Yet another bad actor in the game accessibility community has been exposed.
This is particularly disheartening, because AbleGamers was, for two decades, one of the go-to organisations for many, either for education, cooperations, or sponsorings. People recommended and supported them, thus unwittingly upholding abusive structures and the irresponsible spending of the organisation's founder.
Over 20 years, AbleGamers has become synonymous with the accessibility movement as its presence and influence grew across the industry. However, new reports from former employees and members of the accessibility community describe abuse, financial mismanagement from leadership, and a board that failed to protect its employees.
The Power of Game Industry Nonprofits 🤝: https://www.eventsforgamers.com/the-power-of-game-industry-nonprofits-in-challenging-times/
Thanks to #IGDA, #PAX, #GDC, #AbleGamers, #TakeThis, and dozens of other organizations for being there for the game industry community! ❤️ #Nonprofit #GameDev #IndieDev #GameIndustry
this seems bad D:
In the years since the alleged death of beloved accessibility advocate Susan Banks, mounting evidence and accounts from those close to her work suggest that she was not the person she claimed to be. In fact, some are convinced that Banks may never have existed at all.
In the 1980s, arcade manufacturers such as #Atari, #MidwayManufacturing and #WilliamsElectronics donated equipment to the tournaments for #PlayersWithDisabilities. They also supplied Gary with spare parts to build the custom mouth interface that his brother needed.
The path from 1980s #arcade and #pinball to today's multimillion-dollar mainstream #VideoGames is neither a straight line nor a story of constant improvement for #PeopleWithDisabilities. Some game genres came and went, as did some game companies. Players with disabilities were #gaming all along, but it wasn't until the 2010s that advocacy for these players started getting wide recognition.
Over the years, the #GamesIndustry had been slow to include players with disabilities in the #GameDesign processes where they could address systemic issues of #accessibility. Advocacy organizations have worked in this space for more than a decade, with one landmark being the #IncludificationProject published in 2012 by #AbleGamers.