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The field of '''game accessibility''' deals with the ''[[accessibility]]'' of electronic games (''[[computer games]]'', ''[[console games]]'', etc.) for disabled gamers. The following definition was developed by IGDA's Game Accessibility Special Interest Group:
The field of '''game accessibility''' deals with the ''[[accessibility]]'' of electronic games (''[[computer games]]'', ''[[console games]]'', etc.) for disabled gamers. The following definition was developed by International Game Developers Association (IGDA) — Game Accessibility Special Interest Group:
“Game Accessibility can be defined as the ability to play a game even when functioning under limiting conditions. Limiting conditions can be functional limitations, or disabilities — such as blindness, deafness, or mobility limitations.”
“Game Accessibility can be defined as the ability to play a game even when functioning under limiting conditions. Limiting conditions can be functional limitations, or disabilities — such as blindness, deafness, or mobility limitations.”


=== Introduction ===
=== Introduction ===
Unfortunately, the vast majority of modern computer games does not meet the needs of gamers who function under limiting conditions. The Game Accessibility Special Interest Group (GA-SIG) writes in their publication [http://www.igda.org/accessibility/IGDA_Accessibility_WhitePaper.pdf Accessibility in Games: Motivations and Approaches (.PDF)](2004) that "between 10% and 20% of the people in a country can be considered disabled." Information from the W3C seems to confirm this conclusion. Unfortunately, there are no exact figures that describe the scope of the target group.
Unfortunately, the vast majority of modern computer games does not meet the needs of gamers who function under limiting conditions. The Game Accessibility Special Interest Group (GA-SIG) writes in their publication [http://www.igda.org/accessibility/IGDA_Accessibility_WhitePaper.pdf Accessibility in Games: Motivations and Approaches (.PDF)](2004) that "between 10% and 20% of the people in a country can be considered disabled." Information from the [[W3C| World Wide Web Consortium (W3C)]] seems to confirm this conclusion. Unfortunately, there are no exact figures that describe the scope of the target group.


Over the past few years several initiatives were launched to improve the accessibility of games. Several academies and universities have shown their interest by using the subject of game accessibility in student projects. The limitations of the target group make such projects interesting, instructive and challenging for students.
Over the past few years several initiatives were launched to improve the accessibility of games. Several academies and universities have shown their interest by using the subject of game accessibility in student projects. The limitations of the target group make such projects interesting, instructive and challenging for students.
Small companies and hobby-developers started to develop special games, such as ''[[audio games]]'' (games without visuals that only consist of sound and therefore very accessible for visually impaired gamers) and ''[[one-switch games]]'' (also known as ''[[single switch games]]''), games that can be controlled by a single button. These are not only great examples of accessible games, but also of innovative game design.
Small companies and hobby-developers started to develop special games, such as ''[[audio games]]'' (games without visuals that only consist of sound and therefore very accessible for visually impaired gamers) and ''[[one-switch games]]'' (also known as ''[[single switch games]]''), games that can be controlled by a single button. These are not only great examples of accessible games, but also of innovative game design.


In 2004 the International Game Developers Association (''[[IGDA]]'') introduced the [http://www.igda.org/accessibility/ Game Accessibility Special Interest Group], founded by [[Thomas Westin]] and currently chaired by [[Michelle Hinn]]. In 2006, the [http://www.accessibility.nl/ Bartiméus Accessibility foundation] initiated the [http://www.gameaccessibility.com/ Game Accessibility project], a project which focuses on creating awareness and providing information for game developers, researchers and gamers with disabilities, led by [[Richard Van Tol]]. These two major groups work together as advocates within the game industry for increasing the accessibility of video games for gamers with disabilities.
In 2004, the International Game Developers Association (''[[IGDA]]'') introduced the [http://www.igda.org/accessibility/ Game Accessibility Special Interest Group], founded by [[Thomas Westin]] and currently chaired by [[Michelle Hinn]]. In 2006, the [http://www.accessibility.nl/ Bartiméus Accessibility foundation] initiated the [http://www.gameaccessibility.com/ Game Accessibility project], a project which focuses on creating awareness and providing information for game developers, researchers and gamers with disabilities, led by [[Richard Van Tol]]. These two major groups work together as advocates within the game industry for increasing the accessibility of video games for gamers with disabilities.


In spite of these initiatives, the situation is far from perfect: accessibility is hardly applied to games and the difference between accessible games and mainstream games becomes bigger every day. Most game developers are still very much unaware of game accessibility. Developers that acknowledge the importance of game accessibility and want to use it in their designs often don't know where to start. Games developed in research-projects usually consist of small demos ("proofs of concept") which lack the quality and (re)playability of mainstream games. This is usually also the case with games that have been developed by the small companies and hobbyists. Knowledge about accessible game design that is gained in projects often fails to get documented. Overall, there are too little resources on the subject.
In spite of these initiatives, the situation is far from perfect: accessibility is hardly applied to games and the difference between accessible games and mainstream games becomes bigger every day. Most game developers are still very much unaware of game accessibility. Developers that acknowledge the importance of game accessibility and want to use it in their designs often don't know where to start. Games developed in research-projects usually consist of small demos ("proofs of concept") which lack the quality and (re)playability of mainstream games. This is usually also the case with games that have been developed by the small companies and hobbyists. Knowledge about accessible game design that is gained in projects often fails to get documented. Overall, there are too little resources on the subject.

Revision as of 19:40, 5 December 2006

The field of game accessibility deals with the accessibility of electronic games (computer games, console games, etc.) for disabled gamers. The following definition was developed by International Game Developers Association (IGDA) — Game Accessibility Special Interest Group: “Game Accessibility can be defined as the ability to play a game even when functioning under limiting conditions. Limiting conditions can be functional limitations, or disabilities — such as blindness, deafness, or mobility limitations.”

Introduction

Unfortunately, the vast majority of modern computer games does not meet the needs of gamers who function under limiting conditions. The Game Accessibility Special Interest Group (GA-SIG) writes in their publication Accessibility in Games: Motivations and Approaches (.PDF)(2004) that "between 10% and 20% of the people in a country can be considered disabled." Information from the World Wide Web Consortium (W3C) seems to confirm this conclusion. Unfortunately, there are no exact figures that describe the scope of the target group.

Over the past few years several initiatives were launched to improve the accessibility of games. Several academies and universities have shown their interest by using the subject of game accessibility in student projects. The limitations of the target group make such projects interesting, instructive and challenging for students. Small companies and hobby-developers started to develop special games, such as audio games (games without visuals that only consist of sound and therefore very accessible for visually impaired gamers) and one-switch games (also known as single switch games), games that can be controlled by a single button. These are not only great examples of accessible games, but also of innovative game design.

In 2004, the International Game Developers Association (IGDA) introduced the Game Accessibility Special Interest Group, founded by Thomas Westin and currently chaired by Michelle Hinn. In 2006, the Bartiméus Accessibility foundation initiated the Game Accessibility project, a project which focuses on creating awareness and providing information for game developers, researchers and gamers with disabilities, led by Richard Van Tol. These two major groups work together as advocates within the game industry for increasing the accessibility of video games for gamers with disabilities.

In spite of these initiatives, the situation is far from perfect: accessibility is hardly applied to games and the difference between accessible games and mainstream games becomes bigger every day. Most game developers are still very much unaware of game accessibility. Developers that acknowledge the importance of game accessibility and want to use it in their designs often don't know where to start. Games developed in research-projects usually consist of small demos ("proofs of concept") which lack the quality and (re)playability of mainstream games. This is usually also the case with games that have been developed by the small companies and hobbyists. Knowledge about accessible game design that is gained in projects often fails to get documented. Overall, there are too little resources on the subject.

  • Game Accessibility Project Website, website of the Game Accessibility project
  • IGDA Game Accessibility SIG, special interest group formed to help the game community strive towards creating mainstream games that are universally accessible to all, regardless of disability
  • Bartiméus Accessibility foundation, initiator of the Game Accessibility project and participant in projects such as Drive (racing game for the blind) and Demor (3D GPS location-based audio shooter game for the blind)
  • AudioGames.net, an online research and community website which hosts the biggest online archive of audio games
  • OneSwitch.org.uk, Switch gaming resources, including free games, hardware and advice.
  • Games(CC), a dedicated group of captioners, translators, artists and programmers who mod existing games by adding closed captioning and other features
  • Universally Accessible Games, research project about the possibilities of designing "Universally Accessible" games that can be played by people with physical, sensory or mental disabilities.
  • Pin Interactive (PIN), the company which developed Terraformers, an Award Winning 3D game which can be played by both sighted and blind. Thomas Westin at PIN started the IGDA Game Accessibility SIG in 2003.
  • Accessibility patterns, a collection of interaction design pattern which describe various solutions to typical accessibility problems in games.
  • RetroRemakes.org Accessibility Forum, aimed at programmers interested in implementing accessibility features.
  • Danish "GameReactor.dk" article on one-switch gaming.
  • Japanese Various links.
  • Japanese NAMCO "Re-habilitainment" web-site.
  • Russian "Gameland.ru" accessible gaming article.