Well sertainly I'd like some catogry system but I wouldn't like a entire giant list as I feel there would be to many though I aggree that that would be good. I actually don't have to many, more things like catogries and extra indexes means more to track.

At 09:40 PM 10/31/2013, you wrote:
Hi Dark,

Woe, let's slow down a bit here. I don't think I was actually
suggesting creating sections for one switch games, closed captioning,
and so on. Those are important, but as you said they are discussed
elsewhere. I was thinking more in terms of having sections of games
that are more universal in terms of accessibility such as gamebooks
that are accessible to blind, deaf, and sighted user's alike without
necessarily creating specific sections for one switch, motion
impaired, closed captioning, etc as all of those categories would more
or less be covered by that one genre of game. Something like Sryth by
its very nature would be accessible to multiple disabilities than
would be Shades of Doom or Tank Commander which target blind users
with reasonably good hearing. Sryth is not 100% accessible to
everyone, but because the medium is mostly text based it is reasonably
accessible to blind, deaf, motion impaired, and sighted alike without
having to do anything to specialize it for people with special needs.
Therefore I would put it in a section of games with almost universal
accessibility.

Cheers!

On 10/30/13, dark <d...@xgam.org> wrote:
> Hi Tom.
>
> While I do see your point about access for people with other disabilities,
> with respect I don't entirely agree that this is something we particularly
> need to do simply because there are many places it's done already.
>
> go to a site like able games, penny arcade or even retroremakes, and there
> is plenty of information for gamers with motion imparements. Lots of games
> have one switch or mouse control, or close captioning or similar none sound
>
> options for deaf gamers, (as indeed there should be),  yet there is nothing
>
> at all about access for vi or blind gamers, indeed "colourblindness" is
> about as far as such adaptations go.
>
> To show a great example of this, the game that won the 2008 retroremakes
> accessibility competition was a game called pyramid that was entirely
> graphical! it had innumerable customizations, control configurations,
> options to play without sound, but was utterly and completely inaccessible
> if you couldn't see the graphics, ---- indeed even for me with my level of
> sight I had to specifically write to the developers to request a menue
> description of the huge huge huuuuuge! textual menue in the game in order to
>
> try it.
>
> Of course not every game can be accessible to everyone, but it does seem
> some sorts of accessibility get far more publicity than others.
>
> Of course there are likely social reasons for this, the distinctly
> misleading term "video games" which makes games sound implicitely!
> inaccessible to visually  impared people the way the visual arts are, the
> higher proportion of younger people with motion or hearing imparements, the
>
> fact that "disability" in general social consciousness is always associated
>
> with a wheel chair etc, however for this reason I don't necessarily feel we,
>
> say need to start writing specificc sections of the audeasy site about
> motion imparement access, alternative control schemes, text alternatives
> tosound etc.
>
> Of course we certainly could! note in individual game reviews how different
>
> games might have access features that appeal to other groups of disabled
> gamers, eg, text games for people who are deaf and blind, orcodename signus
>
> use of voice control, but I wouldn't suggest say making a major section on
> close captioning for audeasy, since that sort of thing is coered extensively
>
> elsewhere, and after all sites like oneswitch.co.uk have far more expertees
>
> and do a much better job than we could on such matters anyway.
>
> Beware the Grue!
>
> Dark.
>
>
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