Playing Inside and Outside

by Silvia Colombini

Playing for fun, to learn, to grow; gaining independence through play.


From the backyards where we played hide and seek or blind man's bluff to the homes where we are chased throughout space or underneath the deep sea through a screen.
The way in which young people entertain themselves has changed quite a bit in the past decades, and so has society and technology.

Picture - Project leader of VI Fit tennis Eelke Folmer demonstrating a game

There was a time streets were the favourite battlefield of generations of kids who grew up without danger while parents looked on, today cities have become more perilous in a way and we prefer that our kids stay inside where, thanks to the TV or computer screen, they have access to rich virtual worlds full of adventures. For blind children, used for a long time to contained independence, the introduction of these games on the computer or other consoles available on the market has opened new horizons.
It is well-known that playing is important for harmonious growth, allowing the exploration of the outside world, the experimentation of interpersonal relationships, the development of one's own abilities and the possibility to play in an entertaining and educational context.
There has always been table games adapted to the needs of people living with vision loss (cards, chess, battleship) like games intended to stimulate perceptual channels other than vision (touch through books with images in raised lines, hearing through games with sounds like balls, toy cars or dolls). Then came the first technology-based games designed specifically for children with vision loss. MIT (Massachusets Institute of Technology) was among the first to focus their interest on this phenomenon in 2002, by presenting the prototype of a Lego construction model equipped with a programmable microchip to produce specific sounds or carry out specific actions. The dynamics and the fun involved in building your own world made of houses, cars, and people, that had always been played with blocks, is made possible for all kids thanks to the Bricket system designed by Rahul Bhargava, a graduate student at MIT. The true revolution is here however with the development of video games and their applications, now so wide-ranging that they seem irresistible to adults as well as the younger crowds. Today, it is possible to simulate any experience and share it with friends. To undertaking animal breeding or the conquest of lost worlds, to creating cities or Formula 1 racing, everything is possible using the keyboard or even your own body, thanks to a remote.

The graphics and sound effects are getting more and more sophisticated, exciting stories are making this video game experience so intense that to define it as virtual is reductive. Sometimes, the fantasy worlds and game modalities are so enthralling and complete that they represent a reality truer than the actual reality, but unfortunately the greater part of these last generation games are based on vision, making them inaccessible to children who have a visual disability. Among the first ones to intercede in this regard was the Personal Computer Systems, a company that began changing the situation by introducing a series of video games that, based on texts and sounds, have allowed young visually impaired kids to enjoy themselves. Of course, initially the versions of the more popular games adapted to the needs of those living with vision loss were more static than the original ones; here too technology development has provided considerable opportunities. From games in text modality using screen reader software, a program reading text on the screen through voice synthesis, to more recent versions of a space battleship (instead of ships, you have your spacecrafts) that, playing while connected to a chatline, allows you to interact with others, the new technology opportunities and the new market proposals make video and audio games today instruments of great value for what they can offer children. You only need to visit the Web site www.gamesfortheblind.com to realize this: there are numerous games offered, ranging from pure entertainment to educational games. Incidentally, the focus on greater Web accessibility for all these people whose independence is jeopardized because of a disability has been and still is the strength of the Internet, driving force of freedom and democracy, an instrument that has revolutionized our everyday lives; there will be yet so much changes in the future for the so-called digital newborns growing up with the mouse as a prolongation of the hand, with MP3s, cell phones and computers.

Those young people who have never gotten up to change the channel on tv, who have never written and mailed a letter, who don't know the yellow pages or encyclopedias. To those who see more or less, new generation games are essential tools for growth, socialization and development in general, even physical.

Logo of the project Game Accessibility

This project was first introduced this year at the University of Nevada for a game called VI Fit that, using the now famous technologies of the Nintendo Wii consoles, applied to sports, allow visually impaired children to play tennis and bowling thanks to more audio and vibrotactile functionalities that, transmitted in the remote, indicate when the objective is reached (for more information: www.vifit.org). Playing remains one of man's most beautiful activities. Big or small, blind or sighted, we are all united by the pleasure provided by games, freeing us from the anguish and preoccupations in our lives, governed by chance and rules like any game, able, as Tolstoy said, to reveal a person's true character, and maybe to make us winners even if it is only a game.

Image - Scions of Fate audio and video game

Image - Toodle Tiles software game

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