University of Washington,** > Human Centered Design & Engineering* > > > On Wed, May 22, 2013 at 6:42 AM, Ian Hamilton wrote: > > > * > > * > > There has been a fair bit of twitter chatter from disabled gamers > > following the launch announcement, mostly around the fact that it is not > > possible to buy an XBox without a Kinect, and that it will not turn on > > without a Kinect attached. > > > > > > Most of the concerns are due to the the assumption that you won't be able > > to use the console without gestures and speech. Personally I'd be surprised > > if the main console interface requires gestures/speech, but Microsoft's > > statement on the issue shows a pretty dangerous side to it: > > > > > > *"By having it as a consistent part of every Xbox One, game and > > entertainment creators can build experiences that assume the availability > > of voice, gesture and natural sensing, leading to unrivaled ease of use, > > premium experiences and interactivity for you."* > > * > > * > > * > > * > > This is where the real problem lies. Currently Kinect accessibility at OS > > level and in non-exclusive games too is pretty good, with simpler > > alternative input methods often available. MS clearly wants developers to > > feel assured that all of their players are kinect-capable so that they feel > > comfortable with greater reliance on Kinect-exclusive input. > > > > > > All of their players being kinect-capable is obviously not the case, and > > although it's far too early to know for certain I'm concerned that we'll > > see more and more kinect-exclusive controls, expecting people to be able to > > move their bodies, talk, and operate complex controls simultaneously. > > * > > * > > * > > * > > Microsoft could avoid this extremely easily by simple including some > > accessibility requirements in the XBox One TCRs, but as that would directly > > clash with the business objective of pushing the new platform.. well, we'll > > see soon enough. > > * > > * > > * > > * > > *Changes to controller design* > > > > > > @KnarkyBadger > > @IGNUK hmm as a disabled gamer I think its looks a bit suspect to me dont > > think I'll be able to use it :( > > > > > > *Kinect required at all times* > > > > > > @spritesbites > > Dear Microsoft will Xbox One have a kinect REQUIREMENT? What about > > disabled gamers who struggle with body movements? > > > > > > @CaniLupine > > Another thing Microsoft overlooked: Disabled gamers. How are they going to > > use the Kinect if they are physically unable to do what it asks? > > > > > > @pandatr0nics > > Gamers with various disabilities may have problems with Xbox One being > > Kinect required we'll just have to wait and see > > > > > > @bagmanman > > Xbox One requiring Kinect to actually use the device is a HUGE way to > > alienate the disabled gamer community. > > > > > > @nebulaegirl > > Ok, new XBOX looks great, but what about game accessibility for disabled > > gamers? # xboxreveal # AbleGamers > > > > > > @GamingJay85 > > Wow, back in 2010, I wrote about how Kinect was flipping off disabled > > gamers and how it'd be a party game implement. > > http://www.pinkanddeadly.com/?p=283 > > > > > > @shogan01 > > but yet again with these consoles #xboxone discriminates the disabled gamer > > > > > > @justineckblad > > @N0M4DTV As a fellow disabled gamer, whats your take on Xbox1 requiring > > the kinect? Not sure it works with me in my WC & my bad voice. :/ > > > > > > @TheNewBoyWonder > > @Xbox How does requiring Kinect effect disabled gamer? What if I can't > > stand on my feet during a 2 hr CoD session? > > > > > > @Zzephferus > > @MicrosoftXbox Why is the connected needed for the Xbox One to work? What > > about disabled gamers or gamers with speech problems? > > > > > > @skipsophrenic > > @NaomiKyle #xboxone as a disabled gamer who relies on the controller > > reports on it needing the kinect has me concerned need to test b4 buy. > > > > > > *Paying fees for used games* > > > > > > @VirtuousLumox > > @EmInterrupted As a disabled gamer with no income who uses games to pass > > the time so I don't rot my brain watching TV, I'm very concerned. > > > > _______________________________________________ > > 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 113, Issue 13 > ********************************************* -------------- 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 113, Issue 14 ********************************************* -------------------------------------------------------------------------------- _______________________________________________ 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 *********** 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: -------------- next part -------------- A non-text attachment was scrubbed... Name: image001.jpg Type: image/jpeg Size: 33373 bytes Desc: not available URL: From lgraham at blitzgamesstudios.com Thu May 23 05:04:21 2013 From: lgraham at blitzgamesstudios.com (Lynsey Graham) Date: Thu, 23 May 2013 10:04:21 +0100 Subject: [games_access] XBox One reception on twitter (Steve Spohn) In-Reply-To: References: Message-ID: Android is interesting, because you can use Bluetooth peripherals with it? I can?t remember exactly what my husband was playing, but I remember him using a PS3 controller to play an Android game.? I know when we at Blitz were musing about making a mobile platform adventure game, it was specifically mentioned having multiple control systems (touchscreen only, onscreen virtual controls & external controller compatible controls).? We might see more games being compatible with external controllers if Ouya takes off, as it also uses? Android ? there might be more developers looking to release the same titles on both the Ouya and mobile/tablet Android devices. From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org] On Behalf Of Barrie Ellis Sent: 23 May 2013 08:28 To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] XBox One reception on twitter (Steve Spohn) The state of game accessibility worries me a bit at the minute. Especially so re. physical access. I like very much what Komodo Open Lab and others have done to make Apple iOS games more accessible... But the fact remains the vast majority of games are impossible to play unless you can touch the screen. And I've never seen a worse platform for games that should be possible to make one-switch accessible, and yet remain out of reach. I won't lie, I don't fully understand the Android platform for it's potential accessibility - but it does leave me feeling confused. I wonder how non-experienced Game Accessibility people find it when trying to find access solutions. Sony seem obsessed with making the most complex, jam-packed controller possible. It's sad to me that some of my favourite games on the PS3 remain extremely hard/impossible for me to make accessible for quite a broad portion of the physical disabilities spectrum (Flower and Heavy Rain) due to Six-Axis being forced on the player with no alternative. The new controller looks like a potential nightmare for excluding people who can't cope with the huge array of possibilities - because I'm 99.9% sure that Sony won't give any advice on offering more accessible options for controls. Look at the new shiny thing! Nintendo were utterly short-sighted with the Wii, forcing people to use a controller that requires a high-degree of physical accuracy to just navigate the menu screens - and not asking people to consider those who might not be able to use the Wii-remote. The Wii-U? Seems like an absurd degree of accuracy is needed for that and I see no fixes for it that aren't going to cost a huge amount. Microsoft's blocks on 3rd party controllers was highly disabling frankly for the Xbox 360. What a mean minded decision that was, to try to stop people using alternative controls. I think Microsoft redeemed themselves by not trying to take down the adapters that help get around this issue, and ended up allowing a massive range of alternative controls. The Kinect promised so much, so I do remain hopeful for Kinect 2. But as Ian indicated, without some guidance coming from Microsoft to developers I can foresee Xbox One living moving into iOS/Wii territory of there only being a handful of games that think about those who will prefer/need to use an alternative control method - but the majority not giving it a thought. I hope I'm wrong. Maybe a carefully worded open letter (more so than above!) might be something we could present to all platform developers with their ever more demanding proprietary control methods. Game accessibility was better in so many ways back in 1982 which seems so wrong to me. Barrie From: Ian Hamilton Sent: Wednesday, May 22, 2013 4:53 PM To: games_access at igda.org Subject: Re: [games_access]XBox One reception on twitter (Steve Spohn) Nice article, esp. the TV mention. That's the real shame about Kinect, that it's give with one hand take away with the other, when it would be so easy for them to avoid it being bad for anyone, and be left with only the benefits - if only there was enough will from the decision makers. But still, maybe their advice to developers will be different this time around. Can live in hope I suppose. ----- Reply message ----- From: games_access-request at igda.org To: Subject: games_access Digest, Vol 113, Issue 14 Date: Wed, May 22, 2013 5:28 PM 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: XBox One reception on twitter (Steve Spohn) 2. Re: games_access Digest, Vol 113, Issue 13 (Ian Hamilton) ---------------------------------------------------------------------- Message: 1 Date: Wed, 22 May 2013 11:11:41 -0400 From: Steve Spohn Subject: Re: [games_access] XBox One reception on twitter To: IGDA Games Accessibility SIG Mailing List Message-ID: Content-Type: text/plain; charset="iso-8859-1" Here's AbleGamers take on it. Accessibility thoughts on Xbox One by AbleGamers' Rob McCaulley -- You let us down Microsoft -- http://www.ablegamers.com/Disabled-Gamers-General-News/thoughts-on-xbox-one.html Also, from the conversations AbleGamers has had with Microsoft, they are aware of the need for greater accessibility with Xbox One. Kinect always being on was their way of trying to add it. It could work or it could backfire. Don't forget, Kinect locked many people like myself out, but added some people like our friend Giddeon from an abilities Expo to the gamer community. On Wed, May 22, 2013 at 11:08 AM, John R. Porter wrote: > As I see a lot of these tweets and articles passing through, a great many > of them come off as somewhat preemptively alarmist to me. People are, in > many cases, talking about the new Kinect as a controller-killer, but that's > improbable to the degree of being completely moot. By its nature, its never > going to be as efficient as a traditional controller for a lot of games, so > developers will never be crazy enough to force its exclusive use. > > Ultimately, the most likely long-term effect of forcing the Kinect > hardware to be ubiquitous is that games will start to embrace it more > frequently for *supplemental* interaction. It will be used in addition to, > not in replacement of, traditional controllers. Admittedly, this is still > potentially cause for concern among disabled gamers, but it will largely > depend on how these supplemental interactions manifest. > > I don't see games requiring you to suddenly put down the controller and > start flailing around in the middle of a game very often, because that's > totally an immersion-breaking and inefficient bit of design. More likely, > we'll see more and more games using things like Mass Effect's squad voice > commands, and potentially (depending on hardware capabilities) things like > gaze tracking for menu navigation and targeting. The Kinect is so much more > than a tool that lets you play Dance Central, even though that paradigm > might have dominated the first generation of motion control. That certainly > doesn't mean it's all the technology has to offer, though. > > Just my two cents... > -John > > ** > > *-- -- -- -- -- > John R. Porter III > www.jrp3.net > University of Washington,** > Human Centered Design & Engineering* > > > On Wed, May 22, 2013 at 6:42 AM, Ian Hamilton wrote: > >> * >> * >> There has been a fair bit of twitter chatter from disabled gamers >> following the launch announcement, mostly around the fact that it is not >> possible to buy an XBox without a Kinect, and that it will not turn on >> without a Kinect attached. >> >> >> Most of the concerns are due to the the assumption that you won't be >> able to use the console without gestures and speech. Personally I'd be >> surprised if the main console interface requires gestures/speech, but >> Microsoft's statement on the issue shows a pretty dangerous side to it: >> >> >> *"By having it as a consistent part of every Xbox One, game and >> entertainment creators can build experiences that assume the availability >> of voice, gesture and natural sensing, leading to unrivaled ease of use, >> premium experiences and interactivity for you."* >> * >> * >> * >> * >> This is where the real problem lies. Currently Kinect accessibility at OS >> level and in non-exclusive games too is pretty good, with simpler >> alternative input methods often available. MS clearly wants developers to >> feel assured that all of their players are kinect-capable so that they feel >> comfortable with greater reliance on Kinect-exclusive input. >> >> >> All of their players being kinect-capable is obviously not the case, and >> although it's far too early to know for certain I'm concerned that we'll >> see more and more kinect-exclusive controls, expecting people to be able to >> move their bodies, talk, and operate complex controls simultaneously. >> * >> * >> * >> * >> Microsoft could avoid this extremely easily by simple including some >> accessibility requirements in the XBox One TCRs, but as that would directly >> clash with the business objective of pushing the new platform.. well, we'll >> see soon enough. >> * >> * >> * >> * >> *Changes to controller design* >> >> >> @KnarkyBadger >> @IGNUK hmm as a disabled gamer I think its looks a bit suspect to me dont >> think I'll be able to use it :( >> >> >> *Kinect required at all times* >> >> >> @spritesbites >> Dear Microsoft will Xbox One have a kinect REQUIREMENT? What about >> disabled gamers who struggle with body movements? >> >> >> @CaniLupine >> Another thing Microsoft overlooked: Disabled gamers. How are they going >> to use the Kinect if they are physically unable to do what it asks? >> >> >> @pandatr0nics >> Gamers with various disabilities may have problems with Xbox One being >> Kinect required we'll just have to wait and see >> >> >> @bagmanman >> Xbox One requiring Kinect to actually use the device is a HUGE way to >> alienate the disabled gamer community. >> >> >> @nebulaegirl >> Ok, new XBOX looks great, but what about game accessibility for disabled >> gamers? # xboxreveal # AbleGamers >> >> >> @GamingJay85 >> Wow, back in 2010, I wrote about how Kinect was flipping off disabled >> gamers and how it'd be a party game implement. >> http://www.pinkanddeadly.com/?p=283 >> >> >> @shogan01 >> but yet again with these consoles #xboxone discriminates the disabled >> gamer >> >> >> @justineckblad >> @N0M4DTV As a fellow disabled gamer, whats your take on Xbox1 requiring >> the kinect? Not sure it works with me in my WC & my bad voice. :/ >> >> >> @TheNewBoyWonder >> @Xbox How does requiring Kinect effect disabled gamer? What if I can't >> stand on my feet during a 2 hr CoD session? >> >> >> @Zzephferus >> @MicrosoftXbox Why is the connected needed for the Xbox One to work? What >> about disabled gamers or gamers with speech problems? >> >> >> @skipsophrenic >> @NaomiKyle #xboxone as a disabled gamer who relies on the controller >> reports on it needing the kinect has me concerned need to test b4 buy. >> >> >> *Paying fees for used games* >> >> >> @VirtuousLumox >> @EmInterrupted As a disabled gamer with no income who uses games to pass >> the time so I don't rot my brain watching TV, I'm very concerned. >> >> _______________________________________________ >> 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 > > -- Steve Spohn Editor-In-Chief The AbleGamers Foundation AbleGamers.com | AbleGamers.org | Facebook | Twitter -------------- next part -------------- An HTML attachment was scrubbed... URL: ------------------------------ Message: 2 Date: Wed, 22 May 2013 16:28:14 +0100 From: Ian Hamilton Subject: Re: [games_access] games_access Digest, Vol 113, Issue 13 To: "games_access at igda.org" Message-ID: Content-Type: text/plain; charset="iso-8859-1" Yep likewise, I'd be astounded if you were required to use speech or gestures in the way that many are assuming, it sounds more like a hardware requirement than a software requirement to me, that the requirement is just for it to be present and plugged in, nothing more. Clearly they're seeing lack of adoption as a barrier to developers using it, so they're trying to guarantee greater adoption. I totally agree about that being the approach to take too, using it just for optional enhancements, that are either trivial enough that lack of access doesn't matter, or that are also accessible using other input methods. I haven't done any Kinect development but have worked on a fair few regular webcam games, and the same principle applies.. there are very very few games that genuinely require motion detection, they're almost always perfectly suited to regular controls too. The usual line I've been given is "that would ruin the whole fun of the game".. if what you're seeing as 'the whole fun of the game' is the fact that it uses a novel input device, then you're already in trouble! I just hope firstly that MS firstly thinks that way too, and secondly gets that message across to developers, as there are certainly plenty of developers crazy enough to do Kinect-exclusives still, even when you've got things like Child of Eden that show how totally unnecessary Kinect-exclusive controls are. > > Message: 2 > Date: Wed, 22 May 2013 08:08:34 -0700 > From: "John R. Porter" > Subject: Re: [games_access] XBox One reception on twitter > To: IGDA Games Accessibility SIG Mailing List > Message-ID: > > Content-Type: text/plain; charset="iso-8859-1" > > As I see a lot of these tweets and articles passing through, a great many > of them come off as somewhat preemptively alarmist to me. People are, in > many cases, talking about the new Kinect as a controller-killer, but that's > improbable to the degree of being completely moot. By its nature, its never > going to be as efficient as a traditional controller for a lot of games, so > developers will never be crazy enough to force its exclusive use. > > Ultimately, the most likely long-term effect of forcing the Kinect hardware > to be ubiquitous is that games will start to embrace it more frequently for > *supplemental* interaction. It will be used in addition to, not in > replacement of, traditional controllers. Admittedly, this is still > potentially cause for concern among disabled gamers, but it will largely > depend on how these supplemental interactions manifest. > > I don't see games requiring you to suddenly put down the controller and > start flailing around in the middle of a game very often, because that's > totally an immersion-breaking and inefficient bit of design. More likely, > we'll see more and more games using things like Mass Effect's squad voice > commands, and potentially (depending on hardware capabilities) things like > gaze tracking for menu navigation and targeting. The Kinect is so much more > than a tool that lets you play Dance Central, even though that paradigm > might have dominated the first generation of motion control. That certainly > doesn't mean it's all the technology has to offer, though. > > Just my two cents... > -John > > ** > > *-- -- -- -- -- > John R. Porter III > www.jrp3.net > University of Washington,** > Human Centered Design & Engineering* > > > On Wed, May 22, 2013 at 6:42 AM, Ian Hamilton wrote: > > > * > > * > > There has been a fair bit of twitter chatter from disabled gamers > > following the launch announcement, mostly around the fact that it is not > > possible to buy an XBox without a Kinect, and that it will not turn on > > without a Kinect attached. > > > > > > Most of the concerns are due to the the assumption that you won't be able > > to use the console without gestures and speech. Personally I'd be surprised > > if the main console interface requires gestures/speech, but Microsoft's > > statement on the issue shows a pretty dangerous side to it: > > > > > > *"By having it as a consistent part of every Xbox One, game and > > entertainment creators can build experiences that assume the availability > > of voice, gesture and natural sensing, leading to unrivaled ease of use, > > premium experiences and interactivity for you."* > > * > > * > > * > > * > > This is where the real problem lies. Currently Kinect accessibility at OS > > level and in non-exclusive games too is pretty good, with simpler > > alternative input methods often available. MS clearly wants developers to > > feel assured that all of their players are kinect-capable so that they feel > > comfortable with greater reliance on Kinect-exclusive input. > > > > > > All of their players being kinect-capable is obviously not the case, and > > although it's far too early to know for certain I'm concerned that we'll > > see more and more kinect-exclusive controls, expecting people to be able to > > move their bodies, talk, and operate complex controls simultaneously. > > * > > * > > * > > * > > Microsoft could avoid this extremely easily by simple including some > > accessibility requirements in the XBox One TCRs, but as that would directly > > clash with the business objective of pushing the new platform.. well, we'll > > see soon enough. > > * > > * > > * > > * > > *Changes to controller design* > > > > > > @KnarkyBadger > > @IGNUK hmm as a disabled gamer I think its looks a bit suspect to me dont > > think I'll be able to use it :( > > > > > > *Kinect required at all times* > > > > > > @spritesbites > > Dear Microsoft will Xbox One have a kinect REQUIREMENT? What about > > disabled gamers who struggle with body movements? > > > > > > @CaniLupine > > Another thing Microsoft overlooked: Disabled gamers. How are they going to > > use the Kinect if they are physically unable to do what it asks? > > > > > > @pandatr0nics > > Gamers with various disabilities may have problems with Xbox One being > > Kinect required we'll just have to wait and see > > > > > > @bagmanman > > Xbox One requiring Kinect to actually use the device is a HUGE way to > > alienate the disabled gamer community. > > > > > > @nebulaegirl > > Ok, new XBOX looks great, but what about game accessibility for disabled > > gamers? # xboxreveal # AbleGamers > > > > > > @GamingJay85 > > Wow, back in 2010, I wrote about how Kinect was flipping off disabled > > gamers and how it'd be a party game implement. > > http://www.pinkanddeadly.com/?p=283 > > > > > > @shogan01 > > but yet again with these consoles #xboxone discriminates the disabled gamer > > > > > > @justineckblad > > @N0M4DTV As a fellow disabled gamer, whats your take on Xbox1 requiring > > the kinect? Not sure it works with me in my WC & my bad voice. :/ > > > > > > @TheNewBoyWonder > > @Xbox How does requiring Kinect effect disabled gamer? What if I can't > > stand on my feet during a 2 hr CoD session? > > > > > > @Zzephferus > > @MicrosoftXbox Why is the connected needed for the Xbox One to work? What > > about disabled gamers or gamers with speech problems? > > > > > > @skipsophrenic > > @NaomiKyle #xboxone as a disabled gamer who relies on the controller > > reports on it needing the kinect has me concerned need to test b4 buy. > > > > > > *Paying fees for used games* > > > > > > @VirtuousLumox > > @EmInterrupted As a disabled gamer with no income who uses games to pass > > the time so I don't rot my brain watching TV, I'm very concerned. > > > > _______________________________________________ > > 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 113, Issue 13 > ********************************************* -------------- 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 113, Issue 14 ********************************************* _______________________________________________ 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 *********** 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: -------------- next part -------------- A non-text attachment was scrubbed... Name: image001.jpg Type: image/jpeg Size: 33373 bytes Desc: not available URL: From jrporter at uw.edu Fri May 24 13:24:15 2013 From: jrporter at uw.edu (John R. Porter) Date: Fri, 24 May 2013 10:24:15 -0700 Subject: [games_access] XBox One reception on twitter (Steve Spohn) In-Reply-To: References: Message-ID: Actually, android can pretty much support any USB input peripheral as well, assuming it uses the standard HID protocol. All you need is a "USB OTG" cable. Obviously Bluetooth is way more practical for true mobile applications, but in cases where you absolutely need to use something like a tiny trackball or touchpad that aren't available with Bluetooth, it's a great fallback option to have. -John ** *-- -- -- -- -- John R. Porter III www.jrp3.net University of Washington,** Human Centered Design & Engineering* On Thu, May 23, 2013 at 2:04 AM, Lynsey Graham < lgraham at blitzgamesstudios.com> wrote: > Android is interesting, because you can use Bluetooth peripherals with it? > I can?t remember exactly what my husband was playing, but I remember him > using a PS3 controller to play an Android game. I know when we at Blitz > were musing about making a mobile platform adventure game, it was > specifically mentioned having multiple control systems (touchscreen only, > onscreen virtual controls & external controller compatible controls). We > might see more games being compatible with external controllers if Ouya > takes off, as it also uses Android ? there might be more developers > looking to release the same titles on both the Ouya and mobile/tablet > Android devices.**** > > ** ** > > *From:* games_access-bounces at igda.org [mailto: > games_access-bounces at igda.org] *On Behalf Of *Barrie Ellis > *Sent:* 23 May 2013 08:28 > > *To:* IGDA Games Accessibility SIG Mailing List > *Subject:* Re: [games_access] XBox One reception on twitter (Steve Spohn)* > *** > > ** ** > > The state of game accessibility worries me a bit at the minute. Especially > so re. physical access.**** > > **** > > I like very much what Komodo Open Lab and others have done to make > Apple iOS games more accessible... But the fact remains the vast majority > of games are impossible to play unless you can touch the screen. And I've > never seen a worse platform for games that should be possible to make > one-switch accessible, and yet remain out of reach.**** > > **** > > I won't lie, I don't fully understand the Android platform for it's > potential accessibility - but it does leave me feeling confused. I wonder > how non-experienced Game Accessibility people find it when trying to find > access solutions. **** > > **** > > Sony seem obsessed with making the most complex, jam-packed controller > possible. It's sad to me that some of my favourite games on the PS3 remain > extremely hard/impossible for me to make accessible for quite a broad > portion of the physical disabilities spectrum (Flower and Heavy Rain) due > to Six-Axis being forced on the player with no alternative. The new > controller looks like a potential nightmare for excluding people who can't > cope with the huge array of possibilities - because I'm 99.9% sure that > Sony won't give any advice on offering more accessible options for > controls. Look at the new shiny thing!**** > > **** > > **** > > **** > > Nintendo were utterly short-sighted with the Wii, forcing people to use a > controller that requires a high-degree of physical accuracy to just > navigate the menu screens - and not asking people to consider those who > might not be able to use the Wii-remote. The Wii-U? Seems like an absurd > degree of accuracy is needed for that and I see no fixes for it that aren't > going to cost a huge amount.**** > > **** > > Microsoft's blocks on 3rd party controllers was highly disabling frankly > for the Xbox 360. What a mean minded decision that was, to try to stop > people using alternative controls. I think Microsoft redeemed themselves by > not trying to take down the adapters that help get around this issue, and > ended up allowing a massive range of alternative controls. The Kinect > promised so much, so I do remain hopeful for Kinect 2. But as Ian > indicated, without some guidance coming from Microsoft to developers I can > foresee Xbox One living moving into iOS/Wii territory of there only being a > handful of games that think about those who will prefer/need to use an > alternative control method - but the majority not giving it a thought. I > hope I'm wrong.**** > > **** > > Maybe a carefully worded open letter (more so than above!) might be > something we could present to all platform developers with their ever more > demanding proprietary control methods. **** > > **** > > Game accessibility was better in so many ways back in 1982 which seems so > wrong to me.**** > > **** > > Barrie**** > > **** > > **** > > **** > > **** > > **** > > ** ** > > *From:* Ian Hamilton **** > > *Sent:* Wednesday, May 22, 2013 4:53 PM**** > > *To:* games_access at igda.org **** > > *Subject:* Re: [games_access]XBox One reception on twitter (Steve Spohn)** > ** > > ** ** > > > Nice article, esp. the TV mention. > > That's the real shame about Kinect, that it's give with one hand take away > with the other, when it would be so easy for them to avoid it being bad for > anyone, and be left with only the benefits - if only there was enough will > from the decision makers. > > But still, maybe their advice to developers will be different this time > around. Can live in hope I suppose. > > ----- Reply message ----- > From: games_access-request at igda.org > To: > Subject: games_access Digest, Vol 113, Issue 14 > Date: Wed, May 22, 2013 5:28 PM > > > > > 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: XBox One reception on twitter (Steve Spohn) > 2. Re: games_access Digest, Vol 113, Issue 13 (Ian Hamilton) > > > ---------------------------------------------------------------------- > > Message: 1 > Date: Wed, 22 May 2013 11:11:41 -0400 > From: Steve Spohn > Subject: Re: [games_access] XBox One reception on twitter > To: IGDA Games Accessibility SIG Mailing List > Message-ID: > < > CABrM+MXEyWM-KpdODVxwTCmWHOV1-cc86foQvJAoFxLb9bXoPw at mail.gmail.com> > Content-Type: text/plain; charset="iso-8859-1" > > Here's AbleGamers take on it. Accessibility thoughts on Xbox One by > AbleGamers' Rob McCaulley -- You let us down Microsoft -- > > http://www.ablegamers.com/Disabled-Gamers-General-News/thoughts-on-xbox-one.html > > Also, from the conversations AbleGamers has had with Microsoft, they are > aware of the need for greater accessibility with Xbox One. Kinect always > being on was their way of trying to add it. It could work or it could > backfire. Don't forget, Kinect locked many people like myself out, but > added some people like our friend Giddeon from an abilities Expo to the > gamer community. > > > On Wed, May 22, 2013 at 11:08 AM, John R. Porter wrote: > > > As I see a lot of these tweets and articles passing through, a great many > > of them come off as somewhat preemptively alarmist to me. People are, in > > many cases, talking about the new Kinect as a controller-killer, but > that's > > improbable to the degree of being completely moot. By its nature, its > never > > going to be as efficient as a traditional controller for a lot of games, > so > > developers will never be crazy enough to force its exclusive use. > > > > Ultimately, the most likely long-term effect of forcing the Kinect > > hardware to be ubiquitous is that games will start to embrace it more > > frequently for *supplemental* interaction. It will be used in addition > to, > > not in replacement of, traditional controllers. Admittedly, this is still > > potentially cause for concern among disabled gamers, but it will largely > > depend on how these supplemental interactions manifest. > > > > I don't see games requiring you to suddenly put down the controller and > > start flailing around in the middle of a game very often, because that's > > totally an immersion-breaking and inefficient bit of design. More likely, > > we'll see more and more games using things like Mass Effect's squad voice > > commands, and potentially (depending on hardware capabilities) things > like > > gaze tracking for menu navigation and targeting. The Kinect is so much > more > > than a tool that lets you play Dance Central, even though that paradigm > > might have dominated the first generation of motion control. That > certainly > > doesn't mean it's all the technology has to offer, though. > > > > Just my two cents... > > -John > > > > ** > > > > *-- -- -- -- -- > > John R. Porter III > > www.jrp3.net > > University of Washington,** > > Human Centered Design & Engineering* > > > > > > On Wed, May 22, 2013 at 6:42 AM, Ian Hamilton wrote: > > > >> * > >> * > >> There has been a fair bit of twitter chatter from disabled gamers > >> following the launch announcement, mostly around the fact that it is not > >> possible to buy an XBox without a Kinect, and that it will not turn on > >> without a Kinect attached. > >> > >> > >> Most of the concerns are due to the the assumption that you won't be > >> able to use the console without gestures and speech. Personally I'd be > >> surprised if the main console interface requires gestures/speech, but > >> Microsoft's statement on the issue shows a pretty dangerous side to it: > >> > >> > >> *"By having it as a consistent part of every Xbox One, game and > >> entertainment creators can build experiences that assume the > availability > >> of voice, gesture and natural sensing, leading to unrivaled ease of use, > >> premium experiences and interactivity for you."* > >> * > >> * > >> * > >> * > >> This is where the real problem lies. Currently Kinect accessibility at > OS > >> level and in non-exclusive games too is pretty good, with simpler > >> alternative input methods often available. MS clearly wants developers > to > >> feel assured that all of their players are kinect-capable so that they > feel > >> comfortable with greater reliance on Kinect-exclusive input. > >> > >> > >> All of their players being kinect-capable is obviously not the case, and > >> although it's far too early to know for certain I'm concerned that we'll > >> see more and more kinect-exclusive controls, expecting people to be > able to > >> move their bodies, talk, and operate complex controls simultaneously. > >> * > >> * > >> * > >> * > >> Microsoft could avoid this extremely easily by simple including some > >> accessibility requirements in the XBox One TCRs, but as that would > directly > >> clash with the business objective of pushing the new platform.. well, > we'll > >> see soon enough. > >> * > >> * > >> * > >> * > >> *Changes to controller design* > >> > >> > >> @KnarkyBadger > >> @IGNUK hmm as a disabled gamer I think its looks a bit suspect to me > dont > >> think I'll be able to use it :( > >> > >> > >> *Kinect required at all times* > >> > >> > >> @spritesbites > >> Dear Microsoft will Xbox One have a kinect REQUIREMENT? What about > >> disabled gamers who struggle with body movements? > >> > >> > >> @CaniLupine > >> Another thing Microsoft overlooked: Disabled gamers. How are they going > >> to use the Kinect if they are physically unable to do what it asks? > >> > >> > >> @pandatr0nics > >> Gamers with various disabilities may have problems with Xbox One being > >> Kinect required we'll just have to wait and see > >> > >> > >> @bagmanman > >> Xbox One requiring Kinect to actually use the device is a HUGE way to > >> alienate the disabled gamer community. > >> > >> > >> @nebulaegirl > >> Ok, new XBOX looks great, but what about game accessibility for disabled > >> gamers? # xboxreveal # AbleGamers > >> > >> > >> @GamingJay85 > >> Wow, back in 2010, I wrote about how Kinect was flipping off disabled > >> gamers and how it'd be a party game implement. > >> http://www.pinkanddeadly.com/?p=283 > >> > >> > >> @shogan01 > >> but yet again with these consoles #xboxone discriminates the disabled > >> gamer > >> > >> > >> @justineckblad > >> @N0M4DTV As a fellow disabled gamer, whats your take on Xbox1 requiring > >> the kinect? Not sure it works with me in my WC & my bad voice. :/ > >> > >> > >> @TheNewBoyWonder > >> @Xbox How does requiring Kinect effect disabled gamer? What if I can't > >> stand on my feet during a 2 hr CoD session? > >> > >> > >> @Zzephferus > >> @MicrosoftXbox Why is the connected needed for the Xbox One to work? > What > >> about disabled gamers or gamers with speech problems? > >> > >> > >> @skipsophrenic > >> @NaomiKyle #xboxone as a disabled gamer who relies on the controller > >> reports on it needing the kinect has me concerned need to test b4 buy. > >> > >> > >> *Paying fees for used games* > >> > >> > >> @VirtuousLumox > >> @EmInterrupted As a disabled gamer with no income who uses games to pass > >> the time so I don't rot my brain watching TV, I'm very concerned. > >> > >> _______________________________________________ > >> 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 > > > > > > > -- > Steve Spohn > Editor-In-Chief > The AbleGamers Foundation > AbleGamers.com | > AbleGamers.org > | Facebook | > Twitter > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: < > http://seven.pairlist.net/pipermail/games_access/attachments/20130522/eae60976/attachment-0001.htm > > > > ------------------------------ > > Message: 2 > Date: Wed, 22 May 2013 16:28:14 +0100 > From: Ian Hamilton > Subject: Re: [games_access] games_access Digest, Vol 113, Issue 13 > To: "games_access at igda.org" > Message-ID: > Content-Type: text/plain; charset="iso-8859-1" > > Yep likewise, I'd be astounded if you were required to use speech or > gestures in the way that many are assuming, it sounds more like a hardware > requirement than a software requirement to me, that the requirement is just > for it to be present and plugged in, nothing more. Clearly they're seeing > lack of adoption as a barrier to developers using it, so they're trying to > guarantee greater adoption. > > I totally agree about that being the approach to take too, using it just > for optional enhancements, that are either trivial enough that lack of > access doesn't matter, or that are also accessible using other input > methods. > > I haven't done any Kinect development but have worked on a fair few > regular webcam games, and the same principle applies.. there are very very > few games that genuinely require motion detection, they're almost always > perfectly suited to regular controls too. The usual line I've been given is > "that would ruin the whole fun of the game".. if what you're seeing as 'the > whole fun of the game' is the fact that it uses a novel input device, then > you're already in trouble! > > I just hope firstly that MS firstly thinks that way too, and secondly gets > that message across to developers, as there are certainly plenty of > developers crazy enough to do Kinect-exclusives still, even when you've got > things like Child of Eden that show how totally unnecessary > Kinect-exclusive controls are. > > > > > Message: 2 > > Date: Wed, 22 May 2013 08:08:34 -0700 > > From: "John R. Porter" > > Subject: Re: [games_access] XBox One reception on twitter > > To: IGDA Games Accessibility SIG Mailing List > > Message-ID: > > < > CADWyad-Dfry7bTQ90AOer0ShfZQCHBVXwG9nhFPUTjiU=gxxxg at mail.gmail.com> > > Content-Type: text/plain; charset="iso-8859-1" > > > > As I see a lot of these tweets and articles passing through, a great many > > of them come off as somewhat preemptively alarmist to me. People are, in > > many cases, talking about the new Kinect as a controller-killer, but > that's > > improbable to the degree of being completely moot. By its nature, its > never > > going to be as efficient as a traditional controller for a lot of games, > so > > developers will never be crazy enough to force its exclusive use. > > > > Ultimately, the most likely long-term effect of forcing the Kinect > hardware > > to be ubiquitous is that games will start to embrace it more frequently > for > > *supplemental* interaction. It will be used in addition to, not in > > replacement of, traditional controllers. Admittedly, this is still > > potentially cause for concern among disabled gamers, but it will largely > > depend on how these supplemental interactions manifest. > > > > I don't see games requiring you to suddenly put down the controller and > > start flailing around in the middle of a game very often, because that's > > totally an immersion-breaking and inefficient bit of design. More likely, > > we'll see more and more games using things like Mass Effect's squad voice > > commands, and potentially (depending on hardware capabilities) things > like > > gaze tracking for menu navigation and targeting. The Kinect is so much > more > > than a tool that lets you play Dance Central, even though that paradigm > > might have dominated the first generation of motion control. That > certainly > > doesn't mean it's all the technology has to offer, though. > > > > Just my two cents... > > -John > > > > ** > > > > *-- -- -- -- -- > > John R. Porter III > > www.jrp3.net > > University of Washington,** > > Human Centered Design & Engineering* > > > > > > On Wed, May 22, 2013 at 6:42 AM, Ian Hamilton wrote: > > > > > * > > > * > > > There has been a fair bit of twitter chatter from disabled gamers > > > following the launch announcement, mostly around the fact that it is > not > > > possible to buy an XBox without a Kinect, and that it will not turn on > > > without a Kinect attached. > > > > > > > > > Most of the concerns are due to the the assumption that you won't be > able > > > to use the console without gestures and speech. Personally I'd be > surprised > > > if the main console interface requires gestures/speech, but Microsoft's > > > statement on the issue shows a pretty dangerous side to it: > > > > > > > > > *"By having it as a consistent part of every Xbox One, game and > > > entertainment creators can build experiences that assume the > availability > > > of voice, gesture and natural sensing, leading to unrivaled ease of > use, > > > premium experiences and interactivity for you."* > > > * > > > * > > > * > > > * > > > This is where the real problem lies. Currently Kinect accessibility at > OS > > > level and in non-exclusive games too is pretty good, with simpler > > > alternative input methods often available. MS clearly wants developers > to > > > feel assured that all of their players are kinect-capable so that they > feel > > > comfortable with greater reliance on Kinect-exclusive input. > > > > > > > > > All of their players being kinect-capable is obviously not the case, > and > > > although it's far too early to know for certain I'm concerned that > we'll > > > see more and more kinect-exclusive controls, expecting people to be > able to > > > move their bodies, talk, and operate complex controls simultaneously. > > > * > > > * > > > * > > > * > > > Microsoft could avoid this extremely easily by simple including some > > > accessibility requirements in the XBox One TCRs, but as that would > directly > > > clash with the business objective of pushing the new platform.. well, > we'll > > > see soon enough. > > > * > > > * > > > * > > > * > > > *Changes to controller design* > > > > > > > > > @KnarkyBadger > > > @IGNUK hmm as a disabled gamer I think its looks a bit suspect to me > dont > > > think I'll be able to use it :( > > > > > > > > > *Kinect required at all times* > > > > > > > > > @spritesbites > > > Dear Microsoft will Xbox One have a kinect REQUIREMENT? What about > > > disabled gamers who struggle with body movements? > > > > > > > > > @CaniLupine > > > Another thing Microsoft overlooked: Disabled gamers. How are they > going to > > > use the Kinect if they are physically unable to do what it asks? > > > > > > > > > @pandatr0nics > > > Gamers with various disabilities may have problems with Xbox One being > > > Kinect required we'll just have to wait and see > > > > > > > > > @bagmanman > > > Xbox One requiring Kinect to actually use the device is a HUGE way to > > > alienate the disabled gamer community. > > > > > > > > > @nebulaegirl > > > Ok, new XBOX looks great, but what about game accessibility for > disabled > > > gamers? # xboxreveal # AbleGamers > > > > > > > > > @GamingJay85 > > > Wow, back in 2010, I wrote about how Kinect was flipping off disabled > > > gamers and how it'd be a party game implement. > > > http://www.pinkanddeadly.com/?p=283 > > > > > > > > > @shogan01 > > > but yet again with these consoles #xboxone discriminates the disabled > gamer > > > > > > > > > @justineckblad > > > @N0M4DTV As a fellow disabled gamer, whats your take on Xbox1 requiring > > > the kinect? Not sure it works with me in my WC & my bad voice. :/ > > > > > > > > > @TheNewBoyWonder > > > @Xbox How does requiring Kinect effect disabled gamer? What if I can't > > > stand on my feet during a 2 hr CoD session? > > > > > > > > > @Zzephferus > > > @MicrosoftXbox Why is the connected needed for the Xbox One to work? > What > > > about disabled gamers or gamers with speech problems? > > > > > > > > > @skipsophrenic > > > @NaomiKyle #xboxone as a disabled gamer who relies on the controller > > > reports on it needing the kinect has me concerned need to test b4 buy. > > > > > > > > > *Paying fees for used games* > > > > > > > > > @VirtuousLumox > > > @EmInterrupted As a disabled gamer with no income who uses games to > pass > > > the time so I don't rot my brain watching TV, I'm very concerned. > > > > > > _______________________________________________ > > > 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: < > http://seven.pairlist.net/pipermail/games_access/attachments/20130522/c2488f16/attachment.htm > > > > > > ------------------------------ > > > > _______________________________________________ > > 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 113, Issue 13 > > ********************************************* > > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: < > http://seven.pairlist.net/pipermail/games_access/attachments/20130522/61a912d5/attachment.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 > > End of games_access Digest, Vol 113, Issue 14 > ************************************************* > ------------------------------ > > _______________________________________________ > 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**** > > > > *********** > 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. > *********** > > > > > _______________________________________________ > 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 Wed May 29 16:25:30 2013 From: thomas at pininteractive.com (Thomas Westin) Date: Wed, 29 May 2013 22:25:30 +0200 Subject: [games_access] Java and Unity solutions available at GameAccessibilityCode.com Message-ID: <4F819B6F-5435-4EA6-ADAA-F5888D9023BB@pininteractive.com> Hi all, Just would like to say there is now both a Unity and Java code repository at http://gameaccessibilitycode.com Big thanks to 7-128 Software for their contribution of the Dark Utilities Anyone interested to join this social coding effort to ease the threshold of making games more accessible, you are most welcome. Any code language is OK so it is easy, just can just ask me to setup a repository for your code language and sync to the Github. No complex frameworks to follow, we refactor on a need basis when the number of solutions grow, and also help each other to translate solutions between environments. Personally, I believe this is one way (of many) forward to achieve game accessibility on a larger scale. Best regards, Thomas Westin From steve at ablegamers.com Wed May 29 18:14:58 2013 From: steve at ablegamers.com (Steve Spohn) Date: Wed, 29 May 2013 18:14:58 -0400 Subject: [games_access] Java and Unity solutions available at GameAccessibilityCode.com In-Reply-To: <4F819B6F-5435-4EA6-ADAA-F5888D9023BB@pininteractive.com> References: <4F819B6F-5435-4EA6-ADAA-F5888D9023BB@pininteractive.com> Message-ID: I find it interesting that the two-time 2013 MS Society da Vinci award-winning accessibility guidelines of includification, which has several SIG contributors, is conspicuously absent from the site. On Wed, May 29, 2013 at 4:25 PM, Thomas Westin wrote: > Hi all, > > Just would like to say there is now both a Unity and Java code repository > at http://gameaccessibilitycode.com > > Big thanks to 7-128 Software for their contribution of the Dark Utilities > > Anyone interested to join this social coding effort to ease the threshold > of making games more accessible, you are most welcome. Any code language is > OK so it is easy, just can just ask me to setup a repository for your code > language and sync to the Github. > > No complex frameworks to follow, we refactor on a need basis when the > number of solutions grow, and also help each other to translate solutions > between environments. > > Personally, I believe this is one way (of many) forward to achieve game > accessibility on a larger scale. > > Best regards, > Thomas Westin > > _______________________________________________ > 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: From thomas at pininteractive.com Thu May 30 03:14:39 2013 From: thomas at pininteractive.com (Thomas Westin) Date: Thu, 30 May 2013 09:14:39 +0200 Subject: [games_access] Java and Unity solutions available at GameAccessibilityCode.com In-Reply-To: References: <4F819B6F-5435-4EA6-ADAA-F5888D9023BB@pininteractive.com> Message-ID: Hi Steve and others, There are other sets of guidelines which are not included as well (e.g. MediaLT who I think pioneered this in 2004, which I can't find a reference to in the Includification PDF either, by the way). That said, this is a work in progress, and the GameAccessibilityGuidelines.com was used as a starting point, since I had been involved in them and it was simply the easiest to start with for me. There is nothing that stops us from including other sets of guidelines as well, and I think we should. I'm not sure exactly how at the moment but I'll add something about that later today or tomorrow. The idea for the site was born many years ago but it was several reasons that made me take the step to start it now. The ease of using Github compared to previous version management like SVN, combined with the guidelines, was two of them. Best regards, Thomas On 30May 2013, at 12:14 AM, Steve Spohn wrote: > I find it interesting that the two-time 2013 MS Society da Vinci award-winning accessibility guidelines of includification, which has several SIG contributors, is conspicuously absent from the site. > > > On Wed, May 29, 2013 at 4:25 PM, Thomas Westin wrote: > Hi all, > > Just would like to say there is now both a Unity and Java code repository at http://gameaccessibilitycode.com > > Big thanks to 7-128 Software for their contribution of the Dark Utilities > > Anyone interested to join this social coding effort to ease the threshold of making games more accessible, you are most welcome. Any code language is OK so it is easy, just can just ask me to setup a repository for your code language and sync to the Github. > > No complex frameworks to follow, we refactor on a need basis when the number of solutions grow, and also help each other to translate solutions between environments. > > Personally, I believe this is one way (of many) forward to achieve game accessibility on a larger scale. > > Best regards, > Thomas Westin > > _______________________________________________ > 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 > _______________________________________________ > 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 oneswitch at gmail.com Thu May 30 03:36:57 2013 From: oneswitch at gmail.com (Barrie Ellis) Date: Thu, 30 May 2013 08:36:57 +0100 Subject: [games_access] Java and Unity solutions available atGameAccessibilityCode.com In-Reply-To: <4F819B6F-5435-4EA6-ADAA-F5888D9023BB@pininteractive.com> References: <4F819B6F-5435-4EA6-ADAA-F5888D9023BB@pininteractive.com> Message-ID: Great fledgling resource, long-needed. So nice to have stuff like this to point people to. Lets all get behind it so it can grow and grow. I've added it to the SpecialEffect Wish List for Accessible Game Design as a resource: http://www.gamebase.info/magazine/read/wish-list-for-accessible-game-design_531.html. I personally think it would be good for Includification and GameAccessibilityGuidelines.com and others (see http://switchgaming.blogspot.co.uk/2012/09/a-sea-change.html) to mention it too. Barrie From: Thomas Westin Sent: Wednesday, May 29, 2013 9:25 PM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] Java and Unity solutions available atGameAccessibilityCode.com Hi all, Just would like to say there is now both a Unity and Java code repository at http://gameaccessibilitycode.com Big thanks to 7-128 Software for their contribution of the Dark Utilities Anyone interested to join this social coding effort to ease the threshold of making games more accessible, you are most welcome. Any code language is OK so it is easy, just can just ask me to setup a repository for your code language and sync to the Github. No complex frameworks to follow, we refactor on a need basis when the number of solutions grow, and also help each other to translate solutions between environments. Personally, I believe this is one way (of many) forward to achieve game accessibility on a larger scale. Best regards, Thomas Westin _______________________________________________ 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 oneswitch at gmail.com Thu May 30 05:02:20 2013 From: oneswitch at gmail.com (Barrie Ellis) Date: Thu, 30 May 2013 10:02:20 +0100 Subject: [games_access] Amazing set-up to avoid RSI Message-ID: <5303FFED606F4F7EA360F078054526C8@OneSwitchPC> This made me smile. What an inventive set-up: http://switchgaming.blogspot.co.uk/2013/05/very-manly-computer-interface.html -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Thu May 30 05:55:20 2013 From: i_h at hotmail.com (Ian Hamilton) Date: Thu, 30 May 2013 10:55:20 +0100 Subject: [games_access] games_access Digest, Vol 113, Issue 20 In-Reply-To: References: Message-ID: Yep absolutely agree, links are in where relevant, eg: http://gameaccessibilityguidelines.com/allow-easy-orientation-to-movement-along-compass-points On that note if anyone has any best practice examples of games that do a particular feature very well or an external resource with detailed supporting material (as well as gameaccessibilitycode examples of other external resources currently linked to include the BBC, blindcomputergames.com, and includification.com) that you think should be linked to from a certain guideline just let me know, it's a trivial job to add in. Ian > > Message: 4 > Date: Thu, 30 May 2013 08:36:57 +0100 > From: "Barrie Ellis" > Subject: Re: [games_access] Java and Unity solutions available > atGameAccessibilityCode.com > To: "IGDA Games Accessibility SIG Mailing List" > > Message-ID: > Content-Type: text/plain; charset="iso-8859-1" > > Great fledgling resource, long-needed. So nice to have stuff like this to point people to. Lets all get behind it so it can grow and grow. I've added it to the SpecialEffect Wish List for Accessible Game Design as a resource: http://www.gamebase.info/magazine/read/wish-list-for-accessible-game-design_531.html. > > I personally think it would be good for Includification and GameAccessibilityGuidelines.com and others (see http://switchgaming.blogspot.co.uk/2012/09/a-sea-change.html) to mention it too. > > Barrie > > > > From: Thomas Westin > Sent: Wednesday, May 29, 2013 9:25 PM > To: IGDA Games Accessibility SIG Mailing List > Subject: [games_access] Java and Unity solutions available atGameAccessibilityCode.com > > > Hi all, > > Just would like to say there is now both a Unity and Java code repository at http://gameaccessibilitycode.com > > Big thanks to 7-128 Software for their contribution of the Dark Utilities > > Anyone interested to join this social coding effort to ease the threshold of making games more accessible, you are most welcome. Any code language is OK so it is easy, just can just ask me to setup a repository for your code language and sync to the Github. > > No complex frameworks to follow, we refactor on a need basis when the number of solutions grow, and also help each other to translate solutions between environments. > > Personally, I believe this is one way (of many) forward to achieve game accessibility on a larger scale. > > Best regards, > Thomas Westin > -------------- next part -------------- An HTML attachment was scrubbed... URL: