• Contact

  • Newsletter

  • About us

  • Delivery options

  • Prospero Book Market Podcast

  • Taking Video Out of the Game: A Game Developer's Guide to Total Blind Accessibility

    Taking Video Out of the Game by Cole, Brandon;

    A Game Developer's Guide to Total Blind Accessibility

      • GET 10% OFF

      • The discount is only available for 'Alert of Favourite Topics' newsletter recipients.
      • Publisher's listprice GBP 140.00
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        69 090 Ft (65 800 Ft + 5% VAT)
      • Discount 10% (cc. 6 909 Ft off)
      • Discounted price 62 181 Ft (59 220 Ft + 5% VAT)

    69 090 Ft

    db

    Availability

    Not yet published.

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Product details:

    • Edition number 1
    • Publisher CRC Press
    • Date of Publication 23 September 2025

    • ISBN 9781032560762
    • Binding Hardback
    • No. of pages124 pages
    • Size 229x152 mm
    • Language English
    • 700

    Categories

    Short description:

    This book aims to provide information and in-routes to one of the most complex forms of video game accessibility. It promises to explain how a developer might make their game accessible to the totally blind.

    More

    Long description:

    This book aims to provide information and in-routes to one of the most complex forms of video game accessibility. It promises to explain how a developer might make their game accessible to the totally blind. It will break down what that means and provide plenty of examples and ideas for how developers might achieve total blind accessibility, even in the largest, most complex games. As an experienced accessibility consultant who has worked on multiple AAA titles, the author brings a wealth of practical experience to the reader.

    More

    Table of Contents:

    Introduction, Part 1: The Story of Accessibility, Chapter 1:  Defining Accessibility/Inaccessibility, Chapter 2:  Accidental Accessibility: The Tenacity of the Blind Gamer, Chapter 3: Blind Accessibility Specifics: What It Means to Make Something Blind Accessible, Chapter 4: Accessible Beginnings: MUDs, Text Adventures, and So On, Chapter 5:  Audio Games, Chapter 6:  Blind Accessibility?s Mainstream Beginnings, Chapter 7:  AAA Accessibility Reaches the Totally Blind, Chapter 8:  The State of Blind Accessibility, Part 2: Guidelines for Blind Accessibility in Games, Chapter 9:  Basic Principles of Blind Accessibility, Chapter 10:  Every Game is Different, Chapter 11:  Narration, Chapter 12:  Navigation and Traversal, Chapter 13:  Audio Cues, Chapter 14:  The Power of Good Audio Design, Chapter 15:  Audio Description and Scripted Events, Chapter 16:  Combat and Kombat, Chapter 17:  Puzzles, Chapter 18:  Racing and Driving, Chapter 19:  Open Worlds, Chapter 20:  The Multiplayer Discussion, Chapter 21:  Unexplored Territory, Conclusion


    More