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Akrin and BlazeEagle Famous, Accessibility (Part 2) PDF Print
 
Written by Mark C. Barlet, on 28-03-2008 21:51
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part_2.jpg Meagan VanBurkleo, has put up part 2 of her "How to Create Games For A Diverse Audience" and Ablegamers are all over it (click here for Part One ). I want to thank Meagan for reaching out to AbleGamers, and I am so glad to see that Akrin and BlazeEagle get to tell other their story.

Here is the first part of the story... go read the whole thing, we are all over page two and three.

With an audience as diverse as the accessibility community, where do game developers start making these changes? As always, the best place to start is by understanding your audience. The phrase “disabled gamer” may seem to be an all-encompassing term, but in reality it fails to be helpfully descriptive on even a basic level. According to Cornell University’s Online Resource for U.S. Disability Statistics, in 2005 more than 12 percent of U.S. citizens reported having some form of disability. The variety and degree of these disabilities makes it admittedly almost impossible to design a game accessible to everyone. However, it helps to break the term “disability” into manageable chunks.

 On a superficial level, disabilities are broken down into five categories: visual, auditory, speech, mobility and cognitive impairments. Some disabilities can be compounded on top of each other – another factor that makes it difficult to design games accessible for all individuals. A feature by Brannon Zahand, “Making Video Games Accessible: Business Justifications and Design Considerations,” provides a great foundation for understanding the wide spectrum of disabilities as they relate to video games.

Why are you still reading this here, get over to GameInformer and read the whole thing


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Last update: 12-04-2008 08:31

Published in : Disabled Gamers News, AbleGamers News
Keywords : disability&rdquo, university&rsquo, considerations, justifications, accessibility, understanding, disabilities, encompassing, gameinformer, descriptive,
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