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๐Ÿณ๏ธโ€๐ŸŒˆDouglas๐Ÿณ๏ธโ€๐ŸŒˆ Jun 8
. and kick off the Game Accessibility Mini-Summit at
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๐Ÿณ๏ธโ€๐ŸŒˆDouglas๐Ÿณ๏ธโ€๐ŸŒˆ Jun 8
. discusses how mental illness impacts many players, and is widely stigmatized, especially in games. They draw on a checklist from to illustrate how games can feature mental illness in respectful, healthful, and supportive ways:
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๐Ÿณ๏ธโ€๐ŸŒˆDouglas๐Ÿณ๏ธโ€๐ŸŒˆ Jun 8
Len presents case studies of how and effectively & empathetically present mental illness, model supportive tools and community, and empower the player to explore these subjects personally.
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๐Ÿณ๏ธโ€๐ŸŒˆDouglas๐Ÿณ๏ธโ€๐ŸŒˆ Jun 8
Replying to @stevesaylor
Blind Gamer describes dropping out of playing games due to inaccessible design. Being able to play VR without glasses, or hold Switch close to face, demonstrated that with the right design, games could be more accessible, and inspired him to learn more about how.
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๐Ÿณ๏ธโ€๐ŸŒˆDouglas๐Ÿณ๏ธโ€๐ŸŒˆ Jun 8
Replying to @D_M_Gregory
Common accessibility barriers in gamesโ€ฆ โ€ข Complex Menus: small text, dense layout. Can be improved with large font / high contrast options, menu narration โ€ข Controls: some layouts uncomfortable or even painful for players. "Stop with the L3/R3 button press!" Allow remapping!
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๐Ÿณ๏ธโ€๐ŸŒˆDouglas๐Ÿณ๏ธโ€๐ŸŒˆ Jun 8
Replying to @FarCrygame
โ€ข Pre-Set Difficulty: Allow options to customize it. Let players who experience barriers level the playing field. โ€ข Subtitles: Have them! Throughout the whole game! Big/high contrast. Let the player control the size. See with directional sound effect captions too!
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๐Ÿณ๏ธโ€๐ŸŒˆDouglas๐Ÿณ๏ธโ€๐ŸŒˆ Jun 8
Replying to @D_M_Gregory
All Settings are Accessibility: every bit of choice you offer players lets them make the game more comfortable and better for them. So: โ€ข Talk to accessibility community, listen to conversation online โ€ข Talk to disabled players โ€ข Start early Check out these folks & links!
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๐Ÿณ๏ธโ€๐ŸŒˆDouglas๐Ÿณ๏ธโ€๐ŸŒˆ Jun 8
Replying to @DreamNomming
. describes discovering her colour blindness through playing Mario Kart 64 and being unable to distinguish the homing red shell from the non-homing green. Introduces common forms of colour vision difference, Deuteranopia, Protanopia, Tritanopia, and their effects.
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๐Ÿณ๏ธโ€๐ŸŒˆDouglas๐Ÿณ๏ธโ€๐ŸŒˆ Jun 8
Replying to @D_M_Gregory
Many games ship with features that are unplayable for colourblind players, and have to respond with costly patches. We should look at incorporating consideration of colourblindness earlier in the development process, to make better games for more players, and for efficiency!
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๐Ÿณ๏ธโ€๐ŸŒˆDouglas๐Ÿณ๏ธโ€๐ŸŒˆ
. says subtitles are the bread & butter of game . Done right, they're deliciously cheesy garlic bread that everyone likes! Done badly, they're off-putting burnt toast. No one intentionally burns their toast, all it takes is forgetting about it till too late
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๐Ÿณ๏ธโ€๐ŸŒˆDouglas๐Ÿณ๏ธโ€๐ŸŒˆ Jun 8
Replying to @D_M_Gregory
Best practices for subtitles include large text in legible, sans-serif fonts, high contrast, with outlines or a backing to separate it from the background, limiting the characters per line and number of lines, indicate speaker / actions, and most importantly: Options to control!
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๐Ÿณ๏ธโ€๐ŸŒˆDouglas๐Ÿณ๏ธโ€๐ŸŒˆ Jun 8
Replying to @D_M_Gregory
Games communicate a lot through sound effects or music cues. Closed captions ensure that communication isn't lost for players who are deaf, who are playing in a noisy environment or with voice chat, who are playing with the volume low or muted.
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๐Ÿณ๏ธโ€๐ŸŒˆDouglas๐Ÿณ๏ธโ€๐ŸŒˆ Jun 8
Replying to @thefantasticjen
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๐Ÿณ๏ธโ€๐ŸŒˆDouglas๐Ÿณ๏ธโ€๐ŸŒˆ Jun 8
Replying to @D_M_Gregory
Alex MacIntosh discusses ways that games can be used for therapy, helping children with cerebral palsy learn and practise physical movements. Tools like the Noving Falcon & Myo Armband let players control games with a variety of movements & reach high repetitions & retention.
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๐Ÿณ๏ธโ€๐ŸŒˆDouglas๐Ÿณ๏ธโ€๐ŸŒˆ Jun 8
Replying to @D_M_Gregory
Game features best suited to this use: Not too many inputs needed at once 1-2 buttons ideal No instant fail: analog levels of success allow players to keep playing, complete their therapy session and get better, even if they're not great at the game. Score quality of movement.
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๐Ÿณ๏ธโ€๐ŸŒˆDouglas๐Ÿณ๏ธโ€๐ŸŒˆ Jun 8
Replying to @thefantasticjen
. demonstrates game designed to practice arm movements. Lower arm to recharge feature added to encourage player to take breaks so they don't over-strain and fatigue themselves.
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Ian Hamilton Oct 18
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Ben Bayliss Oct 18
This is a perfect explanation. I also really love cheesy garlic bread.
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Ian Hamilton Jun 13
I love this
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