Plans for Journalism course.

Making videogames widely accessible 

For this I need to:

Gather Statistics for the number of disabled gamers, then categorise each under their specific disability. I.E Visually impaired, muscle atrophy, audio impairments. 

Create graphs and conduct interviews with the D.G community on what they feel helps them to interact with games media (such as subtitle options) currently available, investigate how common these features are and discuss what they feel is missing from the industry on the whole. 

Stick primarily to software adjustments, mention the hardware development, such as Microsoft's adapt controller, but this will be focused around the basic fixes already in use by a number of developers, that is yet to reach the mainstream development cycle. 

Speak to the charities in London in order to develop a network of potential interviewees. 

Aim for the project: 
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My primary goal is to research the available Accessibility features, how they affect the disabled community, and why these easily implemented features are lacking from the games industry on the whole. I would like to use the statistics and research found to not only interest the public to highlight what an oversight is being made, and how this negligence is ostracising a large community from interacting with games media. Not only should this research be used to drum up a public interest and have people think a little deeper into what is lacking from their games or the industry on the whole, but I feel that it could also be used to show what market capital could be gained by promoting an 'ethical' and inclusive development process. As focusing on this angle could be used to work towards making a change within the industry.
-

Notable persons of interest:

Stephen Sophn- COO @AbleGamers
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Ian Hamilton -Accessibility specialist, helping studios avoid excluding gamers with disabilities. Always happy to chat - DMs are open, if you prefer email i_h@hotmail.com
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Chris, Deaf GamersTV (Twitter) -Deaf Streamer・Type 1 Diabetics ・Gaming Accessibility Advocate/Consultant・

♥️
FIGHTING GAMES・
📧
: deafgamerstv@gmail.com
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Karen Stevens - EA Sports Accessibility Lead
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Craig Kaufman - Program Director & Community Specialist for
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Viek CyborG Ohil- Blogger. Speaker. Game Accessibility Consultant. Inclusion Advocate. Freelance Writer. Gamer. | vivekgohil3@gmail.com
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Tara Voelker -
Gaming & Disability Community Lead |
Co-Director
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Sightless Combat - Sightless/Kombat/SK. Gamer without sight. Accessibility Consultant and content creator.
,
,
, etc. #TranscribingGames
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Illegally Sighted/ @BGFH79 (Twitter) - Hello, my name is Jesse Anderson, aka BGFH on many areas of the Internet. I am a technology, gaming, and VR accessibility advocate, consultant, and tester. (Consultant on development on apps, VR and games for making them accessible for the visually impaired. Open to interviewing)
-


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GA Conference. A day of talks and networking exploring accessibility for gamers with disabilities, hosted by the IGDA'S accessibility SIG. (Monday, 21st Oct 2019
https://www.gaconf.com/speakers/

📍
Plexal, Here East, London << NEW LOCATION) Tickets booked.-

AbleGamers Charity - Charity Improving the lives of gamers with disabilities utilizing the power of videogames.

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Good 4 Gamers -Looking to promote the positive side of gaming, and gamers. If you love this hobby, why not have FUN? Charity & Positivity focused
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Take This -Non-profit charity - seeks to advocate & educate about mental wellness. We run the AFK Room. (Could be used to highlight the effect on the user by being able to be involved with a community)
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Danny O'Dwyer- Documentary maker for NoClip. Could be used to get in contact with a number of developers.
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Gamers Outreach - Video game industry charity organization. Providing therapy & recreation to children in hospitals. Helping others level up! Biz Hours: M-F 9-5 EST

- Hinterland Studios - Developers of 'The Long Dark' Which recently released an update with a great deal of accessibility changed, which work to make the game more user friendly for its disabled community. Such as the coin toss hold key option to replace the rapid tap button prompts for those with poor motor neuron control. https://youtu.be/WIwjUU_6DIY?t=459



Recommended reading:
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http://gameaccessibilityguidelines.com/
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https://accessible.games/
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https://abilitynet.org.uk/news-blogs/5-ways-accessibility-video-games-evolving
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https://www.ea.com/able
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https://www.ea.com/able/news/accessibility-portal-puts-players-first
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https://theconversation.com/its-designers-who-can-make-gaming-more-accessible-for-people-living-with-disabilities-107594
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https://www.gamasutra.com/view/feature/131943/designing_games_that_are_.php
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https://www.polygon.com/features/2014/8/6/5886035/disabled-gamers-accessibility
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https://www.bbc.co.uk/gel/guidelines/how-to-design-accessible-games
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https://www.specialeffect.org.uk/accessible-gaming-wish-list
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https://www.ea.com/en-gb/news/easports-accessibility
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http://www.wcmt.sightlesskombat.com/Report.shtml
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https://www.gamasutra.com/blogs/IanHamilton/20190123/334910/Demystifying_CVAA.php
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https://igda-gasig.org/additional-information/cvaa/
https://www.mcvuk.com/how-ea-made-fifa-19-accessible-to-everyone/
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https://www.gamasutra.com/view/news/315983/A_look_at_EA_Sports_push_for_more_accessible_sports_games.php-
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https://www.cinemablend.com/games/2388812/ea-is-trying-to-make-games-more-accessible-to-disabled-players
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https://www.vice.com/en_us/article/evqvee/why-ea-sports-started-taking-accessibility-seriously
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https://www.gameinformer.com/b/news/archive/2018/03/15/ea-creates-accessibility-portal-for-disabled-players.aspx

Audio Only Game - Pitch Black

https://www.kickstarter.com/projects/pitchblackgame/pitch-black-the-aaa-audio-game?ref=nav_search&result=project&term=Pitch%20black

VR Accessibility 

https://www.polygon.com/2016/4/7/11379894/fantastic-contraption-htc-vive-rift

http://www.triangularpixels.net/cms/development/vr-games-for-all-designing-unseen-diplomacy-for-disabled-users/

https://arstechnica.com/science/2015/10/will-the-new-vr-gear-trip-up-older-gamers/



Statements/Questions

With VR tech being a new frontier in the games industry, it is constantly under development and developers are working on ways to make VR as immersive as possible. And though this is the primary driving force behind VR in gaming, as it is just starting out, and with the introductory costs for VR tech, be it hardware to run the games or the headset itself, as more people buy into VR, developers will be hard pressed to constantly develop software to go with the headsets, lest the market dry out. Because of this, I fear that the VR movement runs the risk of leaving disabled users behind in favour of immersive play.

So with the buy in price so high, and current software available for VR considered insignificant in light of the price point, I'd argue that it would be within a developer's best interests to widen their market draw as early as possible, rather than ostracising a large community in favour of catering to those that have already bought into the tech.

Ian Hamilton's post on VR https://www.gamasutra.com/blogs/IanHamilton/20161031/284491/VR__accessibility.php



"accessibility for people who have better head control than hand control."

"There are promising hardware developments, such as eye tracking enabled VR, but not yet with mass market commercial availability."

"Strength/fatigue – ability to / length of time possible to carry an unsupported weight on your head or in your hands or carry out repeated actions
Range of motion – how far a head or a hand can be moved in any direction, and how far fingers can move too, particularly with controllers that place buttons on a range of sides, and controls located directly on the headset.
Accuracy – ability to make small, smooth or precise movements
Height – a wide range, including sitting in a wheelchair
Locomotion – ability to walk, lean, duck or kneel
Presence of limbs and digits – not everyone has two working hands with ten working fingers
Speed – ability to complete a task within a set time frame
Balance & balance impairment – particularly with older players
Orientation – forwards in real life might not always be forwards in-game, for example if someone can only play while lying down"

Illegally Sighted Video on implementing accessibility for low sight users:


Further reading

https://www.aplaceformom.com/blog/ways-video-gaming-benefits-older-adults/#targetText=Improved%20Balance%20and%20Walking%20Speed,a%20week%20for%2010%20weeks.


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