IGDA Game Accessibility Special Interest Group

Reflections on Game Accessibility



Mock-up image of three colour-blind tests, but with joypads within rather than numbers. The surrounding text reads, igda - perspectives newsletter - year in review.

The January 2011 IGDA Perspectives newsletter contains a two page segment on the 'game accessibility year' 2010, from my own personal perspective. If 2011 tops 2010, consider me a happy-bunny.

Big chunky thanks to the IGDA, and especially to Beth Aileen Lameman for giving Game Accessibility such great coverage.

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"Are Wii Being Ignored?"



Image of a man in a wheelchair, gesticulating to a woman as to an inaccessible stair-case in a mock-up video game.BBC Ouch! technology correspondant, Adrian Higgin-botham, has written a harsh but fair appraisal of the state of accessible gaming. In short, AAA 21st century video games don't have much in the way of accessibility features. And those rare games that are highly accessible, tend not to have the budget, depth or production values of AAA titles. Come on the mainstream, you are slacking!

Image via: David G on the Ouch! Forums

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Game Accessibility: A Survey



Diagram of what playing a game entails.
For those interested in: 1) a comprehensive overview of academic literature on game accessibility; 2) a synthesis of strategies used to make games for sensory, motor and cognitive impairments; and 3) data on how many people in the US are unable or limited in playing video games per type of impairment, a journal paper called: "Game Accessibility: a Survey" written by Bei Yuan, student of IGDA GASIG member, Eelke Folmer, is available online.

If you would like an offline copy of this paper, and you don't have access through a university library, please contact Eelke direct.

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Accessibility: Creating Games For A Diverse Audience



Accessibility: Creating Games For A Diverse Audience - Image of a very complicated controller.Meagan Van Burkleo of Game Informer has posted an excellent break down of what many disabled gamers want from their games. Giving importance to all four broad divisions of disability: Physical (including speech), Cognitive, Sight and Hearing, this is a really good account and well worth your time.

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Doubting Thomas



'Doubting Thomas' by Mark Tansey - Sepia painting of a man examining a crack in the road that his Jaguar car straddles, door open with female companion and driver looking on concerned. Game Set Watch published a piece recently by Leigh Alexandra entitled 'Analysis: Can Nintendo Take 'Accessibility' Too Far?'. It questions if accessibility features spoil gaming. A depressing stand point and one that I feel misinterprets what greater accessibility can really mean.

Info with thanks to: Scott McKay

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Videojuegos Accesibles: Porqué Y Cómo Hacerlos



Hand Catching A Bird - by Spanish Artist Joan Miro."Videojuegos accesibles, porqué y cómo hacerlos" which translates to "Accessible Videogames, why and how to develop them". Javier Mairena, a software developer with special interest in accessible videogames development, has written this fine article to reach out in the third most spoken language in the world.

I love receiving news of accessibility work from other parts of the world even when in a language I little understand. The desire for opportunities to play doesn't change around the world whatever the language.

Via: IGDA GASIG Mailing List. See more international articles here.

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Video Game Accessibility: The 1970's



Image of Nutting Associate's 1971 Computer Space game in 1P and 2P iterations. AbleGamers have uploaded my first article for them: A Brief History of Video Game Accessibility: The 1970's. Starting with 1971's Computer Space this article is a trek through the very origins of game accessibility. "Can you dig it?".

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7-128.com: Top Accessible Gaming Sites Lists



Global Assisitve Technology Wiki



Through Wonka Gates - into Willy Wonka's Chocolate Factory. AbilityNet have put together a wonderful open project called the Global Assisitve Technology Wiki or GATE for short. In their words:

"GATE is actually a Wiki, which is a piece of server software that allows users to freely create and edit Web page content using any Web browser. It's a little like Wikipedia, but just concentrating on assistive technology. GATE is very simple to use, with a control panel enabling you to add content and more. More about Wikis . . .

This wiki has been created by AbilityNet, the UK's largest provider of advice and information on all aspects of Access to technology. The purpose of the wiki is to provide live and up to date information on all aspects of Assistive Technology."

A really good place to start is their Switch Systems entry here. They are lacking their own accessible games section so hopefully someone (maybe me) will take up the gauntlet for that soon.

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360 Magazine - "The Forgotten Gamers?"



360 Magazine front cover - issue 42 - featuring 'The Forgotten Gamers?' article on game accessibility. Alice Bonasia has written a fine six-page article on the state of game accessibility as represented by the Xbox 360 magazine - "360".

It opens: "As the games industry continues to look for that elusive 'Blue Ocean', is it actually missing a core gaming audience that not only enjoys games but also enjoys significant improvement in its quality of life because of them? 360 investigates gamers with disabilities and what's being done to incorporate them."

It closes: "It does seem strange, to say the least, that with all the talk of breaking into new markets and wooing new audiences to gaming, the industry steadfastly ignores a ready-made audience that asks for nothing more than to be able to play these games. Disabled gamers seem to be one of the last great untapped audiences, and leaving them behind could be, if nothing else, a very costly mistake".

Whet your appetite? Then support the supporters and order yourself a copy from Imagine Publishing. Alternatively if you're in the UK, they're on the shelves now at £2.95 a copy.

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The Escapist: The Silent Majority



Image of Enjoy the Silence 12inch record cover. Black rose on yellow background. "It's not that hard to understand the plight of the deaf gamer - just try playing Dead Space with the sound turned off.

EA's new sci-fi horror game is a showcase for big-budget production values, seething with smoky atmosphere and gory detail - all in the service of scaring the shit out of you. It's obvious that the publisher spared no expense. EA produced a comic book series. It released an animated movie prequel. It localized for Polish speakers.

Step onto the deck of USG Ishimura without the aid of headphones or speakers, however, and the game falls apart. Without sound, you don't hear music cues, the swell of dissonant strings that alerts you to danger. Without sound, you don't hear the monster leaping out of the ventilation duct behind you. Without sound, you don't hear the whiz of passing poison darts, much less where they're coming from.

Dead Space without sound is fundamentally broken..."

Read the rest of this excellent article at The Escapist: The Silent Majority.

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In Israel



Image of 7 inch single with the Star of David in the centre - 'Israel' by Siouxsie and the Banshees. Aisrael.org have a pretty thorough three part article on game accessibility in Hebrew. It covers physical disabilities and solutions, moving onto barriers facing visually impaired and blind gamers onto deaf gamers. Part 1, Part2 and Part 3 all here.

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Custom Interfaces



Image of the front cover of Roald Dahl's The Magic Finger - a drawing of a girl holding her magic finger aloft."Off-the-shelf designs are especially frustrating for the disabled, the elderly and anybody who has trouble controlling a mouse. A new approach to design, developed at the University of Washington, would put each person through a brief skills test and then generate a mathematically-based version of the user interface optimized for his or her vision and motor abilities. A paper describing the system, which for the first time offers an instantly customizable approach to user interfaces, was presented today in Chicago at a meeting of the Association for the Advancement ofArtificial Intelligence."

The full story can be found: http://uwnews.org/article.asp?articleID=42817

Via: John Bannick of 7-128 Software on the IGDA GASIG Mailing List.

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Pop Cap Interviewed



Pop Cap circular logo.AbleGamers have posted a two part interview they and GASIG chair Michelle Hinn made with Popcap Games' Garth Chouteau in the light of their recent Casual Games survey. Grab your self a cup of tea, and read on... Part one here, and Part two here.

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Statistics



Image of Bunsen Honeydew - Muppet show scientist. Game Developers want statistics - although probably not my favourite statistic that 88.2% of all statistics are made up on the spot (Vic Reeves).

Computer Shopper: Disabled People Prescribed Gaming
PopCap Games Study: Casual Video Games Demonstrate Ability to Relieve Stress, Improve Mood: Potential Clinical Significance Highlighted

Eelke Folmer: Statistical Research

Via: IGDA GASIG Mailing List

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Leaving in “god mode” game codes



Image of a Monty Python representation of God poking his head through some clouds - looking stern. Wazoo Enterprises states the importance of cheat codes within games in a very succinct way. Not 100% sure of the language used (I'm no fan of "special needs" as a term) - but I'm 100% behind the sentiment.

Via: Mersey Remakes

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"20% of casual gamers are disabled"



Image of the game Peggle - a little like a Bagatelle or Pachinko machine.
More than one fifth of casual gamers have a “physical, mental or developmental disability” according to a new survey commissioned by PopCap.

The research, carried out by the Information Solutions Group, involved responses from 13,296 casual gamers, and also found that only 26 per cent of disabled casual gamers were said to play traditional video games.

Depression, ADD / ADHA and Rheumatoid Arthritis / Osteoarthritis ranked as the most common types of conditions amongst casual gamers.

The study found that those with disabilities typically play casual games more frequently and longer than non-disabled consumers, and find the benefits to include stress release, mood lifting, and "distraction".

"Games like Bejeweled and Peggle, with simple controls that are also mentally challenging and engaging are ideal for me, because my mind moves as quickly as the next guy's but I type with a mouth-stick," noted 58-year-old Gary Robinson, who is described as having "severe physical disabilities."

"In some ways, games like these are the greatest thing that's appeared on the computer scene for people like me," he added.

The topline data from the report was as follows:

Most Common Disabilities Physical (46% overall)
+ Rheumatoid Arthritis/Osteoarthritis (14%)
+ Fibromyalgia (11%)
+ Multiple Sclerosis (7%)

Mental (29% overall)
+ Moderate/Severe Depression (41%)
+ Bipolar Disorder (16%)
+ Anxiety Disorder (15%)

Developmental/Learning (25% overall)
+ ADD/ADHD (46%)
+ Autism (15%)
+ Dyslexia (11%)

Most Common Perceived Benefits Physical
+ Stress relief (84%)
+ Distraction from disability issues (73%)

Mental
+ Stress relief (87%)
+ Mood-lifting (78%)

Developmental/Learning
+ Improved concentration (79%)
+ Improved coordination/manual dexterity (73%)


Via: CasualGaming.biz and Ernest Adams

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The Case for Gaming Accessibility



The Case for Gaming Accessibility - Image (c) Etherbrian - A Space Invader suitcase.A Case for Gaming Accessibility is made in Eitan Glinert's work - "The Human Controller: Usability and Accessibility in Video Game Interfaces".

"Despite the advances in user interfaces and the new gaming genres, not all people can play all games - disabled people are frequentlyexcluded from game play experiences. On the one hand this adds to the list of discriminations disabled people face in our society, while on the other hand actively including them potentially results in games that are better for everyone. The largest hurdle to involvement is the user interface, or how a player interacts with the game. Analyzing usability and adhering to accessibility design principles makes it both possible and practical to develop fun and engaging game user interfaces that a broader range of the population can play. To demonstrate these principles we created AudiOdyssey, a PC rhythm gamethat is accessible to both sighted and non-sighted audiences. By following accessibility guidelines we incorporated a novel combinationof features resulting in a similar play experience for both groups. Testing AudiOdyssey yielded useful insights into which interface elements work and which don't work for all users. Finally a case is made for considering accessibility when designing future versions of gaming user interfaces, and speculative scenarios are presented for what such interfaces might look like."

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"Player vs. Everything: Gaming with a disability"



Image of a man playing a simple PC game with his mind. Great interview with AbleGamers over at MMORPG site Massively. Well worth a peek.

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Too Difficult






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