Xbox Accessibility Showcase 2022
Introduction and Xbox's Commitment to Accessibility
In this section, Phil Spencer, the head of Xbox, introduces the importance of accessibility in gaming and Xbox's commitment to empowering players with disabilities.
Xbox's Vision for Accessibility
- Xbox aims to empower everyone to play games they want, with the people they want, anywhere they want.
- Accessibility is a crucial part of this ambition, with a focus on making gaming accessible for over 400 million players with disabilities.
- Xbox adapts its own games and platforms to be more inclusive and also provides accessibility tools and best practices for game creators.
- The goal is to build communities where people feel safe, welcomed, and represented.
Acknowledging the Disability Community
- Phil Spencer expresses gratitude towards the disability community for their partnership and leadership in driving accessibility initiatives.
- Their shared experiences have pushed the industry to do more in making gaming accessible.
Amplifying Voices and Showcasing Innovation
This section highlights the purpose of the showcase: amplifying voices from the disability community and showcasing innovative work that brings play and connection to everyone.
Importance of Inclusion
- When everyone plays, we all win. Inclusion benefits both individuals and society as a whole.
Introduction of Steve Saylor as Host
- Steve Saylor, creator of Blind Gamer and an accessibility consultant, is introduced as the host of the Xbox Accessibility Showcase.
Microsoft Inclusive Tech Lab
Solomon Romney discusses Microsoft's Inclusive Tech Lab and its role in providing a collaborative space for people with disabilities to work with Microsoft on accessibility initiatives.
Purpose of Inclusive Tech Lab
- The lab serves as a space where people with disabilities can collaborate with Microsoft on inclusive design.
- It is a space created by and for people with disabilities.
Evolution of the Lab
- The lab started with the Xbox Adaptive Controller and has expanded to cover all of Microsoft's products.
- It now includes spaces for gaming, education, productivity, remote work, sensory experiences, and more.
Expanding Accessibility Efforts
Solomon Romney discusses how the Inclusive Tech Lab has expanded its scope beyond gaming to cover all Surface devices and accessories.
Scope of the Lab
- The lab now covers all Surface devices and accessories.
- It also partners with software companies to ensure accessibility in their products.
Introduction to Play and Accessibility
Steve Saylor emphasizes the importance of play and how accessibility enhances the gaming experience for everyone.
Definition of Play
- Play is a universal drive to learn, feel, and connect through fun.
- Everyone's idea of play may be different, but it ultimately enriches our lives.
Personal Experience with Accessibility
- Steve shares his personal journey of realizing that he didn't "suck" at games; rather, gaming lacked accessibility for him.
- This led him to dedicate his career and life to promoting accessibility in gaming.
These notes provide a comprehensive summary of the transcript while incorporating timestamps where available.
Playing Video Games as a Bonding Experience
In this section, Kaylie and Erik discuss their experience of playing video games together and how it has helped them connect through tough times and physical separation.
Playing Together Since Childhood
- Kaylie and Erik have been playing games together since Kaylie was very young.
- They enjoyed playing Lego games and Rock Band as a family.
- Fable was another game that they played together, with Kaylie even making every villager in the game fall in love.
Gaming as a Way to Connect
- Gaming has provided a way for Kaylie and Erik to bond and spend time together.
- It has helped them overcome physical separation during tough times.
- They continue to explore different games on Game Pass, trying out odd or unique titles like Lawnmower Simulator.
Current Games and Coping with Disability
In this section, Kaylie talks about the game she is currently playing, Coffee Talk, while Erik discusses their gaming habits. They also touch upon how gaming helps Kaylie cope with her disability.
Current Game: Coffee Talk
- Kaylie is currently playing a cute little game called Coffee Talk.
- The game allows players to play as a barista and spy on customers' lives.
- She finds it relaxing and uses it to decompress from the stress of moving.
Exploring Different Games
- Erik mentions that they often try out different games available on Game Pass.
- Sometimes they pick up odd or random titles just for fun, like Lawnmower Simulator.
Coping with Disability through Gaming
- Kaylie shares that she has narcolepsy and cataplexy which affect her day-to-day life.
- Intense emotions triggered by certain games can lead to cataplexy episodes where her muscles cease to function temporarily.
- To manage this, she switches to more chill games like Coffee Talk or Lawn Mowing Simulator that are less stressful and don't require intense focus.
Gaming as a Replacement for Physical Activities
In this section, Kaylie discusses how her disability has affected her physical activities and how gaming has become an important part of her life.
Impact on Physical Activities
- Kaylie's narcolepsy and cataplexy have forced her to stop participating in physical activities like volleyball, fencing, and show choir.
- Her condition made it unsafe for herself and others around her.
- She had to be homeschooled due to the impact on her learning and social life.
Gaming Filling the Void
- Despite having to give up physical activities, gaming remained a significant part of Kaylie's life.
- It filled the social aspects that were missing due to school absence.
- She could connect with others through gaming even when physically unable to participate in other activities.
These notes provide a comprehensive summary of the given transcript. The information is organized into two main sections: "Playing Video Games as a Bonding Experience" and "Current Games and Coping with Disability." Each section includes relevant bullet points with timestamps for easy reference.
Playing Games Together and Seeing Growth
This section discusses the experience of playing games together and witnessing personal growth over time.
Playing Different Types of Games
- Erik mentions the joy of seeing Kaylie grow up and play various types of games.
Maintaining Gaming Together as Life Moves On
- The conversation explores how they continue to play games together despite life changes.
Introducing Halo and Online Gaming
- When they got the Series X, Erik introduced Kaylie to Halo, which she enjoyed playing. This led her to explore online gaming.
Evolution of Gaming Experience
- They reflect on the evolution of their gaming experiences over 10-15 years, from playing Lego Star Wars side by side to exploring more complex games like Destiny.
SpecialEffect's Work in Accessibility for Disabled Gamers
This section highlights the work done by SpecialEffect, a UK-based charity dedicated to providing accessibility options for gamers with physical disabilities.
SpecialEffect's Mission
- SpecialEffect helps disabled gamers access video games through tailored setups based on individual needs and functional movements.
Enhancing Inclusion Through Accessible Gaming
- The charity aims to enable individuals who face challenges in physical activities like sports to actively participate in gaming with their families using specialized equipment.
Tailoring Setups for Individual Needs
- SpecialEffect customizes setups based on an individual's condition, movements, and desired games, utilizing trial and error with accessible equipment.
Accessibility Reports by Family Gaming Database
- SpecialEffect collaborates with the Family Gaming Database to create accessibility reports that help parents and guardians make informed decisions about suitable games for their children with disabilities.
Games with Accessibility Options for Disabilities
This section introduces the collaboration between SpecialEffect and the Family Gaming Database to create a list of games with accessibility options for various disabilities.
Promoting Inclusive Gaming
- SpecialEffect, in partnership with the Family Gaming Database, compiles a list of games that offer accessibility options for a wide range of disabilities.
Supporting Reduced Fine Motor Control
- The list includes games designed to accommodate individuals with reduced fine motor control.
Exploring Accessibility Reports
- Each game page on the Family Gaming Database features an accessibility report that assesses both features and design aspects of the game.
New Section
This section discusses Microsoft Accessibility Tags and how developers can highlight accessibility settings in their games on the Xbox Store.
Microsoft Accessibility Tags
- Developers can use Microsoft Accessibility Tags to highlight a wide range of accessibility settings in their games.
- These settings include input remapping, sensitivity adjustments, and toggle options.
- The goal is to inform players about the available accessibility settings before they purchase a game.
- The focus is on maintaining the integrity and heart of the games while making them more accessible.
- Small tweaks to settings can make a significant difference for a wide range of players.
New Section
This section emphasizes the importance of inclusion in gaming and highlights different reasons why people play games.
Inclusion and Reasons for Playing Games
- SpecialEffect aims to include everyone in gaming by providing leisure and enjoyment through video gaming.
- People have various reasons for playing games, including escapism from pain or fatigue, as well as for fun.
- Games are not just entertainment; they are a new media that helps make sense of the world and tell stories.
- It is crucial to ensure that everyone has equal access to this new media.
New Section
This section focuses on how SpecialEffect helps individuals overcome barriers to playing games.
Overcoming Barriers to Playing Games
- SpecialEffect often assists individuals who were told they would never be able to play games again due to accidents, injuries, or conditions.
- By finding ways for individuals to access buttons or move joysticks, SpecialEffect enables them to play games.
New Section
This section highlights the social inclusion provided by gaming and the importance of making accessibility options known.
Social Inclusion and Accessibility Options
- Gaming serves as an outlet for many people, providing social inclusion and the opportunity to spend time with friends or relax.
- Making games accessible is essential, but it is equally important to ensure that people are aware of these accessibility options.
- The Xbox team has made updates to make it easier for players to find and use accessibility options on both PC and consoles.
New Section
This section introduces Anita Mortaloni from the Microsoft Gaming Accessibility Testing Service (MGATS) and discusses the purpose of MGATS.
Introduction to MGATS
- Anita Mortaloni is the Director of Accessibility at Xbox, overseeing the Microsoft Gaming Accessibility Testing Service (MGATS).
- MGATS is a program that validates game titles against the Xbox Accessibility Guidelines.
- Developers and publishers can receive feedback from players with disabilities through MGATS, gaining insights into their game's accessibility.
The MGATS Program: Making Games More Accessible
In this section, the speaker discusses the MGATS (Microsoft Gaming Accessibility Testing Service) program and how it aims to make games more accessible for people with disabilities.
The Creation of MGATS
- Microsoft received a request from a game developer to validate the accessibility of their program.
- The company realized the need for a comprehensive approach to accessibility in gaming.
- They brought together gaming accessibility expertise and people with disabilities to create the MGATS program.
How MGATS Works
- Developers and publishers submit their titles to be tested against the Xbox Accessibility Guidelines.
- Testing can be done on pre-release or post-release versions of the game.
- The evaluation includes on-site testing in a secured location to ensure confidentiality.
- Players with disabilities are involved in providing feedback based on their lived experience of playing the game.
Benefits for Developers and Players
- Developers receive accessibility feedback that helps them improve their games.
- Accessibility Tags provide information about key accessibility features for games.
- Through MGATS, developers learn which tags they are eligible for and which ones they meet the criteria for.
- This results in more accessible games being developed, benefiting players with disabilities.
Future Plans for MGATS
- The MGATS program will now offer a Player with Disability Focus offering.
- Testers will provide feedback on core scenarios, navigation, settings, communication, etc., based on Xbox Accessibility Guidelines.
- Feedback from players with vision, hearing, mobility, cognitive impairments will be incorporated into game development.
Resources and Further Information
For more information about MGATS and Xbox accessibility initiatives, visit the Xbox Gaming Accessibility website.
Stories of Blossom: Making Games More Accessible
In this section, the speaker discusses the importance of accessibility in game development and how they incorporated it into their game, Stories of Blossom.
Importance of Accessibility
- Early focus on accessibility in game development.
- Involving the disability community to ensure usefulness and identify barriers.
- Sharing accessibility options and designs with the audience.
Resources for Accessibility
- Xbox Accessibility Guidelines as a useful resource.
- Inspiration from Microsoft and Xbox's work in accessibility.
- Utilizing Microsoft's Gaming Accessibility Testing Service for feedback.
Design Decisions for Accessibility
- Addressing narrative readability for lower reading age players.
- Offering subtitles, audio descriptions, and visual descriptions in-game.
Impact and Call to Action
- Small changes can have a huge impact on making games accessible.
- Fifteen percent of the world's population is disabled, emphasizing the need for accessibility in games.
- Developers should start looking into accessibility in their own games now.
As Dusk Falls: Including Accessibility
This section focuses on how INTERIOR/NIGHT made their game, As Dusk Falls, accessible to a wide range of players.
Introduction to INTERIOR/NIGHT
- May Wong introduces herself as Lead Game Designer at INTERIOR/NIGHT.
Journey towards Accessibility
- Designing As Dusk Falls with two main aspects: interactive drama game and multiplayer.
Conclusion
The speaker concludes the discussion on accessibility in game development and encourages developers to prioritize accessibility in their games.
Importance of Accessibility
- Accessibility is a direction the industry is moving towards.
- Players are starting to expect accessible features in games.
Making Games Accessible
- Developers don't need a huge team to make a game accessible.
- Soft Leaf Studios and INTERIOR/NIGHT serve as examples of successful accessibility implementation.
Future Release
- Stories of Blossom plans to release early next year.
- Release date announcement coming soon.
Multiplayer Experience and Accessibility
In this section, the speaker discusses the multiplayer aspect of the game and emphasizes the importance of creating a game that is accessible to players of all backgrounds and abilities.
Creating an Inclusive Multiplayer Game
- The goal was to create a game that people can play together with friends and family, regardless of their gaming experience or age.
- The team focused on developing a simple mechanic and control system to make the game approachable and accessible to everyone.
- The game supports up to eight players, allowing for local, online, or Twitch-based multiplayer experiences.
- Players have multiple options for controlling the game, including using controllers, companion apps on their phones, or keyboard and mouse.
Importance of Accessibility in Gaming
This section highlights the significance of accessibility features in games and how they benefit not only players with disabilities but also a wider audience.
Making Games Accessible
- The team believes in sharing their love for games with a broader audience.
- Accessibility features are not limited to players with disabilities; they are beneficial for anyone who wants to enjoy playing games.
- An example is given where even an elderly person's slower response rate can be accommodated through accessibility options.
- The speaker mentions being excited about making games more accessible for blind players by integrating screen reader support and menu narration into As Dusk Falls.
Integrating Xbox Accessibility Features
This section discusses how INTERIOR/NIGHT collaborated with Xbox and Microsoft to incorporate accessibility features into As Dusk Falls.
Leveraging Xbox Accessibility Features
- The team worked closely with Xbox's research team for user testing and received valuable suggestions and recommendations.
- They utilized features such as speech-to-text, text-to-speech game chat, button remapping, and the Xbox accessibility guidelines to enhance accessibility in the game.
- The Accessibility Expert team at Xbox provided support and curated feedback on various aspects of the game's accessibility, ensuring it met high standards.
Message on Accessibility
In this final section, the speaker shares a message about the importance of accessibility in games and reaching a wider audience.
Promoting Accessibility
- The key message is to bring a wider audience to games by making them more accessible and approachable.
- Making games accessible allows for more people to enjoy them and increases their reach.
- The speaker encourages other developers and the gaming community as a whole to prioritize accessibility in their projects.
Timestamps are approximate and may vary slightly.