I NCLUSIVITY : H OW TO MAXIMIZE THE NUMBER OF CUSTOMERS FOR YOUR GAME.

Slides:



Advertisements
Similar presentations
Microsoft ® Office Training Get up to speed with the 2007 system presents:
Advertisements

Developed with material from W3C Web Accessibility Initiative (WAI) IMPORTANT: Instructions Please read carefully the Instructions for.
Good Drivers Just Driving! Driving and Mobile Phone BUILDING EFFICIENCY MIDDLE EAST AUGUST 2010.
XX/XX/XX Presenter names Position Title Accessibility “How to”
1 Accessibility CSSE 376, Software Quality Assurance Rose-Hulman Institute of Technology April 16, 2007.
Announcement- Star Songs Your group will bring: –An easy-to-read document with your lyrics –Musical instrument(s) –3 visual aids (pictures, diagrams, etc)
Designing slides for the projector screen engrc 3350 spring 2011 S. Ahlers.
Assistive Technology Monmouth Beach School Assistive Technology Devices  AT is any piece of equipment used to increase and improve capabilities.
Towards Independence: Mobile Phones – Part 2. Syllabus outcomes: 5.5evaluates options for solving commercial and legal problems and issues EN4-4B makes.
GETTING BUTTS INTO THE SEATS. SOCIAL MEDIA FACTS As of tomorrow Facebook will be 10 years old and has an estimated 1.3 BILLION users Facebook StatisticsData.
 Experiment with the Design features to get the look you want for your presentation.  Most design templates will keep the design the same on all your.
Computers are one of many devices that people with disabilities can use to meet their physical challenges. Explain how technology has impacted the health.
IEP Individualized Education Program A plan available for children with disabilities or delayed skills. The child's parents an educators works side by.
 What is web accessibility? ture=relatedhttp://
Online Games and PR MT 8425 January 28, Teens and video games According to the Pew Internet and American Life Project: 77% of teens own a.
Accessibility IS 403: User Interface Design Shaun Kane 1.
NKU Professional & Organizational Development Center Sean Ringey Web Educational Development Coordinator.
WEB CONFERENCING ACCESSIBILITY ISSUES Norm & Beth Coombs 1.
Microsoft ® Office 2007 Get up to speed with the 2007 system Murray State University College of Education:
Designing in the Dark A Collaborative Project. I am so Lucky! At UTC, I am part of the SoTL community AKA the Faculty Fellows At UTC, I am part of the.
ICT Exam Techniques This is a guide on how to achieve the maximum marks on the ICT Unit 1 Examination Paper.
CIS—100 Chapter 9—PowerPoint 1. The PowerPoint User Interface 2 There is a tall band across the screen that contains many, very visual commands arranged.
Week 7.  Definition, policies, standards  Continuum of abilities.
Digital Access Digital access is the equal ability for people all over the globe to access digital internet. The digital divide is a gap that continues.
Media Accessibility Crystal Gold, M.S. Assistant Director Multimedia Development Services, UCTS University College, IUPUI.
Developed with material from W3C Web Accessibility Initiative (WAI) IMPORTANT: Instructions Please read carefully the Instructions for.
To download PhotoStory: Go to On the left side under Product Resources, click on Downloads.
Unit I: 1.2 Trends in the Game Market
Chapter 9 Pages KIN 579: Inclusion in Adapted Physical Education By: Gretchen Colwell YouTube Video.
FINDINGS AND DISCUSSION. DATA ANALYSIS (Coding System) Example: Gender of the respondents ‘1’ for Male and ‘2’ for Female. Type of HP service plan used.
 What are the risks?  Technologies your children use  Tips for protection  Advice and help  Questions? Topics.
Lecture 3 Web Design What makes a "good" website? Getting started on your website. Planning the layout. Picking a theme. Effective Design Tips.
Microsoft FrontPage 2003 Illustrated Complete Finalizing a Web Site.
Consumer Medicines Information - Improving access for people with low literacy or visual impairment Professor DK Theo Raynor Pharmacy Practice and Medicines.
Instructional Guide Communications : From Print to Radio.
This is your 30-Second DPN Training Good day ENJOY Click here to begin DPN.
Microsoft ® Office Training Get up to speed with the 2007 system.
MONDAY, MARCH 12, 2007  Interactive Design and Game Development  Savannah College of Art and Design  Savannah, Georgia Chris Quinn 
Date or reference Web Accessibility - an introduction Patrick H. Lauke ISI presentation - 22/11/2004.
Fundamentals of Graphic Communication 3.5 Accessible Design.
Unit 11 Interactive Multimedia Products Task A Product Review –
WHEELCHAIRS & DISABILITY YSI.  About 10% of the global population, i.e. about 650 million people, have disabilities.  Studies indicate that, of these,
line.net/ okpop.com/bar elythereflashin dex.html.
The Social Gamer Oliver Gabe, Jonathan Shaw & Michael Parker.
Presented by: Peggy McWilliams & Lisa Nevitt Lekotek of Georgia.
Creating Accessible Presentations Richard Steinberg Texas Department of Assistive and Rehabilitative Services (DARS)
1 June 26, 2014 Mark Barlet, AbleGamers Foundation Laura Hall, MATP Staff Fun for Everyone: Assistive Technology for Video Gaming.
Human Computer Interface INT211
Know what a computer is used for Understand the difference between hardware and software Be able to describe the way that data is stored in a computer.
Developmental Disabilities By Edee Polyakovsky. What is a Developmental Disability?  Developmental Disabilities are not just one thing, they are a group.
IT323 - Software Engineering 2 1 Tutorial 3.  Suggest ways in which the user interface to an e-commerce system such as an online stores might be adapted.
Awareness raising session for Parents and Carers June Todd Awareness raising session for Parents and Carers June Todd.
Increasing Rigor in the Classroom Natalie Redman.
GETTING STARTED WITH VISUAL STUDIO.NET Getting Around Visual Studio.NET Using Panes Getting Panes back to normal The View Menu Online Resources Compatibility.
Writing Accessible Electronic Documents with Microsoft® PowerPoint
Color Theory. Primary Colors Colors that cannot be created by mixing others.
The Stats.  Why? Shift Happens video  What are your initial reactions to what you saw in the presentation?  What does this mean for our world?  What.
E-Safety Parent Talk Helping to keep your children safe online.
Developed with material from W3C Web Accessibility Initiative (WAI) IMPORTANT: Instructions Please read carefully the Instructions for.
Accessibility definition disabilities why? standards what? homework.
Web accessibility Patrick H. Lauke / Salford Business School / 23 November 2007 Making your website work for more people.
Making videos accessible – Mandatory guidelines
An Innovative, new app for the hearing impaired By Robert F. Lasko III
Team Page Edits.
Microsoft FrontPage 2003 Illustrated Complete
How to use contrast.
Accessibility.
What, why and how.
Presentation transcript:

I NCLUSIVITY : H OW TO MAXIMIZE THE NUMBER OF CUSTOMERS FOR YOUR GAME

A GE D ISTRIBUTION : US C ENSUS

36 M ILLION PEOPLE 50+ DON ’ T PLAY GAMES  Total 50+ in US = 78 million+  ESA says 27% of gamers are 50+  That means 42 million 50+ people are gamers  This leaves 36 million who are not playing your game for some reason.

W HY DON ’ T THEY PLAY GAMES ? It is not that they don’t know how to use computers and mobile devices – that is 20 th century thinking!  84% of households own a computer and 51% own a game console.  Most people work and most jobs require familiarity with computers  74% of people 65+ own a cell phone and 63% of them use it to go online

T HEY DON ’ T BUY YOUR GAME BECAUSE :  Over half of people 65+ have one or more disabilities due to age, and most games are not designed with that in mind  You are not marketing to, or merchandising for them – so they don’t know what is out there and that they can play and enjoy them

O THER DISENFRANCHISED GROUPS Color Blind: 30.8 million people in the US can’t play your game because your game is not color blind accessible.  Total US population in 2010 = million  Approximately 10% of the total population, mostly males, are color blind, that makes over 30.8 million people unable to play your game

O THER DISENFRANCHISED GROUPS : C ONTINUED People who have a disability from birth, injury or disease.  The census shows that 18.7 percent of the total population or 56.7 million people are disabled.  This figure includes loss of limbs or paralysis from military, industrial or auto accidents etc.  There is some overlap with the 50+ population, but that is still a very large number of potential customers.

P ROBLEM : H OW TO MAKE YOUR GAME ACCESSIBLE Important comments:  Partial solutions OK - No single game can meet all needs, but including some accessibility features can significantly increase the market for your game.  Design first – It costs more to add accessibility features at the end rather than including them in your design.  Market - To benefit from these features, you need to include them in your marketing content and targets.

C OLOR B LINDNESS :  1. Use colors that are color-blind friendly.*  2. Use shape differences rather than color differences for game crucial objects.  3. Use textures within objects in addition to color to differentiate among them. *See References at the end of the presentation

V ISUAL I MPAIRMENT  1. Use high contrast text – no taupe on gray!  2. Have a big type option, like browsers do.  3. Size matters. Ensure that any game-crucial object is large enough and clear enough so that it is visible to someone who can’t see very well.  4. Make sure all computer controls are keyboard accessible. Make tabs and tab order hit all controls. Elite players like this too.  5. Add sounds to warn gamers of things that are happening visually – especially in darkened scenes.

H EARING : Reduced Hearing:  1. Closed Captions to indicate dialogue and game important sounds as they happen.  2. Visual clues to any game-crucial activity that is happening.  3. At the very least, captions for any video, cut scene, dialogue etc.  4. Settings that allow music, incidental sounds and dialogue to be adjusted independently to meet the needs of the player.

M OTION I MPAIRMENT Hands and arms:  1. No chording. On computer and consoles, single key controls.  2. Configurable. Allow reassignment of buttons / keys.  3. Size matters. Make hot spots/targets large enough to accommodate someone with palsy, shaking hands, or loss of fine motor control.

G ENERAL M OTION I MPAIRMENT  Speed control. Have variable speed of play, time to accomplish a task, or other timed activities.  One-switch. Where possible, use a one-button control scheme where the option to do something shifts between choices and a single button chooses the desired option.

C OGNITIVE P ROBLEMS : Autism Spectrum:  1. Controlled complexity. Enabling the complexity of a game to be reduced helps people with autism. It also helps newbie’s learn to play the game.  2. Repetition. Repetition of action is desirable for people with autism.

D EVELOPMENTAL D ISABILITIES :  1. Having a simplified version of a more complex game can make it accessible to people with learning disabilities and broaden the market.  2. Keeping simple games age appropriate. Just because a game is simple, doesn’t mean you always use cutesy illustrations and childish situations. Cognitively disabled individuals older than teenagers are not children.

C APTURE THE B ULGE

R ESOURCES : Go to: Resources : For Accessibility Guidelines, Color Blind Charts and more. Top 25 : For organizations that promote game accessibility, and for accessible game information, and the people who are building these games. Also:

C ONTACT INFORMATION : Eleanor Robinson