תוכן מסופק על ידי Ctrl Alt Access. כל תוכן הפודקאסטים כולל פרקים, גרפיקה ותיאורי פודקאסטים מועלים ומסופקים ישירות על ידי Ctrl Alt Access או שותף פלטפורמת הפודקאסט שלהם. אם אתה מאמין שמישהו משתמש ביצירה שלך המוגנת בזכויות יוצרים ללא רשותך, אתה יכול לעקוב אחר התהליך המתואר כאן https://he.player.fm/legal.
Player FM - אפליקציית פודקאסט התחל במצב לא מקוון עם האפליקציה Player FM !
"The basic premise of the event is that hunters hunt rattlesnakes from the surrounding environment all across West Texas, and bring them into the roundup for the weekend. And during the roundup, these snakes are kept in a pit and then, one by one, beheaded and skinned in front of in front of audiences." - Elizabeth MeLampy Elizabeth MeLampy is a lawyer dedicated to animal rights and protection, and her passion for this work shines through in her latest book, Forget the Camel, the Madcap World of Animal Festivals and What They Say About Being Human . To research the book, Elizabeth traveled across the country, immersing herself in a wide range of animal festivals — from the Iditarod dog sled race to the rattlesnake roundup in Sweetwater, Texas. Elizabeth examines these festivals as revealing microcosms of our broader relationship with animals. Whether it's rattlesnake hunts, frog-jumping contests, ostrich races, or groundhog celebrations, these events reflect the ways humans use animals to express cultural identity, community pride, and historical traditions. Yet beneath the pageantry and excitement lies a deeper question: Is our fascination with these spectacles worth the toll it takes on the animals involved? With compassion and insight, Elizabeth invites readers to consider whether there’s a more ethical and empathetic way to honor our stories — one that respects both animals and the traditions they inspire. Please listen, share and read, Forget the Camel. It will be released on April 8th, 2025. https://apollopublishers.com/index.php/forget-the-camel/…
תוכן מסופק על ידי Ctrl Alt Access. כל תוכן הפודקאסטים כולל פרקים, גרפיקה ותיאורי פודקאסטים מועלים ומסופקים ישירות על ידי Ctrl Alt Access או שותף פלטפורמת הפודקאסט שלהם. אם אתה מאמין שמישהו משתמש ביצירה שלך המוגנת בזכויות יוצרים ללא רשותך, אתה יכול לעקוב אחר התהליך המתואר כאן https://he.player.fm/legal.
A video game accessibility podcast published twice monthly. Hosted by Arevya and LauraKBuzz. Email - CtrlAltAccessPodcast@Gmail.Com
תוכן מסופק על ידי Ctrl Alt Access. כל תוכן הפודקאסטים כולל פרקים, גרפיקה ותיאורי פודקאסטים מועלים ומסופקים ישירות על ידי Ctrl Alt Access או שותף פלטפורמת הפודקאסט שלהם. אם אתה מאמין שמישהו משתמש ביצירה שלך המוגנת בזכויות יוצרים ללא רשותך, אתה יכול לעקוב אחר התהליך המתואר כאן https://he.player.fm/legal.
A video game accessibility podcast published twice monthly. Hosted by Arevya and LauraKBuzz. Email - CtrlAltAccessPodcast@Gmail.Com
We've got thoughts on emotional subtitles and Xbox nunchucks this week. 00:00 - Intro 01:40 - Avowed update 04:20 - One Lonely Outpost, Wanderstop, and In Stars and Time 10:00 - Split Fiction 11:30 - R.E.P.O 14:00 - Assassins Creeds Shadows 32:00 - Xbox Adaptive Joystick 43:00 - Able To Play 43:40 - Accessible Games Initiative 51:50 - Microsoft Accessible Packaging Guide 52:55 - SteamOS (Steam Deck) to support ByoWave Proteus Controller 53:50 - Jennissary received the Bob Rice Recognition Award at the G.A.N.G. awards 55:45 - Where to find us…
Timestamps 00:00 - Intro 01:22 - Making Board Games Accessible 04:18 - Building Up a Teach & TCG Tangent 14:26 - Rubber Banding 18:51 - Randomness 26:01 - Financial Accessibility 29:48 - Canvas Mobility Spotlight 31:18 - Asmodee Access+ 35:23 - Game & Rule Adaptations 44:37 - Outro Quick Points 💜 No board game can be 100% accessible. Don’t let the fact you can’t make it accessible to everyone stop you from doing what you can to allow more people to play. 🚧 Games are made of intentional barriers, accessibility is about unintentional barriers that arise which cause a mismatch of experience for players with access needs. As you design, ask yourself where unintentional barriers are happening, this will help you to solve them by design as opposed to in retrospect. 🪜 Consider a staggered teach for your game, across one or multiple plays of the game, to help players get comfortable with rules before adding more. 📶 Games that start simple and build in complexity as play goes on can be a good way to holistically incorporate a teach into a game experience. 🐚 Include catch-up or rubber-banding mechanics in your game to help level the playing field for players who are behind, especially on games with a live score track. 🎲 Consider ways to mitigate randomness, not just in dice but in other places with randomness, like card draw. ♟️ Provide access to basic resources/cards as a backup to a random card/item, to give players more agency and a greater feeling of control over randomness. 🛍️ Give ways for players to reset shops / offerings to help give them more ways to search for the resources they need. 🎁 Try to do as much for accessibility as possible in standard versions of your game so players don’t need to invest in add-ons or alternative components. 📂 Provide free resources to allow players to adapt common barriers in your game to their needs, such as free print-at-home stickers. ♿ If possible you could create specialist versions of your game to accommodate accessibility barriers, but try to keep the cost comparable to the original version. 🃏 Create cut-outs in boards to help with picking up cards. 🔓 Allow and promote players bending rules to fit access needs. 🎛️ Provide variations of gameplay that address unintentional barriers in your rulebook, online or in FAQs.…
Timestamps 00:00 - Intro 01:47 - Communication-Based Games 11:24 - Abstraction of Communication 18:09 - Visual Communication 26:58 - Improv Games 35:22 - Social Deduction & Hidden Roles 48:40 - Dyslexia & Literacy 54:05 - Alternative Communication 56:59 - Outro Quick Points 📝 Provide options to use different communication methods, like verbal or text-based. 😶 Consider supporting play without verbal communication, by default or as a variant. 📈 Give levels of difficulty in games where speech is not allowed, such as allowing some speech, one word, gestures. 📈 Give levels of difficulty in communication-abstraction games, such as giving more options to pick from or ways to focus the clue. 🎨 Avoid a reliance on colour for visual communication games. 🎤 Social pressure to roleplay, be funny or be quick-witted can be a huge barrier. Consider ways to support or reduce social pressures if possible. 💜 For improv games, consider providing more specific hint cards or fall-back options for players who struggle with improv. ❌ Provide a no-judgement ‘out’ to end a round early if things are getting too much. ☝️ Consider if your game could use interruption mechanics to give less confident players a mechanical way to take the wheel. 🕵️ If possible, make hidden roles optional to your game to make it approachable to more people. 🎭 Deception is difficult for some players, consider how the mechanics of your game can help support deception or provide a way for individuals to opt out of deceptive roles. 🛣️ If the game keeps going after roles have been revealed, set clear expectations in the rules that it is likely or inevitable. For longer games, ensure revealed players still feel like they have an impact at the table. 🎛️ Make rules variants, like having roles all revealed or no talking between players, to alleviate or omit some of the social pressures. 📱Provide ways or tools to help anonymity (companion app, one player presents all options, etc) where it is important for player-submitted parts. 🔤 Where spelling is important, allow spell-checking devices at the table. ⏳ Remove timed elements or provide extra time for players who struggle with writing and/or spelling. 🤟 Provide ASL / BSL guidance for communication in your game if possible. 💬 Overall, provide ways to reduce speech or support alternative communication methods.…
More games with disabled protagonists that don't shy away from reality, please. 00:00 - Intro 00:40 - How we are doing 02:50 - Rare Disease Day 2025 03:47 - Thumb Soldiers 09:20 - Able to Play 18:00 - Bokura 20:55 - Split Fiction 30:00 - Sea of Thieves 32:46 - Like a Dragon: Pirate Yakuza in Hawaii 36:18 - Mecha 38:34 - To a T 42:00 - Monster Hunter arachnophobia mode 46:40 - Sorry, We're Closed 49:20 - Where to find us…
00:00 - Intro 01:28 - Transparency of Consequences 07:40 - Choice Overwhelm 13:13 - Game Complexity 20:05 - Game Length 33:30 - Memory 37:33 - Speed & Pacing 47:21 - Co-op & Asymmetry 52:40 - Content Warnings & Player Safety 58:25 - Outro Quick Points 🔍 Provide transparency for consequences, by default or optionally. In legacy games you could make a digital guide for how a big choice impacts on the game. 🗺️ Consider ways to reduce overall choices in the game, thus reducing overwhelm. For example, versions of play with limited or reduced actions. 🧠 Consult the Laws of UX for tips on best practices on usability and user experience. https://lawsofux.com/ 📑 Give players ways to prioritise actions by providing a suggested direction, such as through goal cards or a unique character action. ⚖️ Provide extra help where rules are not symmetrical and where misunderstanding may occur more frequently, such as a specialised reference card. 🫨 Consider ways to allow players to recover when plans are disrupted, and assist them in being able to pivot more easily or still reach that goal. 🎓 Include how long learning the game will take, not just an average playtime. 🕐 Consider pacing and average turn length, and if players need to be engaged at all times. How do these affect the cognitive load of your game and can you offer options? ⏯️ Help players return to play. Provide help on components or through mechanics for players to ground themselves after getting distracted or taking a break. ⭐ Help and support with ‘finding focus’ such as splitting up game management actions to help players engage, or accepting unrelated side-tasks like drawing. ⏸️ Providing ‘pause points’ and ways to help people ‘save’ the game, such as providing save sheets or extra bags for ‘saved’ collections of components. 📃 Provide ways to reduce memory reliance in games, even on a per player basis. Sometimes it’s as simple as allowing players to take notes. ⌛ Include ways to reduce or remove timed elements. 💢 Give suggested plays to help alleviate round pressure, when a player can feel the need to plan several turns ahead thus significantly increasing cognitive load. 📚 Have flexibility for when admin time happens to help players build the experience around their energy levels. ⏲️ Reduce set-up / tear-down time if you can, such as through components like player trays or through things like quick start guides. 💜 Provide safety mechanics or tools for games with sensitive topics. 📦 Put content information on your box to inform players ahead of purchase.…
00:00 - Intro 01:08 - Text Clarity 11:01 - Iconography 20:06 - Large Print & QR Codes 28:19 - Braille & Tactile Components 36:52 - Contrast 42:31 - Colourblindness & Dual Coding 48:48 - Visual Overwhelm 52:21 - Outro Quick Points 🔤 Use a clear sans serif font and avoid all caps, underlines and italics. 📝 Use good text formatting, like left-aligned paragraphs, good spacing, and line breaks. 🅰️ Highlight keywords using bold and/or a different high contrast colour. ⬆️ Indicate orientation for numbers and text, considering table layout and where people will be trying to read from. 🔍 Check symbols for readability and similarity at all angles, especially on dice. 🗑️ Favour skeuomorphic icons to boost comprehension and understanding. ⭐ Consider using iconography in place of text to reduce reading, make components more language-agnostic and reduce localisation. 🌍 Check regional meanings for your icons and colours to ensure they translate accurately across locations. ↕️ Print text and icons at the largest size possible, even consider using a bigger font for components with less text. 📕 Move flavour text to the rules or another booklet to save space on components. 🍎 Function over flavour always! If something helps someone to play the game more easily it should take priority over flavour text. 📱 Use QR codes on components to link to an app/webpage to work towards assisted tabletop gaming. 📄 Provide larger print versions of your game or components, for free or as upgrades / editions. ♟️Make components of different types, different shapes and sizes so they can be distinguished through touch. 🦯 Consider additional tactile elements like bumps, pips, embossing/debossing. 🔄️ Make good use of the reverse side of components where art would be duplicated or left blank. 👁️🗨️ If your game has an open state of play, consider how it could be played through just descriptions and how you can facilitate that. 🖨️ Make and provide 3D print files for tactile components. 🏁 Use a contract checker, but keep in mind digital versus printed contrast is different! Print is usually always darker. Use pantones and prototypes to check. 🧙♂️ Provide clear differentiation for miniatures, like coloured rings or 3D flat icons on the bases which can be easily painted for quick recognition. 🎨 Don’t use colour alone to differentiate pieces or information (use pattern, icon, text, numbers, clearly distinct art/borders) or make components colour-agnostic. 👁️ Make sure any dual-coding is large and clear. 🎲 Consider different transparencies or pip shapes for dice of different types…
Who would ever have expected we'd have so much possive to say about cognitive accessibility in a From Software game? 00:00 - Intro 00:40 - How we are doing 07:00 - Abletop 09:25 - Elden Ring Nightreign 16:00 - Dawnfolk 24:50 - Lost Records: Bloom and Rage - Tape 1 32:10 - Pirate Yakuza in Hawaii 32:50 - Cabernet 33:20 - Avowed 47:30 - Sea of thieves update 52:00 - Develop:Star Award and MCV Awards 54:30 - Microsoft Ability Summit - Accessibility and AI 01:03:00 - Where to find us…
00:00 - Intro 01:43 - Box & Packaging 12:46 - Set Up & Tear Down 21:17 - Components 36:20 - Motion in Games 44:49 - Dexterity Mechanics 53:16 - Time Constraints 56:02 - Closing Thoughts 57:00 - Outro Abletop Episode 2 Quick Points: 📦 Consider accessible packaging options such as adding loops, tags or stickers. 🫳 Make space in the box insert for grabbing components, such as indents or foam. 🌍 Consider Eco-friendly packaging for better environmental impact and potentially easier to open packaging. ♟️ Provide information on components for physically heavier games to help with alternative storage solutions and consider common sizes e.g. A4. 🏗️ Use trays and personal player packs to reduce setup and teardown. 🗃️ Provide ways to sort components of similar types i.e. different cards that are the same size. Can you use the insert to help separate them. 📱 Create a companion app to either automate parts of the game, provide options to reduce components/table space, track character status, or roll dice. 🖐️ Provide low-mobility alternatives for components, such as Frosthaven's book of maps in place of the map pieces. 🗺️ Provide board references that can help players find locations on larger boards. 🔠 Check visibility of the labels on your board and how they are affected by 3D pieces during play. ⚓ Consider component anchoring - like recessed boards - for helping keep pieces in place. 🎛️ Check tension on moveable/assembled components like clips, dials. Is there a more static version you can provide to players as an option. 🃏 Provide ways to make tucking cards easier such as sleeves, raised areas or recesses. 🎲 Consider dice, how heavy and how many, and think about providing a tower to reduce physical energy cost and avoid dice disrupting the play space. ♟️ Provide card sleeves or thicker components for things that need to be handled often, or adapting the board to provide areas of purchase. ⚖️ Provide accommodations that can level the playing field for groups with a range of dexterity needs, such as different difficulties of components or asymmetric roles. 📂 Provide files that players can download and resize if they need to. ⌛ Provide ways to reduce or remove time pressures, potentially set per player. 🎯Consider the amount of component manipulation and accuracy in your games; lining things up, moving pieces, and what options you can provide to reduce those.…
00:00 - Intro 01:48 - Online Rulebooks & FAQs 07:20 - How Rules are Written & Reference Cards 15:19 - How to Play Videos & Objective Context 20:12 - Learning, Teaching & Co-op Games 23:18 - How to Play Video Availability 26:19 - Player Strategy Guides 32:35 - Learning Asymmetric Games 44:22 - Game Phases & Changes 48:15 - Closing Thoughts 53:00 - Outro Abletop Episode 1 Quick Points: 🖥️ Provide digital versions of rules that also work with a screen reader. 📼 Provide a how to play video, freely available, to allow different ways of learning. 🤔 Provide online FAQs for your game and have a link to them on your box or rulebook. 📃Provide an index in larger rulebooks, and bolden key pages for the entry. 🧝 Avoiding writing rules ‘in universe’, try to use common terms and clear language. 🗝️ Highlight keywords to help them stand out in rules and on components. 📑 Provide glossaries of game terms, especially any unique to your game. 📔 Provide reference cards or incorporate references onto player boards. 💭 Consider the information layout of your rulebook, is information laid out in a logical way for a new player? 🏆 Provide context for the game goal; what is the end goal, and provide that near the start of the rulebook and consider reminders on player boards. 🎮 Provide sample turns and guided tutorials for more complex games and remember to include the context of why, not just what. ♟️ Provide example strategies or character builds in more complex games. 🖐️ Encourage open-handed first plays in your rules for competitive games. 🏈 Discourage quarter-backing play in your rules for cooperative games. 🌖 Provide help for when rules change such as reference cards or warnings on a round tracker that a change is coming up. 🎛️ Provide game variants and accommodations in your rulebook that help alleviate accessibility barriers. 🔓 Encourage players to bend rules when something is inaccessible!…
Ctrl, Alt, Access reaches the end of its first year. Let's look back on a year of accessibility updates. 00:00 – Intro 00:50 – Looking back at the podcast 02:00 – Looking back at the accessibility year of 2024 02:20 – Game Awards 2024 05:35 – Year of High Contrast Mode 07:15 – Year of Cognitive Accessibility 12:50 – Year of Audio Description 16:30 – Senua's Saga: Hellblade II 19:00 – Indie Games of 2024 24:40 – More Accessibility controllers 27:15 – Year of Remakes 29:45 – What we look forward to in 2025 30:11 – What we hope Nintendo will bring with Switch 2 31:05 – Audio Description outside cut scenes 31:50 – PS Access Controller for PC 34:05 – Nintendo have Co-controller support and Accessibility tags in store 35:00 – Access Controllers work on all consoles 35:50 – Mental Health as the sixth accessibility category 38:20 – Tone indicators in games and BSL in captions 40:40 – Communication accessibility 45:20 – "Design for ever gamer" and "Best practise in gaming" for blind gamers 46:50 – IRIS plugin 48:00 – Where to find us…
Took us a month to catch up, but here's a recap of 16 hours of accessibility talks and panels worth knowing about. 00:00 – Intro 02:00 – DAY 1 02:10 – Update from the industry 04:55 – Accessible DOOM mod 08:15 – Servers up, Everyone is welcome 18:25 – Tourettes IRL 22:40 – Developing in the dark 26:46 – Cheat codes for all 28:25 – Forgetting is frustrating 30:25 – Overanalyzing and Syntezysing 33:12 – Accessibility to burnout 41:24 – DAY 2 41:50 – Seeing into your future, developing an accessible game for later today 45:30 – Open world and ADHD, a cautionary tale about love, pain and opportunity 48:13 – Cognitive accessibility UX in Star Wars Jedi Survivor 57:55 – #OpenForNaughtyDog 59:40 – More than a saving throw 1:03:05 – Skill tree unlocked, from consultant to inhouse 1:05:30 – Hell welcomes all 1:05:50 – How to line break subtitles 1:06:50 – Accessible gadget for gamers 1:08:40 – Developing the latest hardware accessibility offerings at Xbox 1:14:30 – Where to find all the talks 1:15:45 – Where to find us…
Telling people that your game "May contain elements dangerous to photosensitive players" doesn't really help photosensitive players to make informed decisions about their health. Could we do better with more specific warnings?
Sometimes, fluctuating disabilities mean you have to pivot plans, and that's okay x 00:00 – Intro 03:52 – Arevya played Super Market Simulator, Botany Manor 05:30 – Steven Spohn and Mark Barlet are leaving AbleGamers 08:40 – FDG 2025 will have the theme "Accessible Worlds, United Through Play" 10:35 – Laura and Arevya have consulted on Sorry, We're Closed 12:05 – Arevya consulted on Life Below 14:43 – Lauras take on the PS5 PRO 19:15 – Laura has played Mario & Luigi Brothership, Super Mario Party Jamboree, Dragon Age: The Veilguard, and LEGO Horizon Adventures 36:25 – Where to find us…
We both had a pretty chaotic time this week if we're honest haha 00:00 – Intro 01:15 – Laura consulted on Dragon Age: The Veilguard and Life is Strange Double Exposure 12:12 – Arevya called out SpillExpo 19:00 – Arevya talks Mario Party Jamboree,I'm on Observation Duty 7, and Corekeeper 25:20 – Laura talks Life is Strange Double Exposure 3-5, Slay the Princess, and Dragon Age: The Veilguard 36:50 – NEWS UPDATE 37:20 – Correction Call of Duty Black Ops 6 audio accessibility 41:53 – Monster hunter wilds accessibility 45:20 – Diablo 4 vessel of Hatred accessibility 47:00 – Just Dance 2025 continues with its Seated choreographic 48:30 – Dragon Age: The Veilguard accessibility 53:30 – Where to find us…
ברוכים הבאים אל Player FM!
Player FM סורק את האינטרנט עבור פודקאסטים באיכות גבוהה בשבילכם כדי שתהנו מהם כרגע. זה יישום הפודקאסט הטוב ביותר והוא עובד על אנדרואיד, iPhone ואינטרנט. הירשמו לסנכרון מנויים במכשירים שונים.