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Christopher Power (Vice President and Associate Professor, The AbleGamers Charity/The University of York)
Mark Barlet (Founder / Executive Director, The AbleGamers Charity)
Location: Room 202, South Hall
Date: Wednesday, March 20
Time: 5:00 pm - 6:00 pm
Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Expo, Audio Conference + Tutorial, Indie Games Summit - Get your pass now!
Vault Recording: Video
Audience Level: All
The AbleGamers Charity returns to GDC with data and design knowledge that will help inspire developers and their teams to create great accessible designs. With data from hundreds of players with disabilities, we will show attendees what technology players with disabilities use, the options they prefer and show you the surprising results about the overlaps of technology use between groups of players with disabilities. We will present attendees with a broad range of games players with disabilities play, and describe the value that games bring to this distinct group of players. We will close by introducing attendees to a new design thinking tool derived from this player data, the Accessible Player Experience (APX) design patterns. APX is 22 design patterns that you can easily integrate into your design process to inspire you and your team to innovate more accessible game experience for players. Using APX to make accessibility decisions early in your design than is current practice, this means you save cost in time and money not having to retrofit accessibility later in the development cycle.
At the end of the session, attendees will know why and how players with disabilities play games. Attendees will be introduced to a set of data-driven design patterns based from hundreds of players with disabilities to inspire their teams in delivering accessible player experiences (APX) to players with disabilities.
This session is open to all developers, from those just starting in creating accessible games to seasoned developers who want data about players to support their arguments to their producers as to why accessible player experiences are important in their games.