From thomas at westin.nu Sun Apr 3 15:53:49 2016 From: thomas at westin.nu (Thomas Westin) Date: Sun, 3 Apr 2016 21:53:49 +0200 Subject: [games_access] Wrap-up of Roundtable at GDC 2016 Message-ID: <9482AC94-2F0E-4CE6-9F66-52F3D76E6D62@westin.nu> Hi all, here is a wrap-up of our roundtable at GDC 2016: http://igda-gasig.org/2016/04/03/wrap-up-ga-sig-roundtable-gdc-16/ Best, Thomas -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at westin.nu Mon Apr 4 01:33:53 2016 From: thomas at westin.nu (Thomas Westin) Date: Mon, 4 Apr 2016 07:33:53 +0200 Subject: [games_access] How to recruit participants for a study In-Reply-To: References: Message-ID: <2A715807-6800-4D85-99DE-68EABEC7C52A@westin.nu> Hi Yiyi, I agree with Ian, it is usually easiest to go with local organisations It also depends on the type of study you want to do; if it is a survey you may want to reach a broad audience, but if it is more case study or observation you definitely should try to local organisations first. You can also try snowballing; if you do a first pilot interview with one person, you can ask him/her to give you names of a few friends, and then do another round of data collection with them, and then ask them for their friends ? /Thomas > 30Mar 2016 kl. 00:22 skrev Yiyi Rose Liu : > > Hello, > > I'm a graduate student working on a study relating to game accessibility. I require participants with mobility impairments, but am having trouble with recruitment. I was wondering how other researchers typically go about recruiting participants, and thought I'd come to this listserv for advice. > > Thanks in advance! > Yiyi Rose Liu > _______________________________________________ > games_access mailing list > games_access at igda.org > https://pairlist7.pair.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org From thomas at westin.nu Mon Apr 4 18:43:34 2016 From: thomas at westin.nu (Thomas Westin) Date: Tue, 5 Apr 2016 00:43:34 +0200 Subject: [games_access] Sony made a custom PS4 controller for a gamer with cerebral palsy Message-ID: <6A5EC89C-E3EF-408F-8A6E-07BD1DAB91C9@westin.nu> http://www.engadget.com/2016/04/04/ps4-controller-for-cerebral-palsy-gamer/ Download information for Engadget at http://www.engadget.com/apps/ Kind regards, Thomas (Sent from my mobile) From Kari.Hattner at hangar13games.com Mon Apr 4 22:11:19 2016 From: Kari.Hattner at hangar13games.com (Kari Hattner (Hangar 13 Games)) Date: Tue, 5 Apr 2016 02:11:19 +0000 Subject: [games_access] Wrap-up of Roundtable at GDC 2016 In-Reply-To: <9482AC94-2F0E-4CE6-9F66-52F3D76E6D62@westin.nu> References: <9482AC94-2F0E-4CE6-9F66-52F3D76E6D62@westin.nu> Message-ID: Wow, cool shirt! Sorry to have missed the show, though I wouldn't have gotten many of those questions correct... From: games_access [mailto:games_access-bounces at igda.org] On Behalf Of Thomas Westin Sent: Sunday, April 03, 2016 12:54 PM To: IGDA Games Accessibility SIG Mailing List Subject: [games_access] Wrap-up of Roundtable at GDC 2016 Hi all, here is a wrap-up of our roundtable at GDC 2016: http://igda-gasig.org/2016/04/03/wrap-up-ga-sig-roundtable-gdc-16/ Best, Thomas -------------- next part -------------- An HTML attachment was scrubbed... URL: From chad at anacronist.com Mon Apr 4 22:57:16 2016 From: chad at anacronist.com (Chad Philip Johnson) Date: Mon, 04 Apr 2016 19:57:16 -0700 Subject: [games_access] Wrap-up of Roundtable at GDC 2016 In-Reply-To: References: <9482AC94-2F0E-4CE6-9F66-52F3D76E6D62@westin.nu> Message-ID: <5703298C.90105@anacronist.com> Yeah, I was kinda hoping you would be in attendance. Oh well, maybe next time. It was made very clear from the beginning that funny answers would be accepted in the place of correct answers. For example, when the question was asked, "Why were keyboards invented?", somebody answered: "To type". He got a shirt. Chad Philip Johnson Anacronist Software On 04/04/2016 07:11 PM, Kari Hattner (Hangar 13 Games) wrote: > > Wow, cool shirt! Sorry to have missed the show, though I wouldn?t have > gotten many of those questions correct? > > *From:*games_access [mailto:games_access-bounces at igda.org] *On Behalf > Of *Thomas Westin > *Sent:* Sunday, April 03, 2016 12:54 PM > *To:* IGDA Games Accessibility SIG Mailing List > *Subject:* [games_access] Wrap-up of Roundtable at GDC 2016 > > Hi all, > > here is a wrap-up of our roundtable at GDC 2016: > > http://igda-gasig.org/2016/04/03/wrap-up-ga-sig-roundtable-gdc-16/ > > Best, > > Thomas > > > > _______________________________________________ > games_access mailing list > games_access at igda.org > https://pairlist7.pair.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 Apr 6 11:53:45 2016 From: i_h at hotmail.com (Ian Hamilton) Date: Wed, 6 Apr 2016 16:53:45 +0100 Subject: [games_access] GDC accessibility sessions Message-ID: All of the GDC sessions are up on GDC vault now, and most of the accessibility ones have been made freely available without subscription. Great selection of topics and record attendance too, I wasn't in the Overwatch talk but the average attendance across the others was around 130 people per session: http://ian-hamilton.com/gdc16s-accessibility-sessions/ Ian -------------- next part -------------- An HTML attachment was scrubbed... URL: From chad at anacronist.com Fri Apr 8 18:37:23 2016 From: chad at anacronist.com (Chad Philip Johnson) Date: Fri, 8 Apr 2016 15:37:23 -0700 Subject: [games_access] Roundtable Meeting Notes from GDC 2016 Message-ID: <570832A3.6040507@anacronist.com> *News* 1. Communications and Video Accessibility Act (CVAA) 1. Legislation passed in 2010 2. It was originally intended for full compliance to be achieved by October 2013 (consumers would be able to start filing complaints after this date) 3. A new waiver for game software *only* was granted until January 2017 4. The video games industry originally requested an extension until 2021, but was only granted a waiver until October 2015 5. CVAA's captioning requirements are for broadcast video only: they do not include video in the games 6. The FCC does not regulate captioning of home videos, DVDs or video games; DVDs have captions most of the time because TV shows, movies, etc. must contain captions in order to be broadcast (to be in compliance) 7. Any device that offers Advanced Communication Services (ACS) must make those communication services available to people with disabilities unless it is not ?achievable? to do so. 8. The CVAA defines ACS as: 1. interconnected VoIP service 2. non-interconnected VoIP service (does not require connection to the public switch telephone network); for example TRS (Telecommunications Relay Service) 3. electronic messaging service (including text messaging, instant messaging, email and two-way interactive messaging through a social networking site) 4. interoperable video conferencing service. 9. Three categories exist in the CVAA for video games: (I) game consoles, (II) game distribution and game play networks, and (III) game software 10. Products released before the expiration of the waiver are exempted (PS4, Xbox One, Wii U, etc. are technically exempted) 11. Businesses and organizations with less than 30 employees are exempted 12. At the FCC's discretion, requirements can be waived for equipment and services that are capable of accessing Advanced Comminication Services, but are designed primarily for purposes other than using ACS 13. Offer a fixed set of customization options for the subtitling of broadcast video (full control over text size, font, letterboxing and so on is available on YouTube, Netflix, Smartphones, etc.) 2. Console accessibility features for Xbox One and PlayStation 4 1. Xbox One: screenreader, magnifier (also in-game), closed caption presentation (with API), high contrast, and limited button remapping (at the system level) 2. Playstation 4: limited screenreader, magnifier (also in-game), closed caption presentation, high contrast, bold text, large text, text speed, and limited button remapping (at the system level). 3. Nintendo Wii U and 3DS: Nothing as of yet--probably won't appear until the next round of consoles are released. 4. Steam: Nothing as of yet--this potentially puts the company out of compliance with the CVAA, but it may depend on how the exemption for preexisting devices and services is interpreted (for example, what constitutes a major update to the service?) 3. Publisher-level accessibility evaluations at SCEE and BBC 1. The game user research team at Sony Computer Entertainment Europe has started to offer accessibility evaluations as an internal service 1. Offers expert game review, player-behavior observation testing, diary studies, and general analytics 2. This internal tool consists of two parts: 1. A spreadsheet with a straightforward list of possible accessibility considerations, with additional columns to indicate whether each is relevant to a gameplay mechanic, how feasible it is, and recommendations for implementation 2. Detailed support document with precise specifications for platform-level certification of accessibility features 3. This is currently an optional internal service at Sony Europe, but it will eventually be shared with the wider business and game user research community 2. The BBC produced a similar list/procedure this year for use across its first and third party games 1. The BBC is publicly funded so has a strong accessibility culture, meaning their list is a set of requirements and is not an optional service 2. Requires its games to comply with as much of the list/procedure as is reasonably possible 4. Continued increase in accessibility implementation in the industry 1. Big increases in developer considerations, in particular for accommodating epileptic and colorblind gamers 2. There was a strong social media reaction to the lack of colorblind friendliness in Call of Duty: Black Ops 3 and The Witness; this is compared to only two years ago where games such as Sim City and Borderlands 2 considering colorblindness was unusual enough that it received significant press coverage 3. Two AAA console games intentionally patching in accessibility for completely blind gamers 1. Mortal Kombat X added optional extra sound cues for background objects and power meters 2. Killer Instinct received a patch to add a HUD UI slider and additional sounds for moves that didn't yet have unique sounds 4. Other accessibility considerations outside of developing features 1. Turtle Rock Studios published an accessibility statement for its game Evolve, which details what considerations have already been made; the company also made a public commitment to further work in this area 2. The Witcher 3 received many accessibility patches by its developer CDProjektRed in the weeks following its launch; the developers prioritized accessibility features in a critical fix; this included full controller remapping, colorblind mode, and improving the size and contrast of text 3. Harmonix was actively soliciting for accessibility suggestions on their forums during development of Rock Band 4; this has resulted in more than 18 pages of suggestions from players 5. Awards 1. Rocket League and MLB: The Show 15 winning AbleGamers awards 2. Heroes of the Storm winning DAGERS award 3. Ryan North's To Be or Not to Be winning the accessibility category at the Australian Game Developer Awards 5. Work of accessibility advocacy organizations 1. Accessibility charity foundations have seen increases in their donations which has allowed them to ramp up their outreach work. 2. Special Effect recently opened a Games Room in Oxfordshire along with the Prime Minister, other members of government, and industry professionals 1. The Games Room helps people with disabilities benefit from the fun and inclusion of video games and other forms of leisure technology 3. AbleGamers 1. Launched AbleGamers Expansion Packs which are bundles of assistive technology to be installed in various locations that serve people with disabilities, such as group homes, special needs daycare facilities and long-term living centers 2. Launched the AbleGamers fellowship, aimed at improving diversity through scholarship funding and mentorship for disabled students *Action Items* 1. Accessibility of sessions at GDC 1. Not much in the way of improvements over previous years 2. There are still significant distances to travel between accessibility talks?it was requested that these sessions be grouped together to make it easier for attendees to get from one to another 3. Some grouping coincidentally occurred in the West Hall, but the advocacy track expanded significantly making scheduling requests like this unrealistic to accommodate (sometimes six advocacy sessions were occurring at the same time) 2. Educating Tool and Engine Developers about Accessibility support 1. Traditionally engines have been a sizeable barrier for accessibility 2. Unity now allows full controller remapping at the system level; Unreal includes a colorblindness simulator; both have built-in captioning 3. A well-established engine developer has shown some interest in the GA SIG's list of possible improvements that tools and engines can make for game accessibility 4. A significant future step to advocate for is fixing of screen readers in games for blind gamers; multiple technology layers (OS + middleware + game engine, etc.) are currently hindering adoption of screen readers, preventing developers who want to develop blind accessible games from being able to do so 3. Educational Material in Higher Education 1. There are a number of people collaborating between the IGDA Education SIG and Game Accessibility SIG on a Game Accessibility education framework 2. Contact Thomas Westin for more information 4. IGDA GASIG Website 1. Hosting moved to the IGDA web servers 2. Need to update the theme and general structure of the website 5. Accessibility Information in Storefronts (such as Steam) 1. Some small developments with Steam: now filters games that have captions 2. Nothing for colorblindness, button remapping, etc. 3. Itch.io offers these types of filters 4. Evaluation of how Itch.io works and filters its games would be very valuable, if anyone is interested in working on this 6. Advocating for fixed-point mode for Switch users on iOS 1. Switch accessibility means allowing access to custom controllers based on one or two simple on/off controls; for example, a sip/puff tube, headrest button, blink detector, etc. 2. iOS and Android (to a lesser extent) offer built-in support for switch accessibility when using native interface elements 3. iOS has a workaround for apps that aren't developed natively (i.e. most games): the game scans the screen and the player interacts when the desired coordinates appear 4. There are thousands of one button mobile games that should in theory be switch-compatible, but the fixed point mode doesn't work with them, as it is incompatible with games that require any kind of timing 5. Barrie Ellis of One Switch / Special Effect created a video with wide backing from the game accessibility community about what works about it and what doesn't; Apple have since implemented an additional mode (switch recipes) that allows repeated presses on a single point, removing the incompatibility issue from all of those thousands of games overnight 7. Presenting at Conferences 1. Over 20 talks by members on a wide range of topics at a wide range of different conferences, both industry and academic 2. Five accessibility talks at GDC with record attendance (three years ago, average attendance was about 30, in 2016 average attendance was about 130) 3. Six gaming sessions at CSUN (cross industry accessibility conference?a lot of web and apps) 8. Expanding Accessibility at Global Game Jam 1. Global Game Jam (GGJ) and other game jams have proven to be powerful awareness raisers for Game Accessibility 2. GGJ hired accessibility advocate Giselle Rosman as an executive producer to oversee the organization of the 2016 event 3. Six optional game development themes related to game accessibility (e.g. one handed controls, no visuals) 4. Thousands of developers took up one or more of those six optional game development themes 5. AbleGamers planning to offer a 24 hour hotline operational during GGJ 2017 to offering game accessibility support and advice 9. Film Victoria Refresh 1. Film Victoria is a government funding body in Australia for game development and provides accessibility criteria to developers to help determine how to allocate funding 2. This was out of date due to advancements in technology, but was recently made current 3. In the three years the Film Victoria funding has been available, there has never been a single developer to fail to fill out the optional accessibility questions 4. The Melbourne game development community in general is really knowledgeable of game accessibility, largely as as result of Film Victoria 5. It is important to increase engagement with funding bodies so that game accessibility is a consideration for funding allocations 6. Creative Europe, an EU-wide funding body, now has similar accessibility criteria and used Film Victoria as a case study 10. Accessibility Awards 1. Further push for embedding accessibility awards within general industry awards 2. TIGA awards in the UK accessibility award was replaced this year by a diversity award; looking to bring it back in 2016 3. Australian Game Developer awards through Giselle Rosman has been offering an accessibility award for the last three years 11. Coordinating Blog Posts 1. Ian's post at Gamasutra about best practices for subtitles in games; see article here: http://www.gamasutra.com/blogs/IanHamilton/20150715/248571/How_to_do_subtitles_well__basics_and_good_practices.php 2. In general, anyone who writes an accessibility-related article or blog post should ensure that it is reposted to sites such as Gamasutra for higher visibility *New Action Items* 1. Accessibility at GDC 2016 (and what to do for GDC 2017) 1. There was a big line up for press people to use the wheel chair lift; the press area was located upstairs and the Moscone Center was working on its elevators so these areas could not be reached by people that could not use the stairs 2. The session Audio Driven Gameplay was essentially about blind accessibility in games but was on the Audio Track and not the Advocacy track 1. It was intentionally put on the Audio Track because it was expected that it would have broader appeal; however, this limited the number of people that could attend (because advocacy sessions are open to all types of passes) 2. Accessibility Summit 1. Would be similar to 2005's GA-SIG GDC event: Selection of talks/activities/mini-expo (for potentially half a day) to allow control over accessibility of venue, distance between sessions, and a greater number and variety of sessions than the regular GDC Advocacy Track can support on its own 2. Invite people from ALT.CTRL.GDC that have created gaming hardware that lends itself to game accessibility; presenting these devices within an accessibility context will drastically change how they are interpreted (a lot of people just look at these devices like they are these fun, goofy inventions) 3. Invite hardware manufacturers that produce accessibility devices to present, such as Gimp Gear 4. Don't schedule summit in a way that will conflict in any way with the Game User Research (GUR) Summit as there is potential crossover between the audiences of both summits 1. GUR summit tends to shift between Monday and Tuesday *General discussion* 1. Storytelling: include diverse character roles that account for accessibility representation 1. Some gamers would not like to choose to play as a disabled gamer in a game, because they play games for escapism 2. Other gamers have strongly identified with characters that have minor or major impairments 3. A German indie game called The Unstoppables has four different characters with different accessibility obstacles; it is a puzzle game where characters must combine their abilities to progress through a level *Tri**via Questions and Answers * /Super Hard/ Q: What games company adapted a range of their coin-operated arcade machines to make more accessible to disabled people in Japanese day-centres and rehabilitation clinics? A: Namco. Q: In what decade were the first skill based electronic coin-operated one-switch games first created? A: [we think] The Rotary Merchandiser in the 1930s. Q: Who wrote the one-switch PC game Donkey in 1981, possibly the first ever "PC" game? A: Bill Gates and Neil Konzen for IBM. Q: Why were keyboards invented? A: The first working typewriter was built in 1808 as a way for blind people to be able to write letters. Q: What type of games did Matthias Nordvall present on at GDC 2013? (or easier.... what demographic of disabled players rather than what type of games might give people a better chance?) A: Haptic games for people who are deafblind Q. Name one of the earliest game console controllers, by a big company, designed to enable physically disabled players. A. The Atari Kids Controller 1983 (designed for young children who found the standard Atari joystick too unwieldy to use) or The Nintendo USA Hands-Free Controller 1988 (designed for chin and sip-puff use for players paralysed from the neck down). /Super Easy/ Q: Name a common types of colourblindness? A: Deuteranopia, protanopia, tritanopia (will accept deuteranomoly, protanomoly, tritanomoly, or red-green, or blue-yellow) Q: What are the four main categories of disability? A: Motor, hearing, vision, and cognitive, as defined by the world health organisation Q: Name a current gen console that has accessibility features A: XB1 and PS4 added accessibility features for the first time in 2015 Q: Apart from the SIG, name another game accessibility organisation or website A: SpecialEffect, game-accessibility.com, AbleGamers, DAGERS, abilitypowered, audiogames.net, accessiblegamer etc etc Q: Name a funding body that has accessibility criteria A: Film Victoria or Creative Europe /Challenging/ Q: What year was the Game Accessibility SIG founded? A: 2003 Q: Which popular game engine has a built-in colour-blindness simulator? A: Unreal Q: How many iOS games are listed on applevis.com as being fully blind-accessible? A: 230 (within 50 to get it right). Q: Who is the #1 ranked chun li player in the world? A: Mike Begum. He can't operate a controller with his hands due to arthrogryposis, so plays using his mouth Q: Why do Ubisoft require subtitles in all of their games? A: In response to complaints about the first Assassin's Creed game not having any Q: When gamer Brice Mellen challenged Ed Boon, creator of Mortal Kombat, to a game of Mortal Kombat and beat him, why did it get so much coverage? A: Brice Mellen is blind* * -- Chad Philip Johnson Anacronist Software -------------- next part -------------- An HTML attachment was scrubbed... URL: From barrie.ellis at oneswitch.org.uk Sun Apr 10 06:29:24 2016 From: barrie.ellis at oneswitch.org.uk (Barrie Ellis) Date: Sun, 10 Apr 2016 11:29:24 +0100 Subject: [games_access] Roundtable Meeting Notes from GDC 2016 In-Reply-To: <570832A3.6040507@anacronist.com> References: <570832A3.6040507@anacronist.com> Message-ID: Great list, Chad, nice work! Things are definitely moving. Barrie On 8 April 2016 at 23:37, Chad Philip Johnson wrote: > *News* > 1. Communications and Video Accessibility Act (CVAA) > 1. Legislation passed in 2010 > 2. It was originally intended for full compliance to be achieved > by October 2013 (consumers would be able to start filing complaints after > this date) > 3. A new waiver for game software *only* was granted until January > 2017 > 4. The video games industry originally requested an extension > until 2021, but was only granted a waiver until October 2015 > 5. CVAA's captioning requirements are for broadcast video only: > they do not include video in the games > 6. The FCC does not regulate captioning of home videos, DVDs or > video games; DVDs have captions most of the time because TV shows, movies, > etc. must contain captions in order to be broadcast (to be in compliance) > 7. Any device that offers Advanced Communication Services (ACS) > must make those communication services available to people with > disabilities unless it is not ?achievable? to do so. > 8. The CVAA defines ACS as: > 1. interconnected VoIP service > 2. non-interconnected VoIP service (does not require > connection to the public switch telephone network); for example TRS > (Telecommunications Relay Service) > 3. electronic messaging service (including text messaging, > instant messaging, email and two-way interactive messaging through a social > networking site) > 4. interoperable video conferencing service. > 9. Three categories exist in the CVAA for video games: (I) game > consoles, (II) game distribution and game play networks, and (III) game > software > 10. Products released before the expiration of the waiver are > exempted (PS4, Xbox One, Wii U, etc. are technically exempted) > 11. Businesses and organizations with less than 30 employees are > exempted > 12. At the FCC's discretion, requirements can be waived for > equipment and services that are capable of accessing Advanced Comminication > Services, but are designed primarily for purposes other than using ACS > 13. Offer a fixed set of customization options for the subtitling > of broadcast video (full control over text size, font, letterboxing and so > on is available on YouTube, Netflix, Smartphones, etc.) > 2. Console accessibility features for Xbox One and PlayStation 4 > 1. Xbox One: screenreader, magnifier (also in-game), closed > caption presentation (with API), high contrast, and limited button > remapping (at the system level) > 2. Playstation 4: limited screenreader, magnifier (also in-game), > closed caption presentation, high contrast, bold text, large text, text > speed, and limited button remapping (at the system level). > 3. Nintendo Wii U and 3DS: Nothing as of yet--probably won't > appear until the next round of consoles are released. > 4. Steam: Nothing as of yet--this potentially puts the company > out of compliance with the CVAA, but it may depend on how the exemption for > preexisting devices and services is interpreted (for example, what > constitutes a major update to the service?) > 3. Publisher-level accessibility evaluations at SCEE and BBC > 1. The game user research team at Sony Computer Entertainment > Europe has started to offer accessibility evaluations as an internal service > 1. Offers expert game review, player-behavior observation > testing, diary studies, and general analytics > 2. This internal tool consists of two parts: > 1. A spreadsheet with a straightforward list of possible > accessibility considerations, with additional columns to indicate whether > each is relevant to a gameplay mechanic, how feasible it is, and > recommendations for implementation > 2. Detailed support document with precise specifications > for platform-level certification of accessibility features > 3. This is currently an optional internal service at Sony > Europe, but it will eventually be shared with the wider business and game > user research community > 2. The BBC produced a similar list/procedure this year for use > across its first and third party games > 1. The BBC is publicly funded so has a strong accessibility > culture, meaning their list is a set of requirements and is not an optional > service > 2. Requires its games to comply with as much of the > list/procedure as is reasonably possible > 4. Continued increase in accessibility implementation in the industry > 1. Big increases in developer considerations, in particular for > accommodating epileptic and colorblind gamers > 2. There was a strong social media reaction to the lack of > colorblind friendliness in Call of Duty: Black Ops 3 and The Witness; this > is compared to only two years ago where games such as Sim City and > Borderlands 2 considering colorblindness was unusual enough that it > received significant press coverage > 3. Two AAA console games intentionally patching in accessibility > for completely blind gamers > 1. Mortal Kombat X added optional extra sound cues for > background objects and power meters > 2. Killer Instinct received a patch to add a HUD UI slider and > additional sounds for moves that didn't yet have unique sounds > 4. Other accessibility considerations outside of developing > features > 1. Turtle Rock Studios published an accessibility statement > for its game Evolve, which details what considerations have already been > made; the company also made a public commitment to further work in this area > 2. The Witcher 3 received many accessibility patches by its > developer CDProjektRed in the weeks following its launch; the developers > prioritized accessibility features in a critical fix; this included full > controller remapping, colorblind mode, and improving the size and contrast > of text > 3. Harmonix was actively soliciting for accessibility > suggestions on their forums during development of Rock Band 4; this has > resulted in more than 18 pages of suggestions from players > 5. Awards > 1. Rocket League and MLB: The Show 15 winning AbleGamers awards > 2. Heroes of the Storm winning DAGERS award > 3. Ryan North's To Be or Not to Be winning the accessibility > category at the Australian Game Developer Awards > 5. Work of accessibility advocacy organizations > 1. Accessibility charity foundations have seen increases in their > donations which has allowed them to ramp up their outreach work. > 2. Special Effect recently opened a Games Room in Oxfordshire > along with the Prime Minister, other members of government, and industry > professionals > 1. The Games Room helps people with disabilities benefit from > the fun and inclusion of video games and other forms of leisure technology > 3. AbleGamers > 1. Launched AbleGamers Expansion Packs which are bundles of > assistive technology to be installed in various locations that serve people > with disabilities, such as group homes, special needs daycare facilities > and long-term living centers > 2. Launched the AbleGamers fellowship, aimed at improving > diversity through scholarship funding and mentorship for disabled students > > *Action Items* > 1. Accessibility of sessions at GDC > 1. Not much in the way of improvements over previous years > 2. There are still significant distances to travel between > accessibility talks?it was requested that these sessions be grouped > together to make it easier for attendees to get from one to another > 3. Some grouping coincidentally occurred in the West Hall, but the > advocacy track expanded significantly making scheduling requests like this > unrealistic to accommodate (sometimes six advocacy sessions were occurring > at the same time) > 2. Educating Tool and Engine Developers about Accessibility support > 1. Traditionally engines have been a sizeable barrier for > accessibility > 2. Unity now allows full controller remapping at the system level; > Unreal includes a colorblindness simulator; both have built-in captioning > 3. A well-established engine developer has shown some interest in > the GA SIG's list of possible improvements that tools and engines can make > for game accessibility > 4. A significant future step to advocate for is fixing of screen > readers in games for blind gamers; multiple technology layers (OS + > middleware + game engine, etc.) are currently hindering adoption of screen > readers, preventing developers who want to develop blind accessible games > from being able to do so > 3. Educational Material in Higher Education > 1. There are a number of people collaborating between the IGDA > Education SIG and Game Accessibility SIG on a Game Accessibility education > framework > 2. Contact Thomas Westin for more information > 4. IGDA GASIG Website > 1. Hosting moved to the IGDA web servers > 2. Need to update the theme and general structure of the website > 5. Accessibility Information in Storefronts (such as Steam) > 1. Some small developments with Steam: now filters games that > have captions > 2. Nothing for colorblindness, button remapping, etc. > 3. Itch.io offers these types of filters > 4. Evaluation of how Itch.io works and filters its games would be > very valuable, if anyone is interested in working on this > 6. Advocating for fixed-point mode for Switch users on iOS > 1. Switch accessibility means allowing access to custom > controllers based on one or two simple on/off controls; for example, a > sip/puff tube, headrest button, blink detector, etc. > 2. iOS and Android (to a lesser extent) offer built-in support for > switch accessibility when using native interface elements > 3. iOS has a workaround for apps that aren't developed natively > (i.e. most games): the game scans the screen and the player interacts when > the desired coordinates appear > 4. There are thousands of one button mobile games that should in > theory be switch-compatible, but the fixed point mode doesn't work with > them, as it is incompatible with games that require any kind of timing > 5. Barrie Ellis of One Switch / Special Effect created a video > with wide backing from the game accessibility community about what works > about it and what doesn't; Apple have since implemented an additional mode > (switch recipes) that allows repeated presses on a single point, removing > the incompatibility issue from all of those thousands of games overnight > 7. Presenting at Conferences > 1. Over 20 talks by members on a wide range of topics at a wide > range of different conferences, both industry and academic > 2. Five accessibility talks at GDC with record attendance (three > years ago, average attendance was about 30, in 2016 average attendance was > about 130) > 3. Six gaming sessions at CSUN (cross industry accessibility > conference?a lot of web and apps) > 8. Expanding Accessibility at Global Game Jam > 1. Global Game Jam (GGJ) and other game jams have proven to be > powerful awareness raisers for Game Accessibility > 2. GGJ hired accessibility advocate Giselle Rosman as an executive > producer to oversee the organization of the 2016 event > 3. Six optional game development themes related to game > accessibility (e.g. one handed controls, no visuals) > 4. Thousands of developers took up one or more of those six > optional game development themes > 5. AbleGamers planning to offer a 24 hour hotline operational > during GGJ 2017 to offering game accessibility support and advice > 9. Film Victoria Refresh > 1. Film Victoria is a government funding body in Australia for > game development and provides accessibility criteria to developers to help > determine how to allocate funding > 2. This was out of date due to advancements in technology, but was > recently made current > 3. In the three years the Film Victoria funding has been > available, there has never been a single developer to fail to fill out the > optional accessibility questions > 4. The Melbourne game development community in general is really > knowledgeable of game accessibility, largely as as result of Film Victoria > 5. It is important to increase engagement with funding bodies so > that game accessibility is a consideration for funding allocations > 6. Creative Europe, an EU-wide funding body, now has similar > accessibility criteria and used Film Victoria as a case study > 10. Accessibility Awards > 1. Further push for embedding accessibility awards within general > industry awards > 2. TIGA awards in the UK accessibility award was replaced this > year by a diversity award; looking to bring it back in 2016 > 3. Australian Game Developer awards through Giselle Rosman has > been offering an accessibility award for the last three years > 11. Coordinating Blog Posts > 1. Ian's post at Gamasutra about best practices for subtitles in > games; see article here: > > http://www.gamasutra.com/blogs/IanHamilton/20150715/248571/How_to_do_subtitles_well__basics_and_good_practices.php > 2. In general, anyone who writes an accessibility-related article > or blog post should ensure that it is reposted to sites such as Gamasutra > for higher visibility > > *New Action Items* > 1. Accessibility at GDC 2016 (and what to do for GDC 2017) > 1. There was a big line up for press people to use the wheel chair > lift; the press area was located upstairs and the Moscone Center was > working on its elevators so these areas could not be reached by people that > could not use the stairs > 2. The session Audio Driven Gameplay was essentially about blind > accessibility in games but was on the Audio Track and not the Advocacy track > 1. It was intentionally put on the Audio Track because it was > expected that it would have broader appeal; however, this limited the > number of people that could attend (because advocacy sessions are open to > all types of passes) > 2. Accessibility Summit > 1. Would be similar to 2005's GA-SIG GDC event: Selection of > talks/activities/mini-expo (for potentially half a day) to allow control > over accessibility of venue, distance between sessions, and a greater > number and variety of sessions than the regular GDC Advocacy Track can > support on its own > 2. Invite people from ALT.CTRL.GDC that have created gaming > hardware that lends itself to game accessibility; presenting these devices > within an accessibility context will drastically change how they are > interpreted (a lot of people just look at these devices like they are these > fun, goofy inventions) > 3. Invite hardware manufacturers that produce accessibility > devices to present, such as Gimp Gear > 4. Don't schedule summit in a way that will conflict in any way > with the Game User Research (GUR) Summit as there is potential crossover > between the audiences of both summits > 1. GUR summit tends to shift between Monday and Tuesday > > *General discussion* > 1. Storytelling: include diverse character roles that account for > accessibility representation > 1. Some gamers would not like to choose to play as a disabled > gamer in a game, because they play games for escapism > 2. Other gamers have strongly identified with characters that have > minor or major impairments > 3. A German indie game called The Unstoppables has four different > characters with different accessibility obstacles; it is a puzzle game > where characters must combine their abilities to progress through a level > > *Tri* > *via Questions and Answers * > *Super Hard* > > Q: What games company adapted a range of their coin-operated arcade > machines to make more accessible to disabled people in Japanese day-centres > and rehabilitation clinics? > A: Namco. > > Q: In what decade were the first skill based electronic coin-operated > one-switch games first created? > A: [we think] The Rotary Merchandiser in the 1930s. > > Q: Who wrote the one-switch PC game Donkey in 1981, possibly the first > ever "PC" game? > A: Bill Gates and Neil Konzen for IBM. > > Q: Why were keyboards invented? > A: The first working typewriter was built in 1808 as a way for blind > people to be able to write letters. > > Q: What type of games did Matthias Nordvall present on at GDC 2013? (or > easier.... what demographic of disabled players rather than what type of > games might give people a better chance?) > A: Haptic games for people who are deafblind > > Q. Name one of the earliest game console controllers, by a big company, > designed to enable physically disabled players. > A. The Atari Kids Controller 1983 (designed for young children who found > the standard Atari joystick too unwieldy to use) or The Nintendo USA > Hands-Free Controller 1988 (designed for chin and sip-puff use for players > paralysed from the neck down). > > *Super Easy* > > Q: Name a common types of colourblindness? > A: Deuteranopia, protanopia, tritanopia (will accept deuteranomoly, > protanomoly, tritanomoly, or red-green, or blue-yellow) > > Q: What are the four main categories of disability? > A: Motor, hearing, vision, and cognitive, as defined by the world health > organisation > > Q: Name a current gen console that has accessibility features > A: XB1 and PS4 added accessibility features for the first time in 2015 > > Q: Apart from the SIG, name another game accessibility organisation or > website > A: SpecialEffect, game-accessibility.com, AbleGamers, DAGERS, > abilitypowered, audiogames.net, accessiblegamer etc etc > > Q: Name a funding body that has accessibility criteria > A: Film Victoria or Creative Europe > > * Challenging* > > Q: What year was the Game Accessibility SIG founded? > A: 2003 > > Q: Which popular game engine has a built-in colour-blindness simulator? > A: Unreal > > Q: How many iOS games are listed on applevis.com as being fully > blind-accessible? > A: 230 (within 50 to get it right). > > Q: Who is the #1 ranked chun li player in the world? > A: Mike Begum. He can't operate a controller with his hands due to > arthrogryposis, so plays using his mouth > > Q: Why do Ubisoft require subtitles in all of their games? > A: In response to complaints about the first Assassin's Creed game not > having any > > Q: When gamer Brice Mellen challenged Ed Boon, creator of Mortal Kombat, > to a game of Mortal Kombat and beat him, why did it get so much coverage? > A: Brice Mellen is blind > > -- > Chad Philip Johnson > Anacronist Software > > > _______________________________________________ > games_access mailing list > games_access at igda.org > https://pairlist7.pair.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From blindwolf8 at gmail.com Tue Apr 12 07:24:33 2016 From: blindwolf8 at gmail.com (Dan Fischbach) Date: Tue, 12 Apr 2016 07:24:33 -0400 Subject: [games_access] More Android Accessibility Message-ID: Voice Access Beta for Android, along with other accessibility features: https://googleblog.blogspot.com/2016/04/building-more-accessible-technology.html ***This message was sent from my cell phone so it may be more terse than usual.*** Dan Fischbach, Net+, MCP W: danfischbach.com P: 609-458-7920 Proud NJIT (BS) and UCF/FIEA (MS) graduate Please consider the environment before printing this email -------------- next part -------------- An HTML attachment was scrubbed... URL: From i_h at hotmail.com Tue Apr 12 07:40:48 2016 From: i_h at hotmail.com (Ian Hamilton) Date: Tue, 12 Apr 2016 12:40:48 +0100 Subject: [games_access] More Android Accessibility Message-ID: Accessibility settings before initial setup is nice, they've had it on the last couple of Samsung phones. Would be great to see the same for XB1/PS4. Ian
-------- Original message --------
From: Dan Fischbach
Date: 12/04/2016 12:24 (GMT+00:00)
To: games_access at igda.org
Subject: [games_access] More Android Accessibility
Voice Access Beta for Android, along with other accessibility features: https://googleblog.blogspot.com/2016/04/building-more-accessible-technology.html ***This message was sent from my cell phone so it may be more terse than usual.*** Dan Fischbach, Net+, MCP W: danfischbach.com P: 609-458-7920 Proud NJIT (BS) and UCF/FIEA (MS) graduate Please consider the environment before printing this email -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- _______________________________________________ games_access mailing list games_access at igda.org https://pairlist7.pair.net/mailman/listinfo/games_access The main SIG website page is http://igda-gasig.org From blindwolf8 at gmail.com Tue Apr 12 09:27:05 2016 From: blindwolf8 at gmail.com (Dan Fischbach) Date: Tue, 12 Apr 2016 09:27:05 -0400 Subject: [games_access] More Android Accessibility In-Reply-To: References: Message-ID: I thought they had a11y during setup way back in Jellybean or before? ***This message was sent from my cell phone so it may be more terse than usual.*** Dan Fischbach, Net+, MCP W: danfischbach.com P: 609-458-7920 Proud NJIT (BS) and UCF/FIEA (MS) graduate Please consider the environment before printing this email On Apr 12, 2016 7:40 AM, "Ian Hamilton" wrote: > Accessibility settings before initial setup is nice, they've had it on the > last couple of Samsung phones. Would be great to see the same for XB1/PS4. > > Ian > > > -------- Original message -------- > From: Dan Fischbach > Date: 12/04/2016 12:24 (GMT+00:00) > To: games_access at igda.org > Subject: [games_access] More Android Accessibility > > Voice Access Beta for Android, along with other accessibility features: > > https://googleblog.blogspot.com/2016/04/building-more-accessible-technology.html > > ***This message was sent from my cell phone so it may be more terse than > usual.*** > Dan Fischbach, Net+, MCP > W: danfischbach.com P: 609-458-7920 > Proud NJIT (BS) and UCF/FIEA (MS) graduate > Please consider the environment before printing this email > > _______________________________________________ > games_access mailing list > games_access at igda.org > https://pairlist7.pair.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 Apr 12 09:32:57 2016 From: i_h at hotmail.com (Ian Hamilton) Date: Tue, 12 Apr 2016 14:32:57 +0100 Subject: [games_access] More Android Accessibility Message-ID: Samsung only I think, rather than vanilla Android?
-------- Original message --------
From: Dan Fischbach
Date: 12/04/2016 14:27 (GMT+00:00)
To: IGDA Games Accessibility SIG Mailing List
Subject: Re: [games_access] More Android Accessibility
I thought they had a11y during setup way back in Jellybean or before? ***This message was sent from my cell phone so it may be more terse than usual.*** Dan Fischbach, Net+, MCP W: danfischbach.com P: 609-458-7920 Proud NJIT (BS) and UCF/FIEA (MS) graduate Please consider the environment before printing this email On Apr 12, 2016 7:40 AM, "Ian Hamilton" wrote: > Accessibility settings before initial setup is nice, they've had it on the > last couple of Samsung phones. Would be great to see the same for XB1/PS4. > > Ian > > > -------- Original message -------- > From: Dan Fischbach > Date: 12/04/2016 12:24 (GMT+00:00) > To: games_access at igda.org > Subject: [games_access] More Android Accessibility > > Voice Access Beta for Android, along with other accessibility features: > > https://googleblog.blogspot.com/2016/04/building-more-accessible-technology.html > > ***This message was sent from my cell phone so it may be more terse than > usual.*** > Dan Fischbach, Net+, MCP > W: danfischbach.com P: 609-458-7920 > Proud NJIT (BS) and UCF/FIEA (MS) graduate > Please consider the environment before printing this email > > _______________________________________________ > games_access mailing list > games_access at igda.org > https://pairlist7.pair.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 -------------- _______________________________________________ games_access mailing list games_access at igda.org https://pairlist7.pair.net/mailman/listinfo/games_access The main SIG website page is http://igda-gasig.org From blindwolf8 at gmail.com Wed Apr 13 14:27:22 2016 From: blindwolf8 at gmail.com (Dan Fischbach) Date: Wed, 13 Apr 2016 14:27:22 -0400 Subject: [games_access] More Android Accessibility In-Reply-To: References: Message-ID: Found it. Ice Cream Sandwich and up: https://eyes-free.googlecode.com/svn/trunk/documentation/android_access/enabling.html ***This message was sent from my cell phone so it may be more terse than usual.*** Dan Fischbach, Net+, MCP W: danfischbach.com P: 609-458-7920 Proud NJIT (BS) and UCF/FIEA (MS) graduate Please consider the environment before printing this email On Apr 12, 2016 9:33 AM, "Ian Hamilton" wrote: > Samsung only I think, rather than vanilla Android? > > > -------- Original message -------- > From: Dan Fischbach > Date: 12/04/2016 14:27 (GMT+00:00) > To: IGDA Games Accessibility SIG Mailing List > Subject: Re: [games_access] More Android Accessibility > > I thought they had a11y during setup way back in Jellybean or before? > > ***This message was sent from my cell phone so it may be more terse than > usual.*** > Dan Fischbach, Net+, MCP > W: danfischbach.com P: 609-458-7920 > Proud NJIT (BS) and UCF/FIEA (MS) graduate > Please consider the environment before printing this email > On Apr 12, 2016 7:40 AM, "Ian Hamilton" wrote: > > Accessibility settings before initial setup is nice, they've had it on the > last couple of Samsung phones. Would be great to see the same for XB1/PS4. > > Ian > > > -------- Original message -------- > From: Dan Fischbach > Date: 12/04/2016 12:24 (GMT+00:00) > To: games_access at igda.org > Subject: [games_access] More Android Accessibility > > Voice Access Beta for Android, along with other accessibility features: > > https://googleblog.blogspot.com/2016/04/building-more-accessible-technology.html > > ***This message was sent from my cell phone so it may be more terse than > usual.*** > Dan Fischbach, Net+, MCP > W: danfischbach.com P: 609-458-7920 > Proud NJIT (BS) and UCF/FIEA (MS) graduate > Please consider the environment before printing this email > > _______________________________________________ > games_access mailing list > games_access at igda.org > https://pairlist7.pair.net/mailman/listinfo/games_access > The main SIG website page is http://igda-gasig.org > > > _______________________________________________ > games_access mailing list > games_access at igda.org > https://pairlist7.pair.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 Apr 13 19:46:53 2016 From: i_h at hotmail.com (Ian Hamilton) Date: Thu, 14 Apr 2016 00:46:53 +0100 Subject: [games_access] More Android Accessibility In-Reply-To: References: , Message-ID: Wow, they weren't making it easy! So yep it's the visible button that I was thinking of on Samsung phones Date: Wed, 13 Apr 2016 14:27:22 -0400 From: blindwolf8 at gmail.com To: games_access at igda.org Subject: Re: [games_access] More Android Accessibility Found it. Ice Cream Sandwich and up: https://eyes-free.googlecode.com/svn/trunk/documentation/android_access/enabling.html ***This message was sent from my cell phone so it may be more terse than usual.*** Dan Fischbach, Net+, MCP W: danfischbach.com P: 609-458-7920 Proud NJIT (BS) and UCF/FIEA (MS) graduate Please consider the environment before printing this email On Apr 12, 2016 9:33 AM, "Ian Hamilton" wrote: Samsung only I think, rather than vanilla Android? -------- Original message -------- From: Dan Fischbach Date: 12/04/2016 14:27 (GMT+00:00) To: IGDA Games Accessibility SIG Mailing List Subject: Re: [games_access] More Android Accessibility I thought they had a11y during setup way back in Jellybean or before? ***This message was sent from my cell phone so it may be more terse than usual.*** Dan Fischbach, Net+, MCP W: danfischbach.com P: 609-458-7920 Proud NJIT (BS) and UCF/FIEA (MS) graduate Please consider the environment before printing this email On Apr 12, 2016 7:40 AM, "Ian Hamilton" wrote: Accessibility settings before initial setup is nice, they've had it on the last couple of Samsung phones. Would be great to see the same for XB1/PS4. Ian -------- Original message -------- From: Dan Fischbach Date: 12/04/2016 12:24 (GMT+00:00) To: games_access at igda.org Subject: [games_access] More Android Accessibility Voice Access Beta for Android, along with other accessibility features: https://googleblog.blogspot.com/2016/04/building-more-accessible-technology.html ***This message was sent from my cell phone so it may be more terse than usual.*** Dan Fischbach, Net+, MCP W: danfischbach.com P: 609-458-7920 Proud NJIT (BS) and UCF/FIEA (MS) graduate Please consider the environment before printing this email _______________________________________________ games_access mailing list games_access at igda.org https://pairlist7.pair.net/mailman/listinfo/games_access The main SIG website page is http://igda-gasig.org _______________________________________________ games_access mailing list games_access at igda.org https://pairlist7.pair.net/mailman/listinfo/games_access The main SIG website page is http://igda-gasig.org _______________________________________________ games_access mailing list games_access at igda.org https://pairlist7.pair.net/mailman/listinfo/games_access The main SIG website page is http://igda-gasig.org -------------- next part -------------- An HTML attachment was scrubbed... URL: From blindwolf8 at gmail.com Thu Apr 14 11:52:33 2016 From: blindwolf8 at gmail.com (Dan Fischbach) Date: Thu, 14 Apr 2016 11:52:33 -0400 Subject: [games_access] Chrome 50 - New a11y Feature Message-ID: Removing Headaches from Focus Management | Web Updates - Google Developers: https://developers.google.com/web/updates/2016/03/focus-start-point ***This message was sent from my cell phone so it may be more terse than usual.*** Dan Fischbach, Net+, MCP W: danfischbach.com P: 609-458-7920 Proud NJIT (BS) and UCF/FIEA (MS) graduate Please consider the environment before printing this email -------------- next part -------------- An HTML attachment was scrubbed... URL: From thomas at westin.nu Mon Apr 18 05:21:55 2016 From: thomas at westin.nu (Thomas Westin) Date: Mon, 18 Apr 2016 11:21:55 +0200 Subject: [games_access] IGDA Developer Satisfaction Survey (DSS) Message-ID: <5810BCBC-9D27-4D3A-8282-93D47A5FCAAC@westin.nu> Hi all, The IGDA's annual Developer Satisfaction Survey launched in March. The survey is open to anyone associated with the game industry ecosystem regardless of IGDA affiliation, including academics and students. The survey is available in Chinese, English, French German Italian, Japanese and Spanish. Please take the survey at http://bit.ly/IGDA-DSS2016 and help us spread the word to your colleagues! The survey ends on April 25 (within one week) Best regards, Thomas (co-chair, IGDA GA-SIG) -------------- next part -------------- An HTML attachment was scrubbed... URL: