¡Videojuegos para todos! Angel Jaramillo-Alcázar Quito, Ecuador – 10 Noviembre de 2017
Agenda Introducción ¿Videojuegos para todos? Lineamientos de accesibilidad Conclusiones
Introducción: Videojuegos In the present, the video games industry has taken a significant role in the production of software. This sector generated $91 billion worldwide in 2016. The mobile game segment was the largest with $41 billion [23].
Introducción: Videojuegos Pong Space Invaders In the present, the video games industry has taken a significant role in the production of software. This sector generated $91 billion worldwide in 2016. The mobile game segment was the largest with $41 billion [23].
Introducción: Mercado Videojuegos In the present, the video games industry has taken a significant role in the production of software. This sector generated $91 billion worldwide in 2016. The mobile game segment was the largest with $41 billion [23].
Introducción: Mercado Videojuegos In the present, the video games industry has taken a significant role in the production of software. This sector generated $91 billion worldwide in 2016. The mobile game segment was the largest with $41 billion [23].
Introducción: Industria Software In the present, the video games industry has taken a significant role in the production of software. This sector generated $91 billion worldwide in 2016. The mobile game segment was the largest with $41 billion [23]. 106,5 Fuente: https://www.statista.com/statistics/203428/total-enterprise-software-revenue-forecast/
Introducción: Población Mundial 7500 millones en el 2017 In the present, the video games industry has taken a significant role in the production of software. This sector generated $91 billion worldwide in 2016. The mobile game segment was the largest with $41 billion [23].
¿Videojuegos para todos? In the present, the video games industry has taken a significant role in the production of software. This sector generated $91 billion worldwide in 2016. The mobile game segment was the largest with $41 billion [23].
¿Videojuegos para todos? 15% población tiene algún tipo de discapacidad (OMS) 1100 millones In the present, the video games industry has taken a significant role in the production of software. This sector generated $91 billion worldwide in 2016. The mobile game segment was the largest with $41 billion [23].
¿Videojuegos para todos? Sven Van de Wege (Blind Warrior) - Ceguera In the present, the video games industry has taken a significant role in the production of software. This sector generated $91 billion worldwide in 2016. The mobile game segment was the largest with $41 billion [23].
¿Videojuegos para todos? Ben Breen (Sightless Kombat) - Ceguera In the present, the video games industry has taken a significant role in the production of software. This sector generated $91 billion worldwide in 2016. The mobile game segment was the largest with $41 billion [23]. “The gaming industry needs to support more visually impaired gamers, definitely. We aren't getting much help from other communities as well - certain gaming sites just don't seem to appreciate that blind people can play games” Ben.
¿Videojuegos para todos? Mike Begum (Brolylegs) - Artrogriposis In the present, the video games industry has taken a significant role in the production of software. This sector generated $91 billion worldwide in 2016. The mobile game segment was the largest with $41 billion [23].
¿Videojuegos para todos? Michael Phillips – Atrofia muscular en la columna In the present, the video games industry has taken a significant role in the production of software. This sector generated $91 billion worldwide in 2016. The mobile game segment was the largest with $41 billion [23]. http://www.lithiumcreations.com/ @wholeexpanse
Lineamientos de Accesibilidad -Web Content Accessibility Guidelines es la última versión de las pautas de accesibilidad del contenido en la Web del World Wide Web Consortium (W3C) es un organismo que genera recomendaciones y estándares que permiten el crecimiento del World Wide Web Dirigido por Tim Berners Lee, l creador original del URL (Uniform Resource Locator, Localizador Uniforme de Recursos), del HTTP (HyperText Transfer Protocol, Protocolo de Transferencia de HiperTexto) y del HTML (Hyper Text Markup Language, Lenguaje de Marcado de HiperTexto), que son las principales tecnologías sobre las que se basa la Web. -section 508 es un programa de accesibilidad del gobierno de los Estados Unidos que asegura que las entidades de gobierno adquieran y desarrollen lo relacionado a TIC cumpliendo ciertas normas y estándares -BBC Accessibility Standards and Guidelines se aseguran que los productos de la BBC sean accesibles para la mayor cantidad de audiencia posible.
Lineamientos de Accesibilidad: BASICOS Configurar el teclado (T) Tamaño, Color y Fuente del texto (V) Tutoriales (C) Niveles de Dificultad (T)
Lineamientos de Accesibilidad: INTERMEDIO Grabar el avance del juego (M) Ruido Ambiental como Texto (A) Interfaz Gráfica Personalizable (M)
Lineamientos de Accesibilidad: AVANZADO Dispositivos adicionales(M) Velocidad del juego(M, C) Text to Speech(V)
Conclusiones Accesibilidad es de suma importancia para las personas con discapacidad. Algunos lineamientos son buenas practices de desarrolladores de software y muchas de ellas están presentes en varios videojuegos. El mercado de los videojuegos se encuentra en crecimiento y la incorporación de lineamientos de accesibilidad los volvería más atractivos a los usuarios finales. In the present, the video games industry has taken a significant role in the production of software. This sector generated $91 billion worldwide in 2016. The mobile game segment was the largest with $41 billion [23].
Trabajo Futuro In the present, the video games industry has taken a significant role in the production of software. This sector generated $91 billion worldwide in 2016. The mobile game segment was the largest with $41 billion [23].
Angel Jaramillo-Alcázar angel.jaramillo@udla.edu.ec @pickel_agja Angel Jaramillo-Alcázar In the present, the video games industry has taken a significant role in the production of software. This sector generated $91 billion worldwide in 2016. The mobile game segment was the largest with $41 billion [23].