{"id":1097,"date":"2010-09-30T08:29:36","date_gmt":"2010-09-30T07:29:36","guid":{"rendered":"http:\/\/www.stevebromley.com\/blog\/?p=1097"},"modified":"2019-11-06T17:45:01","modified_gmt":"2019-11-06T16:45:01","slug":"the-future-of-games-accessibility","status":"publish","type":"post","link":"https:\/\/www.stevebromley.com\/blog\/2010\/09\/30\/the-future-of-games-accessibility\/","title":{"rendered":"The future of games accessibility"},"content":{"rendered":"<p>Following last weeks post on <a href=\"http:\/\/www.stevebromley.com\/blog\/2010\/09\/23\/accessibility-in-games\/\">accessibility in games<\/a>, this week I&#8217;m taking a look forward. The hardware announcements at E3 have highlighted how important accessibility is going to be in the future of gaming, particularly within the key themes of this year.<br \/>\n<!--more--><\/p>\n<p>Nintendo\u2019s portable 3DS console will produce \u201c3D effects without any special glasses\u201d, and will create a usability problem that hasn\u2019t been encountered before. It\u2019s been reported that up to <a href=\"http:\/\/www.computerandvideogames.com\/article.php?id=255376&amp;skip=yes\">12% of the population cannot see 3D<\/a>, as the effect requires strong vision in both eyes. This has only come to light recently, with many people previously unaware that they had a problem until they went to see a 3D film such as last year\u2019s Avatar. Instead, they see a blurry image and get a headache. The problems with 3D will cause studios to think carefully before implementing 3D specific features to these games, since it may dissuade long term gamers, who have never had a problem before with viewing games, from purchasing.<\/p>\n<div>\n<div id=\"attachment_1101\" style=\"width: 340px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-1101\" class=\"size-full wp-image-1101\" title=\"big-glasses\" src=\"http:\/\/www.stevebromley.com\/blog\/wp-content\/uploads\/2010\/09\/big-glasses.png\" alt=\"big glasses\" width=\"330\" height=\"255\" srcset=\"https:\/\/www.stevebromley.com\/blog\/wp-content\/uploads\/2010\/09\/big-glasses.png 330w, https:\/\/www.stevebromley.com\/blog\/wp-content\/uploads\/2010\/09\/big-glasses-300x231.png 300w\" sizes=\"auto, (max-width: 330px) 100vw, 330px\" \/><p id=\"caption-attachment-1101\" class=\"wp-caption-text\">lucky we all have perfect vision then...<\/p><\/div>\n<\/div>\n<p>Motion technology has become another key theme of this year, with the success of the Wii leading to the development of motion control technology for rival consoles, such as Playstation Move and Microsoft\u2019s Kinect. There was recently a debate over whether Kinect would work if the player was sat down (it may \u2013 if the game is designed with this as a requirement). However for many gamers, again people who have been playing games without a problem all their life, standing up is not an option, due to disabilities or poor motor control.<\/p>\n<p>Similarly, people suffering from disabilities may find motion controllers difficult, regardless of whether they are standing or sitting. Previously players with one hand have been adapting, by reconfiguring the controls to successfully play high profile games, especially those with auto-aim like Red Dead Redemption. How Kinect\u2019s motion tracking software will react to these player\u2019s disabilities is yet to be seen, but there is a danger of excluding gamers who have previously been able to play games, by the hardware\u2019s inability to cope.<\/p>\n<p>It can be seen that these exciting advances in hardware will have to take accessibility into consideration to avoid alienating potentially large segments of the audience.<\/p>\n<div>\n<div id=\"attachment_1102\" style=\"width: 340px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-1102\" class=\"size-full wp-image-1102\" title=\"wheelchair\" src=\"http:\/\/www.stevebromley.com\/blog\/wp-content\/uploads\/2010\/09\/wheelchair.png\" alt=\"Wheelchair\" width=\"330\" height=\"224\" srcset=\"https:\/\/www.stevebromley.com\/blog\/wp-content\/uploads\/2010\/09\/wheelchair.png 330w, https:\/\/www.stevebromley.com\/blog\/wp-content\/uploads\/2010\/09\/wheelchair-300x203.png 300w\" sizes=\"auto, (max-width: 330px) 100vw, 330px\" \/><p id=\"caption-attachment-1102\" class=\"wp-caption-text\">Like this chap<\/p><\/div>\n<\/div>\n<p>But with these new challenges, opportunities arise, often in unexpected places.\u00a0 The motion controls in Wii bowling have made the console a success with OAPs in care homes, who are about as far from the traditional gaming audience as can be imagined. With motion tracking technology creating new ways of interacting with games, there is the potential for gaming to move into new areas, and reach players traditionally abandoned by mainstream gaming.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Following last weeks post on accessibility in games, this week I&#8217;m taking a look forward. The hardware announcements at E3 have highlighted how important accessibility is going to be in the future of gaming, particularly within the key themes of this year.<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"footnotes":""},"categories":[117],"tags":[44],"class_list":["post-1097","post","type-post","status-publish","format-standard","hentry","category-games-user-research","tag-accessibility","grve-entry-item","grve-blog-item"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v15.0 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>The future of games accessibility - Steve Bromley - User Research<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.stevebromley.com\/blog\/2010\/09\/30\/the-future-of-games-accessibility\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"The future of games accessibility - Steve Bromley - User Research\" \/>\n<meta property=\"og:description\" content=\"Following last weeks post on accessibility in games, this week I&#8217;m taking a look forward. The hardware announcements at E3 have highlighted how important accessibility is going to be in the future of gaming, particularly within the key themes of this year.\" \/>\n<meta property=\"og:url\" content=\"https:\/\/www.stevebromley.com\/blog\/2010\/09\/30\/the-future-of-games-accessibility\/\" \/>\n<meta property=\"og:site_name\" content=\"Steve Bromley - User Research\" \/>\n<meta property=\"article:published_time\" content=\"2010-09-30T07:29:36+00:00\" \/>\n<meta property=\"article:modified_time\" content=\"2019-11-06T16:45:01+00:00\" \/>\n<meta property=\"og:image\" content=\"http:\/\/www.stevebromley.com\/blog\/wp-content\/uploads\/2010\/09\/big-glasses.png\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<script type=\"application\/ld+json\" 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