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Published byAngela Townsend Modified over 8 years ago
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I NCLUSIVITY : H OW TO MAXIMIZE THE NUMBER OF CUSTOMERS FOR YOUR GAME
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A GE D ISTRIBUTION : US C ENSUS
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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.
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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
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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
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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 = 308.7 million Approximately 10% of the total population, mostly males, are color blind, that makes over 30.8 million people unable to play your game
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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.
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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.
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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
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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.
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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.
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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.
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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.
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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.
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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.
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C APTURE THE B ULGE
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R ESOURCES : Go to: www.7128.comwww.7128.com 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: www.blindcomputergames.comwww.blindcomputergames.com
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C ONTACT INFORMATION : Eleanor Robinson eleanor@7128.com
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