[games_access] Game accessibility survey journal article
Javier
javier.mairena at gmail.com
Tue Jul 6 11:08:37 EDT 2010
I think MMOs will be always a favorite genre for another reason, besides all
that you have already commented: socialization.
All of us like to socialize, but much more if several times you have felt
discriminated, like a lot of disabled gamers have felt.
So disabled gamers want more games for them, but i think they will prefer
games with multiplayers modes to play with others, even if they are disabled
or not.
I think we must think of more things that only accessibility options or
design for choosing the reasons of a favorite genre ;)
2010/7/6 Michelle Hinn <hinn at uiuc.edu>
> Gotta run to the Amtrak station but I agree 100% that we are all on the
> same team. We can discuss here and at AbleGamers and other places that are
> safe for us to see each others points of view. I agree that our individual
> specialities and interests have some great differences but I see your
> point(s) just as you see mine. All have value and all are complex and so
> often individual.
>
> I definitely did not mean or want to suggest that AbleGamers where it
> started is in the same place now -- there's been so much growth that perhaps
> an original core group was more MMO oriented but things have greatly
> expanded.
>
> In the end...we all want the same thing. More accessible games -- and
> that's true no matter if you are more industry or academic slanted or of
> mainstream or specialized gaming. But just don't let the rest of the
> industry catch on! ;)
>
> And Chuck's game(s) are brilliant! I have in my own ways supported it
> wholeheartedly and it's a shame that EA won't let him send it overseas. :(
> Because it's no doubt EXCELLENT work on so many levels. What disappoints me
> so much is that Star and Stripes paid it no mind...that is the real crime.
> :(
>
> And I understand the personal aspect of feeling like, for every individual,
> the "giving in" point is set at a different level. No shame in any personal
> value mark -- life is a trade off of many many things and what is easily let
> go of for one person is another person's rallying cry! :)
>
> And I also agree that I'd much rather get the first person accounts from
> 1000 gamers than figure out the almighty dollar survey questions. To me?
> That's where the REAL heart of gaming lies. Perseverance is always what is
> going to be much more of a call for action for most than anything that
> market for company ABC will ever want or be convinced by.
>
> We're all in good company here. We may disagree but our hearts and passions
> are in the right place.
>
> Ok...onto the train!!
>
> Michelle
>
> On Jul 6, 2010, at 4:11 AM, Steve Spohn wrote:
>
> [replying to the most recent e-mail as to keep the conversation all
> included - forgive the length of the e-mail]
>
> To Barries email:
>
> You might be correct about the intent of the author to focus on one group
> with two disabilities, we would need clarification to be sure. Just to be
> forward about the fact that I did speak with several individuals both in
> real life and on-line who confirmed that they believed it was speaking about
> two groups that share the same barriers, I requested outside opinions
> because I wondered about that sentence as well.
>
> YouTube is an excellent place to find videos of exceptional players. I've
> seen the videos of people who can play professional level first-person
> shooters with sip & puff. I've even interviewed N0MAD who uses his face to
> play games quite remarkably. But we will have to agree to disagree on the
> abilities of one-switch gamers. Especially as it is your particular area of
> expertise, whereas mine is in motion impaired.
>
> There are no doubts that for individuals who can only use one input any
> game we can give them to continue gaming is a victory as far as I'm
> concerned. However, I do believe that video games are nothing more at their
> core than finding multiple inputs. Therefore, if you continue adding one
> switch upon one switch you increase the complexity of video game that the
> individual can participate in.
>
> Also, no one really gets into the quality of gameplay in most discussions.
> Take for example, I enjoy playing counterstrike source on occasion even
> though it is outdated. When I do play its not impressive, I'm relatively
> bad at it because I have not purchased enough accessible technology to get
> the required inputs. I run only forward with the ability to turn and shoot
> (6 inputs) - after having hundreds of conversations with other gamers who
> use similar tricks of shaving off inputs can be a viable way to play.
>
> Again, I believe the caveats of this conversation is where you set the bat
> of who is disabled and who is critically disabled, to use the author's
> terms. Critically disabled to me, is the point where no accessible
> technology featured on either of our sites can help the gamer and they are
> purely down to one button. At that point, only the exceptional gamer will
> be able to continue to play commercial RPG's.
>
> However, as long as someone is able to use some of the head mice as we have
> covered on AbleGamers or EyeGaze mice as was covered on one switch, playing
> RPGs is viable. At least some. I could turn this into a very long e-mail
> but suffice it to say that also depends on which game you choose. World of
> Warcraft requires no reading you can simply follow the arrow and go kill
> stuff, whereas something like oblivion requires in depth reading and
> comprehension of complex quest chains.
>
> Furthermore, my comments often call upon on my own experience coupled with
> the discussions I have with disabled gamers in our community. For the most
> part, what I hear again and again is that first-person shooters are the most
> difficult genre and the first most motor impaired gamers give up.
>
> Which is kind of what I was getting at by my disheartening comment, which
> I'm glad was understood. And it was not aimed at this paper in particular.
> I do enjoy reading white papers such as the one by Eleanor and Stephanie,
> and this one, and others, but they don't ever going to talk to actual people
> (actual gamers).
>
> I do not personally have the desire to write white papers, but if I did, I
> would love to make one where I would go out and personally speak to 100 or
> 1000 gamers and compare the ways that they game as opposed to relying on
> statistics and census numbers.
>
> To Michelle’s email:
>
> Indeed an interesting question to which I honestly do not know the answer.
> I disagree that people who enjoy MMOs gravitate towards AbleGamers over
> other genres but if the reason that it appears so is because World of
> Warcraft is such an amazingly large juggernaut of a videogame… that is
> something I can't answer because it's entirely possible and let's face it
> World of Warcraft changed how we view video games (150k used to be an
> amazing amount of subscribers and now it is considered a failure).
>
> On to the rest of the e-mail, although we all have our differences of
> opinions on this sig, I am in complete agreement with you that the
> developers only care about the bottom line, well I should say that the
> investors care only about the bottom line. I have interviewed plenty of
> developers who generally care but either don't know about disabilities or in
> a few situations were told that they could not spend the time needed to
> include accessibility.
>
> I also agree that when approaching developers we must use the standpoint of
> the almighty dollar. However, when we are speaking amongst ourselves as we
> are now, it honestly boggles my mind why most of these conversations revolve
> around statistics and figures.
>
> I remember when Chuck from VTREE flew off the handle at the bickering back
> and forth. One of his comments was that these types of lists often make for
> a lot of conversation but very little actual action. Which is generally
> where my opinion comes from as well. Take for example the wonderful
> MyFootball game his company produced, which I purchased a copy of, that
> videogame complies with everything we ever want from any developer.
>
> Yet, other than the extreme amount of coverage that AbleGamers gave - the
> title was largely shoved under the rug. Now, please don't misunderstand
> that comment as touting the AG line or a slam against any other website.
> I'm simply bringing up the fact that we can get what we want but in the end
> is it really what we want?
>
> Although this e-mail has already horrendously long, I would like to give
> you a brief example. I've recently been reviewing one particular video game
> that has every single feature AG looks for in the accessible game of the
> year award. I'm not going to give that title away until we run the feature,
> but suffice it to say the game has built in auto-pilot with the ability to
> kill monsters what one button push only one time. One button push to turn in
> quests. One button push to make your character Ron where you want to go. The
> environment is fully developed and 3D with World of Warcraft type graphics.
>
> That's everything we want developers to do. It's friendly for the motion
> impaired, it has changeable colors and fonts for the visually impaired, it
> has quests that can be completed but only pushing one button for the
> cognitively impaired and it has everything subtitled or close captioned.
>
> But after reviewing the title for two weeks.. I was BORED and I mean like
> amazingly bored. This has fundamentally changed my opinions on what we want
> in videogames. I believe it is now more important than ever to tread the
> waters between accessibility and what the nondisabled fear the most “dumbing
> down games.”
>
> I also dislike absolute statements or so-called one solution fits all. I
> was very pleased when our accessible game of the year award went to a game
> that included the cognitively impaired because they often are overlooked in
> AAA gaming because of the nature of the games themselves.
>
> And I do not take offense at your Asterix comment. I completely agree, no
> matter how I come off to the sig, or developers, or the community at AG it
> is never my intention to say that one of us has superior solutions to
> accessibility issues. As far as I'm concerned, if a tin can and some string
> allows you to play a video game then great I have done my job and I feel
> good about it.
>
> However, yes there is always a however, it is absolute human nature to
> formulate plateaus or mile markers of success and defeat. Therefore, I
> believe there are solutions that imply giving up. Personally, and I have
> gone on record in gaming magazines as saying this, I view using sip & puff
> as a defeat.
>
> Categorically when you are at the point when you need to use such a device
> you have already exhausted most other means currently available from
> assistive technology today. Although, that statement is slightly false
> because it is now the 3rd from last resort as you can turn to IR and Eye
> technologies when all else fails. Still, on a personal level that is my
> opinion of being defeated for myself.
>
> On an even more personal note, I viewed having to go to using Dragon
> NaturallySpeaking to do my typing as a defeat. But it increased my
> productivity but nearly 1000%... it's difficult to argue with going for
> something that makes you be able to accomplish more in a day but that didn't
> stop me from feeling like I was giving up on typing.
>
> Now, where I will agree with you is that it should be up to the individual
> to as to what is considered necessary for the optimal quality-of-life. The
> cochlear implant is an excellent example because each disabled community has
> its own version of what they considered to be “last ditch effort.” But, I
> think anyone would be hard-pressed to argue that almost everyone has the
> so-called mile markers.
>
> Maybe it's how much money is in your bank account, what job title you have
> finally managed to get to when you thought you would be higher by the end of
> your career or a certain point, what types of amenities you can afford, what
> level of skill you possess, what movement you have remaining, etc. I
> believe everyone has something that they look down upon and say to them
> selves “at least I'm not at that point yet.”
>
> And finally, to both of your points about discussions. No, discussion is
> rarely a bad thing. There is some underlying bad blood between different
> groups. But I found even at that after people with their heckles down - the
> sharing of the viewpoints is the only way to see something from outside of
> your own shoes.
>
> I think that's why I have such a unique investment in AbleGamers. This is
> not an academic cause to me or something I want to spend my time writing
> white papers about. Someone else can do that and it will help in its own
> way. But for myself and most of the staff at AG - we deal with the
> impairments that everyone else is talking about, every day. However, if
> talking about my opinions or our staff and the way we see accessible gaming,
> accessible technology, and accessibility as a whole from the standpoint of
> someone who actually has to go through using it, not as an option but as
> necessity, actually helps someone to make a better controller or a better
> video game then so be it.
>
> Apologies for the long email and any dragon errors.. Man Mark would love it
> if I would go back to writing these long drawnout and thoughtful posts in
> article format. lol
>
> Steve Spohn
> Associate Editor
> The AbleGamers Foundation
>
> www.ablegamers.com
> www.ablegamers.org
>
> Find me on Skype! Username: Steve_Spohn
>
> *From:* games_access-bounces at igda.org [mailto:
> games_access-bounces at igda.org] *On Behalf Of *Michelle Hinn
> *Sent:* Tuesday, July 06, 2010 4:05 AM
> *To:* IGDA Games Accessibility SIG Mailing List
> *Subject:* Re: [games_access] Game accessibility survey journal article
>
> Great discussion!
>
> Regarding stats, I think the point Eelke is trying to stress is what
> Eleanor also mentioned on the list earlier is that we have statistics on
> disability (even though they are complex and hard to separate from one
> another when talking about complex issues like cognitive disabilities and
> multiple disabilities) but the question that has been asked for so long by
> the industry is how many WOULD be gamers...and that's the hardest part to
> make a good estimate of regardless of how complex a statistical breakdown
> you do. :( I wish it were easier...but it's what the industry keeps pushing
> back on. It becomes what is beyond the "right thing to do" as we know and
> what's the "proven" percentage of those who would purchase what is necessary
> to be gamers (as if we can predict with a large enough degree of confidence
> that takes game type preference in mind as well) and without that, it's a
> continued excuse for many companies to continue doing nothing at all.
> Sigh...
>
> I also have a chapter in a book with the 2008 stats (the chapter was
> published in March 2009) that state similar stats but again the question is
> only disability rather than a survey on the percentage of those who want to
> game versus the percentages of disability breakdown. Perhaps this percentage
> will be higher than those without disabilities. But we don't know that
> beyond what I think we most of us are passionately convinced will be the
> case. And then the question of game preference comes up...and accessibility
> does not equal desire to play. So we struggle on with this one! I agree,
> with you Steve, that multiple solutioned approaches are badly needed -- one
> solution does not fit all...with the bigger question of whether one solution
> fits very many people overall!
>
> Because of the enormity of the category of cognitive disabilities, I am not
> of the same opinion that strategy and RPGs are the most accessible game
> category for many who have disabilities in this area, like myself. One
> question that I think that deserves discussion -- and I'm not suggesting a
> "right or wrong" here, just a point of discussion -- is, again, access
> versus preference. I know that I have a few cognitive disabilities using
> multiple definitions of what constitutes a cognitive disability but do I
> enjoy games in the genres that may be "most" accessible (and by what
> definition)? No, not at all especially if we stick to a definition of that
> gaming category that does not necessarily include sports and music
> simulations. WOW and similar games hold very little interest to me.
>
> This is not to say AT ALL that my preference is the same as others with
> cognitive disabilities. But that's just it...preference.
>
> And due to the tradition of AbleGamers as a community, many who enjoy MMOS
> gravitate to the site. And that is absolutely needed. But it is only one
> slice of a picture that we all are trying to map out with any type of
> impairment. And AbleGamers has certainly widened it's initial scope but
> there are still many who look to the site as something vital to the types of
> games that they prefer -- MMOs. There are definitely more than a few
> thousand motion impaired individuals but is the reason that so many of this
> slice of those with mobility impairments play MMOs if they choose to game
> because they enjoy them most of all, because those that frequent and benefit
> from AbleGamers the most are more interested in these games, or because
> they are statistically the largest game genre that game players with
> mobility impairments play? Or is the answer somewhere between all these or
> even just a part of these things in addition to other reasons?
>
> Re: the mouth controller, it is still quite used even if it may not
> necessarily be the most ideal for even those who use them -- but once you've
> invested in this type of AT, how much more can many spend? I agree that it
> is far from the only way to play but it's a way to play that some still use.
> But I defer to you and your expertise on that and don't assume at all that I
> have the more full individual and well thought out experience that you
> have.
>
> **note this is not a comment about you but just a comment I have overall **
> One thing that I don't like to see is that when those do use one solution
> over another that it is a form of "giving up." I understand the sentiment
> with regard to everyone's individual goals and preferences on how they wish
> to live their lives including the technologies that they use. But I do get
> sad when I read that to use one solution versus another is somehow
> incorrect. I am not saying that you have said this or mean this -- but it is
> just something that I have noticed in the disabled community in a multitude
> of areas within and outside of gaming. I may be not be understanding every
> issue but it reminds me of those within the hearing impaired community that
> get offended by those who choose to have a cochlear implant versus those who
> do not -- is there really a "right" answer as long as the individual is
> comfortable by what they decide on?
>
> I do completely understand your frustration with the nature of research
> surveys -- but that is also my frustration with the entire field of game
> accessibility. Lumping "cognitive" impairments together is an example of
> this and yet it is done all the time by research and advocacy groups. This
> is something we are all guilty of so we must be aware of when we do it
> ourselves (and I've done it too so I am not free from this either!). It's
> easier to lump than to wrestle with smaller categories...certainly
> "soundbytes" in the media do not lend themselves well to things like "but
> really these categories are much too large and we cannot make any
> recommendations because it's all too complex."
>
> Thanks to Eelke for posting his student's paper and to all who have
> participated in the feedback loop so far! These are the things that we all
> wrestle with and if we don't...who will? So discuss on! :)
>
> Michelle
>
> On Jul 5, 2010, at 6:05 PM, Steve Spohn wrote:
>
>
> Indeed a good paper. Here are my thoughts on some issues.
> * *
> *2.5 Game accessibility statistics*
> *‘‘How many people cannot play video games because of a*
> *disability?’’ is a key question to investigate because, to the*
> *authors’ knowledge, such data has not been determined*
>
> Actually 7-128 software and the AbleGamers foundation put out a white paper
> on those statistics which can be found at http://www.aging.ablegamers.org
>
> *3.1 Switches*
>
> The motor impaired gaming area is something I've largely dealt with, mainly
> because I'm a motor impaired gamers who counsels other motor impaired gamers
> on how to play.
>
> The mouth controller shown here is largely outdated and a relic in some
> respects. Someone who has ability left to use a device like this is not
> limited to single inputs at one time. Something like broadened horizons
> versatility would be wonderful. Those who specifically need one-switch
> games that utilize the large red button type of switches would be critically
> disabled but for the most part, one can adapt many of the switches Barrie
> has listed in combination to become a gaming rig of sorts.
>
> Which leads into...
>
> *4.3 Directions for research*
> *Game genres: As discussed in Sect. 3, severe motor and*
> *visually impaired players can only play games within a*
> *limited number of game genres. Popular game genres [20]*
> *such as strategy, sports and role playing games are not yet*
> *available to those groups. Unlike hearing impaired players,*
> *severe motor impaired and visually impaired players typically*
> *face critical barriers preventing them from playing the*
> *game.*
>
> For a large number of motion impaired gamers strategy and role playing
> games are the number one most accessible genre available today. Strategy
> games often have pause features that assist not only motion impaired but the
> cognitively disabled as well. Strategy games are largely accessible
> especially in the casual category such as risk.
>
> As for role-playing games, World of Warcraft is one of the most played by
> disabled motion impaired gamers title I've seen yet. Ablegamers is a
> community of well over 1000 gamers who are primarily comprised of motion
> impaired gamers and have often discussed what they play in no relation to us
> or anything that we recommend. Most every single motion impaired plays
> role-playing games because they are easy and accessible by their nature.
>
> RPGs like Sid Meier's civilization are turn-based and allow as much time as
> you need between taking turns. Games like WoW or EQ can be played with an
> input device that only allows two buttons and a directional mover such as
> eye or headmice.
>
> As Eleanor mentioned earlier, it would be more interesting to see
> statistics on multiple accessible technology being used in conjunction. As
> a large part of what our organization does is figure out combinations of
> accessible technologies that allow for the most input multiple no matter how
> severe your disability.
>
> *4.3 (Cont.)* *However, one popular game genre, FPS, has many*
> *accessible games for almost every type of impairment*
>
> Although I do not disagree with the statement on the whole, the paragraph
> when all put together is slightly misleading. First person shooters are the
> first genre of games taken away from motion impaired gamers, particularly
> those with degenerative diseases. Even then AT can compensate for some
> time.
>
> First-person shooters take the absolute most dexterity, timing, and hand
> eye coordination among all other video game genres.
>
> However, that does not mean that with the right combination of accessible
> technology that first-person shooters will remain off-limits. The author
> suggests first-person shooters are extremely accessible due to
> modifications, but the truth is many disabled gamers who are far more motion
> impaired than I am (and I can only use a mouse) play first person shooters
> with no modifications whatsoever.
>
> People like Corey Krull who played video games using a Morse code device to
> allow multiple inputs with relatively no muscle control whatsoever.
>
> -------
>
> As a side note, I find one thing disheartening about research papers is
> that I have gotten to know several thousand disabled gamers in my multiple
> year career fighting for disability, as I'm sure many of you have. Yet,
> these type of papers tend to lump gamers into generalized categories that
> are only vaguely accurate at best.
>
> The best way to bring true awareness to the cause is to show people the
> lengths disabled gamers will go to to play even the most simple casual and
> hard-core games.
>
> Steve Spohn
> Associate Editor
> The AbleGamers Foundation
>
> www.ablegamers.com
> www.ablegamers.org
>
> Find me on Skype! Username: Steve_Spohn
>
> *From:* games_access-bounces at igda.org [mailto:
> games_access-bounces at igda.org] *On Behalf Of *Barrie Ellis
> *Sent:* Sunday, July 04, 2010 6:16 PM
> *To:* games_access at igda.org
> *Subject:* Re: [games_access] Game accessibility survey journal article
>
> Just finished reading the Game Accessibility survey. Very good! I found the
> bulk of it really smartly explained, with excellent diagrams and tables.
> Very useful. Very Nice!
>
> My 10 pence worth...
>
> p7. 3.1.1: *One-handed controller typically provides only one analogue
> input.*.. Apart from the Wii, the only game console one-handed controllers
> in recent production I'm aware of have both analogue sticks available
> (Access controller and "one hand controller" -
> http://www.oneswitch.org.uk/1/AGS/AGS-onehand.htm).
>
>
> p8. 3.1.2: *OneSwitch.org.uk** *isn't actually non-profit, although there
> is tons of free stuff. Over 100 one-switch games now for free. Thank you for
> the mention!
>
>
> p9. 3.1.3: *Frogger* - all good points about this game, but might have
> been worth mentioning that you can move left and right, when you hop on the
> moving logs and turtles.
>
>
> p14 3.5: *Universal design does not indicate that all impairments are
> supported, but rather that multiple types of impairments are supported...*
> I always thought it did, but simply hasn't been managed yet. Doesn't seem
> to make sense to me otherwise.
>
>
> p16: *For example, a one-switch racing game does not allow the player to
> brake or speed up because certain input options may have been removed to
> allow for one-switch**
> input...* Can be done. Using the 4Noah utility and Destruction Derby on a
> PSone emulator, at Kit 4 Kidz in Leeds earlier this year, we had tap to
> cycle between left-nothing-right-nothing-(and repeat) for steering, and hold
> for a couple of seconds then release to cycle between
> accelerate-nothing-reverse-nothing-(and repeat). Because Destruction Derby
> has helpful barriers all around the track to help keep you on course, plus a
> self-righting system if you get spun in the wrong way, it's quite playable
> for someone with really accurate one-switch skills. You could also have a
> game with auto-braking (e.g. F355 Challenge and Forza 3), and perhaps Mario
> Kart style speed ups on the track.
>
>
>
> p16 4.3: ...*severe motor and visually impaired players can only play
> games within a limited number of game genres. Popular game genres [20] such
> as strategy, sports and role playing games are not yet available to those
> groups. Unlike hearing impaired players, severe motor impaired and visually
> impaired players typically face critical barriers preventing them from
> playing the game....** *I guess it depends upon the degree of visually
> impairment, but wonder if some of these would be playable:
> http://www.oneswitch.org.uk/2/sd-sport.htm ?
> My final thoughts links to the lack of games for cognitively impaired
> players. I do agree that it's a complicated area, but when taking into
> account learning disabled users, I'm surprised only a handful of games were
> found:
>
> http://www.helpkidzlearn.com/games.html
> http://www.graemesfreegames.com/
> http://nanogames.com/index.htm
> *http://www.inclusive.co.uk/catalogue/acatalog/switch_friendly_games.html*
>
> http://www.priorywoods.middlesbrough.sch.uk/page_viewer.asp?page=Free+Program+Resources&pid=161
> http://www.scottmckay.com/
> http://www.marblesoft.com/products.php?group=1
> http://www.shinylearning.co.uk/
> http://www.bbc.co.uk/cbbc/games/switch/
>
> In my experience, a lot of more severely "learning disabled" people have
> reacted well to some one-switch games, or games that use relatively simple
> interfaces, such as eye-toy and basic joysticks. Some of course get on
> better than I do with complicated games.
>
> Cheers,
>
> Barrie.
>
>
>
>
>
>
> --------------------------------------------------
> From: "Michelle Hinn" <hinn at uiuc.edu>
> Sent: Sunday, July 04, 2010 9:02 PM
> To: "IGDA Games Accessibility SIG Mailing List" <games_access at igda.org>
> Subject: Re: [games_access] Game accessibility survey journal article
>
> > I've read the article and it is very, very good! Because the permissions
> are owned by the journal, he cannot post it online because they (Springer)
> are very strict with permissions. But he can send you a copy as he said. :)
> Eelke didn't mention it but he's second author on it and although it goes
> without saying...the quality is excellent!
> >
> > Michelle
> >
> > On Jul 4, 2010, at 1:53 PM, Brannon Zahand wrote:
> >
> >> Eelke,
> >>
> >> Can I get a copy as well?
> >>
> >> Thanks,
> >> Brannon
> >>
> >> -----Original Message-----
> >> From: games_access-bounces at igda.org [mailto:
> games_access-bounces at igda.org] On Behalf Of Kestrell
> >> Sent: Saturday, July 03, 2010 7:15 AM
> >> To: IGDA Games Accessibility SIG Mailing List
> >> Subject: Re: [games_access] Game accessibility survey journal article
> >>
> >> Eelke,
> >>
> >> May I request an electronic copy of your student's paper on game
> accessibility?
> >>
> >> Thanks!
> >>
> >> Kestrell
> >>
> >>
> >> ----- Original Message -----
> >> From: "Eelke Folmer" <eelke.folmer at gmail.com>
> >> To: <games_access at igda.org>
> >> Sent: Saturday, July 03, 2010 2:13 AM
> >> Subject: [games_access] Game accessibility survey journal article
> >>
> >>
> >>> Hi,
> >>>
> >>> For those of you 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 my student Bei Yuan
> >>> is available online at:
> >>>
> http://www.springerlink.com/content/a0273kw751q71332/?p=3116a648a3a545a5b5f805933963a70f&pi=0
> >>>
> >>> Email me offline if you would like a copy of this paper and you don't
> >>> have access through a university library.
> >>>
> >>> --
> >>> Best, Eelke
> >>>
> >>> Eelke Folmer
> >>> Assistant Professor
> >>> Department of Computer Science and Engineering
> >>> University of Nevada, Reno
> >>> http://www.eelke.com
> >>> _______________________________________________
> >>> 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
> > games_access at igda.org
> > http://seven.pairlist.net/mailman/listinfo/games_access
>
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