[games_access] language thread, was The Human Controller
Thomas Westin
thomas at pininteractive.com
Sun Jun 15 16:53:01 EDT 2008
Hi Kes,
OK that is interesting, as I have heard the opposite before about
blind prefering the sight disabled term, but perhaps this has changed
over the years? Or perhaps something only in Sweden :)
However, hen talking about both blind and low-vision, would you prefer
saying "blind and low-vision" rather than sight disabled?
Kind regards
Thomas
On 15 jun 2008, at 20.42, Kestrell wrote:
> Thomas,
>
> I'm a blind media scholar and technology advocate, and I actually
> prefer the term "blind" as it seems to me the most descriptive term
> for the complete lack of eyesight that I have (I have two prosthetic
> eyes, so I am, as I sometimes end up saying, "really blind" (this
> after the argument I have every so often with people who say, "But
> you're not *really* blind, right? You have some vision, right? I
> mean, you look at me when I'm talking...").
>
> I don't find the word "blind" an offensive word; it is the
> assumptions people make about the effects of blindness that
> sometimes make me boggle.
>
> Kes
> Reading in the Dark
> http://kestrell.livejournal.com
>
> ----- Original Message ----- From: "Thomas Westin" <thomas at pininteractive.com
> >
> To: "IGDA Games Accessibility SIG Mailing List"
> <games_access at igda.org>
> Sent: Sunday, June 15, 2008 2:17 PM
> Subject: Re: [games_access] language thread, was The Human Controller
>
>
>> Yes I agree that WHO definition is a medical definition, and that
>> from a social point of view, it may not work. I know (Reid may
>> correct me) that deaf people prefer the term deaf, instead of
>> hearing disabled; sight disabled though, prefer sight disabled
>> rather than blind. So it seems different disability groups have
>> different preferences about this too.
>>
>> Anyway, this is mostly an academic discussion, and it would be
>> great to know how disabled gamers, from different groups would
>> like to be referred. If the word handicap is wrongly percieved as
>> Barrie says, then it definitely is not a term we should use. We
>> must be aware though that different groups will have different
>> perception about this. I.e when talking at a conference like Games
>> for Health, were the audience is likely to include medical people,
>> an explanation of this may be needed, i.e how "our" defintion
>> differs from the WHO definition.
>>
>> In the same line of discussion, the former "Swedish Handicap
>> Institute", is now called "Swedish Institute of Assistive Technology"
>>
>> In the end, we are all disabled, it's only a matter of context.
>> Try scuba diving without scube equipment, or parachuting without
>> a parachute :)
>>
>> /Thomas
>>
>>
>> On 14 jun 2008, at 21.23, Reid Kimball wrote:
>>
>>> I agree with Barrie and I'd like to expand the idea of "right to
>>> fun"
>>> to something bigger. The right to fun is one part of a larger
>>> right to
>>> participate in society. As games become more culturally relevant
>>> to a
>>> society, they will help us examine and participate in the shaping of
>>> who we are as people. If we neglect to include everyone in this
>>> examination and participation, we won't become the kind of society
>>> we
>>> ought to become.
>>>
>>> -Reid
>>>
>>> On Sat, Jun 14, 2008 at 1:02 AM, Barrie Ellis
>>> <barrie.ellis at oneswitch.org.uk> wrote:
>>>> Again - I would say that in the UK - the word Handicap is now
>>>> generally tied
>>>> up with a lot of negative baggage. Many believe (wrongly or
>>>> rightly) that
>>>> it's linked to "cap in hand" begging - others consider it an
>>>> inherently
>>>> negative word anyway. As Reid said - if you remove the barriers
>>>> from a
>>>> "disabled person" - in context - you'll just describe them as a
>>>> person...
>>>> That's what we're aiming at - smashing the barriers.
>>>>
>>>> Also - the W.H.O. is a medical based organisation. Accessible
>>>> gaming to me
>>>> will always be about social rights - and not about medical
>>>> conditions. A
>>>> gamer has these abilities - so how can they play game X,Y,Z? Am I
>>>> repeating
>>>> myself?! (I'll shut up after this for a bit I promise): The
>>>> right to fun.
>>>>
>>>> Barrie
>>>> www.OneSwitch.org.uk
>>>>
>>>>
>>>> ----- Original Message ----- From: "Eelke Folmer" <eelke.folmer at gmail.com
>>>> >
>>>> To: "IGDA Games Accessibility SIG Mailing List" <games_access at igda.org
>>>> >
>>>> Sent: Friday, June 13, 2008 5:39 PM
>>>> Subject: Re: [games_access] language thread, was The Human
>>>> Controller
>>>>
>>>>
>>>>> Hi Thomas,
>>>>>
>>>>> I never really thought about the difference but your taxonomy
>>>>> seems
>>>>> intuitive and straightforward.
>>>>>
>>>>> Cheers Eelke
>>>>>
>>>>>
>>>>> On 12/06/2008, Thomas Westin <thomas at pininteractive.com> wrote:
>>>>>>
>>>>>> Hi,
>>>>>>
>>>>>> The World Health Organization has a definition which makes a
>>>>>> difference
>>>>>> between disability and handicap, where disability is related to
>>>>>> the
>>>>>> individual, while handicap is related to the environment. In
>>>>>> other words,
>>>>>> if
>>>>>> you're in a wheel chair, you are handicapped in a building
>>>>>> with high
>>>>>> thresholds. By removing the thresholds (read: making it
>>>>>> accessible) you
>>>>>> remove the handicap, but you are still disabled.
>>>>>>
>>>>>> I think that is a good distinction
>>>>>>
>>>>>> Kind regards
>>>>>> Thomas
>>>>>>
>>>>>>
>>>>>> On 11 jun 2008, at 18.59, Barrie Ellis wrote:
>>>>>>
>>>>>> Language is a contentious issue and I respect that you have a
>>>>>> different
>>>>>> opinion, Matthias. I just personally feel that certain phrases
>>>>>> don't
>>>>>> particularly tie up with disability rights - which is what the
>>>>>> Game
>>>>>> Accessibility movement is all about to my mind. I still feel
>>>>>> that you are
>>>>>> approaching this field from a Medical standpoint - rather that
>>>>>> a Social
>>>>>> rights stand point.
>>>>>>
>>>>>> Barrie
>>>>>> www.OneSwitch.org.uk
>>>>>>
>>>>>>
>>>>>>
>>>>>> ----- Original Message -----
>>>>>> From: Matthias Troup
>>>>>> To: IGDA Games Accessibility SIG Mailing List
>>>>>> Sent: Wednesday, June 11, 2008 5:28 PM
>>>>>> Subject: Re: [games_access] language thread, was The Human
>>>>>> Controller
>>>>>>
>>>>>> Kestrel, Perhaps I (and others) read it as this: If these are
>>>>>> people
>>>>>> without disabilities in the offensive sense... who aren't
>>>>>> suffering in
>>>>>> their
>>>>>> environment... what would they need help with, and why would
>>>>>> anyone be
>>>>>> helping? I think Eitans choice of words is fine since his
>>>>>> cause was a
>>>>>> constructive effort for accessibility. At least, I feel hints
>>>>>> of emotion
>>>>>> help make any thesis a little less dry.
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>> From: kestrell at panix.com
>>>>>>> To: games_access at igda.org
>>>>>>> Date: Wed, 11 Jun 2008 11:57:14 -0400
>>>>>>> Subject: [games_access] language thread, was The Human
>>>>>>> Controller
>>>>>>>
>>>>>>> Regarding appropriate language, I'm not sure I see where you are
>>>>>> disagreeing
>>>>>>> with my original post. I used the word "disability," and the
>>>>>>> site you
>>>>>> linked
>>>>>>> to, which the wonderful BBC online disability magazine,
>>>>>>> Ouch!, also >
>>>>>>> uses
>>>>>> the
>>>>>>> word "disability." I totally agree with the list provided in
>>>>>>> the >
>>>>>>> article
>>>>>> as
>>>>>>> being offensive words, including the word "special."
>>>>>>>
>>>>>>> Granted the fifth day of ninety degree weather here in Boston
>>>>>>> is >
>>>>>>> melting
>>>>>> my
>>>>>>> brain, but what did I miss?
>>>>>>>
>>>>>>> Kes
>>>>>>>
>>>>>>> ----- Original Message -----
>>>>>>> From: "Barrie Ellis" <barrie.ellis at oneswitch.org.uk>
>>>>>>> To: "IGDA Games Accessibility SIG Mailing List" <games_access at igda.org
>>>>>>> >
>>>>>>> Sent: Wednesday, June 11, 2008 2:54 AM
>>>>>>> Subject: Re: [games_access] The Human Controller
>>>>>>>
>>>>>>>
>>>>>>>> Hi Eitan,
>>>>>>>>
>>>>>>>> I actually disagree with Kestrell's "people first stand
>>>>>>>> point" with
>>>>>>>> "people with disabilities" (although I did used to use it
>>>>>>>> myself). >
>>>>>>>>> I've
>>>>>>>> long since prefered "disabled people" linking to people being
>>>>>>>> > >
>>>>>>>> disabled
>>>>>> by
>>>>>>>> society / the inaccessibility of their environment.
>>>>>>>>
>>>>>>>> Take a look through this item:
>>>>>>>> http://news.bbc.co.uk/1/hi/magazine/3708576.stm.
>>>>>>>> Plus this on the Social Model and Medical Model of diability:
>>>>>>>>
>>>>>> http://inclusion.uwe.ac.uk/inclusionweek/articles/socmod.htm
>>>>>>>>
>>>>>>>> Barrie
>>>>>>>> www.OneSwitch.org.uk
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> ----- Original Message -----
>>>>>>>> From: "Kestrell" <kestrell at panix.com>
>>>>>>>> To: "IGDA Games Accessibility SIG Mailing List" > >
>>>>>>>> <games_access at igda.org>
>>>>>>>> Sent: Tuesday, June 10, 2008 11:42 PM
>>>>>>>> Subject: Re: [games_access] The Human Controller
>>>>>>>>
>>>>>>>>
>>>>>>>>> Eitan,
>>>>>>>>>
>>>>>>>>> I seem to have missed your original post in which you
>>>>>>>>> posted the >
>>>>>>>>>>> link,
>>>>>>>>> but here are some thoughts on language and disability:
>>>>>>>>>
>>>>>>>>> Certain words and phrases tend to really be button words,
>>>>>>>>> as in they
>>>>>> will
>>>>>>>>> typically hit many readers' buttons, and the phrase
>>>>>>>>> "suffering from"
>>>>>>>>>>>> is
>>>>>>>>> definitely one of those phrases. Often the phrase can be
>>>>>>>>> deleted
>>>>>>>>> altogether, leaving the phrase "people with disabilities" or
>>>>>>>>> "people
>>>>>> with
>>>>>>>>> visual impairments" or "visually-impaired gamers," etc. The
>>>>>>>>> informal
>>>>>> rule
>>>>>>>>> is that the individuals you are discussing are "people
>>>>>>>>> first," as
>>>>>>>>> mentioned in this online article
>>>>>>>>> http://iod.unh.edu/press.html
>>>>>>>>>
>>>>>>>>> and here is a link which includes links to writing about
>>>>>>>>> disability,
>>>>>>>>> language to use in interviewing people with disabilities,
>>>>>>>>> and more
>>>>>>>>> resources
>>>>>>>>> http://ncdj.org/links.html
>>>>>>>>>
>>>>>>>>> Kes
>>>>>>>>>
>>>>>>>>> ---- Original Message -----
>>>>>>>>> From: "Eitan Glinert" <glinert at mit.edu>
>>>>>>>>> To: "IGDA Games Accessibility SIG Mailing List" > >>
>>>>>>>>> <games_access at igda.org>
>>>>>>>>> Sent: Tuesday, June 10, 2008 4:29 PM
>>>>>>>>> Subject: Re: [games_access] The Human Controller
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>> Wow, awesome! Thanks for the feedback, I think you are the
>>>>>>>>>> only >
>>>>>>>>>>>>> person
>>>>>>>>>> outside of MIT to have actually read this. Comments below.
>>>>>>>>>> Eitan
>>>>>>>>>>
>>>>>>>>>> On Mon, Jun 9, 2008 at 6:48 PM, Barrie Ellis
>>>>>>>>>> <barrie.ellis at oneswitch.org.uk> wrote:
>>>>>>>>>>> Hi Eitan,
>>>>>>>>>>>
>>>>>>>>>>> I've read through your thesis "The Human Controller"...
>>>>>>>>>>>
>>>>>>>>>>> Had these thoughts...
>>>>>>>>>>>
>>>>>>>>>>> Didn't like some of the language used. "Suffering from -
>>>>>>>>>>> impaired
>>>>>>>>>>> people -
>>>>>>>>>>> handicapped". All pretty crusty old terms with negative >
>>>>>>>>>>> >>>>
>>>>>>>>>>> connotations.
>>>>>>>>>>
>>>>>>>>>>>>> EG: Point taken. Any suggestions for better terms?<<<
>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> Not sure about the controller analysis in Chapter 1 -
>>>>>>>>>>> there's been
>>>>>>>>>>> Driving
>>>>>>>>>>> controllers and light guns since the 70's for many games >
>>>>>>>>>>> >>>>
>>>>>>>>>>> consoles -
>>>>>>>>>>> which
>>>>>>>>>>> are fairly natural feeling interfaces and have been
>>>>>>>>>>> popular in the
>>>>>>>>>>> past.
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>>>> EG: I guess in chapter one I'm trying to draw general
>>>>>>>>>>>>> strokes >
>>>>>>>>>>>>>>>>>>> about
>>>>>>>>>>>>> UIs, saying that they generally weren't adopted by a
>>>>>>>>>>>>> mainstream
>>>>>>>>>>>>> audience. Perhaps I should make this more explicit,
>>>>>>>>>>>>> though<<<
>>>>>>>>>>
>>>>>>>>>>> "Even if it is possible to remap controls it is not always >
>>>>>>>>>>> >>>>
>>>>>>>>>>> advisable
>>>>>> to
>>>>>>>>>>> do
>>>>>>>>>>> so. Frequently part of the fun of a game is the interface,
>>>>>>>>>>> and
>>>>>> changing
>>>>>>>>>>> it
>>>>>>>>>>> without forethought is potentially detrimental. In the
>>>>>>>>>>> pervious
>>>>>> example
>>>>>>>>>>> of
>>>>>>>>>>> Wii Sports tennis part of the fun is actually swinging the >
>>>>>>>>>>> >>>>
>>>>>>>>>>> controller
>>>>>>>>>>> as if
>>>>>>>>>>> it were a racket. If this functionality were changed to
>>>>>>>>>>> pressing a
>>>>>>>>>>> button
>>>>>>>>>>> then much of the game's charm and fun would be lost.".
>>>>>>>>>>> I'm not >
>>>>>>>>>>>>>>> happy
>>>>>>>>>>> with
>>>>>>>>>>> this statement personally - I'd like to see multiple-
>>>>>>>>>>> layers of
>>>>>>>>>>> accessibility
>>>>>>>>>>> (much like Dimitris "Parallel Universes" theory). Why
>>>>>>>>>>> can't a four
>>>>>>>>>>> player
>>>>>>>>>>> game of Wii Sports allow player 1 to use the Wii-remote -
>>>>>>>>>>> player 2
>>>>>>>>>>>>>>>> to
>>>>>>>>>>> use a
>>>>>>>>>>> standard JoyPad - player 3 to use a single button and
>>>>>>>>>>> player 4 to
>>>>>>>>>>>>>>>> use
>>>>>>>>>>> an
>>>>>>>>>>> adapted Wii-remote with blue-tooth stereo head-set to relay
>>>>>>>>>>> personalised
>>>>>>>>>>> timing sounds (think of live singers having a click track
>>>>>>>>>>> that >
>>>>>>>>>>>>>>> only
>>>>>>>>>>> they can
>>>>>>>>>>> hear) in an ideal world? You mention this type of thing
>>>>>>>>>>> later as >
>>>>>>>>>>>>>>> if
>>>>>>>>>>> it's a
>>>>>>>>>>> good thing - so I find this early statement a bit overly
>>>>>>>>>>> negative.
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>>>> EG: I agree with what you say, which is why I discuss
>>>>>>>>>>>>> such themes
>>>>>>>>>>>>>>>>>>>> in
>>>>>>>>>>>>> chapter 2. I guess the reason I have that negative
>>>>>>>>>>>>> statement >
>>>>>>>>>>>>>>>>>>> early
>>>>>> on
>>>>>>>>>>>>> is because I wanted to acknowledge the tradeoff early
>>>>>>>>>>>>> on, even
>>>>>> before
>>>>>>>>>>>>> I get to the sections on tradeoffs. I also wanted to
>>>>>>>>>>>>> make it >
>>>>>>>>>>>>>>>>>>> clear
>>>>>>>>>>>>> that I don't feel accessibility is a magic bullet, even
>>>>>>>>>>>>> if it is
>>>>>>>>>>>>> almost always applicable.<<<
>>>>>>>>>>
>>>>>>>>>>> "Games have evolved tremendously over the past few
>>>>>>>>>>> decades, as
>>>>>>>>>>> advancements
>>>>>>>>>>> in technology have led to amazingly realistic and engaging >
>>>>>>>>>>> >>>>
>>>>>>>>>>> offerings,
>>>>>>>>>>> while
>>>>>>>>>>> shifts in player demographics indicate the widespread
>>>>>>>>>>> popularity >
>>>>>>>>>>>>>>> of
>>>>>>>>>>> video
>>>>>>>>>>> games. Despite these changes many different disabled
>>>>>>>>>>> groups are >
>>>>>>>>>>>>>>> still
>>>>>>>>>>> unable
>>>>>>>>>>> to play most titles due to inaccessible UIs.." - Would
>>>>>>>>>>> argue that
>>>>>> too.
>>>>>>>>>>> I'd
>>>>>>>>>>> agree that most Blind gamers would be in that boat (those
>>>>>>>>>>> with >
>>>>>>>>>>>>>>> very
>>>>>>>>>>> little
>>>>>>>>>>> usable sight) - but a better statement might have been "many
>>>>>> different
>>>>>>>>>>> disabled groups are faced with deeply frustrating
>>>>>>>>>>> barriers with >
>>>>>>>>>>>>>>> many
>>>>>>>>>>> main-stream games". I know Deaf gamers might struggle at
>>>>>>>>>>> certain
>>>>>> points
>>>>>>>>>>> of
>>>>>>>>>>> certain games - and gamers using a single button
>>>>>>>>>>> frequently have >
>>>>>>>>>>>>>>> to
>>>>>>>>>>> rely
>>>>>>>>>>> upon a friend/helper to take on extra controls and so on
>>>>>>>>>>> - but >
>>>>>>>>>>>>>>> they
>>>>>> can
>>>>>>>>>>> still play.
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>>>> EG: Good suggestion, thanks! I might make a change to
>>>>>>>>>>>>> the >
>>>>>>>>>>>>>>>>>>> argument
>>>>>> on
>>>>>>>>>>>>> the online version.<<<
>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> Chaper 2
>>>>>>>>>>>
>>>>>>>>>>> "Game controls should be as simple as possible, but no
>>>>>>>>>>> simpler." -
>>>>>> Not
>>>>>>>>>>> really sure what you're saying here.
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>>>> EG: Simplicity is good, but you don't want to go
>>>>>>>>>>>>> overboard. You
>>>>>> don't
>>>>>>>>>>>>> want to cut out critical game elements or features in
>>>>>>>>>>>>> the name of
>>>>>>>>>>>>>>>>>>>> a
>>>>>>>>>>>>> "cleaner" UI. Maybe that's not clear? <<<
>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> 2.5 "a rhythm title like Guitar Hero which focuses on
>>>>>>>>>>> music will >
>>>>>>>>>>>>>>> not
>>>>>>>>>>> work
>>>>>>>>>>> for the hearing impaired, and it is probably not possible
>>>>>>>>>>> to make
>>>>>>>>>>>>>>>> an
>>>>>>>>>>> accessible version." - I don't agree with this. Deaf
>>>>>>>>>>> gamers as a
>>>>>> whole
>>>>>>>>>>> covers a very broad range of hearing ability. There will
>>>>>>>>>>> be many >
>>>>>>>>>>>>>>> deaf
>>>>>>>>>>> gamers
>>>>>>>>>>> perfectly able to play Guitar Hero. Even those unable to
>>>>>>>>>>> hear at >
>>>>>>>>>>>>>>> all
>>>>>>>>>>> might
>>>>>>>>>>> enjoy such a game - did you see Deaf Gamers 8.5/10 review
>>>>>>>>>>> score:
>>>>>>>>>>> http://www.deafgamers.com/07reviews_a/gh3_x360.html
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>>>> EG: Wow, I flubbed this one. I'm going to have to change
>>>>>>>>>>>>> the
>>>>>> language
>>>>>>>>>>>>> on this. Good catch, thanks!<<<
>>>>>>>>>>
>>>>>>>>>>> But aside from this, I frequently found myself in full
>>>>>>>>>>> agreement >
>>>>>>>>>>>>>>> with
>>>>>>>>>>> the
>>>>>>>>>>> majority of your thesis - and did enjoy reading it.
>>>>>>>>>>> Thanks for >
>>>>>>>>>>>>>>> making
>>>>>>>>>>> it
>>>>>>>>>>> publicly available.
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>>>> Great, thanks so much!<<<
>>>>>>>>>>
>>>>>>>>>>> Barrie
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> ----- Original Message ----- From: "Eitan Glinert" > >>>>
>>>>>>>>>>> <glinert at mit.edu>
>>>>>>>>>>> To: "IGDA Games Accessibility SIG Mailing List"
>>>>>> <games_access at igda.org>
>>>>>>>>>>> Sent: Thursday, June 05, 2008 10:50 PM
>>>>>>>>>>> Subject: [games_access] The Human Controller
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>> Good news, everyone! In a surprise twist, I'm graduating!
>>>>>>>>>>>> I know
>>>>>>>>>>>>>>>>>> a
>>>>>> lot
>>>>>>>>>>>> of you are interested in my thesis, so you can check it
>>>>>>>>>>>> out at
>>>>>>>>>>>> web.mit.edu/glinert/www/thesis . I'm happy to answer
>>>>>>>>>>>> questions >
>>>>>>>>>>>>>>>>> about
>>>>>>>>>>>> it, and I welcome feedback (both positive and negative).
>>>>>>>>>>>> Special
>>>>>>>>>>>> thanks to Dimitris, Eelke, Michelle, and Reid for all
>>>>>>>>>>>> their help
>>>>>>>>>>>> answering my questions over the months.
>>>>>>>>>>>>
>>>>>>>>>>>> In case you're not sure whether it is worth reading,
>>>>>>>>>>>> here's some
>>>>>> more
>>>>>>>>>>>> info:
>>>>>>>>>>>>
>>>>>>>>>>>> TITLE: The Human Controller: Usability and Accessibility
>>>>>>>>>>>> in Video
>>>>>> Game
>>>>>>>>>>>> Interfaces
>>>>>>>>>>>>
>>>>>>>>>>>> ABSTRACT:
>>>>>>>>>>>> Despite the advances in user interfaces and the new
>>>>>>>>>>>> gaming >
>>>>>>>>>>>>>>>>> genres,
>>>>>> not
>>>>>>>>>>>> all people can play all games - disabled people are
>>>>>>>>>>>> frequently
>>>>>>>>>>>> excluded 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
>>>>>> game
>>>>>>>>>>>> that is accessible to both sighted and non-sighted
>>>>>>>>>>>> audiences. By
>>>>>>>>>>>> following accessibility guidelines we incorporated a novel
>>>>>> combination
>>>>>>>>>>>> of 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.
>>>>>>>>>>>>
>>>>>>>>>>>> Eitan
>>>>>>>>>>>> _______________________________________________
>>>>>>>>>>>> games_access mailing list
>>>>>>>>>>>> games_access at igda.org
>>>>>>>>>>>>
>>>>>> http://seven.pairlist.net/mailman/listinfo/games_access
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> games_access mailing list
>>>>>>>>>>> games_access at igda.org
>>>>>>>>>>>
>>>>>> http://seven.pairlist.net/mailman/listinfo/games_access
>>>>>>>>>>>
>>>>>>>>>> _______________________________________________
>>>>>>>>>> games_access mailing list
>>>>>>>>>> games_access at igda.org
>>>>>>>>>>
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>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> games_access mailing list
>>>>>>>>> games_access at igda.org
>>>>>>>>>
>>>>>> http://seven.pairlist.net/mailman/listinfo/games_access
>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> games_access mailing list
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>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> games_access mailing list
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>>>>>>
>>>>>
>>>>>
>>>>> --
>>>>>
>>>>> ----------------------------------------------------------------------------
>>>>> Eelke Folmer Assistant Professor
>>>>> Department of CS&E/171
>>>>> University of Nevada Reno, Nevada 89557
>>>>> Game interaction design www.eelke.com
>>>>>
>>>>> ----------------------------------------------------------------------------
>>>>> _______________________________________________
>>>>> games_access mailing list
>>>>> games_access at igda.org
>>>>> http://seven.pairlist.net/mailman/listinfo/games_access
>>>>
>>>>
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