GDC08 Indie Games

International Game Developers Association

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Contents

Final Submission

Title

Track

Presentation Format

Theme

Audience level

Brief Session Overview

Concise Presentation Description

Intended Audience and Prerequisites

Session Takeaway

Extended Abstract

Presentation Materials

Past Speaking Engagements

Hinn:

Game Not Over: Why Disabled Gamers Can’t Play Your Game Titles and How to Fix It! (FuturePlay 2007); When Audio IS the Experience: Games for the Visually Impaired (AGDC 2007); Serious Accessibility for Serious Games (SGS GDC 2007); The Untapped Market of One Button Games: Gamers with Disabilities (GDCM 2007); Accessibility Idol (GDC 2007); Game Accessibility Arcade (GDC 2007); Gamers with Disabilities: Expanding the Market through Accessible Design (Montreal Game Summit 2006); Game Accessibility (FuturePlay 2006); Increasing the Accessibility of Your Game (ACM SIGGRAPH Sandbox Symposium 2006); IGDA Accessibility Workshop (Develop Brighton 2006); Game Not Over: Expanding the Market with Accessible Games (GDC 2006); Games Accessibility: Where Does the Industry Stand? (GDC 2005)

Draft Proposal

Brief Session Overview [50 words or less, provide a brief overview of your presentation as you would have it appear on the GDC web site. This information is used by attendees to determine the value of your session.]:

So what EXACTLY does an accessible game look (or sound) like? Come find out at the Accessibility Arcade where attendees will have the chance to play a variety of games and use special game controllers designed for gamers with disabilities while discussing how the game was designed with the designers themselves.

Concise Presentation Description [provide a description of your presentation, as you would have it appear in the show program, in approximately 100 words. Write in third person, present tense.]:

So what EXACTLY does an accessible game look (or sound) like? The IGDA Game Accessibility Special Interest Group (SIG) brings back their popular “game accessibility arcade” from past conferences, including GDC 2006, where attendees will have the chance to play a variety of games and use special game controllers designed for gamers with disabilities. This session will be presented as “roundtables within a roundtable” – attendees will be encouraged to move about the room, try out the variety of games at each game station and discuss the game design with the creators of many of the games.

Intended Audience and Prerequisites [In 40 words or less, describe what section of our audience would best benefit from this session. Is prerequisite knowledge necessary for understanding the content of the session? Please write in third person, present tense.]:

Designers, programmers, and publishers interested in getting an opportunity to learn about accessible game titles through playing the titles while discussing them with the designers themselves.

Session Takeaway [In 40 words or less, describe what attendees will learn. Please write in third person, present tense.]:

Hand-on (or off, as the case may be) experience playing accessible games and knowledge about what it takes to create a mainstream game with accessibility features.

Extended Abstract:

      • Note: The IGDA is sponsoring a special session called “Accessibility Idol” that will involve famous game designers presenting new game designs with accessibility principles in mind from the outset. Ernest Adams has confirmed and Keita Takahashi and others are interested in learning more before they make their final decision. In total we will have 4 designers involved and the session will run much like the show “American Idol” (only less acidic). Because of this session, we believe that GDC 2007 will have an increase of people interested in learning more about game accessibility. ***
      • At GDC 2006, SIG members included a “game accessibility arcade” during designated break times for attendees (and attendees from different tutorials who were on break) to play some of the top accessible game titles. Due to the popularity of the arcade and the desire to reach more conference attendees during the main part of the conference, we are proposing a "roundtable within a roundtable" session where attendees can move about the room, playing accessible games and discussing their design with the creators of those games.***

The IGDA Game Accessibility Special Interest Group (SIG) brings back their popular “game accessibility arcade” from past conferences, including GDC 2006, where attendees will have the chance to play a variety of games and use special game controllers designed for gamers with disabilities. This session will be presented as “roundtables within a roundtable” – attendees will be encouraged to move about the room, try out the variety of games at each game station and discuss the game design with the creators of many of the games. Accessible Arcade Games will include Doom3[cc]; Terraformers; Strange Attractors; Destruction Derby; Drive; Sudo-san (Blind Accessible Sudoku); Demor; Universally Accessible Space Invaders; and more!


Presentation Materials [List the elements you will you use to illustrate your talk, i.e., code samples, demos, MS Office, testimonials, video clips, etc.]

5-10 different games designed for gamers with disabilities that attendees will be playing.

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