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GDC Recap from Michelle Hinn, Chair of GA-SIG PDF Print
 
Written by Michelle Hinn, on 27-02-2008 21:17
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hinn_2.jpgMark asked me to write about this year's GDC from the perspective of having participated in GDC for the last five years and seeing how things have changed with regard to educating the industry about ways that they can make their games more accessible, about products or game features that can increase accessibility that were already accessible but the developers themselves did not realize it, and so forth. I am the chair of the International Game Developers Association's (IGDA) Special Interest Group on Game Accessibility (GA-SIG) and I was so excited to be in the position to provide Mark and Stephanie of AbleGamers with all-access passes to help spread the word about game accessibility. More specifically I was excited that they could attend as part of both AbleGamers and the GA-SIG to help get word out about the latest games and game technology to GAMERS with disabilities. For years the GA-SIG has been on the forefront of lobbying the industry for change while AbleGamers has been on the forefront of helping gamers with disabilities learn about controllers that can enable playing games. BOTH are needed to make change happen -- companies need to know from gamers what specific issues they are having with games and gamers need to know about options that are already available but not widely known about. Being a part of the IGDA gives the GA-SIG access to the major players in industry who have the decision making power and working with AbleGamers gives the GA-SIG access to the stories of gamers that we can bring to the industry so that game accessibility becomes a reality for more and more people every day.

100_1905.JPGFor the last several years, it has been easy to tell game companies that game accessibility is important. Getting companies to act and educate themselves on how to make their games more accessible, however, has not been so easy. We could tell a CEO of a company about game accessibility at GDC and invite them to come to our sessions to find out more and they would nod and say that they would attend. But unless they figured out how to be invisible, they were not in the audience during the sessions. In fact, we would have an average audience of about 2 people at each session we ran at GDC. Perhaps opening up gaming to a wider audience wasn't as crucial in the past few years? But the world economy has been changing and now game companies cannot afford to close off their products to important segments of the market and companies are starting to pay attention to our message of "Game Accessibility Means Games For All."

The first session we ran at this year's GDC was, in my mind, a bit of a miracle. We had up to about 75 people in attendance according to the conference associates (a.k.a. the hard working volunteers who help speakers run their sessions and keep count of people who wander in and out of sessions). In fact, at about 15 minutes before our session started, we had a nice crowd gathering in the room and I thought to myself "oh, they must have the room mixed up because surely they aren't here about game accessibility."

people.jpgAllow me to back track a bit. For years, the GA-SIG has worked so hard to promote and run sessions at the GDC on game accessibility only to end up feeling depressed and jaded after the conference. We would be angry at one another because we felt so awful and we couldn't figure out what we were doing wrong. Could it be that the game industry was that shallow? Could it be that spending 80 hours per person each week in the months prior to GDC wasn't enough? But each year we'd try again. And, yes, it was depressing.

But something changed this year. Thanks to the help of Mark and Stephanie of AbleGamers, our fliers promoting our sessions were passed out to every person they saw. Unfortunately I had entered a pain cycle with my disability and I was so upset that it fell during GDC and I thought that our sessions would be doomed to having a "crowd" of two people and face permanent cancellation at GDC, that we would never get another presentation slot again. In the weeks before GDC I sent out nearly two thousand individual emails to press, companies, agencies, developers telling them about our sessions. In the months before I called the folks from Emotiv and Natural Point to see if they would present their products with us at our "Accessibility Arcade" sessions. And they said "yes!" And while in my mind I knew that we might get some more attendees to see their cool products and then maybe we could tell them about the other products and about game accessibility before they ran out the door, I still held my breath as the session got closer -- would things be different this year?

As I said, as soon as GDC started I was in massive pain and I was panicked. Why? Because you can do all the pre-GDC advertising you want but to make sure you got those people in the door you need the reinforcement of passing out the fliers and talking up the sessions to other attendees. And even then, perhaps you'd only get two attendees. So this year we did our biggest pre-event and event advertising ever. Thanks to Mark and Stephanie, the fliers were passed out (which, btw, looked awesome and were designed by Mark), the word was spread -- they were the guardian angels of game accessibility and stepped up when my body decided it wanted to give up on me. And this year? All of these efforts resulted in an audience -- a real audience of folks who were not JUST interested in Emotiv's brain control interface and Natural Point's head navigation system but also interested in finding out about all the other wonderful controllers provided by Barrie Ellis and Mark Felling, game mods and new games by folks like Reid Kimball, Eelke Folmer, and Eitan Glinert.

100_1900.JPGWhat did I do after the session was over -- and by that I mean after the session ran WAY over time because people were so interested in what we had to show? I burst into tears. Yes, it's true. I have never done that even in my most angry, disappointed state post-GDC when we would have practically killed ourselves to get two people in the room. I know I freaked Mark out -- we did just finally meet in person the week of GDC! Why was I crying? Because finally we had our audience and the fight for game accessibility was in the limelight. You cannot imagine the relief, the joy, the sense that maybe the gaming industry was finally understanding why game accessibility was so important that I felt. It was absolutely amazing.

And so, yes, I let myself cry tears of joy and Mark gave me a big bear hug. We had done it -- all of us. Together we got our audience. It was the moment where all of us who have been fighting for game accessibility on all fronts got together and made this year's GDC a HUGE success for us. Sure, we could have had even more people in the room but the percentage increase from 2 attendees to approximately 75? Well, the organizers of GDC are now on notice -- the time for the message about game accessibility to be heard is NOW!

100_1875.JPGWas all this due to any one person? No. It was all of us together. The convergence of all our energies combined at the right time and right place was exactly what was needed. Consider this a win for all of us -- gamers and developers -- because that is exactly what it was. So stay involved, join all of us in the fight for more accessible games, talk to developers, tell us your story about gaming with a disability, tell us the stories of others that you know. We are all listening and we are all taking the word straight to the CEOs. We will be heard and things will be changing. This is what I now believe in my heart. And thanks to my new friends Mark and Stephanie and the entire AbleGamers community along with all my old friends that I have made over the years running the GA-SIG, I know we can do it!


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Last update: 04-04-2008 10:43

Published in : Disabled Gamers News, AbleGamers News
Keywords : accessibility, approximately, association's, international, reinforcement, understanding, unfortunately, cancellation, disabilities, disappointed,
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Users' Comments (1) RSS feed comment
Posted by jbannick, on 01-03-2008 15:24, IP 76.119.124.119, Registered
1. Rock On!
Way to go Michelle!
 
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