Game Development Reference
In-Depth Information
specifically designing for the mobility-impaired, you will find it a useful exercise to
ask yourself how well a mobility-impaired person would do trying to use your
interface. If your answer is “not that well,” perhaps you should revisit the design of
your interface.
If you implement fidgets for characters while they're not doing anything, don't
include any that make fun of the player for being slow. (Sonic, in Sonic the Hedgehog ,
used to fold his arms, tap his foot, and look irritated if the player didn't do anything
for a certain length of time.) Use animations that don't appear to pass judgment.
Older Players
Be aware of the changing demographic of game players. As the gamer market ages,
older people play games more frequently, particularly casual web-based games.
Older players frequently have some or all of the above accessibility problems, yet
they still want to play games. A needlessly complex interface or exclusionary design
may cost you market share. For more information about the special needs of older
people look at the publications of the Spry Foundation at www.spry.org.
Accessibility Resources
For additional information on accessibility issues and video games, please visit the
following web sites.
IGDA Accessibility SIG:
www.igda.org/wiki/ Game_Accessibility_SIG
The Bartiméus Accessibility Foundation:
www.accessibility.nl/games/
UK Accessibility Site Article on Games: www.bbc.co.uk/ouch/features/
accessible_gaming.shtml
The OneSwitch Organization:
www.oneswitch.org.uk
Accessibility Top Ten List:
www.igda.org/wiki/Top_Ten
Physical Barriers in Video Games article:
www.oneswitch.org.uk/2/ARTICLES/physical-barriers.htm
Examples of games with a wide variety of control mechanisms:
www.ics.forth.gr/hci/ua-games/games.html
Games playable by sound alone, for vision-impaired players:
www.audiogames.net
 
 
 
 
 
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