The history of accessibility in video games is filled with stories of inspiration and seemingly impenetrable barriers alike, with each advancement to suit the needs of players with differences revealing even more deficiencies in accessibility options that are hampering other groups from participating in gameplay. According to research performed by the AbleGamers Foundation (For All The Players: A History Of Accessibility In Video Games, Stephen Wilds published 1/21/20), up to 46 million players in the United States have some sort of disability. It’s no wonder the world of accessible gaming is rapidly moving to the forefront of the accessibility movement.
While it would have been easy to pick a few of the most successful, highly visible gamers with disabilities who play at a competitive level against able-bodied competitors, the film would miss the most important part about the development of technologies designed to help gamers of all types participate, serving as an avenue for a once marginalized group to feel a much needed sense of inclusion. So despite differences that make gameplay difficult, disabled players continue to find workarounds and their own ways to meet their personal needs. Their constant advocacy for themselves and others within the disabled community has become so loud, that the changes they once had to enact themselves are more often being met by designers and other advocates.
Thus, the disabled players are not only able to play, but more and more often are allowed to participate on a level playing field of people of all types, able-bodied or otherwise. No matter what kind of player, whether casual or competitive, accessible gaming has improved the quality of life for countless individuals all over the world. In the world of adaptive gaming, there really is no handicap for players with disabilities.
Evan Wells, co-president of Naught Dog Games, developer of Uncharted and The Last of Us, discusses the inspiration behind their efforts to build accessibility within the framework of their games.
Lee Williams discusses the therapeutic effects of playing videos games to support his Cerebral Palsy, and how playing Pac-Man as a kid has led to 80% use of his hands.
During my research, people within the disabled gaming, and disability advocacy communities have been incredibly receptive to collaborating on the project. These communities are inherently built around the concept of inclusion and supporting others with exceptional needs, both similar and dissimilar to their own. Engaging audiences within the gaming and disability advocacy communities is important, because doing so serves as a means to elevate the emotional and cultural needs of each group.
Tara Voelker, Senior Xbox Game Studios Accessibility Lead & GAConf Co-Director, discusses how a freak accident spurred her desire to champion video game accessibility.
Ross Minor talks about how playing his Gameboy after being blinded as an 8 year-old inspired his passion to champion accessibility in gaming.
This project directly enhances the sense of community around the subject, but it also serves as a catalyst for bringing this community to the attention of a broader audience, with the intention of spurring technological and social developments by those with the power to do so who in the past may have not known there was such a need. Early feedback from groups like our mentors Ablegamers, and speaking with and following disabled gamers directly, shows that gaming can be community-building, enabling, and socially connecting for disabled gamers. We’re hoping that by telling this story through a film, we are able to spread the message of this world wider than its current audience, and inspire disabled people and allies to find their way to gaming to better their lives.
Cari Watterton, Senior Designer of Accessibility for Riot Games, discusses how playing board games as a kid served as a gateway to the world of video games and her current role in game design accessibility.
As a child, Oscar Loreto gravitated to gaming to escape the ridicule he faced in school because of his limb differences, and eventually found a community of gamers he didn't know existed.
Seeing as this is a project dominated by players who use digital platforms such as Twitch and YouTube to share their content with followers, those two platforms seem like the perfect vehicle with which to share these stories, funded in part by followers of each streamer or ad revenue from viewers in addition to corporate sponsors who want their products advertised.
Ultimately we hope to create a proof of concept that shows that with technology and allies, disabled people can find truly even playing fields. We dream that this film will inspire people in other areas to level their playing fields in ways we don’t currently imagine.
As knowledge of the variety of disabilities becomes more apparent, so does the understanding that each player's needs must be addressed. This, in turn, has spurred the development of many new adaptive technologies which have given players with disabilities the much deserved chance to play and greater fulfillment. As each subject's disability is more specifically defined, their personal needs will become clearer and individualized adaptive equipment will be highlighted, along with interviews of the developers of these technologies and accessible games.
Derek Dabkoski’s films have screened at festivals around the world, including SFFilm Fest, SF Doc Fest, Indie Memphis, Imagine Science Film Festival, and Santa Monica. He won Best Director from the Courage Film Festival of Berlin and the Voices of Ability Award from the Portland Film Festival. Despite an attack that left him permanently paralyzed on his right side, he achieved his MFA from USC’s School of Cinematic Arts in film and television production, where he pursued directing. With a passion for telling stories about the disability community of which he is a part.
Makenna Tuttle is a graduate of Ohio University with a degree in Film Studies. She has always had a passion for movies and spent weekends watching them with her father. Since then, Makenna has used her experience as a disabled woman to help amplify voices of disabled people and help directors understand best practices when it comes to accurate representation of disability, as well as how to make their films more inclusive for disabled viewers—all while making sure that the story is told accurately.
Nick's love of Photography comes from his childhood memories of his Grandfather shooting and developing photos at home. In high school his passions accelerated for both photography and motion pictures, as the school had both a darkroom and edit suites. In college, Nick studied Motion Pictures & Television with a focus on Cinematography at the Academy of Art University in San Francisco. Today Nick is actively involved in both the independent and commercial aspects of San Francisco’s film industry, working as a Producer & Cinematographer for Interface Pictures LLC.
Jazmin Jamias is a San Francisco Bay Area based filmmaker. She graduated from San Francisco State Cinema program with an emphasis in fictional filmmaking. Her senior thesis film “I Hate the Color Red” screened in 30 film festivals, winning an Audience Award and multiple student film awards. Her short student documentary “The Altered Lives of LaVonne Sallee’” screened in 18 film festivals and won two major Audience Awards. She served as a rehabilitation registered nurse for 16 years where she met Derek Dabkoski as her patient. She is an alumna of the American Film Institute, where she focussed on editing and is currently an Assistant Editor for the Sundance Institute Directors Lab.
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