CVAA compliance deadline arrives

Jan 1st is the first day of CVAA compliance for games; as of this date games launching for the US market that have any communications functionality must ensure that functionality (and any UI/information needed to navigate to and operate it) must be accessible to people with a wide range of disabilities.

More information on what CVAA is and what it means for games –

https://igda-gasig.org/additional-information/cvaa/

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Video from #GAConfEU in Paris

Many inspiring talks in Paris today

Program: https://www.gaconf.com/schedule/

Speakers: https://www.gaconf.com/speakers/

Best,

Thomas

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GAConf – now also in Europe!

After two successful conferences in San Francisco, we welcome you to the first Game Accessibility Conference in Europe, co-organised with CNAM!

CNAM, Paris, 22nd of October 2018.

Tickets available soon at gaconf.com

The date is right after IndieCade Europe (19-20 October) and before Paris Games Week (26-30 October).

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GDC 2018 Roundtable – Session Recap

When the GA-SIG had the first roundtable at GDC 2004, there was one (1) attendee… who had gone to the wrong room. Fast forward 14 years: there were now more than 50 attendees from the largest players in the industry to independent developers. THANK YOU ALL! We were thrilled to have 20-30 attendees the last few years but this year took us by storm.

IGDA_GA-SIG_Roundtable_GDC2018

In the roundtable we wanted everyone to say something about their next step (even the first) regarding game accessibility. It took more than 20 minutes just to do that, with me writing notes what was said on posters (pictured below).

poster_notes

People mentioned topics like guidelines, methods, strategies, economy/justify time, social issues, stigmas, organizational issues, accessibility and therapeutic games, and games in education. One of the most common “next step” was simply to start learning or learn more about game accessibility. Starting off the discussion, we focused on some things to begin with for making a game accessible, such as:

  • use of simulation goggles etc. for ideation (not validation)
  • how to handle colorblindness, text size, and head-bob
  • multimodal input and mapping
  • having public info about accessibility in the game on forums, Twitch and Youtube

During the discussion, attendees asked for guidelines. The answer was that there are several, where Game Accessibility Guidelines [1] and Includification [2] were suggested to start with. Our Top Ten list [3] is also a good start. Another question concerned how to recruit people with disabilities? Reaching out via social media was suggested, and don’t be afraid of failing, better to do something than nothing. The ‘always with us never without us’ ideal should be followed, but again better to do your best than nothing.

Furthermore, how to write for people with disabilities was also raised. The Plain English Campaign [4] was mentioned.  There was also a discussion about return on investment and how to argue for game accessibility. Several reasons were provided, such as legislation (CVAA in the USA, and EAA upcoming in Europe), and statistics and demographics (e.g. about 20% of the world population have a disability, and all gamers are ageing). Further, prototyping with standard/accessible UI elements and then include that as an alternative UI in the game was given as an example to make the game more accessible at almost no cost at all.

We welcome everyone who were at the roundtable (as well as you who read this) to continue the discussion via our mailing list [5]. Please feel free to join!

Best regards,

Thomas Westin
Co-chair
IGDA Game Accessibility SIG

[1] http://gameaccessibilityguidelines.com/

[2] https://www.includification.com/

[3] https://igda-gasig.org/about-game-accessibility/game-accessibility-top-ten/

[4] http://www.plainenglish.co.uk/

[5] http://lists.igda.org/mailman/listinfo/games_access_lists.igda.org

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2018 Game Accessibility Conference (GAConf)

Going to GDC or San Francisco on March 19th?

Make sure to join us at the 2018 Game Accessibly Conference (GAConf)
 Monday March 19th 2018.

Read more at Gamasutra

Best,
Thomas, co-chair, IGDA Game Accessibility SIG

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Update: Mailing list working again

Hi all,

IGDA moved to a new mailing list server and our new list address is games_access@lists.igda.org

All users should have been exported to the new server. If you have not received mail-list emails from January 11, please get in touch with me (thomasw[at]dsv.su.se).

There were technical issues with the move and it has not been possible to send e-mails during December and early January. On behalf of IGDA I apologize for any inconveniences this may have caused.

Hopefully everything will work from now on.

Best,
Thomas
co-chair
IGDA Game Accessibility SIG

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Accessibility content survey

One of the IGDA game accessibility SIG’s current activities is to revisit the content and structure of this website, to ensure it is as useful as it can be for as many people as people.

As part of that work we’ve put up a quick survey, asking about your role and interest in accessibility, and what kind of content you find useful or would fimd useful.

It should only take around five minutes, and whatever your role, level of interest or level of involvement with the SIG we would love to hear your thoughts.

https://goo.gl/forms/VPruT6PhHk4RgmyT2

Thanks!

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