[games_access] games_access Digest, Vol 115, Issue 3
Ian Hamilton
i_h at hotmail.com
Thu Jul 11 04:57:01 EDT 2013
Couldn't agree more Barrie, and also surely no coincidence that the percentage of people choosing to use the easy-read font is precisely the same as the percentage of the adult population who have a primary school or lower reading age!
If anyone's in a position to get any developers to track and publicise data like this (especially if cost to develop and value per player are taken into account, resulting in a profit/loss figure) it's one of the most important things that needs to be done.
Altruism can only go so far, I've often spoken to on-the-ground developers who have tried to make their games more accessible but haven't been able to due to execs or publishers not understanding that there's a business case involved.
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> Today's Topics:
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> 1. Re: Accessibility usage data on The Last Door (Barrie Ellis)
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> Message: 1
> Date: Tue, 9 Jul 2013 20:43:13 +0100
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> That's great evidence. Nice and high percentages really, so an excellent bit of weight to the cause.
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> Barrie
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>
> From: Javier Mairena
> Sent: Tuesday, July 09, 2013 10:32 AM
> To: IGDA Games Accessibility SIG Mailing List
> Subject: [games_access] Accessibility usage data on The Last Door
>
>
> With more than 150,000 plays on our game The Last Door (www.TheLastDoor.com) here it is the accessibility usage data on the game:
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> a.. 12.33% of the players who complete the game have closed captioning activated.
> b.. 13.78% of players who complete the game have dyslexia-friendly font activated.
> http://www.videojuegosaccesibles.es/2013/07/the-last-door-nuevo-capitulo-y-mas.html
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