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DIY From the Margins: Gaming, Ability, and Inclusive Design

Presented at the CGSA 2013 Conference, June 5

Sara Grimes

on 12 June 2013

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Transcript of DIY From the Margins: Gaming, Ability, and Inclusive Design

Gaming, Ability and Inclusive Design DIY From the Margins By Sara Grimes & Alison Harvey
CGSA Conference
June 4, 2013 The Potential of UGC Games Enable radical customization Allow innovative sensory inputs Provide shared platform for collaboration Foster development of technical and critical skills Challenge traditional patterns of adult production/childhood consumption Provide opportunities for creative expression, informal learning, and autonomous play “…family and friends say she has never complained, preferring to focus her energy on finding alternative ways to get things done. 'She always finds a way to do things,’ family friend Tony Watkins said.” Taylor Smith: 11 year-old hardware modder, Nintendo Wii enthusiast Donovan, G.T. & Katz, C. (2009). Cookie monsters: Seeing young people’s hacking as creative practice. Children, Youth and Environments 19(1), 198-223.
Hobbs, T., Bruch, L., Sanko, J., & Astolfi, C. (2001). Friendship on the inclusive electronic playground. Teaching Exceptional Children 33(6), 46-52.
Kearney, P.R. (2005). Playing in the sandbox: Developing games for children with disabilities. Paper presented at Changing View- Worlds in Play- Digital Games Research Conference, Vancouver, Canada.
Snowdon, A. (2012, January). Strengthening Communities for Canadian Children with Disabilities Discussion Document. Paper presented at The Sandbox Project’s 2nd Annual Conference, Toronto, ON. Selected Bibliography http://semaphore.utoronto.ca/category/adaptivegaming/ Project website coming soon!!!!!

In the meantime:

page on Semaphore Lab website:

Facebook group: Keep in touch!! https://www.facebook.com/groups/semaphore.games/ (Robinson & Delahooke, p.82): "At a more general level the broad argument is that children, like others, have a continuing capacity to subvert the ways in which adult others in particular construct and deploy material objects, as well as attempts to condition how and when they may be used." Research by Kearney (2005) reveals that young people with disabilities would rather play “the same games that everyone else did” than games designed specifically for them. Inclusive Play Defined by the UK National Children’s Bureau as “equal access to - and equal participation in - local play...and leisure opportunities.”

Hobbs et al. (2001): Inclusive play is about supporting & encouraging "children with and without disabilities to have fun together." "Inclusive Play" e.g. Able Gamers Normative Representations of the Child Gamer Focus groups/workshops Consulting with experts (i.e. child gamers with physical/sensory disabilities). Testing the limits and potential of:
UGC games, DIY design software
re-appropriation of customization features
modding/hacking and other strategies Create a starting point for sharing info, resources, strategies, tips.
Basis for recommendations for systematic consideration of inclusive play in game design and regulation. Goals AbleGamers Consulting with community leaders, stakeholders Providing infrastructure support (online hub) & knowledge sharing (comparative analysis, curation, synthesis of info, etc.)
Full transcript