Hi Folks,

A couple of weeks ago there were two major events concerning game 
accessibility. The first was at this years ICCHP convention in Linz (Austria), 
where several (academic) projects, including AGRIP Audio Quake and Universally 
Accessible Space Invaders, were presented in a 2 hour session. Matthew Atkinson 
of AGRIP gave a presentation about his theories and findings in the AudioQuake 
project. Guidelines for game accessibility were also presented here. These are 
one of the first sets of "guidelines" currently under development (in this case 
these resemble the style and format of W3C's WAI-CAG guidelines for web 
accessibility). I personally think there's a lot wrong with the proposed 
guidelines so I look forward to the other ones currently under development. I 
suggest you all have a look for yourselves here: 
http://gameaccess.medialt.no/guide.php and see how people are out there trying 
to define how the industry should make more accessible games. I'm interested in 
what you, the target group for these guidelines, think about them...

The other major event was Develop Brighton in (where else) Brighton (England), 
where the IGDA Game Accessibility Special Group held a full-day tutorial with 
presentations and hands-on gaming events. Among the participants were Michelle 
Hinn (IGDA), Thomas Westin and Goran Lange (PinInteractive), Dimitris Grammenos 
and Giannis Georgalis (Universally Accessible Space Invaders), Barrie Ellis 
(OneSwitch.org.uk), yours truly (AudioGames.net / Accessibility.nl) and Eelke 
Folmer (Ass. Professor and more . Michelle talked about the field of game 
accessibility, I held a general presentation on audio games and blind 
accessible game design, Thomas Westin showed some nifty things with games 
controlled with your mental abilities (using brainwaves), Goran talked about 
the future of accessible educational games, and Dimitris and Giannis shared 
their experiences and possible future steps in the Universally Accessible Games 
project. And to end with a bang, Eelke showed some new insights to accessible 
game design (also in relation with usability design) and also possible 
guidelines (although in a usability format this time). 

In the audience was none other than game veteran Ernest Adams himself. Ernest 
is about to publish his new book (http://tinyurl.com/h9b26) which will feature 
an appendix on (more) accessible game design.

One newsitem I am very proud to announce is that of the "GDC Accessibility 
Idols". The Game Developers Conference (GDC) is the biggest game design related 
conference in the world (and no, the E3 is a consumer expo where all new and 
future games are on display - the E3 is where publishers go to sell their games 
(and designers go to get drunk, and the GDC is where designers go to get 
serious about their design (and eventually get drunk as well).
The IGDA GA-SIG (www.igda.org/accessibility) has managed to set up an amazing 
event for next years GDC and it is called "Accessibility Idols". For this 
event, very famous game designers are asked to design an accessible game. The 
games will then be presented before a huge crowd and judged by an expert panel. 
Although I can''t really name any names yet, rumour has it that none other than 
Ernest Adams (see above) and Keita Takahashi (the creator of Katamari Damacy) 
might be amongst the designers to take on the challenge. Also see this month's 
issue of E-Access Bulletin:


*quote*
'Pop Idol' Style Contest Launched To Find Accessible Games.

A major international 'Pop Idol' style competition to find the best accessible 
computer games is being promoted as part of a range of activities launched this 
week to raise awareness of the needs of disabled gamers.

'Accessibility Idol', named after the popular TV show, is the brainchild of the 
US-based International Game Developers Association ( IGDA -http://www.igda.org/ 
).

The contest will take the form of a show with finalists presenting their 
accessible game to an audience at the Game Developers 
Conference(http://www.gdconf.com/ ) in San Francisco, US, in March 2007. Some 
of the world's largest software and gaming companies have been signed up or 
invited,
although the association has not yet publicly confirmed participants' names.

The move follows the launch of two other contests launched this month to find 
innovative, accessible games: one from Retro Remakes, which
redesigns classic video games ( http://www.retroremakes.com/comp2006/ ) and 
another from US-based free software company Donation Coder
( http://www.donationcoder.com/ ).

And last week, an IGDA special interest group hosted a day-long workshop on 
accessible gaming held as part of the Develop computer games conference held in 
Brighton, England (http://www.tandem-events.com/workshops.html#accessibility ). 
E-Access Bulletin will report in full on this workshop in our next issue.
*quote end*

So all in all, things are definitely moving on :) The document "What Blind 
Gamers Want The Game Industry To Know" (http://tinyurl.com/pjqgn) has been a 
huge hit so far among game developers, because for many it was their first 
encounter with blind gamers. If you would like to contribute in any way to game 
accessibility, please stop by http://www.game-accessibility.com and use the 
forums that share your wishes, thoughts and opinions. This website is always on 
the lookout for more content like articles and for instance audio recordings of 
what it's like to be blind and game. Please contact me or the email on the 
website if you want to contribute.

And if you are in or around Boston, why not visit the SIGGRAPH/SANDBOX 
Conference in Boston on 29-30 July? Here members of the IGDA GA-SIG will also 
be present to discuss and present the field of accessible games. And if you 
want to keep updates about where game accessibility will be discussed around 
the world, you only need to keep track of the following forum: 
http://www.game-accessibility.com/forum/viewforum.php?id=12

Greets,

Richard

http://www.audiogames.net
http://www.game-accessibility.com 
 



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