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Accessibility I: How To Create Games For A Diverse Audience (Part 1) PDF Print
 
Written by Mark C. Barlet, on 27-03-2008 20:19
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For AbleGamers who visit the forum, Meagan VanBurkleo stopped by and asked for some help from us. Well part one of her two part story has hit the wire, and man is it worth reading !

Here is an excerpt, make sure you go read the whole thing. I wonder what part 2 is going to look like...
Escapism – the ability to forget about the ordinary or unpleasant realities of life in favor of a preferable experience – is considered one of the chief reasons gamers indulge in their hobby. The longing to encounter things unobtainable in real life is hard to ignore once your imagination has been unleashed for the first time. In the virtual realm, we can be who we want despite real-world limitations. We can defy the laws of physics and ignore the technological confines of our greater culture. We can create new universes, new worlds and new life. We can make the rules and mold societies to follow our philosophies. In the world of video games, nothing is impossible. Escaping for even a minimal amount of time through a digital experience can engage our imagination, elevate our moods and chase away the mundane realities of everyday life. Sounds good, right?

The practice of escapism intuitively becomes even more important to an individual who is disabled by society or their surroundings. Whether the individual has a physical, auditory or cognitive impairment, the video-game experience in theory should act as a great equalizer. In the world of video games, anything is possible  if the capacity to engage in these experiences is not denied to us. What if a physical limitation leaves a gamer unable to use a standard console controller? What if the lack of subtitles prohibits the entire deaf community from experiencing a blockbuster title? The bottom line is that the majority of video-game hardware, software and peripherals are unnecessarily inaccessible to many gamers with disabilities.

Through simple lack of awareness or an intentional marginalization of their demographic, disabled gamers routinely take the backseat in the game-development process. There is no denying that the vast range and degrees of disabilities makes the situation complicated, however, there are simple steps developers can take to improve the accessibility of their titles. By studying the basics of accessibility and usability, fostering an awareness of common disabilities and how they affect gameplay, and giving disabled gamers a voice through participation in game testing – the current situation can be vastly improved.

 Make sure you go read the rest , and we will see what part 2 says!



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Last update: 12-04-2008 08:31

Published in : Disabled Gamers News, Game news
Keywords : marginalization, accessibility, participation, technological, unnecessarily, disabilities, experiencing, inaccessible, philosophies, surroundings,
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Users' Comments (1) RSS feed comment
Posted by Meagan VanBurkleo, on 27-03-2008 21:20, IP 71.215.227.2, Guest
1. Thank You!
Thank you all for helping me out with this article! I have always been interested in video game accessibility and saw my new job at Game Informer as a chance to write about it! I hope that this helps to further the accessible gaming cause even a little. The second part of the post is now up, featuring quotes from two of your AbleGamer members! Please, let me know what you think!! 
 
http://www.gameinformer.com/ News/Story/200803/ N08.0327.1622.48962.htm? Page=1
 
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