Johnny Richardson
   Games, Web Developer and Consultant
   @ Jack Morton Worldwide
   Disabled Gamer
   Accessibility Evangelist
   Director of Industry Outreach, AbleGamers
        Mission and specialty: to make games
        and entertainment software more
        accessible
The AbleGamers Foundation is dedicated to bringing greater
      accessibility in the digital entertainment space so that people with
      disabilities can gain a greater quality of life, and develop the rich social
      life that gaming can bring.

   Player and caregiver support
   Developers
   Events and community
   Editorial
   Grants
   Accessible hardware
   For disabled players…
     Empowerment
     Self-efficacy
     Escapism
     Social experiences
     Aids in rehabilitation
   Audience diversification
   Events such as
     PAX and GDC
     AbilitiesExpo
     World Congress on Disabilities
   Day-to-day support and consulting
   Sponsors: Microsoft, Rockstar, PopCap,
    Harmonix, IndieGala
   Includification
   First-ever permanent accessibility arcade in
    D.C.
   New advisor and Board of Directors member
     Paul Barnett (EA)
     Larry Goldberg (WGBH)
   Weeklong of coverage on G4TV.com
   AAPD Paul G. Hearne Leadership Award and
    documentary
   Located at the MLK Memorial
    Library in D.C.
   Several gaming stations featuring
    a variety of games and hardware
     Kinect/Xbox, PC, Adroit, Quasimoto Axis
     Fruit Ninja, Forza
   First-ever arcade of its kind open to
    public
   Generated a lot of attention
     “When properly used, video games can be an important learning tool for
     literacy, spatial reasoning and curriculum support as well as a wonderful
                                 social experience.”
     - Venetia Demson, Chief of D.C. Public Library’s Adaptive Services Division
   The “How”
   Comprehensive Best Practices
     Good, Better, Best
   Case Studies
   Developer Exercises
   Testimonials
   Will be updated annually in print and often
    online
   Has gotten excellent feedback
“There should be
  no barriers to fun”
 Solutions for Developers
 Hardware
 Business
 Ethical Imperative
   Don’t add lots of time (for the most part)
   Are not technically infeasible
   Do not violate platform requirements
   Will not alienate your player base
   …or ruin your gameplay

    Accessibility is accessible to everyone

   Realistic
Never say
someone wouldn't
 want to play your
game a certain way
   Remappable Keys, Camera Options
     Dragon Age, Rift, Resistance
   Third party access
   Moveable UI, Macros
     WoW, Dark Age of Camelot
   Save Points
   Speed
   Font colors
   Colorblind options
   Target marking
   Change fonts
   Customizable interface
   Speed
   Text-to-speech
   Closed Captioning
     Needs to account for
     dialogue and events
   Fonts/colors
   Alternative
    indicators
     Call of Duty
   Hard to come by
   Tutorials/training
     “Starter” areas
   Sandboxes/freedom
     Open-world games
   Difficulty adjustment
   Good menu systems
   Camera options
   Auto-pass
   Still evolving very rapidly
   Most of these practices apply
   Modified multi-touch
   Alternative input
     iOS/Android both have their
     strengths
   Accessibility not heavily enforced

    Can be more accessible than other platforms
         …or far less, depending on need.
   Adroit
   Quasimoto Axis, etc.
   Motion controllers
     Wii/Wii U, Kinect, Move
   Coming along…
     Brain enabled
   42 million disabled people in US
    alone
   Average household has some
    kind of gaming device
   Audience represents major
    untapped revenue
   Money is an excellent
    motivator
   We’re getting through
   Developers who act see happier players
   Changes design process
   Medicine is major proponent
   Increasing awareness
Gaming as an accessible activity
  is inevitable, in the long run
 Market demand
 Maturation of the art form
 Industry changes constantly
 New gen of developers
 Obsolescence of AbleGamers would be
  welcomed
   It’s about playing
     Not rewards, points, etc.
   Innumerable benefits for player
   Social options
 Ethical and cultural imperative
johnny@ablegamers.org
     585 944 4841
    ablegamers.com
  includification.com
     /ablegamers
     /ablegamers
    @ablegamers
    @johnnycrich

AbleGamers And The Inevitability of Inclusive Gaming

  • 1.
  • 2.
    Games, Web Developer and Consultant  @ Jack Morton Worldwide  Disabled Gamer  Accessibility Evangelist  Director of Industry Outreach, AbleGamers Mission and specialty: to make games and entertainment software more accessible
  • 3.
    The AbleGamers Foundationis dedicated to bringing greater accessibility in the digital entertainment space so that people with disabilities can gain a greater quality of life, and develop the rich social life that gaming can bring.  Player and caregiver support  Developers  Events and community  Editorial  Grants  Accessible hardware
  • 4.
    For disabled players…  Empowerment  Self-efficacy  Escapism  Social experiences  Aids in rehabilitation  Audience diversification
  • 5.
    Events such as  PAX and GDC  AbilitiesExpo  World Congress on Disabilities  Day-to-day support and consulting  Sponsors: Microsoft, Rockstar, PopCap, Harmonix, IndieGala
  • 6.
    Includification  First-ever permanent accessibility arcade in D.C.  New advisor and Board of Directors member  Paul Barnett (EA)  Larry Goldberg (WGBH)  Weeklong of coverage on G4TV.com  AAPD Paul G. Hearne Leadership Award and documentary
  • 7.
    Located at the MLK Memorial Library in D.C.  Several gaming stations featuring a variety of games and hardware  Kinect/Xbox, PC, Adroit, Quasimoto Axis  Fruit Ninja, Forza  First-ever arcade of its kind open to public  Generated a lot of attention “When properly used, video games can be an important learning tool for literacy, spatial reasoning and curriculum support as well as a wonderful social experience.” - Venetia Demson, Chief of D.C. Public Library’s Adaptive Services Division
  • 9.
    The “How”  Comprehensive Best Practices  Good, Better, Best  Case Studies  Developer Exercises  Testimonials  Will be updated annually in print and often online  Has gotten excellent feedback
  • 10.
    “There should be no barriers to fun”  Solutions for Developers  Hardware  Business  Ethical Imperative
  • 11.
    Don’t add lots of time (for the most part)  Are not technically infeasible  Do not violate platform requirements  Will not alienate your player base  …or ruin your gameplay Accessibility is accessible to everyone  Realistic
  • 12.
    Never say someone wouldn't want to play your game a certain way
  • 13.
    Remappable Keys, Camera Options  Dragon Age, Rift, Resistance  Third party access  Moveable UI, Macros  WoW, Dark Age of Camelot  Save Points  Speed
  • 14.
    Font colors  Colorblind options  Target marking  Change fonts  Customizable interface  Speed  Text-to-speech
  • 15.
    Closed Captioning  Needs to account for dialogue and events  Fonts/colors  Alternative indicators  Call of Duty  Hard to come by
  • 16.
    Tutorials/training  “Starter” areas  Sandboxes/freedom  Open-world games  Difficulty adjustment  Good menu systems  Camera options  Auto-pass
  • 17.
    Still evolving very rapidly  Most of these practices apply  Modified multi-touch  Alternative input  iOS/Android both have their strengths  Accessibility not heavily enforced Can be more accessible than other platforms …or far less, depending on need.
  • 18.
    Adroit  Quasimoto Axis, etc.  Motion controllers  Wii/Wii U, Kinect, Move  Coming along…  Brain enabled
  • 19.
    42 million disabled people in US alone  Average household has some kind of gaming device  Audience represents major untapped revenue  Money is an excellent motivator
  • 20.
    We’re getting through  Developers who act see happier players  Changes design process  Medicine is major proponent  Increasing awareness
  • 21.
    Gaming as anaccessible activity is inevitable, in the long run  Market demand  Maturation of the art form  Industry changes constantly  New gen of developers  Obsolescence of AbleGamers would be welcomed
  • 22.
    It’s about playing  Not rewards, points, etc.  Innumerable benefits for player  Social options  Ethical and cultural imperative
  • 23.
    johnny@ablegamers.org 585 944 4841 ablegamers.com includification.com /ablegamers /ablegamers @ablegamers @johnnycrich

Editor's Notes

  • #6 Outreach - Perception has changed – “how?”
  • #7 We’ve got a lot going
  • #9 Adroit, braille, kinect setup
  • #10 Includification - 508
  • #12 Solutions - Alienate players, TCR Reqs
  • #15 Vision - Most hard to explain to developers, because games are so visualTarget marking – Guild Wars 2Speed – MP3In the pit
  • #16 Hearing - Games for fully deaf are harder to come by
  • #17 Cognitive - Category with the widest breadth because encompasses so much
  • #18 Only so much to say at this pointPrecisionMobile - (A lot of assistive tech not on mobile)Speed Kittens, Yesterday, ArkanoArena
  • #21 … with caveats