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Abletop - Episode 4 - Cognitive Accessibility in Board Gaming

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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.
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.
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Hmmm there seems to be a problem fetching this series right now. Last successful fetch was on March 27, 2025 18:18 (14d ago)

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Manage episode 471043947 series 3626804
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.
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.
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