Tara Voelker's thoughts. A lot about video games, a little about life
Tag Archives: Game Accessibility
I had a couple people ask me about my slides from my session SO HERE THEY ARE. Update: My talk is now on the vault for free so I’ve added a link to that!
Slides linked as a PDF here – Voelker_Tara_NoMoreExcuses
If you’re interested in the notes, you can also open the presentation via this link to view them via Google slides:
I do want to make it clear that I hadn’t ever intended for my notes to be public, so have fun looking at all of the typos.
The panel I was on was also added to the vault for free!
Game Accessibility will have 3 presentations this year at GDC, and I’m proud that to say that I am going to be talking at 2 of them, and involved in the 3rd, which is the IGDA SIG Roundtable. Info on the talks I’m in below. Both of my talks are listed under advocacy, so all passes can attend. Hope to see you there!
- Tara Voelker | QA Lead, Ready at Dawn
- Location: Room 304, South Hall
- Date: Friday, March 6
- Time: 3:00pm – 4:00pm
- Format: Session
- Track: Advocacy, Design
Game accessibility isn’t just something for a small portion of your target audience, but a tool that can be used to improve your title and directly impact more than 20% of the people playing your game while improving your title over all. In this session, we’ll start with a crash course on how to think about disabilities, learn more about this 20%, provide a list features to improve your title from leading game accessibility groups, get in depth design tutorials to get the most bang for your buck, and point you to the resources you’ll need to keep going once you leave this talk.
Attendees will learn how to think about gamers with disabilities, how accessibility affects the overall title, the most requested game accessibility features, and how to build a system that works to address gamer’s with disabilities needs without alienating their core audience or risking their certification.
Gameplay, UI, and system designers, design instructors, as well as anyone with interest in the field of game accessibility whether wanting to learn more about the topic or become an advocate on the subject.
- Thomas Westin | Ph.D. Student, Stockholm University
Ian Hamilton | Accessibility Specialist, Ian Hamilton DC
Tara Voelker | QA Lead, Ready at Dawn
Michelle Hinn | Accessibility and Usability Games Consultant, Michelle Hinn, LLC
Richard Van Tol | Ph.D. Student, HKU University of the Arts Utrecht
- Location: Room 130, North Hall
- Date: Thursday, March 5
- Time: 10:00am – 11:00am
- Format: Session
- Track: Advocacy
In the ten years that the IGDA’s accessibility group has been running we have seen many advances in the field, with awareness growing, and more and more developers considering accessibility for gamers with disabilities. But there’s a long way to go, with work still needed to remove barriers in areas such as hardware, software, third party tools, online communities, education and policy. We will be taking a retrospective of some of the key achievements and developments over the past ten years, and with your input, also look at the next important areas to focus on, providing a roadmap of how all of us can help the industry move towards greater inclusion, allowing the entertainment and quality of life benefits of gaming to reach even wider audiences.
An understanding of some of the history of accessibility and the key events that have taken us to where we currently are, and also a clear picture of some of the actions and advocacy activities that anyone can take to support the industry towards greater levels of inclusion.
Anyone with an interest in the field of accessibility for gamers with disabilities, who wants to either learn more, help to advance the field, or take part in shaping the discussion. Attendees either with or without previous experience will find something valuable in the content.
So, this is rather short.
I’ve been busy with my new job at Irrational Games (which is awesome), adjusting to my new home, celebrating my birthday, and then doing some game accessibility work. There will be a more proper update later, as well as Hello Kitty car updates coming.
But for now, I just wanted to make this announcement.
As the IGDA GA SIG Chair, I got to do some awesome work with Film Victoria, and helped them incorportate game accessibility into their guidelines for funding.
This is just a nice email I got from Brad over at Film Victoria I wanted to share!
I just wanted to thank Tara and everybody else who contributed to the IGDA GA SIG content (top 10, etc) that we’re making reference to.
We’ve had a brilliant response so far, developers completely understand and are more than happy to include accessibility measures in games of all sizes.
Very pleased to be able to say we have IGDA backing the initiative! Can’t wait to let you know how the first round of investments go…
Digital Media Manager
Hey all, sorry there haven’t been many posts lately. I’ve been swamped with life, which I will get into later.
A couple weeks a go I was a speaker at the Games for Health Conference in Boston. I know it’s going to seem pretty boring to most people, but it’s something I’m passionate about. Anyway, here are my slides from my presentation. The first half are mine anyway. 😀
*Edit* I was originally trying to embed the slides… but it doesn’t want to seem to work today, so here’s a link to Slide Share instead!
So, as any one who has taken the time to read my about me page knows, I’m an active member of the IGDA (International Game Developers Association) and the chairperson for the IGDA Game Accessibility Special Interest Group Chairperson.
And when I talk about I’m too busy to post or do reviews, I really mean I’m too busy to post or do reviews. And I’m probably doing something IGDA related… or drinking… or getting ready for my wedding next month… or working…. but either way, I’m busy.
But this was a chance for me to share with you guys some of the work I do when I’m not on here.
This past month I was both a featured member of the IGDA and I had an article about some of my game accessibility work in the IGDA’s March newsletter. The link below goes to the PDF. The member highlight is on page 9 and the article is on page 20.
Here are some illegible screen shots in case you don’t want to view the pdf for some reason.
I know that this is old now… but better late than never!
GameSpot covered my session at GDC…
“Conventional controllers, like those found on the Xbox 360 and the PlayStation 3, work if you have the mobility to use them. For those unable to maneuver joysticks or reach out of the way buttons, gaming turns into a MacGyver-esque learning experience. Tara Lynn Tefertiller, an accessibility advocate, came to GDC 2010 to demonstrate a few of the ways disabled gamers have had to improvise with controllers to play their favorite games.”
Read the rest and check out some pictures here!