[games_access] Gamasutra: Analysis: Game Design Accessibility Matters , Usability, Accessibility
Sandra Uhling
sandra_uhling at web.de
Thu Jan 7 06:14:20 EST 2010
Hi,
I still have to read the article.
(I am working on my presentation :-) )
This are my thought about accessibility and usability.
Accessibility: without this the gamer cannot play or can hardly play a game
Usability: with this it is more comfortable to play.
There is nothing like: this feature is accessibility and this is usability.
It depends on the gamer and the situation.
Example: user defined control can be
* accessibility: a gamer need to adapt the control to his needs.
* usability: a pro gamer feels more comfortable with an adapted control.
There are lots of game accessibility features that I would like to have for
usability:
* hints in click and point games, highlighting of elements in click and
point,
* training possibilities (lots of gamer would like to have this, special in
difficult games, you need it after a break :-) )
* ....
And lots of features are already used for usability, special for beginner.
But they are not used with thought about accessibility.
Best regards,
Sandra
> -----Ursprüngliche Nachricht-----
> Von: games_access-bounces at igda.org [mailto:games_access-
> bounces at igda.org] Im Auftrag von AudioGames
> Gesendet: Donnerstag, 7. Januar 2010 10:52
> An: IGDA Games Accessibility SIG Mailing List
> Betreff: Re: [games_access] Gamasutra: Analysis: Game Design
> Accessibility Matters
>
> Hi,
>
> Thanks for the forward, great find! I agree with you that this is
> "accessibility nonetheless". It's not so much a 'different' angle, but
> maybe the same angle with a broader scope. Michelle and I've had
> conversations about this years ago when we were discussing how
> accessibility solutions could cater new/regular gamers and non-
> (computer)gamers. Back in 2002 most of what you could find about 'game
> accessibility' online constisted of articles similar to Adam's article:
> accessibility issues between games and new/non-gamers (instead of x-
> impaired gamers). The listing of problems in the article are basically
> the same as the problems we've been discussing for years. I therefore
> welcome incorporating this (slightly broader but still the same) angle
> within the scope of 'game accessibility' as defined by GA-SIG.
>
> Greets,
>
> Richard
>
> http://creativehero.es
> http://audiogames.net
>
>
>
>
>
> ----- Original Message -----
> From: Sheri Rubin <mailto:sheri at designdirectdeliver.com>
> To: games_access at igda.org
> Sent: Thursday, January 07, 2010 2:16 AM
> Subject: Re: [games_access] Gamasutra: Analysis: Game Design
> Accessibility Matters
>
> I forgot to add in the note that it's a slightly different form
> of accessibility than what you normally deal with (though some of his
> points still count), but it's accessibility nonetheless.
>
> Sheri Rubin wrote:
>
>
> http://www.gamasutra.com/view/news/26386/Analysis_Game_Design_Acc
> essibility_Matters.php
> By Adam Saltsman
>
> "[In this in-depth design exploration, Canabalt creator
> Adam Saltsman lays out some essential, practical principles for making
> video games more accessible -- without dumbing them down.]
>
> On the weekends my wife and I go visit our friends to hang
> out and play games. Sadly, this very rarely means video games. Usually
> it means board games -- stuff like Pandemic or Settlers, not Candyland.
> They're geeky, complex, exciting, difficult games."
>
>
> Sheri
>
>
> --
> Sheri Rubin
> CEO and Founder
>
> Design Direct Deliver
> Website: www.designdirectdeliver.com
> Email: sheri at designdirectdeliver.com
>
>
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>
>
> --
> Sheri Rubin
> CEO and Founder
>
> Design Direct Deliver
> Website: www.designdirectdeliver.com
> Email: sheri at designdirectdeliver.com
>
>
>
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>
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