How does the accessibility of summer game events stack up


Before the game It was revealed at Geoff Keighley’s Summer Games Festival last month that the host announced several Accessibility initiative For his activities. Viewers with disabilities can not only access the ASL costream led by Chris”Deaf Game TV“Robinson, they also have the opportunity to tune into Brandon’s fully described version.”Super blindCole’s Twitch channel. The Summer Games Festival is not the only E3 press conference that considers audiences with disabilities. In the exciting game display, people with disabilities discovered an industry event that not only recognizes but welcomes their existence.

The rise of digital events is by no means a new concept in the gaming industry. Since the end of 2011, Nintendo has published hardware and software information in a compact presentation called Nintendo Directs. Developers such as Sony, Microsoft, and Ubisoft have followed suit and created their own digital products. However, for any new form of events—especially virtual events popular in the Covid-19 era—developers, producers, and presenters must work hard to ensure that everyone who wants to watch the show can watch the show.

Summer Game Fest is not Keighley’s first attempt to create an accessible digital event.With the recent increase in accessibility innovation awards Game Awards, Keighley wants to ensure that players with disabilities can enjoy his performance.

“When we added the Accessibility Innovation Award to the TGA last year, we thought it was very important to ensure that the actual events were also as accessible as possible,” he said. “This is important because gaming is the largest and most powerful form of entertainment in the world, so as an industry, we have the opportunity to play a leading role in this area and attract audiences as much as possible.”

In addition to promoting collaboration between Summer Game Fest and content creators for people with disabilities, Keighley’s social media posts echo his views on inclusiveness. With 1.3 million followers on Twitter, Keighley not only hyped the upcoming game, but also used his platform to become an ally of marginalized game players. “Part of this accessibility is to let the audience know about all the different ways to experience these live broadcasts, and to work with experts in the field, who want to share these events with the audience as a co-live broadcast,” he said.

Although Keighley continues to design accessible digital events for audiences, he admits that he is still learning and working to improve on his shortcomings. With each successful event, his understanding of accessible audiences and the different needs of disabled audiences will grow, resulting in new ideas and solutions.

“Personally, the next problem I want to solve is how to make accessibility more global-for example, different sign languages, audio description modes in different languages, etc.,” he said. “We are always happy to find new ways to share our activities with as many people as possible. All the different game activities are learning from each other. But I do feel the strong commitment of the entire industry-including actual games, publisher activities and Other third-party activities.”

Two days after the Keighley event ended, Ubisoft hosted its own digital E3 conference in the form of Ubisoft Forward. In addition to promoting new and returning franchise reveals, the development studio prioritizes accessibility to reach the maximum number of audiences. From the stream itself containing subtitles, ASL, and selected audio descriptions in 12 different languages, to its official YouTube channel, which contains audio descriptions of each trailer, people with disabilities can actively participate and respond to the news. peer.

“For Ubisoft Forward, all this is to ensure that we can convey our message, and by adding subtitles to the live broadcast, we can more easily access our content,” said Leon Winkler, Ubisoft’s director of international events. “Some of our attendees may watch multiple screens at the same time, and not all speakers or audiences are native English speakers. Of course, accurate subtitles are also very important for the deaf and hard of hearing communities.”


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