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Game Design for Inclusion Beyond Representation
A Colgate toothbrush's handle is designed to have affordances for its purpose: The handle feels natural to hold in a way that presents its bristles comfortably to brush your teeth. Similarly, game designers seeking to create inclusive games must follow a process and practice that lends itself to inclusivity. They must develop tools to detect alienation, game loops to support growth, and progression gates to recognize different needs of accessibility. In this session, four designers (Tanya X. Short, Rjon Taylor-Foster, Emily Short, and more!) will share their personal lessons learned and paths forward for developing their inclusive games, including Boyfriend Dungeon, Mask of the Rose, and Spirit Swap.
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