Inclusivity

This weeks lecture was about diversity, or lack thereof, within creative media work, such as video games. As well as how to be more inclusive within the creative industry. This inclusivity can range from things such as age, race, and sexuality, to people with disabilities within the media work. This also includes making these media works, such as a video game, accessible and able to be used by people in the real world with disabilities.

For example in a video game its good to have a wide range of characters with varying character traits. In saying that each type of character needs a reason to be there. It needs to fit in with its surroundings (eg, the culture or relevant to that time period).

One of the activities from the afternoon lecture was to create a care package that could be provided to each student within the budget of $2000. This care package had to be inclusive of all the disciplines, to be used by film, audio, games design, and animation students alike. The list we came up with included a set of headphones, a microphone, a camera, an external hardrive, and a tablet such as an ipad or a windows surface. We found this list to be inclusive of all the disciplines. Headphones are obviously used by all the students, a camera can be used for not just film students, but also audio students to film there recordings, and for games and animation students for reference as well as voice overs on their projects. This activity required us to think about those in other areas of study, and not just our own.

Medium,. ‘Week 5: Inclusive Design — Self-Directed Practitioners’. N.p., 2015. Web. 6 Nov. 2015.

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