Attendees will leave with an understanding of what accessibility and disability really are and how they relate to games, why it is important both for human reasons and business reasons, and also leave with ideas of considerations to make in their own games, what to aim for and what pitfalls to avoid.
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Accessibility for the 20%+ of gamers who have disabilities is growing, but there are still many missed opportunities for innovation and reaching underserved market sectors. There are huge benefits, and also common pitfalls to avoid. This talk shares experiences of both, lessons from when it hasn't gone well, and success stories, of both human benefit and examples of usage data. It gives insight into how and why to go about broadening your game's audience to include gamers with disabilities.
Audience adressed:Anyone with an interest in broadening their audiences, best practices, or disability. Suitable for all disciplines and all levels, no existing expertise in the field is required. The fundamentals will be addressed, but advanced workflow issues will also be discussed.
Track:Game Design / Story
Experience level adressed:Intermediate
Room:R6 Tallinn (OG)